• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:40
CEST 14:40
KST 21:40
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou5Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou The New Patch Killed Mech! Team Liquid Map Contest #21 - Presented by Monster Energy herO joins T1 Weekly Cups (Oct 13-19): Clem Goes for Four
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
Is there anyway to get a private coach? BSL Season 21 OGN to release AI-upscaled StarLeague from Feb 24 BW caster Sayle BW General Discussion
Tourneys
[Megathread] Daily Proleagues [ASL20] Semifinal B SC4ALL $1,500 Open Bracket LAN Azhi's Colosseum - Anonymous Tournament
Strategy
[I] TvZ Strategies and Builds [I] TvP Strategies and Build Roaring Currents ASL final Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Chess Thread Things Aren’t Peaceful in Palestine Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Certified Crazy
Hildegard
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1167 users

Situation Report: June 11, 2013 - Page 16

Forum Index > SC2 General
430 CommentsPost a Reply
Prev 1 14 15 16 17 18 22 Next All
GingerJesus
Profile Blog Joined April 2013
Canada19 Posts
June 12 2013 14:17 GMT
#301
On June 12 2013 08:21 Xivsa wrote:
Not a bad report. And it didn't mention Hellbats at all, but I hope that nerf will be coming soon.


Did you watch Day9's report on Hellbats last night? He brought up some good points as to why people believe Hellbats to be more OP than they actually are (but I have the feeling that Hellbats are also under scrutiny at the moment).
www.eschamp.com "Wise man say, forgiveness is divine but never pay full price for late pizza"
BisuDagger
Profile Blog Joined October 2009
Bisutopia19289 Posts
June 12 2013 14:21 GMT
#302
On June 12 2013 23:11 Destructicon wrote:
Show nested quote +
On June 12 2013 22:28 BisuDagger wrote:
On June 12 2013 22:22 Targe wrote:
On June 12 2013 22:11 BisuDagger wrote:
On June 12 2013 22:03 Targe wrote:
On June 12 2013 21:57 BisuDagger wrote:
On June 12 2013 21:49 Roachu wrote:
It seems like they have a pretty good idea of what they're doing. I definitely agree to not nerf any of the mentioned units before they have been thoroughly tested and given enough time to lose their "new unit!" novelty. The tanks vs mine bit though seem to contradict his entire thought-process, it was pure theorycrafting when he specifically said he wanted the team to stay away from that. Sure in theory tanks are more basic units than mines, but the efficiency of both depend heavily on both the defender and the attacker. The only clear difference I can see is mines have the potential to lose/win you the game in a single well-placed (or not) shot. I can't see a tank fuck up a game like that ForGG mine did.

Tanks in SC1 used to be more where it could f you up but it also required a lot more skill. With the integration of spider mine fields ahead of tanks and defensive goliaths or offensive turrets, it was incredibly hard to get to a tank to attack it. You either had to do tactical drops or run in zerglings/fast zlots to buffer the damage of tanks so you can start targeting them down. And then if you were even better you could get a single tank fire to take out three friendly tanks. And it was tons of fun seeing tanks blow up each other.

Widow mines and tanks need to have synergy among each other, not stomp on each others role. In the current state it's too difficult to keep a zerg army from just bum rushing the tanks which is why we know how the outcome is going to play out. I def hope they figure this one out instead of abandoning tanks all together.


On June 12 2013 21:56 Targe wrote:
That TvZ o.000000000

Thanks for the BW games again Bisu!

<3, that was Action's break out game for sure. Possibly the best Lair tech Zerg at the time versus Flash who was just starting to peak. Plus Estro was a team still. Such a good mixture of fun.


Just imagine a world where Widow Mines and Siege Tanks had a good, strong synergy. It's sad that at the moment you either go tanks or you go mines, not both

That game was pretty crazy, I loved how Flash was shaking his wrists at the end.

I actually had to leave my office so I could watch the game all over again. Flash is a friggin machine. How he didn't GG so many times throughout that game baffles me. I'm actually putting together a cast that will be featuring this game as part of the series. I can't think of a better game to analyze late game TvZ.

The map has a huge impact too. Which brings me to my next thought on siege tanks:

Is it time we started bringing cliffs back in maps? Everyone is familiar with the MMA vs DRG series where MMA kept using cliffs in the middle of the map to zone the zerg out and it was a way to keep the tanks alive long enough for their impact to be felt. Imagine if we add cliffs back into the map pool and then we can have tank heavy maps and widow mine heavy maps so that way we do see new strategy. Map making is an integral part of strategy that we should observe here too.


Weren't cliffy maps stopped back when Terran had 50 damage tanks? I've always wondered if they would bring back lots of cliffs.

I'm not sure about that, cause I don't remember there being a tank nerf just ghost nerfs after that GSL time period.

If protoss now get flying siege tanks and zerg has viper grab, then cliff tanks seem perfectly reasonable now.


Tanks got nerfed to 35 damage and +15 to armored in early 2011, the Ghost snipe nerf happened more towards early 2012 if I remember correctly. And the game you are thinking off was game 7 of the Blizzcup finals between MMA and DRG on Shakuras Plateau.

