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Balance patch this week - Hellbats nerfed, Banshees buffed…

Forum Index > SC2 General
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ETisME
Profile Blog Joined April 2011
12387 Posts
July 13 2013 07:47 GMT
#881
mech is dead but not because zerg has swarmhost/viper.
mech is dead because bio mine is way more viable in all maps and perform much better with significant less risk in comparison
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Guileful
Profile Joined November 2012
Kazakhstan137 Posts
July 13 2013 08:17 GMT
#882
On July 13 2013 03:50 Radel wrote:
Show nested quote +
On July 09 2013 06:29 DarkPlasmaBall wrote:
On July 09 2013 06:28 Radel wrote:
Seeing cloaked banshees again regularly would be kinda cool


You probably don't play Protoss

But it's something we'll have to deal with, sure.


I meant more in high level competitive games. I do play protoss but I am not very good haha


It's just you will open with a stargate more. Cause oracle doing really well against a terran and can see cloacked banshee while a phoenix or two can get any if terran making any else its a very powerful scouting and antidrop. I'm just really curious about what blizz was thinking when givin toss so much scouters(phoenix, oracle(esp Revelation), invisible obs, illusion of phoenix and even MCore)
noSec
Profile Joined February 2012
Brazil37 Posts
July 13 2013 08:21 GMT
#883
Sup guys...
So... I really liked the hellbat drop plays i think was skill and fast response vs skill and fast response. And i actually don't "believe" in banshee plays. Even more now after the patch that every terran will be expecting it...

But my opinion doesn't really matter and i'm not here to discuss that then let's jump to the point..

Like i said, i don't "believe" in banshee openers and i was thinking about doing that old 1 rax FE or some other opening that points me to mech play. As the patch happened i just want to "ignore" banshees at all, i just want to open safe against it..
Does anybody has any ideas?
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2013-07-13 09:38:36
July 13 2013 09:37 GMT
#884
On July 13 2013 02:27 Xequecal wrote:
Most of the problems I see Terrans having with allins stem from their insistence on making a third CC or dual engineering bays into dual upgrades on 1 rax. Yeah, Protoss dies to allins too if they expand twice or make 2 forges off 1 gateway.

Simply building a missile turret in both mineral lines kills DT and Oracle allins. Immortal/Voidray busts die horribly to any build that actually builds a second rax before tech and upgrades. The blink allin has to be completely unscouted to work, as it's highly dependent on sniping stim research to work at all. If you see it in advance just lift your expo and put bunkers in your main, he can expand but he's still going to die because his units are all useless once you get stim.


In TvP, it's standard to go reaper CC then add 2 rax and 1 ebay. That build isn't greedy, right? And it's still not the answer to these allins. When I scout double gas, I can indeed make 2 turrets in my mineral lines = 125 (ebay) + 200 (turrets) = 325 (almost a CC). Oeps, I guessed wrong, it's an immortal bust. Those 325 minerals are worthless now. Okay, let's build 3 bunkers on the highground (don't even bother holding your nat, it doesn't work). I'm safe, right? Nope. See lucifron vs nani. Or what about a blinkstalker allin? Do you think the 325 minerals will help here? Nope. Those 325 minerals won't even help against voidray busts. Okay, let's skip the turrets then. Boom, oracle or dt in your mineral line.

Let's say it's a blink allin. I make bunkers. I hold barely. Meanwhile the toss expanded and contains me with sentries. Medivacs are finally out now, I can take my natural! I'm fine now, right? No, I'm behind. Okay, let's kill his worthless stalker army. I cross the map. I arrive at his natural. Boom, the nexuscanon is here! GG.
Doublemint
Profile Joined July 2011
Austria8510 Posts
July 13 2013 09:54 GMT
#885
On July 13 2013 18:37 Snowbear wrote:
Show nested quote +
On July 13 2013 02:27 Xequecal wrote:
Most of the problems I see Terrans having with allins stem from their insistence on making a third CC or dual engineering bays into dual upgrades on 1 rax. Yeah, Protoss dies to allins too if they expand twice or make 2 forges off 1 gateway.

Simply building a missile turret in both mineral lines kills DT and Oracle allins. Immortal/Voidray busts die horribly to any build that actually builds a second rax before tech and upgrades. The blink allin has to be completely unscouted to work, as it's highly dependent on sniping stim research to work at all. If you see it in advance just lift your expo and put bunkers in your main, he can expand but he's still going to die because his units are all useless once you get stim.


