• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:03
CET 06:03
KST 14:03
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation13Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview TL.net Map Contest #21: Winners
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/ What happened to TvZ on Retro? SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
PvZ map balance Current Meta Simple Questions, Simple Answers How to stay on top of macro?
Other Games
General Games
Path of Exile Clair Obscur - Expedition 33 Should offensive tower rushing be viable in RTS games? Stormgate/Frost Giant Megathread Nintendo Switch Thread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread About SC2SEA.COM Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 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
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2549 users

6 possible balance changes - David Kim - Page 39

Forum Index > SC2 General
1350 CommentsPost a Reply
Prev 1 37 38 39 40 41 68 Next
dNa
Profile Blog Joined December 2010
Germany591 Posts
September 24 2013 05:57 GMT
#761
David :< If you want to see tanks in TvZ again, you'll have to change ultras+vipers, not the tank itself... 10% shooting rate increase does nothing as it is now. As soon as ultras are on the field terran will either lose his whole bio trying to defend the tanks or has to abandon them.

Tanks were always pretty bad against ultralisk based compositions, but before HotS you could at least keep them from getting to the tanks by 'blocking' with marines. Now that ultras cleave through everything the tanks shoot maybe once and then die off ._.

And that becomes even worse if the vipers come into play...
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
ghostH27
Profile Joined November 2012
15 Posts
September 24 2013 06:01 GMT
#762
David Kim likes speed up.
I guess he think if SC2 is speed up and many player will be happy.
So low apm player will struggle so much.
papaz
Profile Joined December 2009
Sweden4149 Posts
September 24 2013 06:02 GMT
#763
This speeding up units has got to stop. Soon SC2 will play out like Quake. Give marines railgun and we will be there.
slytown
Profile Blog Joined March 2011
Korea (South)1411 Posts
September 24 2013 06:03 GMT
#764
The DT speed increase would be pretty crazy to see, but then there's the burrowed roach speed increase. It blows my skull out.

All good changes to me.
The best Flash meme ever: http://imgur.com/zquoK
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-09-24 06:08:52
September 24 2013 06:03 GMT
#765
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.
MJofdoom
Profile Joined September 2011
Denmark2 Posts
September 24 2013 06:12 GMT
#766
On September 24 2013 03:29 Eatme wrote:
Well protoss is going to be alot more annoying in teamgames. The two most common toss openings in 3:3 are buffed.
The terran changes seems quite fine since the "look away for a second and lose all your lings" should be decreased.

yeah but if the terran looks away for a second he will loose his army to your banelings, so i dont really see the problem there ?
you are just a toss
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
September 24 2013 06:12 GMT
#767
So they actually do buff the siege tank, what do you know.
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
Last Edited: 2013-09-24 06:14:15
September 24 2013 06:14 GMT
#768
On September 24 2013 15:03 larse wrote:
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.


Because this is a very likely scenario in a real game!
TAMinator
Profile Joined February 2011
Australia2706 Posts
September 24 2013 06:16 GMT
#769
On September 24 2013 15:03 larse wrote:
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.

in a real game you wont be having 1 tank vs 1 immortal
Alex1Sun
Profile Blog Joined April 2010
494 Posts
September 24 2013 06:17 GMT
#770
I like all of those changes a lot, but I think that DT speed should be a separate upgrade in DT shrine. Other than that sounds really good.
This is not Warcraft in space!
pmp10
Profile Joined April 2012
3356 Posts
September 24 2013 06:20 GMT
#771
On September 24 2013 15:14 CruelZeratul wrote:
Show nested quote +
On September 24 2013 15:03 larse wrote:
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.


Because this is a very likely scenario in a real game!

No - real game will have 10 tanks vs. 5 immortals and the buff won't make any difference anyway.
Tanks usually don't live past 5-7 shots anyway which is why 10% firing speed buff makes no sense whatsoever.
samurai80
Profile Joined November 2011
Japan4225 Posts
September 24 2013 06:20 GMT
#772
On September 24 2013 15:12 MJofdoom wrote:
Show nested quote +
On September 24 2013 03:29 Eatme wrote:
Well protoss is going to be alot more annoying in teamgames. The two most common toss openings in 3:3 are buffed.
The terran changes seems quite fine since the "look away for a second and lose all your lings" should be decreased.

yeah but if the terran looks away for a second he will loose his army to your banelings, so i dont really see the problem there ?

I play protoss, but to me it looks like banelings are not really at the same level of "look away for a second and lose all" compared to mines. Well, imho.
SsDrKosS
Profile Joined March 2013
330 Posts
September 24 2013 06:21 GMT
#773
On September 24 2013 15:17 Alex1Sun wrote:
I like all of those changes a lot, but I think that DT speed should be a separate upgrade in DT shrine. Other than that sounds really good.

What comes into my mind was... the warp prism speed buff
"Ok. 3.375 speed DT is too fast?
We will give you 2.9 DT and you can upgrade it upto 3.375 :p"
Typical Blizzard response.
Rabiator
Profile Joined March 2010
Germany3948 Posts
September 24 2013 06:21 GMT
#774
On September 24 2013 03:26 Wildmoon wrote:
Keep in mind this is what they want to test. Nothing here is final. I wonder how big of a deal 3 to 2.7 attack speed is.

3 to 2.7 is 10% ... or in short NOTHING, because the tank will be dead by the time it could take another shot anyways. How fast can Zerglings cross that distance from "in range and taking a first shot" to "minimum range"? That takes far less and yet each Siege Tank only kills a maximum of 3 Zerglings outright - or 75 minerals worth - while the surviving Zerglings are much more efficient because of the added splash damage friendly fire from the far end of the Siege Tank position. The Siege Tank even gets the full "vs armored" treatment ...

