• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:25
CET 08:25
KST 16:25
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
BSL Season 2025 - Full Overview and Conclusion5Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 105
StarCraft 2
General
Stellar Fest "01" Jersey Charity Auction SC2 All-Star Invitational: Tournament Preview Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list?
Tourneys
SC2 All-Star Invitational: Jan 17-18 SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
[ASL21] Potential Map Candidates Fantasy's Q&A video BGH Auto Balance -> http://bghmmr.eu/ Potential ASL qualifier breakthroughs? BSL Season 2025 - Full Overview and Conclusion
Tourneys
[BSL21] Grand Finals - Sunday 21:00 CET [Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0
Strategy
Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026! Nintendo Switch Thread Mechabellum
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1714 users

Situation Report: HoTS Balance - Page 39

Forum Index > SC2 General
866 CommentsPost a Reply
Prev 1 37 38 39 40 41 44 Next All
Decendos
Profile Joined August 2011
Germany1341 Posts
March 20 2013 18:09 GMT
#761
On March 21 2013 02:09 TheDwf wrote:
Giantt on Broodlords/Infestors post-Queen patch one month after the Queen patch:

Show nested quote +
On August 20 2012 01:40 Giantt wrote:
The problem of most Terran players in my opinion is that they refuse to change their mindset.
They go for "old strategies" - bio, tank marine, mech, variations of the mentioned, and drill with it until the game is decided by battle. Very rarely and very few players ever think about transitioning to starport or they do after the game has already been decided. They have little experience in these situations and fail most of the time - thats normal, dont cry about it. It takes practice to be good at it. There are already a few players that are good at it but majority are shouting about imbalance.
MVP just showed today that it is doable vs Vortix and Nerchio. It would take some months for the rest of the terrans to learn.

(Source.)
TLDR: Terrans don't adapt. Give it time. Mvp beating euro Zergs proves that game is fine.

Giantt on Broodlords/Infestors post-Queen patch sevens months after the Queen patch:

Show nested quote +
Zergs are boxed in to playing infestor only builds because of stupidly weak hydras and mutas working only if your opponent fell asleep - of course that eventually most will figure out how to use them to their maximum potential and it would seem imbalanced - after all it took 2 years of practice. Let Terrans and Protoss players sweat a while figuring out solutions. I play on EU GM level and can tell you that the top Terrans have figured it out. For Protoss I think the issue is non-existent - players need to change their mindset away from the "before broodlord push - fingers crossed it works" to more balanced style of pokes, harrasment with macro and tech behind.

(Source.)
TLDR: Terrans and Protoss don't adapt. Give it time.

Giantt on the Widow mine one week after HotS release:

Show nested quote +
On March 21 2013 01:47 Giantt wrote:
Widow mine is the most obviously OP thing that has ever been in the game since WoL Beta's end.
The fact that it can kill overseers is ridiculous - no way to deal with widow mines on more than 1 screen at a time because Z has to move the overseer one inch at a time or risk losing it. Given the current cost of overseers simply seeing widow mines makes Z burn 200-300 gas just to see.
The widow mine is too efficient vs everything.
Imo it should either have big damage on 1 target and really small splash dmg and radius or the opposite but not both as it does now.

TLDR: Widow Mine is the most ridiculous thing in the universe.

Several months after the Queen/Overlord patch, when European Zergs are allowed to play several levels above their real skill, everything is still fine; we need time, we need more time. Yet suddenly, when something problematic occurs for your race, you already know, one week after release, that Zergs adapted perfectly and are playing flawlessly against it, which of course means the thing is completely broken.

Strong credibility you have there, my friend.


lol nice one. but: although widow mines arent superimba (just a bit too strong) they havent been out since 1 week but tested since 5 months in beta (with say 2 months on the highest level).
golgo_13
Profile Joined February 2013
Korea (South)9 Posts
March 20 2013 18:12 GMT
#762
On March 20 2013 16:41 Rabiator wrote:
Show nested quote +
On March 20 2013 13:57 starslayer wrote:
On March 20 2013 13:43 Empirimancer wrote:
What would be the point of making afterburners an upgrade? So the drops will start a bit later and the terran will have a bit less money for fighting units. It won't make the drops easier to deal with.


well like i said maybe have it as an upgrade and armory so its later in the game and the other players will have more stuff to defend. i understand that the burners are good at every point in the game but i think that being able to hit your opponent with them so early give the terran a huge advantage that the other play cant catch up and making it harder to defend later.so in theory yes it should make it easier because of the investment until late game but idk we will see.

The point is that they STILL have to defend against it with units and can not leave their base OR they leave their base with fewer units than they could have to defend against a drop that might never come ... in several spots, so you have to leave quite a lot.