In TvP, it's standard to go reaper CC then add 2 rax and 1 ebay. That build isn't greedy, right? And it's still not the answer to these allins. When I scout double gas, I can indeed make 2 turrets in my mineral lines = 125 (ebay) + 200 (turrets) = 325 (almost a CC). Oeps, I guessed wrong, it's an immortal bust. Those 325 minerals are worthless now. Okay, let's build 3 bunkers on the highground (don't even bother holding your nat, it doesn't work). I'm safe, right? Nope. See lucifron vs nani. Or what about a blinkstalker allin? Do you think the 325 minerals will help here? Nope. Those 325 minerals won't even help against voidray busts. Okay, let's skip the turrets then. Boom, oracle or dt in your mineral line.

Let's say it's a blink allin. I make bunkers. I hold barely. Meanwhile the toss expanded and contains me with sentries. Medivacs are finally out now, I can take my natural! I'm fine now, right? No, I'm behind. Okay, let's kill his worthless stalker army. I cross the map. I arrive at his natural. Boom, the nexuscanon is here! GG.


There is quite a bit of QQ in there.

Apparently your reaper dies instantly after scouting the 2 gases, as in he ragequits instead of looking for pylons/missing pylons that could indicate a proxy stargate and maybe kill a probe or 2 - and by not dying help the scout scv(yes some thing like that could help too) to confirm an expansion or 1 base play.

And since when are blink allins viable on all maps?
Did you even watch that nani vs lucifron game? I like naniwa and I am very happy he got through, but I have no idea how he was able to win that game on belshir vestige let alone deserve that win apart from the fact that luci played even worse.

No way will you break those 5 bunkers on the friggin highground when the terran actually focus fires correctly and just estimates the situation correctly.
TeeTS
Profile Joined June 2011
Germany2762 Posts
July 13 2013 10:05 GMT
#886
On July 13 2013 18:54 Doublemint wrote:
Show nested quote +
On July 13 2013 18:37 Snowbear wrote:
On July 13 2013 02:27 Xequecal wrote:
Most of the problems I see Terrans having with allins stem from their insistence on making a third CC or dual engineering bays into dual upgrades on 1 rax. Yeah, Protoss dies to allins too if they expand twice or make 2 forges off 1 gateway.

Simply building a missile turret in both mineral lines kills DT and Oracle allins. Immortal/Voidray busts die horribly to any build that actually builds a second rax before tech and upgrades. The blink allin has to be completely unscouted to work, as it's highly dependent on sniping stim research to work at all. If you see it in advance just lift your expo and put bunkers in your main, he can expand but he's still going to die because his units are all useless once you get stim.


In TvP, it's standard to go reaper CC then add 2 rax and 1 ebay. That build isn't greedy, right? And it's still not the answer to these allins. When I scout double gas, I can indeed make 2 turrets in my mineral lines = 125 (ebay) + 200 (turrets) = 325 (almost a CC). Oeps, I guessed wrong, it's an immortal bust. Those 325 minerals are worthless now. Okay, let's build 3 bunkers on the highground (don't even bother holding your nat, it doesn't work). I'm safe, right? Nope. See lucifron vs nani. Or what about a blinkstalker allin? Do you think the 325 minerals will help here? Nope. Those 325 minerals won't even help against voidray busts. Okay, let's skip the turrets then. Boom, oracle or dt in your mineral line.

Let's say it's a blink allin. I make bunkers. I hold barely. Meanwhile the toss expanded and contains me with sentries. Medivacs are finally out now, I can take my natural! I'm fine now, right? No, I'm behind. Okay, let's kill his worthless stalker army. I cross the map. I arrive at his natural. Boom, the nexuscanon is here! GG.


There is quite a bit of QQ in there.

Apparently your reaper dies instantly after scouting the 2 gases, as in he ragequits instead of looking for pylons/missing pylons that could indicate a proxy stargate and maybe kill a probe or 2 - and by not dying help the scout scv(yes some thing like that could help too) to confirm an expansion or 1 base play.

And since when are blink allins viable on all maps?
Did you even watch that nani vs lucifron game? I like naniwa and I am very happy he got through, but I have no idea how he was able to win that game on belshir vestige let alone deserve that win apart from the fact that luci played even worse.

No way will you break those 5 bunkers on the friggin highground when the terran actually focus fires correctly and just estimates the situation correctly.


you are wrong.
and the way you are talking about 5 bunkers, like they are free to build, just underlines, that you have no idea of how terran works.
Doublemint
Profile Joined July 2011
Austria8510 Posts
July 13 2013 10:17 GMT
#887
On July 13 2013 19:05 TeeTS wrote:
Show nested quote +
On July 13 2013 18:54 Doublemint wrote:
On July 13 2013 18:37 Snowbear wrote:
On July 13 2013 02:27 Xequecal wrote:
Most of the problems I see Terrans having with allins stem from their insistence on making a third CC or dual engineering bays into dual upgrades on 1 rax. Yeah, Protoss dies to allins too if they expand twice or make 2 forges off 1 gateway.