On topic, I really don't agree with Blizzard on the topic of Widow Mines and Siege Tanks on multiple points even.
First I don't agree that the outcome of Marine, Tank, Medivac engagement vs Ling, Bling, Muta, being already decided before it happens, the outcome always depended on the skill of both players and the positioning. The zerg could absolutely crush the terran army, the terran army could do the same, or both could trade evenly. Yes there where situations when the terran could get a very good position that made it very, very hard for the zerg to engage cost efficiently with Marine Tank, but the same is true with Bio Mine as well.

+ Show Spoiler +
Secondly, while I agree that the widow mine creates really dynamic and positional play, which is somewhat different from that of tanks, I don't agree with them replacing tanks at all, in my opinion marine tank creates better and deeper games overall, promotes more meticulous play, positioning etc.

And the reason why tanks are more interesting and games involving them are better, is because tanks are much more vulnerable and fragile, and much, much more unforgiving if you mess up:
-Losing a large tank count can be devastating, they are very expensive and it takes a long time to replace
-Positioning them badly means they can easily be picked apart
-Clumping them too much makes them even more vulnerable and inefficient

And now there are even more ways to nullify good position of tanks, blinding cloud, abduct, tempests.

Compared to widow mines that are:
-Cheeper and easier to produce due to reactored factories
-Faster burrow and unburrow making them less punishing then if you mess up positioning them badly
-Can target air
-Larger burst radius
-Requires detection to counter properly

Its no wonder then that tanks are being phased out slowly in some MUs. Yes I know tanks do still have some advantages, like stronger sustained damage and longer range, but compared to the multitude of other advantages that mines have, then it makes them seem severely underpowered.

Adjusting tanks themselves is hard though, giving them more HP would make it even harder to break good tank lines even if you kill the buffer first, it also makes the other races even more dependent on the hard counters to tanks.
Giving them more damage could, potentially unbalance them, making it so they can burst down threats before their buffer dies, making them even more cost efficient.

The solution would probably be to adjust some of the counters to tanks, but that also has far reaching repercussions.

In the end the situation isn't so bad though, we still get to see great games and the game is not imbalanced towards any side. Its kind of a good thing that what most of us discuss is purely design related, but its still a sad thing worth discussing, I'd personally love more synergy between mines and tanks and just overall more positional games. But that isn't happening any time soon.


This is the perfect VOD to reinforce your first point. Flash vs soO where marines+tanks can trade with zerg and be aggressive.

ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2013-06-12 14:25:04
June 12 2013 14:22 GMT
#303
On June 12 2013 23:13 BisuDagger wrote:
Show nested quote +
On June 12 2013 22:55 Big J wrote:
On June 12 2013 22:22 Targe wrote:
On June 12 2013 22:11 BisuDagger wrote:
On June 12 2013 22:03 Targe wrote:
On June 12 2013 21:57 BisuDagger wrote:
On June 12 2013 21:49 Roachu wrote:
It seems like they have a pretty good idea of what they're doing. I definitely agree to not nerf any of the mentioned units before they have been thoroughly tested and given enough time to lose their "new unit!" novelty. The tanks vs mine bit though seem to contradict his entire thought-process, it was pure theorycrafting when he specifically said he wanted the team to stay away from that. Sure in theory tanks are more basic units than mines, but the efficiency of both depend heavily on both the defender and the attacker. The only clear difference I can see is mines have the potential to lose/win you the game in a single well-placed (or not) shot. I can't see a tank fuck up a game like that ForGG mine did.

Tanks in SC1 used to be more where it could f you up but it also required a lot more skill. With the integration of spider mine fields ahead of tanks and defensive goliaths or offensive turrets, it was incredibly hard to get to a tank to attack it. You either had to do tactical drops or run in zerglings/fast zlots to buffer the damage of tanks so you can start targeting them down. And then if you were even better you could get a single tank fire to take out three friendly tanks. And it was tons of fun seeing tanks blow up each other.

Widow mines and tanks need to have synergy among each other, not stomp on each others role. In the current state it's too difficult to keep a zerg army from just bum rushing the tanks which is why we know how the outcome is going to play out. I def hope they figure this one out instead of abandoning tanks all together.


On June 12 2013 21:56 Targe wrote:
That TvZ o.000000000

Thanks for the BW games again Bisu!

<3, that was Action's break out game for sure. Possibly the best Lair tech Zerg at the time versus Flash who was just starting to peak. Plus Estro was a team still. Such a good mixture of fun.


Just imagine a world where Widow Mines and Siege Tanks had a good, strong synergy. It's sad that at the moment you either go tanks or you go mines, not both

That game was pretty crazy, I loved how Flash was shaking his wrists at the end.

I actually had to leave my office so I could watch the game all over again. Flash is a friggin machine. How he didn't GG so many times throughout that game baffles me. I'm actually putting together a cast that will be featuring this game as part of the series. I can't think of a better game to analyze late game TvZ.