It is bad design of Blizzard and really obvious, but I think I should thank them for giving proof for one of my criticisms about the game design. SC2 simply has become TOO FAST and TOO MUCH ABOUT MOBILITY that strategy is no longer a part of the game. Just good macro and massive production are need and then you have to be LUCKY ... As some people have already pointed out to me when I replied that they should build cannons to defend against doom drops, there is no way to defend against it in the game, so you have to gamble. Leave your units to defend and risk losing a battle in the mid-field OR take them and risk being dropped and losing for sure. The Terran has the choice between dropping and not dropping. That LUCK being part of the game is ok since it applies to both races, right? Not really since it is supposed to be a STRATEGY game with the BETTER player winning and not the lucky guy.

Nerfing the Medivac boost will only mask the real problem and that is the overpowering importance of mobility in the game. There simply is too much of it ...

The other problem is that there are too many units in a far too concentrated area and they are too easily controlled.

+ Show Spoiler +
Preemptive reply to the idiots ... who will claim that I want to turn SC2 into BW with my comments:
There isnt only "BW settings" and "SC2 settings" to choose from, but rather a bazillion options between them. BW had its problems, but that doesnt mean SC2 is perfect. SC2 designers clearly went too far into the "more more more and easier" direction ...

BW wasnt boring to watch and only the limited technology at the time did prevent it from becoming a big eSports hit in the west. We have better technology to watch now, but that doesnt mean it makes sense to make the game ever faster and faster and bigger and bigger armies.

People are still ok with the obvious scale discrepancies between the units - which are there for gameplay reasons (because you wouldnt notice Marines / Zerglings on a map scale for Battlecruisers) - so why shouldnt a 12 unit selection limit be acceptable for gameplay reason? People who claim that unlimited unit selection is "necessary" because "technology has advanced" are just too lazy to learn controlling multiple groups.


BUMP for great justice. Couldn't agree more
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
March 20 2013 19:05 GMT
#763
I guess I must have imagined all those cool games I just watched where the better player won.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Rabiator
Profile Joined March 2010
Germany3948 Posts
March 20 2013 19:16 GMT
#764
On March 21 2013 04:05 Umpteen wrote:
I guess I must have imagined all those cool games I just watched where the better player won.

The game (SC2) has been about luck all the time. You had to be lucky to look at your Marines when the Banelings started rolling in, you had to be lucky to not move your bio blob forward too much to be split by forcefields, you had to be lucky to catch that doom drop of the Terrans ...

Sure enough you can make up for that with skill and experience, BUT ONLY IF YOU ARE A PROFESSIONAL. Everyone else gets to roll the dice because the game is too fast at killing stuff due to too many units on the battlefield in too small an area. In BW you had drops as well, but there was enough time to react for everyone and the same is true for anything else you can come up with in a game between players of equal skill, but in SC2 the massive numbers and super tight formation simply kills that and replaces it with LUCK.

Since there are more non-pros playing the game than there are pros it is safe to say that it is a game more about luck than strategy.
If you cant say what you're meaning, you can never mean what you're saying.
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
March 20 2013 19:38 GMT
#765
On March 21 2013 04:16 Rabiator wrote:
Show nested quote +
On March 21 2013 04:05 Umpteen wrote:
I guess I must have imagined all those cool games I just watched where the better player won.

The game (SC2) has been about luck all the time. You had to be lucky to look at your Marines when the Banelings started rolling in, you had to be lucky to not move your bio blob forward too much to be split by forcefields, you had to be lucky to catch that doom drop of the Terrans ...

Sure enough you can make up for that with skill and experience, BUT ONLY IF YOU ARE A PROFESSIONAL. Everyone else gets to roll the dice because the game is too fast at killing stuff due to too many units on the battlefield in too small an area. In BW you had drops as well, but there was enough time to react for everyone and the same is true for anything else you can come up with in a game between players of equal skill, but in SC2 the massive numbers and super tight formation simply kills that and replaces it with LUCK.

Since there are more non-pros playing the game than there are pros it is safe to say that it is a game more about luck than strategy.


yup, scouting is over-rated
Die4Ever
Profile Joined August 2010
United States17725 Posts
March 20 2013 19:44 GMT
#766
On March 20 2013 23:47 Daswollvieh wrote:
Show nested quote +
On March 20 2013 18:40 mostevil wrote:
Personally I'd like to see medivac boost just send them forwards and lock the direction of the medivac while active. Would mean using it randomly to get places faster has a risk and theres an element of skill and timing in using it well. It would also make it more viable for escape and less for attack as the medivacs would overshoot the drop unless activated at the perfect range.

Energy use is the easier change though, which is how blizzard usually does these things.
That has the oposite effect, in that a low energy medivac can't escape, whereas a high energy one is less vulnerable to feedback. Seems less cool all round to me.


Another possibility that would play a little more intuitively than forcing a straight line would be to make load/unload impossible while afterburners are on. That way, it would be a way to get in/out, would have to be timed for perfect use and would give the enemy some time to react.