Far too few Zerglings die in such a rush down scenario and the splash damage should be high enough to kill them outright in the secondary splash radius too instead of the primary only. The damage of the Siege Tank still only tickles Zealots too AND the super fast and easy creep spreading mechanics prevents the Terran from building/landing protective buildings at all to create a defensive position.

Soo ... 10% more "theoretical damage" wont cut it.
If you cant say what you're meaning, you can never mean what you're saying.
SsDrKosS
Profile Joined March 2013
330 Posts
September 24 2013 06:22 GMT
#775
On September 24 2013 15:20 pmp10 wrote:
Show nested quote +
On September 24 2013 15:14 CruelZeratul wrote:
On September 24 2013 15:03 larse wrote:
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.


Because this is a very likely scenario in a real game!

No - real game will have 10 tanks vs. 5 immortals and the buff won't make any difference anyway.
Tanks usually don't live past 5-7 shots anyway which is why 10% firing speed buff makes no sense whatsoever.

imo they should buffed the dmg instead but I'm zerg and won't allow you to have it :p
nicknack
Profile Joined January 2011
Australia189 Posts
September 24 2013 06:23 GMT
#776
Is the possible tank firing increase in siege mode or attack mode? or both?
kidcrash
Profile Joined September 2009
United States623 Posts
September 24 2013 06:24 GMT
#777
Mech ground and air attack upgrades combined
Thumbs down. Please don't take away our decision making and make the game more streamlined. There are other ways to improve sky terran that don't involve simplifying the game.

Widow mine splash radius decreased from 1.75 to 1.1
Thumbs down. Heart is in the right place with this one but it's going to be too big of a nerf. Better off nerfing something more subtle like attack cool down.

Siege tank attack period decreased from 3 to 2.7
Thumbs up. Should be interesting to see how siege tanks fair against various compositions now.

Oracle cost decreased from 150/150 to 150/100
Thumbs down. 50 less gas only means a stronger early game oracle. Unit needs a redesign if Blizzard expects oracles to be useful late game.

Dark Templar movement speed increased from 2.813 to 3.375
Thumps up. Might make for some exciting games, especially when used in conjunction with warp prism play. If it's too powerful it could always be added for a cheap upgrade at the dark shrine.

Roach speed upgrade also increases the burrowed roach movement speed from 1.41 to 2.25
Thumbs up. More burrowed roach play might be interesting to see, can't see how it could hurt.
SsDrKosS
Profile Joined March 2013
330 Posts
September 24 2013 06:24 GMT
#778
On September 24 2013 15:23 nicknack wrote:
Is the possible tank firing increase in siege mode or attack mode? or both?

Siege mode. normal attack cooldown is 1.04
Moka
Profile Joined August 2010
Canada942 Posts
September 24 2013 06:25 GMT
#779
If we get to see siege tanks in TvZ , I might just start to watch SC2 again.
ヾ(@⌒_⌒@)ノ
kidcrash
Profile Joined September 2009
United States623 Posts
Last Edited: 2013-09-24 06:28:39
September 24 2013 06:25 GMT
#780
Mech ground and air attack upgrades combined
Thumbs down. Please don't take away our decision making and make the game more streamlined. There are other ways to improve sky terran that don't involve simplifying the game.

Widow mine splash radius decreased from 1.75 to 1.1
Thumbs down. Heart is in the right place with this one but it's going to be too big of a nerf. Better off nerfing something more subtle like attack cool down.

Siege tank attack period decreased from 3 to 2.7
Thumbs up. Should be interesting to see how siege tanks fair against various compositions now. Still don't think it's enough to make a big impact though. Would like to see upgrade damage intervals increased.

Oracle cost decreased from 150/150 to 150/100
Thumbs down. 50 less gas only means a stronger early game oracle. Unit needs a redesign if Blizzard expects oracles to be useful late game.

Dark Templar movement speed increased from 2.813 to 3.375
Thumps up. Might make for some exciting games, especially when used in conjunction with warp prism play. If it's too powerful it could always be added for a cheap upgrade at the dark shrine.

Roach speed upgrade also increases the burrowed roach movement speed from 1.41 to 2.25
Thumbs up. More burrowed roach play might be interesting to see, can't see how it could hurt.
Prev 1 37 38 39 40 41 68 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
WardiTV Mondays #59
LiquipediaDiscussion
BSL 21
20:00
ProLeague - RO32 Group D
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 173
NeuroSwarm 121
StarCraft: Brood War
Shuttle 1091
Leta 281
yabsab 109
Noble 60
ivOry 16
Icarus 9
Dota 2
monkeys_forever380
League of Legends
JimRising 768
Super Smash Bros
C9.Mang0146
Other Games
summit1g19393
hungrybox626
WinterStarcraft371
ViBE73
Livibee64
Fuzer 0
Organizations
Other Games
gamesdonequick521
StarCraft: Brood War
UltimateBattle 74
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• practicex 11
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1442
• Lourlo926
• Stunt204
• HappyZerGling129
Other Games
• Scarra1103
Upcoming Events
Wardi Open
6h 57m
Monday Night Weeklies
11h 57m
Replay Cast
17h 57m
WardiTV Korean Royale
1d 6h
BSL: GosuLeague
1d 15h
The PondCast
2 days
Replay Cast
2 days
RSL Revival
3 days
herO vs Zoun
Classic vs Reynor
Maru vs SHIN
MaxPax vs TriGGeR
BSL: GosuLeague
3 days
RSL Revival
4 days
[ Show More ]
WardiTV Korean Royale
4 days
RSL Revival
5 days
WardiTV Korean Royale
5 days
IPSL
5 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
6 days
Wardi Open
6 days
IPSL
6 days
StRyKeR vs OldBoy
Sziky vs Tarson
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.