The map has a huge impact too. Which brings me to my next thought on siege tanks:

Is it time we started bringing cliffs back in maps? Everyone is familiar with the MMA vs DRG series where MMA kept using cliffs in the middle of the map to zone the zerg out and it was a way to keep the tanks alive long enough for their impact to be felt. Imagine if we add cliffs back into the map pool and then we can have tank heavy maps and widow mine heavy maps so that way we do see new strategy. Map making is an integral part of strategy that we should observe here too.


Weren't cliffy maps stopped back when Terran had 50 damage tanks? I've always wondered if they would bring back lots of cliffs.


The problem with this is: how do you make it so that ONLY tanks have an advantage, while marines can't go completly Yolo when the opponent does not have a lot of surface area on them.
Shakuras Plateau was a pretty decent map in achieving this. Also Antiga was pretty good in that aspect and Bel'Shire Vestige does a good job as well. But they already stretch balance to its borders, and especially from the last example we see that it's not like it mainly makes Tanks better, but the more mobile ranged units - such as MMM play grants - have probably even bigger advantages, as they are capable of moving in ways that minimize surface area. (against melee or lowranged attackers)

Marines on cliffs aren't as strong as they used to be. Viper+Fungal are two options right away that make it possible. You could even use blinding cloud on them for engagements instead of just pulling them off. And with buffed mutas the dmg isn't as scary.


except tank or marines can be dropped 5-10 min before infestors or vipers are out which is game ending. remember the old version of lost temple? T just did fast tank drops and could attack the natural without Z being able to do anything about it. like that they got rid of that. was as imbalanced as island expansions would be

and like you say it yourself in the post above me: marine tank is still viable on some maps, so is mech on some maps, MMMM+hellbat is viable on every map. so T has lots of styles to choose from (unlike Z which is forced to go ling bane muta (roach bane all ins arent a style )).
BisuDagger
Profile Blog Joined October 2009
Bisutopia19289 Posts
Last Edited: 2013-06-12 14:26:10
June 12 2013 14:25 GMT
#304
On June 12 2013 23:22 Decendos wrote:
Show nested quote +
On June 12 2013 23:13 BisuDagger wrote:
On June 12 2013 22:55 Big J wrote:
On June 12 2013 22:22 Targe wrote:
On June 12 2013 22:11 BisuDagger wrote:
On June 12 2013 22:03 Targe wrote:
On June 12 2013 21:57 BisuDagger wrote:
On June 12 2013 21:49 Roachu wrote:
It seems like they have a pretty good idea of what they're doing. I definitely agree to not nerf any of the mentioned units before they have been thoroughly tested and given enough time to lose their "new unit!" novelty. The tanks vs mine bit though seem to contradict his entire thought-process, it was pure theorycrafting when he specifically said he wanted the team to stay away from that. Sure in theory tanks are more basic units than mines, but the efficiency of both depend heavily on both the defender and the attacker. The only clear difference I can see is mines have the potential to lose/win you the game in a single well-placed (or not) shot. I can't see a tank fuck up a game like that ForGG mine did.

Tanks in SC1 used to be more where it could f you up but it also required a lot more skill. With the integration of spider mine fields ahead of tanks and defensive goliaths or offensive turrets, it was incredibly hard to get to a tank to attack it. You either had to do tactical drops or run in zerglings/fast zlots to buffer the damage of tanks so you can start targeting them down. And then if you were even better you could get a single tank fire to take out three friendly tanks. And it was tons of fun seeing tanks blow up each other.

Widow mines and tanks need to have synergy among each other, not stomp on each others role. In the current state it's too difficult to keep a zerg army from just bum rushing the tanks which is why we know how the outcome is going to play out. I def hope they figure this one out instead of abandoning tanks all together.


On June 12 2013 21:56 Targe wrote:
That TvZ o.000000000

Thanks for the BW games again Bisu!

<3, that was Action's break out game for sure. Possibly the best Lair tech Zerg at the time versus Flash who was just starting to peak. Plus Estro was a team still. Such a good mixture of fun.


Just imagine a world where Widow Mines and Siege Tanks had a good, strong synergy. It's sad that at the moment you either go tanks or you go mines, not both

That game was pretty crazy, I loved how Flash was shaking his wrists at the end.

I actually had to leave my office so I could watch the game all over again. Flash is a friggin machine. How he didn't GG so many times throughout that game baffles me. I'm actually putting together a cast that will be featuring this game as part of the series. I can't think of a better game to analyze late game TvZ.

The map has a huge impact too. Which brings me to my next thought on siege tanks:

Is it time we started bringing cliffs back in maps? Everyone is familiar with the MMA vs DRG series where MMA kept using cliffs in the middle of the map to zone the zerg out and it was a way to keep the tanks alive long enough for their impact to be felt. Imagine if we add cliffs back into the map pool and then we can have tank heavy maps and widow mine heavy maps so that way we do see new strategy. Map making is an integral part of strategy that we should observe here too.


Weren't cliffy maps stopped back when Terran had 50 damage tanks? I've always wondered if they would bring back lots of cliffs.