I think this is a great change, just make it so medivacs can't load/unload while boosting
"Expert" mods4ever.com
Bagi
Profile Joined August 2010
Germany6799 Posts
March 20 2013 19:54 GMT
#767
On March 21 2013 02:58 Giantt wrote:
The issue with the infestor appeared 1+ year after the unit remained unchanged(and nerfed in terms of neural parasite). It was created not by the unit itself but by the way Zerg players learned to use it - in every situation with nearly perfect efficiency.
The case with WM on the other hand appears now - only a month-two so since the last major patch - when only a few people are near mastering WM control and tactics and most of what you see is mediocre usage that yields great results. The issue is only going to become more and more obvious as more and more Terrans improve their skills with the new unit.

The problem with the BL/infestor comp appeared immediately after the queen buffs. It wasn't so much the infestor as it much the early game buffs combined with the best possible lategame army. Your response, "let protoss and terran players sweat".

Well, after a year of a broken zerg strategy going unchecked, I think its time for you guys to sweat a bit.
ultrakiss
Profile Blog Joined April 2012
97 Posts
Last Edited: 2013-03-20 19:58:57
March 20 2013 19:56 GMT
#768
please delete i didnt mean to post. sorry
Salient
Profile Joined August 2011
United States876 Posts
March 20 2013 20:08 GMT
#769
On March 20 2013 16:41 Rabiator wrote:
Show nested quote +
On March 20 2013 13:57 starslayer wrote:
On March 20 2013 13:43 Empirimancer wrote:
What would be the point of making afterburners an upgrade? So the drops will start a bit later and the terran will have a bit less money for fighting units. It won't make the drops easier to deal with.


well like i said maybe have it as an upgrade and armory so its later in the game and the other players will have more stuff to defend. i understand that the burners are good at every point in the game but i think that being able to hit your opponent with them so early give the terran a huge advantage that the other play cant catch up and making it harder to defend later.so in theory yes it should make it easier because of the investment until late game but idk we will see.

The point is that they STILL have to defend against it with units and can not leave their base OR they leave their base with fewer units than they could have to defend against a drop that might never come ... in several spots, so you have to leave quite a lot.

It is bad design of Blizzard and really obvious, but I think I should thank them for giving proof for one of my criticisms about the game design. SC2 simply has become TOO FAST and TOO MUCH ABOUT MOBILITY that strategy is no longer a part of the game. Just good macro and massive production are need and then you have to be LUCKY ... As some people have already pointed out to me when I replied that they should build cannons to defend against doom drops, there is no way to defend against it in the game, so you have to gamble. Leave your units to defend and risk losing a battle in the mid-field OR take them and risk being dropped and losing for sure. The Terran has the choice between dropping and not dropping. That LUCK being part of the game is ok since it applies to both races, right? Not really since it is supposed to be a STRATEGY game with the BETTER player winning and not the lucky guy.

Nerfing the Medivac boost will only mask the real problem and that is the overpowering importance of mobility in the game. There simply is too much of it ...

The other problem is that there are too many units in a far too concentrated area and they are too easily controlled.

+ Show Spoiler +
Preemptive reply to the idiots ... who will claim that I want to turn SC2 into BW with my comments:
There isnt only "BW settings" and "SC2 settings" to choose from, but rather a bazillion options between them. BW had its problems, but that doesnt mean SC2 is perfect. SC2 designers clearly went too far into the "more more more and easier" direction ...

BW wasnt boring to watch and only the limited technology at the time did prevent it from becoming a big eSports hit in the west. We have better technology to watch now, but that doesnt mean it makes sense to make the game ever faster and faster and bigger and bigger armies.

People are still ok with the obvious scale discrepancies between the units - which are there for gameplay reasons (because you wouldnt notice Marines / Zerglings on a map scale for Battlecruisers) - so why shouldnt a 12 unit selection limit be acceptable for gameplay reason? People who claim that unlimited unit selection is "necessary" because "technology has advanced" are just too lazy to learn controlling multiple groups.


+1


User was warned for this post
baba1
Profile Joined April 2005
Canada355 Posts
March 20 2013 20:11 GMT
#770
I feel like medivacs speed boost should cost 25 energy.
Medivacs are like the only unit in the game with energy that have a spell cost no energy.
noq uote
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
March 20 2013 20:20 GMT
#771
On March 21 2013 04:16 Rabiator wrote:
Show nested quote +
On March 21 2013 04:05 Umpteen wrote:
I guess I must have imagined all those cool games I just watched where the better player won.

The game (SC2) has been about luck all the time. You had to be lucky to look at your Marines when the Banelings started rolling in, you had to be lucky to not move your bio blob forward too much to be split by forcefields, you had to be lucky to catch that doom drop of the Terrans ...