Simply building a missile turret in both mineral lines kills DT and Oracle allins. Immortal/Voidray busts die horribly to any build that actually builds a second rax before tech and upgrades. The blink allin has to be completely unscouted to work, as it's highly dependent on sniping stim research to work at all. If you see it in advance just lift your expo and put bunkers in your main, he can expand but he's still going to die because his units are all useless once you get stim.


In TvP, it's standard to go reaper CC then add 2 rax and 1 ebay. That build isn't greedy, right? And it's still not the answer to these allins. When I scout double gas, I can indeed make 2 turrets in my mineral lines = 125 (ebay) + 200 (turrets) = 325 (almost a CC). Oeps, I guessed wrong, it's an immortal bust. Those 325 minerals are worthless now. Okay, let's build 3 bunkers on the highground (don't even bother holding your nat, it doesn't work). I'm safe, right? Nope. See lucifron vs nani. Or what about a blinkstalker allin? Do you think the 325 minerals will help here? Nope. Those 325 minerals won't even help against voidray busts. Okay, let's skip the turrets then. Boom, oracle or dt in your mineral line.

Let's say it's a blink allin. I make bunkers. I hold barely. Meanwhile the toss expanded and contains me with sentries. Medivacs are finally out now, I can take my natural! I'm fine now, right? No, I'm behind. Okay, let's kill his worthless stalker army. I cross the map. I arrive at his natural. Boom, the nexuscanon is here! GG.


There is quite a bit of QQ in there.

Apparently your reaper dies instantly after scouting the 2 gases, as in he ragequits instead of looking for pylons/missing pylons that could indicate a proxy stargate and maybe kill a probe or 2 - and by not dying help the scout scv(yes some thing like that could help too) to confirm an expansion or 1 base play.

And since when are blink allins viable on all maps?
Did you even watch that nani vs lucifron game? I like naniwa and I am very happy he got through, but I have no idea how he was able to win that game on belshir vestige let alone deserve that win apart from the fact that luci played even worse.

No way will you break those 5 bunkers on the friggin highground when the terran actually focus fires correctly and just estimates the situation correctly.


you are wrong.
and the way you are talking about 5 bunkers, like they are free to build, just underlines, that you have no idea of how terran works.


What gave you the idea that I am in any way implying that they are free? Is that some new meta diss in balance threads?

Please enlighten me, your post, as snide and condescending it may be, lacks arguments.
DreamEater
Profile Joined March 2013
United States6 Posts
July 13 2013 17:13 GMT
#888
Proxy extractor with scout every game :D
Sweet dreams.
Mehukannu
Profile Joined October 2010
Finland421 Posts
July 13 2013 17:47 GMT
#889
On July 13 2013 16:47 ETisME wrote:
mech is dead but not because zerg has swarmhost/viper.
mech is dead because bio mine is way more viable in all maps and perform much better with significant less risk in comparison

Doesn't it still come down swarmhost/viper seeing how mech severely under performs against those units while bio mine does not? I don't see how bio being better has anything to do with mech being dead, because if that was true then shouldn't mech be at least moderately viable?
C=('. ' Q)
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 13 2013 18:18 GMT
#890
On July 14 2013 02:47 Mehukannu wrote:
Show nested quote +
On July 13 2013 16:47 ETisME wrote:
mech is dead but not because zerg has swarmhost/viper.
mech is dead because bio mine is way more viable in all maps and perform much better with significant less risk in comparison

Doesn't it still come down swarmhost/viper seeing how mech severely under performs against those units while bio mine does not? I don't see how bio being better has anything to do with mech being dead, because if that was true then shouldn't mech be at least moderately viable?


It really depends because one thing you have to remember is bio has been used since the dawn of sc2. It's a lot more figured out then mech and to figure it out would take a lot of time that may not even be worth it.

Right now it definitely looks like mech isn't viable which I am fine for tvz as mech is boring, but I wish it was viable tvp as it would be a bit more fun to watch rather then the same thing as tvz except not as many widow mines.
When I think of something else, something will go here
Empirimancer
Profile Joined July 2011
Canada1024 Posts
July 13 2013 19:36 GMT
#891
So is the patch coming or what?

grs
Profile Blog Joined April 2011
Germany2339 Posts
July 13 2013 19:37 GMT
#892
On July 14 2013 04:36 Empirimancer wrote:
So is the patch coming or what?