The problem with this is: how do you make it so that ONLY tanks have an advantage, while marines can't go completly Yolo when the opponent does not have a lot of surface area on them.
Shakuras Plateau was a pretty decent map in achieving this. Also Antiga was pretty good in that aspect and Bel'Shire Vestige does a good job as well. But they already stretch balance to its borders, and especially from the last example we see that it's not like it mainly makes Tanks better, but the more mobile ranged units - such as MMM play grants - have probably even bigger advantages, as they are capable of moving in ways that minimize surface area. (against melee or lowranged attackers)

Marines on cliffs aren't as strong as they used to be. Viper+Fungal are two options right away that make it possible. You could even use blinding cloud on them for engagements instead of just pulling them off. And with buffed mutas the dmg isn't as scary.


except tank or marines can be dropped 5-10 min before infestors or vipers are out which is game ending. remember the old version of lost temple? T just did fast tank drops and could attack the natural without Z being able to do anything about it. like that they got rid of that. was as imbalanced as island expansions would be

I'm not referring to cliffs at the natural. I'm referring to cliffs stationed through out the middle area of the map.

Take a look at Shakuras Plateau:[image loading]

This is a perfect example of non-base cliffs that could really change the game.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Decendos
Profile Joined August 2011
Germany1341 Posts
June 12 2013 14:29 GMT
#305
On June 12 2013 23:25 BisuDagger wrote:
Show nested quote +
On June 12 2013 23:22 Decendos wrote:
On June 12 2013 23:13 BisuDagger wrote:
On June 12 2013 22:55 Big J wrote:
On June 12 2013 22:22 Targe wrote:
On June 12 2013 22:11 BisuDagger wrote:
On June 12 2013 22:03 Targe wrote:
On June 12 2013 21:57 BisuDagger wrote:
On June 12 2013 21:49 Roachu wrote:
It seems like they have a pretty good idea of what they're doing. I definitely agree to not nerf any of the mentioned units before they have been thoroughly tested and given enough time to lose their "new unit!" novelty. The tanks vs mine bit though seem to contradict his entire thought-process, it was pure theorycrafting when he specifically said he wanted the team to stay away from that. Sure in theory tanks are more basic units than mines, but the efficiency of both depend heavily on both the defender and the attacker. The only clear difference I can see is mines have the potential to lose/win you the game in a single well-placed (or not) shot. I can't see a tank fuck up a game like that ForGG mine did.

Tanks in SC1 used to be more where it could f you up but it also required a lot more skill. With the integration of spider mine fields ahead of tanks and defensive goliaths or offensive turrets, it was incredibly hard to get to a tank to attack it. You either had to do tactical drops or run in zerglings/fast zlots to buffer the damage of tanks so you can start targeting them down. And then if you were even better you could get a single tank fire to take out three friendly tanks. And it was tons of fun seeing tanks blow up each other.

Widow mines and tanks need to have synergy among each other, not stomp on each others role. In the current state it's too difficult to keep a zerg army from just bum rushing the tanks which is why we know how the outcome is going to play out. I def hope they figure this one out instead of abandoning tanks all together.


On June 12 2013 21:56 Targe wrote:
That TvZ o.000000000

Thanks for the BW games again Bisu!

<3, that was Action's break out game for sure. Possibly the best Lair tech Zerg at the time versus Flash who was just starting to peak. Plus Estro was a team still. Such a good mixture of fun.


Just imagine a world where Widow Mines and Siege Tanks had a good, strong synergy. It's sad that at the moment you either go tanks or you go mines, not both

That game was pretty crazy, I loved how Flash was shaking his wrists at the end.

I actually had to leave my office so I could watch the game all over again. Flash is a friggin machine. How he didn't GG so many times throughout that game baffles me. I'm actually putting together a cast that will be featuring this game as part of the series. I can't think of a better game to analyze late game TvZ.

The map has a huge impact too. Which brings me to my next thought on siege tanks:

Is it time we started bringing cliffs back in maps? Everyone is familiar with the MMA vs DRG series where MMA kept using cliffs in the middle of the map to zone the zerg out and it was a way to keep the tanks alive long enough for their impact to be felt. Imagine if we add cliffs back into the map pool and then we can have tank heavy maps and widow mine heavy maps so that way we do see new strategy. Map making is an integral part of strategy that we should observe here too.


Weren't cliffy maps stopped back when Terran had 50 damage tanks? I've always wondered if they would bring back lots of cliffs.


The problem with this is: how do you make it so that ONLY tanks have an advantage, while marines can't go completly Yolo when the opponent does not have a lot of surface area on them.
Shakuras Plateau was a pretty decent map in achieving this. Also Antiga was pretty good in that aspect and Bel'Shire Vestige does a good job as well. But they already stretch balance to its borders, and especially from the last example we see that it's not like it mainly makes Tanks better, but the more mobile ranged units - such as MMM play grants - have probably even bigger advantages, as they are capable of moving in ways that minimize surface area. (against melee or lowranged attackers)

Marines on cliffs aren't as strong as they used to be. Viper+Fungal are two options right away that make it possible. You could even use blinding cloud on them for engagements instead of just pulling them off. And with buffed mutas the dmg isn't as scary.


except tank or marines can be dropped 5-10 min before infestors or vipers are out which is game ending. remember the old version of lost temple? T just did fast tank drops and could attack the natural without Z being able to do anything about it. like that they got rid of that. was as imbalanced as island expansions would be

I'm not referring to cliffs at the natural. I'm referring to cliffs stationed through out the middle area of the map.