Sure enough you can make up for that with skill and experience, BUT ONLY IF YOU ARE A PROFESSIONAL. Everyone else gets to roll the dice because the game is too fast at killing stuff due to too many units on the battlefield in too small an area. In BW you had drops as well, but there was enough time to react for everyone and the same is true for anything else you can come up with in a game between players of equal skill, but in SC2 the massive numbers and super tight formation simply kills that and replaces it with LUCK.

Since there are more non-pros playing the game than there are pros it is safe to say that it is a game more about luck than strategy.


Your overdoing it Rabiator, I understand what your saying even though i don't agree with most of it.

But dude it's not that those banelings could teleport on your marines. You can watch the minimap, have a marine in front etc.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2013-03-20 20:24:16
March 20 2013 20:23 GMT
#772
On March 21 2013 04:54 Bagi wrote:
Show nested quote +
On March 21 2013 02:58 Giantt wrote:
The issue with the infestor appeared 1+ year after the unit remained unchanged(and nerfed in terms of neural parasite). It was created not by the unit itself but by the way Zerg players learned to use it - in every situation with nearly perfect efficiency.
The case with WM on the other hand appears now - only a month-two so since the last major patch - when only a few people are near mastering WM control and tactics and most of what you see is mediocre usage that yields great results. The issue is only going to become more and more obvious as more and more Terrans improve their skills with the new unit.

The problem with the BL/infestor comp appeared immediately after the queen buffs. It wasn't so much the infestor as it much the early game buffs combined with the best possible lategame army. Your response, "let protoss and terran players sweat".

Well, after a year of a broken zerg strategy going unchecked, I think its time for you guys to sweat a bit.

No it didn't appeared after the queen buff, it was used way before. Its just cause zerg didn't get killed before they reached the composition that it became apparent.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-03-20 20:35:19
March 20 2013 20:34 GMT
#773
On March 21 2013 05:23 Assirra wrote:
Show nested quote +
On March 21 2013 04:54 Bagi wrote:
On March 21 2013 02:58 Giantt wrote:
The issue with the infestor appeared 1+ year after the unit remained unchanged(and nerfed in terms of neural parasite). It was created not by the unit itself but by the way Zerg players learned to use it - in every situation with nearly perfect efficiency.
The case with WM on the other hand appears now - only a month-two so since the last major patch - when only a few people are near mastering WM control and tactics and most of what you see is mediocre usage that yields great results. The issue is only going to become more and more obvious as more and more Terrans improve their skills with the new unit.

The problem with the BL/infestor comp appeared immediately after the queen buffs. It wasn't so much the infestor as it much the early game buffs combined with the best possible lategame army. Your response, "let protoss and terran players sweat".

Well, after a year of a broken zerg strategy going unchecked, I think its time for you guys to sweat a bit.

No it didn't appeared after the queen buff, it was used way before. Its just cause zerg didn't get killed before they reached the composition that it became apparent.

I never said the comp didn't appear before it, but its what really made it into a huge problem. The problem was that a ridiculously strong early game and a ridiculously strong lategame meant that there was only a small window in the midgame where the zerg was vulnerable. The whole metagame (2-2 mech timings, immortal sentry all-ins) started to revolve around that window.

Before the queen buff terrans could significantly delay the 3rd and get a much better econ compared to the zerg. Many games were also outright won with early pressure builds.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
March 20 2013 21:07 GMT
#774
--- Nuked ---
aksfjh
Profile Joined November 2010
United States4853 Posts
March 20 2013 21:17 GMT
#775
On March 21 2013 05:34 Bagi wrote:
Show nested quote +
On March 21 2013 05:23 Assirra wrote:
On March 21 2013 04:54 Bagi wrote:
On March 21 2013 02:58 Giantt wrote:
The issue with the infestor appeared 1+ year after the unit remained unchanged(and nerfed in terms of neural parasite). It was created not by the unit itself but by the way Zerg players learned to use it - in every situation with nearly perfect efficiency.
The case with WM on the other hand appears now - only a month-two so since the last major patch - when only a few people are near mastering WM control and tactics and most of what you see is mediocre usage that yields great results. The issue is only going to become more and more obvious as more and more Terrans improve their skills with the new unit.

The problem with the BL/infestor comp appeared immediately after the queen buffs. It wasn't so much the infestor as it much the early game buffs combined with the best possible lategame army. Your response, "let protoss and terran players sweat".

Well, after a year of a broken zerg strategy going unchecked, I think its time for you guys to sweat a bit.

No it didn't appeared after the queen buff, it was used way before. Its just cause zerg didn't get killed before they reached the composition that it became apparent.

I never said the comp didn't appear before it, but its what really made it into a huge problem. The problem was that a ridiculously strong early game and a ridiculously strong lategame meant that there was only a small window in the midgame where the zerg was vulnerable. The whole metagame (2-2 mech timings, immortal sentry all-ins) started to revolve around that window.