No patch needed. Change went live yesterday (see OP).
Mehukannu
Profile Joined October 2010
Finland421 Posts
July 13 2013 19:39 GMT
#893
On July 14 2013 03:18 blade55555 wrote:
Show nested quote +
On July 14 2013 02:47 Mehukannu wrote:
On July 13 2013 16:47 ETisME wrote:
mech is dead but not because zerg has swarmhost/viper.
mech is dead because bio mine is way more viable in all maps and perform much better with significant less risk in comparison

Doesn't it still come down swarmhost/viper seeing how mech severely under performs against those units while bio mine does not? I don't see how bio being better has anything to do with mech being dead, because if that was true then shouldn't mech be at least moderately viable?


It really depends because one thing you have to remember is bio has been used since the dawn of sc2. It's a lot more figured out then mech and to figure it out would take a lot of time that may not even be worth it.

Right now it definitely looks like mech isn't viable which I am fine for tvz as mech is boring, but I wish it was viable tvp as it would be a bit more fun to watch rather then the same thing as tvz except not as many widow mines.

But wouldn't that mean that mech would work against other players since they would have to figure out how to play against it, which also seems to be harder thing to figure out than how to make one play style work. I think mech stopped being viable when they changed the tank damage to 35 (+ 15 armored).

I agree with you somewhat on that. I'd rather have mech being viable option in all match ups, but even more so on tvp. That match up is beyond dull, it really needs some life to it than the usual mmmvg.
C=('. ' Q)
pmp10
Profile Joined April 2012
3318 Posts
Last Edited: 2013-07-13 19:44:25
July 13 2013 19:41 GMT
#894
On July 13 2013 16:47 ETisME wrote:
mech is dead but not because zerg has swarmhost/viper.
mech is dead because bio mine is way more viable in all maps and perform much better with significant less risk in comparison

Well that's exactly the problem.
Mech performs much worse than bio because of it's vulnerability to the newly introduced units like swarmhost/viper/tempest.

The worst part about current situation is that by now we are unlikely to ever get any working mech-play back in non-mirrors.
It seems few people care and the rest is actively busy getting mech units nerfed/removed.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2013-07-13 19:58:18
July 13 2013 19:47 GMT
#895
On July 14 2013 04:41 pmp10 wrote:
Show nested quote +
On July 13 2013 16:47 ETisME wrote:
mech is dead but not because zerg has swarmhost/viper.
mech is dead because bio mine is way more viable in all maps and perform much better with significant less risk in comparison

Well that's exactly the problem.
Mech performs much worse than bio because of it's vulnerability to the newly introduced units like swarmhost/viper/tempest.


Well to be honest, its not mech that is the problem. It in most cases is that faster units usually much better than slower units.
SC2 is focused too much on speed play instead of positional play or that positional play isn't rewarded enough. We see that by Protoss getting an easier escape path via Recall on MSC, and Terrans with Medivacs, Mutas with increased Speed and the general tendency to increase map sizes.

What i think that might be able to help terrans become more robust design wise is an mid 2 lategame upgrade which reduces the time a siege tank transformation needs and an initial armor increase to 2 instead on 1, which makes them better vs. light units that have fast attack rate, but low damage.

I do not think that Siege Tanks need a damage upgrade, since they are very like Swarm Hosts which become much more deadly the more they increase in numbers. I think Blizzard did a good job by decreasing the leniency on siege tanks by introducing widow mines. Which may allow for future modifications of siege tanks so they fit better and stable role in the game.
Whitewing
Profile Joined October 2010
United States7483 Posts
July 13 2013 20:39 GMT
#896
On July 13 2013 17:17 Guileful wrote:
Show nested quote +
On July 13 2013 03:50 Radel wrote:
On July 09 2013 06:29 DarkPlasmaBall wrote:
On July 09 2013 06:28 Radel wrote:
Seeing cloaked banshees again regularly would be kinda cool


You probably don't play Protoss

But it's something we'll have to deal with, sure.


I meant more in high level competitive games. I do play protoss but I am not very good haha


It's just you will open with a stargate more. Cause oracle doing really well against a terran and can see cloacked banshee while a phoenix or two can get any if terran making any else its a very powerful scouting and antidrop. I'm just really curious about what blizz was thinking when givin toss so much scouters(phoenix, oracle(esp Revelation), invisible obs, illusion of phoenix and even MCore)


Because in WoL, Protoss had the worst scouting overall pretty much hands down at all phases of the game, and they buffed Terran scouting too for HotS (reaper much better scout, no tech lab for it, speed medivacs so you can scout through aggression easier etc.), as well as zergs (ovie speed on hatch).