Take a look at Shakuras Plateau:[image loading]

This is a perfect example of non-base cliffs that could really change the game.


beside the fact shakuras is a bad example (since there is only one attack way through the middle which makes the cliffs too strong early in the game) i agree that on bigger maps those cliffs could add some nice gameplay and would allow 3 tanks + some turrets and WMs to hold terrain which isnt possible on open field. after watching the flash vs action game i was reminded how awesome BW was in having very open maps but also having units that are able to hold terrain vs a much bigger army (something SC2 lacks incredibly).
Oddball28
Profile Joined May 2013
Denmark2121 Posts
June 12 2013 14:30 GMT
#306
On June 12 2013 19:46 BisuDagger wrote:
The thor is used less then the carrier. I really hope they fix that issue.


I would like to see some statistics on this, at least on a pro level this is a blatant lie. Going through MLG, Dreamhack, WCS EU/KR/NA you won't find a single carrier, but tons of thors. Alone the amount of Thors in the MVP - Dimaga game made sure that your wrong.

Also if it's irony i feel really bad (
LaNm, Iceiceice, Mushi, BurNIng and MMY - DK 2013/2014 - What a ride it was...
hitpoint
Profile Joined October 2010
United States1511 Posts
June 12 2013 14:42 GMT
#307
I think tanks are funner to watch, and widow mine is too easy to use/cost effective. I like that they aren't nerfing the void ray though.
It's spelled LOSE not LOOSE.
Big J
Profile Joined March 2011
Austria16289 Posts
June 12 2013 14:49 GMT
#308
On June 12 2013 23:13 BisuDagger wrote:
Show nested quote +
On June 12 2013 22:55 Big J wrote:
On June 12 2013 22:22 Targe wrote:
On June 12 2013 22:11 BisuDagger wrote:
On June 12 2013 22:03 Targe wrote:
On June 12 2013 21:57 BisuDagger wrote:
On June 12 2013 21:49 Roachu wrote:
It seems like they have a pretty good idea of what they're doing. I definitely agree to not nerf any of the mentioned units before they have been thoroughly tested and given enough time to lose their "new unit!" novelty. The tanks vs mine bit though seem to contradict his entire thought-process, it was pure theorycrafting when he specifically said he wanted the team to stay away from that. Sure in theory tanks are more basic units than mines, but the efficiency of both depend heavily on both the defender and the attacker. The only clear difference I can see is mines have the potential to lose/win you the game in a single well-placed (or not) shot. I can't see a tank fuck up a game like that ForGG mine did.

Tanks in SC1 used to be more where it could f you up but it also required a lot more skill. With the integration of spider mine fields ahead of tanks and defensive goliaths or offensive turrets, it was incredibly hard to get to a tank to attack it. You either had to do tactical drops or run in zerglings/fast zlots to buffer the damage of tanks so you can start targeting them down. And then if you were even better you could get a single tank fire to take out three friendly tanks. And it was tons of fun seeing tanks blow up each other.

Widow mines and tanks need to have synergy among each other, not stomp on each others role. In the current state it's too difficult to keep a zerg army from just bum rushing the tanks which is why we know how the outcome is going to play out. I def hope they figure this one out instead of abandoning tanks all together.


On June 12 2013 21:56 Targe wrote:
That TvZ o.000000000

Thanks for the BW games again Bisu!

<3, that was Action's break out game for sure. Possibly the best Lair tech Zerg at the time versus Flash who was just starting to peak. Plus Estro was a team still. Such a good mixture of fun.


Just imagine a world where Widow Mines and Siege Tanks had a good, strong synergy. It's sad that at the moment you either go tanks or you go mines, not both

That game was pretty crazy, I loved how Flash was shaking his wrists at the end.

I actually had to leave my office so I could watch the game all over again. Flash is a friggin machine. How he didn't GG so many times throughout that game baffles me. I'm actually putting together a cast that will be featuring this game as part of the series. I can't think of a better game to analyze late game TvZ.

The map has a huge impact too. Which brings me to my next thought on siege tanks:

Is it time we started bringing cliffs back in maps? Everyone is familiar with the MMA vs DRG series where MMA kept using cliffs in the middle of the map to zone the zerg out and it was a way to keep the tanks alive long enough for their impact to be felt. Imagine if we add cliffs back into the map pool and then we can have tank heavy maps and widow mine heavy maps so that way we do see new strategy. Map making is an integral part of strategy that we should observe here too.


Weren't cliffy maps stopped back when Terran had 50 damage tanks? I've always wondered if they would bring back lots of cliffs.