Before the queen buff terrans could significantly delay the 3rd and get a much better econ compared to the zerg. Many games were also outright won with early pressure builds.

Either way, we shouldn't ask the game to be broken for anybody or for a race to "sweat." By the end of WoL, we had some REALLY good evidence that Zerg was too strong, especially in ZvT. A bunch of tournament results, pro feedback, specific games, etc. Right now, we have 1 tournament of Korean Terrans beating foreigners... There is no sweating, just a gigantic question mark on the state of balance for everybody.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
Last Edited: 2013-03-20 21:24:21
March 20 2013 21:22 GMT
#776
On March 20 2013 16:41 Rabiator wrote:
Show nested quote +
On March 20 2013 13:57 starslayer wrote:
On March 20 2013 13:43 Empirimancer wrote:
What would be the point of making afterburners an upgrade? So the drops will start a bit later and the terran will have a bit less money for fighting units. It won't make the drops easier to deal with.


well like i said maybe have it as an upgrade and armory so its later in the game and the other players will have more stuff to defend. i understand that the burners are good at every point in the game but i think that being able to hit your opponent with them so early give the terran a huge advantage that the other play cant catch up and making it harder to defend later.so in theory yes it should make it easier because of the investment until late game but idk we will see.

The point is that they STILL have to defend against it with units and can not leave their base OR they leave their base with fewer units than they could have to defend against a drop that might never come ... in several spots, so you have to leave quite a lot.

It is bad design of Blizzard and really obvious, but I think I should thank them for giving proof for one of my criticisms about the game design. SC2 simply has become TOO FAST and TOO MUCH ABOUT MOBILITY that strategy is no longer a part of the game. Just good macro and massive production are need and then you have to be LUCKY ... As some people have already pointed out to me when I replied that they should build cannons to defend against doom drops, there is no way to defend against it in the game, so you have to gamble. Leave your units to defend and risk losing a battle in the mid-field OR take them and risk being dropped and losing for sure. The Terran has the choice between dropping and not dropping. That LUCK being part of the game is ok since it applies to both races, right? Not really since it is supposed to be a STRATEGY game with the BETTER player winning and not the lucky guy.

Nerfing the Medivac boost will only mask the real problem and that is the overpowering importance of mobility in the game. There simply is too much of it ...

The other problem is that there are too many units in a far too concentrated area and they are too easily controlled.

+ Show Spoiler +
Preemptive reply to the idiots ... who will claim that I want to turn SC2 into BW with my comments:
There isnt only "BW settings" and "SC2 settings" to choose from, but rather a bazillion options between them. BW had its problems, but that doesnt mean SC2 is perfect. SC2 designers clearly went too far into the "more more more and easier" direction ...

BW wasnt boring to watch and only the limited technology at the time did prevent it from becoming a big eSports hit in the west. We have better technology to watch now, but that doesnt mean it makes sense to make the game ever faster and faster and bigger and bigger armies.

People are still ok with the obvious scale discrepancies between the units - which are there for gameplay reasons (because you wouldnt notice Marines / Zerglings on a map scale for Battlecruisers) - so why shouldnt a 12 unit selection limit be acceptable for gameplay reason? People who claim that unlimited unit selection is "necessary" because "technology has advanced" are just too lazy to learn controlling multiple groups.


Rab you've been on the money in this thread but this post is gold. I understand how Blizz wanted to speed up the pace of the game but the ultra-mobility has definitely hurt strategic and unit depth.

If everyone is special... then no one is special.

I think Coach Park's quote pretty much ends the mock fight about whether or not the medivac needs a tweak.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
cmcaneff5502
Profile Joined February 2012
United States116 Posts
March 20 2013 21:25 GMT
#777
On March 21 2013 02:09 TheDwf wrote:
Giantt on Broodlords/Infestors post-Queen patch one month after the Queen patch:

Show nested quote +
On August 20 2012 01:40 Giantt wrote:
The problem of most Terran players in my opinion is that they refuse to change their mindset.
They go for "old strategies" - bio, tank marine, mech, variations of the mentioned, and drill with it until the game is decided by battle. Very rarely and very few players ever think about transitioning to starport or they do after the game has already been decided. They have little experience in these situations and fail most of the time - thats normal, dont cry about it. It takes practice to be good at it. There are already a few players that are good at it but majority are shouting about imbalance.
MVP just showed today that it is doable vs Vortix and Nerchio. It would take some months for the rest of the terrans to learn.

(Source.)
TLDR: Terrans don't adapt. Give it time. Mvp beating euro Zergs proves that game is fine.