Everyone got better scouting, and that can only be a good thing.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
pmp10
Profile Joined April 2012
3318 Posts
July 13 2013 20:47 GMT
#897
On July 14 2013 04:47 freetgy wrote:
What i think that might be able to help terrans become more robust design wise is an mid 2 lategame upgrade which reduces the time a siege tank transformation needs and an initial armor increase to 2 instead on 1, which makes them better vs. light units that have fast attack rate, but low damage.

I do not think that Siege Tanks need a damage upgrade, since they are very like Swarm Hosts which become much more deadly the more they increase in numbers. I think Blizzard did a good job by decreasing the leniency on siege tanks by introducing widow mines. Which may allow for future modifications of siege tanks so they fit better and stable role in the game.

I wish the problems of mech could be solved so easily but I think the real issues are beyond small measures and I'm sure this community will not accept bigger changes outside of a expansion.
And quite frankly the initial plans for mech in HotS were surprisingly on point (by Blizzard standards) so after they crashed and burned we are unlikely to see any more attempts.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
July 13 2013 21:02 GMT
#898
On July 14 2013 03:18 blade55555 wrote:
Show nested quote +
On July 14 2013 02:47 Mehukannu wrote:
On July 13 2013 16:47 ETisME wrote:
mech is dead but not because zerg has swarmhost/viper.
mech is dead because bio mine is way more viable in all maps and perform much better with significant less risk in comparison

Doesn't it still come down swarmhost/viper seeing how mech severely under performs against those units while bio mine does not? I don't see how bio being better has anything to do with mech being dead, because if that was true then shouldn't mech be at least moderately viable?


It really depends because one thing you have to remember is bio has been used since the dawn of sc2. It's a lot more figured out then mech and to figure it out would take a lot of time that may not even be worth it.

Right now it definitely looks like mech isn't viable which I am fine for tvz as mech is boring, but I wish it was viable tvp as it would be a bit more fun to watch rather then the same thing as tvz except not as many widow mines.


This "mech is not figured out" myth has to stop. If mech was viable, then it would've been figured out a long time ago. It's not that there is some secret out there that no terran has found yet.
scares
Profile Joined December 2010
Germany239 Posts
July 13 2013 22:45 GMT
#899
On July 13 2013 05:19 Sissors wrote:
Show nested quote +
On July 13 2013 04:22 Ambre wrote:
Is the patch live yet ? =(

Yeah imo it is really weird that the game doesn't tell you balance changes were done, and patch notes also don't say anything in the launcher. Aditionally also the ingame news thingie doesn't mention anything. A terran not visitting TL/similar sites would only stumble by accident on it, and non-terrans have no way of noticing banshee cloak changes.


Yeah i only noticed when my opponents hellbats suddenly had a blue flame quite a funny thing to find out so "late"!
Your ad could be here
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
July 14 2013 05:31 GMT
#900
On July 14 2013 04:47 freetgy wrote:
Show nested quote +
On July 14 2013 04:41 pmp10 wrote:
On July 13 2013 16:47 ETisME wrote:
mech is dead but not because zerg has swarmhost/viper.
mech is dead because bio mine is way more viable in all maps and perform much better with significant less risk in comparison

Well that's exactly the problem.
Mech performs much worse than bio because of it's vulnerability to the newly introduced units like swarmhost/viper/tempest.


Well to be honest, its not mech that is the problem. It in most cases is that faster units usually much better than slower units.
SC2 is focused too much on speed play instead of positional play or that positional play isn't rewarded enough. We see that by Protoss getting an easier escape path via Recall on MSC, and Terrans with Medivacs, Mutas with increased Speed and the general tendency to increase map sizes.

What i think that might be able to help terrans become more robust design wise is an mid 2 lategame upgrade which reduces the time a siege tank transformation needs and an initial armor increase to 2 instead on 1, which makes them better vs. light units that have fast attack rate, but low damage.

I do not think that Siege Tanks need a damage upgrade, since they are very like Swarm Hosts which become much more deadly the more they increase in numbers. I think Blizzard did a good job by decreasing the leniency on siege tanks by introducing widow mines. Which may allow for future modifications of siege tanks so they fit better and stable role in the game.



DK wants faster action, and by giving transport units faster speed, it buffs the air superiority meta.
This means there's a bonus to having transports having free reign in the skies for Code S micro.
Both P and T now have sick pick-drop micro and use the dropships to speed resupply of heavy hitter units (immortal, thor, etc) once they control the skies.

Z in return has viper and buffed mutas to counter these transports and their micro control of slow heavy hitters.

It remains to be seen if thor/hellbat/medivac is a valid composition.
Cauterize the area
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