The problem with this is: how do you make it so that ONLY tanks have an advantage, while marines can't go completly Yolo when the opponent does not have a lot of surface area on them.
Shakuras Plateau was a pretty decent map in achieving this. Also Antiga was pretty good in that aspect and Bel'Shire Vestige does a good job as well. But they already stretch balance to its borders, and especially from the last example we see that it's not like it mainly makes Tanks better, but the more mobile ranged units - such as MMM play grants - have probably even bigger advantages, as they are capable of moving in ways that minimize surface area. (against melee or lowranged attackers)

Marines on cliffs aren't as strong as they used to be. Viper+Fungal are two options right away that make it possible. You could even use blinding cloud on them for engagements instead of just pulling them off. And with buffed mutas the dmg isn't as scary.

oh well, i agree. those sorts of cliffs arent what I talked about. I agree that current mappools could adda few of them. but i believe that you can mainly just ppace them shakuras style - in which case they arent overly relevant. (main strength of shakuras was the choky area around them, whichwas pretty strong defensively regardless of qhether you dropped tanks on them or just went full bio like in TvP)
BisuDagger
Profile Blog Joined October 2009
Bisutopia19289 Posts
June 12 2013 14:56 GMT
#309
On June 12 2013 23:30 Oddball28 wrote:
Show nested quote +
On June 12 2013 19:46 BisuDagger wrote:
The thor is used less then the carrier. I really hope they fix that issue.


I would like to see some statistics on this, at least on a pro level this is a blatant lie. Going through MLG, Dreamhack, WCS EU/KR/NA you won't find a single carrier, but tons of thors. Alone the amount of Thors in the MVP - Dimaga game made sure that your wrong.

Also if it's irony i feel really bad (

It was irony lol, but we are still good <3. I've seen them used, but they definitely haven't made their presence felt like they had in WoL TvZ. And in TvP they are still pretty non existant. What purpose does a thor serve in TvP? I really would love that one explained to me. If the thor didn't exist as an option when ever you played TvP would it change anything?
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 12 2013 15:06 GMT
#310
So our question here becomes “is this a good thing that Widow Mines have replaced Siege Tanks as the primary splash damage units?”
We believe the answer is yes.


fuck you blizzard.
starleague forever
billythemule
Profile Joined October 2012
Iceland3 Posts
June 12 2013 15:19 GMT
#311
When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.

When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.


I don't really agree with these statements. When deploying tanks, you need to put them in good spots and protect them at all times. You might be fortunate and do just that so you trade armies so that's true. It is one of the main reason I like playing terran because I can make trades without feeling something went WAY off. The latter statement suggests widow mines are somehow ''more skillful'' units and tanks are easy. I find it to be the exact opposite. With tanks you never want them to fire off just once. If you are caught unsieged then you kill very little and lose much. With widow mines, you can deploy them very late. Even if they fire off just once, that's okay because they are cheap units compared to tanks. Also you cannot predict the outcome of the battle, AT ALL. With widow mines, things just blow up almost at random. It's like being handed a lottery ticked.
Just make marauders - Tastless
MrSusan
Profile Joined March 2011
United Kingdom20 Posts
June 12 2013 15:23 GMT
#312
I like the widow mine, its an exciting unit to watch (even if it is annoying to play against), the void ray and units that are similar to it (like mutas) where you can get a critical mass and a-move are not very exciting to watch, particularly void rays. as a protoss player i find them frustrating to play against and when watching pvz i find it dull to watch.
spiderman
Littlesheep
Profile Joined August 2012
Canada217 Posts
June 12 2013 15:24 GMT
#313
It sucks when I see the widowmines with an observer, but when I attack them they end up killing my units anyway, Id like to see them with less HP.
pro toez
Rainling
Profile Joined June 2011
United States456 Posts
Last Edited: 2013-06-12 16:35:03
June 12 2013 15:38 GMT
#314
I agree with DK that it's best if harassment is encouraged throughout the game even against players who are good at defending it. I would like tanks to be viable along with mines in tvz, because mine/tank would probably be more fun to watch and play with/against than just mines, but if that's not possible I guess that's how it is.

Edit: I agree with this:
On June 12 2013 21:57 BisuDagger wrote:
Widow mines and tanks need to have synergy among each other, not stomp on each others role. In the current state it's too difficult to keep a zerg army from just bum rushing the tanks which is why we know how the outcome is going to play out. I def hope they figure this one out instead of abandoning tanks all together.

Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
June 12 2013 15:40 GMT
#315
On June 12 2013 23:25 BisuDagger wrote:
Show nested quote +
On June 12 2013 23:22 Decendos wrote:
On June 12 2013 23:13 BisuDagger wrote:
On June 12 2013 22:55 Big J wrote:
On June 12 2013 22:22 Targe wrote:
On June 12 2013 22:11 BisuDagger wrote:
On June 12 2013 22:03 Targe wrote:
On June 12 2013 21:57 BisuDagger wrote:
On June 12 2013 21:49 Roachu wrote:
It seems like they have a pretty good idea of what they're doing. I definitely agree to not nerf any of the mentioned units before they have been thoroughly tested and given enough time to lose their "new unit!" novelty. The tanks vs mine bit though seem to contradict his entire thought-process, it was pure theorycrafting when he specifically said he wanted the team to stay away from that. Sure in theory tanks are more basic units than mines, but the efficiency of both depend heavily on both the defender and the attacker. The only clear difference I can see is mines have the potential to lose/win you the game in a single well-placed (or not) shot. I can't see a tank fuck up a game like that ForGG mine did.