Giantt on Broodlords/Infestors post-Queen patch sevens months after the Queen patch:

Show nested quote +
Zergs are boxed in to playing infestor only builds because of stupidly weak hydras and mutas working only if your opponent fell asleep - of course that eventually most will figure out how to use them to their maximum potential and it would seem imbalanced - after all it took 2 years of practice. Let Terrans and Protoss players sweat a while figuring out solutions. I play on EU GM level and can tell you that the top Terrans have figured it out. For Protoss I think the issue is non-existent - players need to change their mindset away from the "before broodlord push - fingers crossed it works" to more balanced style of pokes, harrasment with macro and tech behind.

(Source.)
TLDR: Terrans and Protoss don't adapt. Give it time.

Giantt on the Widow mine one week after HotS release:

Show nested quote +
On March 21 2013 01:47 Giantt wrote:
Widow mine is the most obviously OP thing that has ever been in the game since WoL Beta's end.
The fact that it can kill overseers is ridiculous - no way to deal with widow mines on more than 1 screen at a time because Z has to move the overseer one inch at a time or risk losing it. Given the current cost of overseers simply seeing widow mines makes Z burn 200-300 gas just to see.
The widow mine is too efficient vs everything.
Imo it should either have big damage on 1 target and really small splash dmg and radius or the opposite but not both as it does now.

TLDR: Widow Mine is the most ridiculous thing in the universe.

Several months after the Queen/Overlord patch, when European Zergs are allowed to play several levels above their real skill, everything is still fine; we need time, we need more time. Yet suddenly, when something problematic occurs for your race, you already know, one week after release, that Zergs adapted perfectly and are playing flawlessly against it, which of course means the thing is completely broken.

Strong credibility you have there, my friend.


Ahhhh this made my day. This is what every single balance thread is--people being hypocritical depending on if they feel advantaged or disadvantaged. Masters kids struggle with adapting, and will eventually figure it out after pros do, while whining the whole way though. Give pros time to figure it out; this Giantt kid's original advice is pretty good.
aksfjh
Profile Joined November 2010
United States4853 Posts
March 20 2013 21:29 GMT
#778
On March 21 2013 06:22 Sabu113 wrote:
Show nested quote +
On March 20 2013 16:41 Rabiator wrote:
On March 20 2013 13:57 starslayer wrote:
On March 20 2013 13:43 Empirimancer wrote:
What would be the point of making afterburners an upgrade? So the drops will start a bit later and the terran will have a bit less money for fighting units. It won't make the drops easier to deal with.


well like i said maybe have it as an upgrade and armory so its later in the game and the other players will have more stuff to defend. i understand that the burners are good at every point in the game but i think that being able to hit your opponent with them so early give the terran a huge advantage that the other play cant catch up and making it harder to defend later.so in theory yes it should make it easier because of the investment until late game but idk we will see.

The point is that they STILL have to defend against it with units and can not leave their base OR they leave their base with fewer units than they could have to defend against a drop that might never come ... in several spots, so you have to leave quite a lot.

It is bad design of Blizzard and really obvious, but I think I should thank them for giving proof for one of my criticisms about the game design. SC2 simply has become TOO FAST and TOO MUCH ABOUT MOBILITY that strategy is no longer a part of the game. Just good macro and massive production are need and then you have to be LUCKY ... As some people have already pointed out to me when I replied that they should build cannons to defend against doom drops, there is no way to defend against it in the game, so you have to gamble. Leave your units to defend and risk losing a battle in the mid-field OR take them and risk being dropped and losing for sure. The Terran has the choice between dropping and not dropping. That LUCK being part of the game is ok since it applies to both races, right? Not really since it is supposed to be a STRATEGY game with the BETTER player winning and not the lucky guy.

Nerfing the Medivac boost will only mask the real problem and that is the overpowering importance of mobility in the game. There simply is too much of it ...

The other problem is that there are too many units in a far too concentrated area and they are too easily controlled.

+ Show Spoiler +
Preemptive reply to the idiots ... who will claim that I want to turn SC2 into BW with my comments:
There isnt only "BW settings" and "SC2 settings" to choose from, but rather a bazillion options between them. BW had its problems, but that doesnt mean SC2 is perfect. SC2 designers clearly went too far into the "more more more and easier" direction ...

BW wasnt boring to watch and only the limited technology at the time did prevent it from becoming a big eSports hit in the west. We have better technology to watch now, but that doesnt mean it makes sense to make the game ever faster and faster and bigger and bigger armies.

People are still ok with the obvious scale discrepancies between the units - which are there for gameplay reasons (because you wouldnt notice Marines / Zerglings on a map scale for Battlecruisers) - so why shouldnt a 12 unit selection limit be acceptable for gameplay reason? People who claim that unlimited unit selection is "necessary" because "technology has advanced" are just too lazy to learn controlling multiple groups.


Rab you've been on the money in this thread but this post is gold. I understand how Blizz wanted to speed up the pace of the game but the ultra-mobility has definitely hurt strategic and unit depth.

If everyone is special... then no one is special.

I think Coach Park's quote pretty much ends the mock fight about whether or not the medivac needs a tweak.

Or maybe the lack of Terrans on EG-TL influences his opinion just as much as playing a race does...
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 20 2013 21:35 GMT
#779
On March 21 2013 06:29 aksfjh wrote:
Show nested quote +
On March 21 2013 06:22 Sabu113 wrote:
On March 20 2013 16:41 Rabiator wrote:
On March 20 2013 13:57 starslayer wrote:
On March 20 2013 13:43 Empirimancer wrote:
What would be the point of making afterburners an upgrade? So the drops will start a bit later and the terran will have a bit less money for fighting units. It won't make the drops easier to deal with.


well like i said maybe have it as an upgrade and armory so its later in the game and the other players will have more stuff to defend. i understand that the burners are good at every point in the game but i think that being able to hit your opponent with them so early give the terran a huge advantage that the other play cant catch up and making it harder to defend later.so in theory yes it should make it easier because of the investment until late game but idk we will see.

The point is that they STILL have to defend against it with units and can not leave their base OR they leave their base with fewer units than they could have to defend against a drop that might never come ... in several spots, so you have to leave quite a lot.

It is bad design of Blizzard and really obvious, but I think I should thank them for giving proof for one of my criticisms about the game design. SC2 simply has become TOO FAST and TOO MUCH ABOUT MOBILITY that strategy is no longer a part of the game. Just good macro and massive production are need and then you have to be LUCKY ... As some people have already pointed out to me when I replied that they should build cannons to defend against doom drops, there is no way to defend against it in the game, so you have to gamble. Leave your units to defend and risk losing a battle in the mid-field OR take them and risk being dropped and losing for sure. The Terran has the choice between dropping and not dropping. That LUCK being part of the game is ok since it applies to both races, right? Not really since it is supposed to be a STRATEGY game with the BETTER player winning and not the lucky guy.

Nerfing the Medivac boost will only mask the real problem and that is the overpowering importance of mobility in the game. There simply is too much of it ...

The other problem is that there are too many units in a far too concentrated area and they are too easily controlled.

+ Show Spoiler +
Preemptive reply to the idiots ... who will claim that I want to turn SC2 into BW with my comments:
There isnt only "BW settings" and "SC2 settings" to choose from, but rather a bazillion options between them. BW had its problems, but that doesnt mean SC2 is perfect. SC2 designers clearly went too far into the "more more more and easier" direction ...

BW wasnt boring to watch and only the limited technology at the time did prevent it from becoming a big eSports hit in the west. We have better technology to watch now, but that doesnt mean it makes sense to make the game ever faster and faster and bigger and bigger armies.

People are still ok with the obvious scale discrepancies between the units - which are there for gameplay reasons (because you wouldnt notice Marines / Zerglings on a map scale for Battlecruisers) - so why shouldnt a 12 unit selection limit be acceptable for gameplay reason? People who claim that unlimited unit selection is "necessary" because "technology has advanced" are just too lazy to learn controlling multiple groups.


Rab you've been on the money in this thread but this post is gold. I understand how Blizz wanted to speed up the pace of the game but the ultra-mobility has definitely hurt strategic and unit depth.

If everyone is special... then no one is special.

I think Coach Park's quote pretty much ends the mock fight about whether or not the medivac needs a tweak.

Or maybe the lack of Terrans on EG-TL influences his opinion just as much as playing a race does...


Nah, I think Coach Park is pretty much on the ball with this one. Keep the boost awesome, just don't make it endless(ie, cool down based). Make it so there are a limited number of boosts for a given time and it will be better for everyone.

As for units in SC2 being more mobile the BW, I don't know about that. Speed vultures and shuttles were pretty quick if you compair how fast they went to how big the screen was(before the era of wide screens).
I have the Honor to be your Obedient Servant, P.6
TL+ Member
aksfjh
Profile Joined November 2010
United States4853 Posts
March 20 2013 21:43 GMT
#780
On March 21 2013 06:35 Plansix wrote:
Show nested quote +
On March 21 2013 06:29 aksfjh wrote:
On March 21 2013 06:22 Sabu113 wrote:
On March 20 2013 16:41 Rabiator wrote:
On March 20 2013 13:57 starslayer wrote:
On March 20 2013 13:43 Empirimancer wrote:
What would be the point of making afterburners an upgrade? So the drops will start a bit later and the terran will have a bit less money for fighting units. It won't make the drops easier to deal with.


well like i said maybe have it as an upgrade and armory so its later in the game and the other players will have more stuff to defend. i understand that the burners are good at every point in the game but i think that being able to hit your opponent with them so early give the terran a huge advantage that the other play cant catch up and making it harder to defend later.so in theory yes it should make it easier because of the investment until late game but idk we will see.

The point is that they STILL have to defend against it with units and can not leave their base OR they leave their base with fewer units than they could have to defend against a drop that might never come ... in several spots, so you have to leave quite a lot.