Tanks in SC1 used to be more where it could f you up but it also required a lot more skill. With the integration of spider mine fields ahead of tanks and defensive goliaths or offensive turrets, it was incredibly hard to get to a tank to attack it. You either had to do tactical drops or run in zerglings/fast zlots to buffer the damage of tanks so you can start targeting them down. And then if you were even better you could get a single tank fire to take out three friendly tanks. And it was tons of fun seeing tanks blow up each other.

Widow mines and tanks need to have synergy among each other, not stomp on each others role. In the current state it's too difficult to keep a zerg army from just bum rushing the tanks which is why we know how the outcome is going to play out. I def hope they figure this one out instead of abandoning tanks all together.


On June 12 2013 21:56 Targe wrote:
That TvZ o.000000000

Thanks for the BW games again Bisu!

<3, that was Action's break out game for sure. Possibly the best Lair tech Zerg at the time versus Flash who was just starting to peak. Plus Estro was a team still. Such a good mixture of fun.


Just imagine a world where Widow Mines and Siege Tanks had a good, strong synergy. It's sad that at the moment you either go tanks or you go mines, not both

That game was pretty crazy, I loved how Flash was shaking his wrists at the end.

I actually had to leave my office so I could watch the game all over again. Flash is a friggin machine. How he didn't GG so many times throughout that game baffles me. I'm actually putting together a cast that will be featuring this game as part of the series. I can't think of a better game to analyze late game TvZ.

The map has a huge impact too. Which brings me to my next thought on siege tanks:

Is it time we started bringing cliffs back in maps? Everyone is familiar with the MMA vs DRG series where MMA kept using cliffs in the middle of the map to zone the zerg out and it was a way to keep the tanks alive long enough for their impact to be felt. Imagine if we add cliffs back into the map pool and then we can have tank heavy maps and widow mine heavy maps so that way we do see new strategy. Map making is an integral part of strategy that we should observe here too.


Weren't cliffy maps stopped back when Terran had 50 damage tanks? I've always wondered if they would bring back lots of cliffs.


The problem with this is: how do you make it so that ONLY tanks have an advantage, while marines can't go completly Yolo when the opponent does not have a lot of surface area on them.
Shakuras Plateau was a pretty decent map in achieving this. Also Antiga was pretty good in that aspect and Bel'Shire Vestige does a good job as well. But they already stretch balance to its borders, and especially from the last example we see that it's not like it mainly makes Tanks better, but the more mobile ranged units - such as MMM play grants - have probably even bigger advantages, as they are capable of moving in ways that minimize surface area. (against melee or lowranged attackers)

Marines on cliffs aren't as strong as they used to be. Viper+Fungal are two options right away that make it possible. You could even use blinding cloud on them for engagements instead of just pulling them off. And with buffed mutas the dmg isn't as scary.


except tank or marines can be dropped 5-10 min before infestors or vipers are out which is game ending. remember the old version of lost temple? T just did fast tank drops and could attack the natural without Z being able to do anything about it. like that they got rid of that. was as imbalanced as island expansions would be

I'm not referring to cliffs at the natural. I'm referring to cliffs stationed through out the middle area of the map.

Take a look at Shakuras Plateau:[image loading]

This is a perfect example of non-base cliffs that could really change the game.


Ahh I remember dropping tanks on those cliffs :3
11/5/14 CATACLYSM | The South West's worst Falco main
Fjodorov
Profile Joined December 2011
5007 Posts
June 12 2013 15:45 GMT
#316
A lot of constructive discussions going on here. There is hope for this world after all :p
BisuDagger
Profile Blog Joined October 2009
Bisutopia19289 Posts
June 12 2013 15:48 GMT
#317
On June 13 2013 00:23 MrSusan wrote:
I like the widow mine, its an exciting unit to watch (even if it is annoying to play against), the void ray and units that are similar to it (like mutas) where you can get a critical mass and a-move are not very exciting to watch, particularly void rays. as a protoss player i find them frustrating to play against and when watching pvz i find it dull to watch.

I agree the widow mine is an exciting unit, however it should work in congruent with the tanks zone control as spider mines did. On the topic of voidrays being dull I had a stupidly awesome idea that banelings can morph into scourge when hive is researched. That would spice up air play.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
yocheco619
Profile Joined February 2011
United States28 Posts
June 12 2013 15:56 GMT
#318
DTs can't attack air, Swarm Hosts or any other burrowed unit can't attack air, yet widow mines blow observers out of the sky and the muta flocks. When terrans have missile turrets already doesn't it seem a little bogus for their WM to hit the air units as well? sure let their splash damage still do what it does, but to target air units is kinda bs.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19289 Posts
Last Edited: 2013-06-12 16:04:37
June 12 2013 15:59 GMT
#319
Other things on my mind, I'm doing a lot of thinking today lol:

-Banshees, what purpose do they serve at this time outside of early harassment or early all ins? (Which they are not as efficient at now anyways.)
-Ravens, how has the new HSM actually impacted the game. I feel like Ravens still haven't become important enough to late game match ups. The PDD was a major part of TvT in WoL but it seems to not be used anymore. vP and vZ PDD is not used. And the autoturret, last time I was it used was once a TvZ had already been won. I thought burrow and the earlier dts would force more use of raven detection but it seems orbitals are enough to have it covered.
-Carrier, may evolve in the metagame but it's not likely when the Tempest is such a better utility unit. No real need to discuss this unit as blizzard said its in there for nostalgia.