It is bad design of Blizzard and really obvious, but I think I should thank them for giving proof for one of my criticisms about the game design. SC2 simply has become TOO FAST and TOO MUCH ABOUT MOBILITY that strategy is no longer a part of the game. Just good macro and massive production are need and then you have to be LUCKY ... As some people have already pointed out to me when I replied that they should build cannons to defend against doom drops, there is no way to defend against it in the game, so you have to gamble. Leave your units to defend and risk losing a battle in the mid-field OR take them and risk being dropped and losing for sure. The Terran has the choice between dropping and not dropping. That LUCK being part of the game is ok since it applies to both races, right? Not really since it is supposed to be a STRATEGY game with the BETTER player winning and not the lucky guy.

Nerfing the Medivac boost will only mask the real problem and that is the overpowering importance of mobility in the game. There simply is too much of it ...

The other problem is that there are too many units in a far too concentrated area and they are too easily controlled.

+ Show Spoiler +
Preemptive reply to the idiots ... who will claim that I want to turn SC2 into BW with my comments:
There isnt only "BW settings" and "SC2 settings" to choose from, but rather a bazillion options between them. BW had its problems, but that doesnt mean SC2 is perfect. SC2 designers clearly went too far into the "more more more and easier" direction ...

BW wasnt boring to watch and only the limited technology at the time did prevent it from becoming a big eSports hit in the west. We have better technology to watch now, but that doesnt mean it makes sense to make the game ever faster and faster and bigger and bigger armies.

People are still ok with the obvious scale discrepancies between the units - which are there for gameplay reasons (because you wouldnt notice Marines / Zerglings on a map scale for Battlecruisers) - so why shouldnt a 12 unit selection limit be acceptable for gameplay reason? People who claim that unlimited unit selection is "necessary" because "technology has advanced" are just too lazy to learn controlling multiple groups.


Rab you've been on the money in this thread but this post is gold. I understand how Blizz wanted to speed up the pace of the game but the ultra-mobility has definitely hurt strategic and unit depth.

If everyone is special... then no one is special.

I think Coach Park's quote pretty much ends the mock fight about whether or not the medivac needs a tweak.

Or maybe the lack of Terrans on EG-TL influences his opinion just as much as playing a race does...


Nah, I think Coach Park is pretty much on the ball with this one. Keep the boost awesome, just don't make it endless(ie, cool down based). Make it so there are a limited number of boosts for a given time and it will be better for everyone.

As for units in SC2 being more mobile the BW, I don't know about that. Speed vultures and shuttles were pretty quick if you compair how fast they went to how big the screen was(before the era of wide screens).

Well, you and Park were on the same page in the first place, and you both have similar slants. There's not anything wrong with that, I just wish people would see that instead of "OMG pure unbiased opinions from a coach!"
Prev 1 37 38 39 40 41 44 Next All
Please log in or register to reply.
Live Events Refresh
All-Star Invitational
03:00
Day 2
Rogue vs OliveiraLIVE!
herO vs Reynor
WardiTV1428
WinterStarcraft736
PiGStarcraft662
BRAT_OK 232
IndyStarCraft 206
3DClanTV 98
EnkiAlexander 92
IntoTheiNu 14
LiquipediaDiscussion
AI Arena Tournament
20:00
Swiss - Round 2
Laughngamez YouTube
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft736
PiGStarcraft662
BRAT_OK 232
IndyStarCraft 206
Vindicta 0
StarCraft: Brood War
Rain 8708
Shuttle 1008
EffOrt 821
Pusan 275
ggaemo 256
Larva 194
ZergMaN 41
yabsab 34
Hyun 33
ajuk12(nOOB) 28
[ Show more ]
Sharp 7
Models 5
Dota 2
LuMiX1
League of Legends
JimRising 752
C9.Mang0626
Super Smash Bros
Mew2King85
Other Games
summit1g7559
minikerr24
Organizations
Other Games
gamesdonequick1904
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 68
• practicex 21
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Stunt596
Other Games
• Scarra3210
Upcoming Events
Sparkling Tuna Cup
2h 36m
OSC
4h 36m
Shameless vs NightMare
YoungYakov vs MaNa
Nicoract vs Jumy
Gerald vs TBD
Creator vs TBD
BSL 21
12h 36m
Bonyth vs Sziky
Mihu vs QiaoGege
Sziky vs XuanXuan
eOnzErG vs QiaoGege
Mihu vs DuGu
Dewalt vs Bonyth
IPSL
12h 36m
Dewalt vs Sziky
Replay Cast
1d 1h
Wardi Open
1d 4h
Monday Night Weeklies
1d 9h
The PondCast
3 days
Big Brain Bouts
5 days
Serral vs TBD
BSL 21
6 days
Liquipedia Results

Completed

Escore Tournament S1: W4
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
SC2 All-Star Inv. 2025
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.