On June 13 2013 00:56 yocheco619 wrote:
DTs can't attack air, Swarm Hosts or any other burrowed unit can't attack air, yet widow mines blow observers out of the sky and the muta flocks. When terrans have missile turrets already doesn't it seem a little bogus for their WM to hit the air units as well? sure let their splash damage still do what it does, but to target air units is kinda bs.

I agree that I was very suprised it could target air. Jaedong clearly lost a game, I think it was this one versus cure, where widow mines destroyed his mutas as they flew over and it cost him the game. But if we take away the ability to target air then we have a more refined version of a spider mine. And I'm sure that's not what the designers want.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Big J
Profile Joined March 2011
Austria16289 Posts
June 12 2013 16:08 GMT
#320
On June 13 2013 00:59 BisuDagger wrote:
Other things on my mind, I'm doing a lot of thinking today lol:

-Banshees, what purpose do they serve at this time outside of early harassment or early all ins? (Which they are not as efficient at now anyways.)
-Ravens, how has the new HSM actually impacted the game. I feel like Ravens still haven't become important enough to late game match ups. The PDD was a major part of TvT in WoL but it seems to not be used anymore. vP and vZ PDD is not used. And the autoturret, last time I was it used was once a TvZ had already been won. I thought burrow and the earlier dts would force more use of raven detection but it seems orbitals are enough to have it covered.
-Carrier, may evolve in the metagame but it's not likely when the Tempest is such a better utility unit. No real need to discuss this unit as blizzard said its in there for nostalgia.



Yeah, banshees are much worse with the new spores now in TvZ. I think they are still good in TvT openings and can be used in the lategame to break tanklines (though, why bother with banshees... just drop mineral only hellbats on them...)
Also in TvP openings I don't think they are bad, but again outshone by fast drops (widow mines or hellbats) and you are kind of required to go cloak now with the nexus canon.
I think they could need a little love at this point.

Ravens are good as they are. Pretty useful unit in lategame TvZ and TvT... we just hardly ever see lategame TvZ these days, the game usually ends with Terran killing a zerg prehive or dying to a ling/bling/muta counter or a mass ultra counter - which is the metagame's fault and not the unit's.

For the carrier, I would like it if it focused more on killing light units and if they improved the interceptor AI more, so that they don't randomly return all the time.
Prev 1 14 15 16 17 18 22 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
October Qualifier #1
WardiTV838
IndyStarCraft 154
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko292
IndyStarCraft 154
Codebar 23
StarCraft: Brood War
Britney 35766
Calm 7809
Rain 3720
Horang2 1663
Hyuk 1442
Bisu 1133
Jaedong 843
Flash 785
firebathero 619
Soma 468
[ Show more ]
Larva 308
Stork 288
Light 287
actioN 277
EffOrt 239
Mini 205
ZerO 203
BeSt 174
Pusan 164
Hyun 158
sSak 150
Snow 141
PianO 108
Soulkey 99
Killer 87
ggaemo 63
Rush 54
JYJ47
Liquid`Ret 45
scan(afreeca) 40
Sharp 31
TY 31
sorry 29
Movie 24
Shinee 23
soO 22
Free 20
Sacsri 16
Shine 15
Bale 15
HiyA 11
Yoon 10
Noble 8
Icarus 6
Hm[arnc] 4
Terrorterran 1
Mong 1
Dota 2
Gorgc1104
qojqva577
Dendi494
XaKoH 395
XcaliburYe201
Fuzer 143
BananaSlamJamma113
Counter-Strike
oskar59
markeloff48
edward22
Other Games
summit1g7863
singsing2095
olofmeister1139
B2W.Neo803
hiko328
Liquid`LucifroN189
Sick111
Mew2King62
Trikslyr26
QueenE14
Happy9
ZerO(Twitch)7
Organizations
Counter-Strike
PGL415
StarCraft 2
IntoTheiNu 38
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV442
• Noizen69
League of Legends
• Jankos3296
Upcoming Events
Wardi Open
1h 50m
PiGosaur Monday
11h 20m
Replay Cast
21h 20m
Tenacious Turtle Tussle
1d 10h
The PondCast
1d 21h
OSC
1d 23h
WardiTV Invitational
2 days
Online Event
3 days
RSL Revival
3 days
RSL Revival
3 days
[ Show More ]
WardiTV Invitational
3 days
Afreeca Starleague
4 days
Snow vs Soma
Sparkling Tuna Cup
4 days
WardiTV Invitational
4 days
CrankTV Team League
5 days
RSL Revival
5 days
Wardi Open
5 days
CrankTV Team League
6 days
Replay Cast
6 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
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 © 2025 TLnet. All Rights Reserved.