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6 possible balance changes - David Kim - Page 62

Forum Index > SC2 General
1350 CommentsPost a Reply
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DomeGetta
Profile Joined February 2012
480 Posts
September 25 2013 00:11 GMT
#1221
You guys talking about Thorzain and Jinro aren't wrong in saying that they have, in their careers, at single tournaments competed at a high level.. What I was saying, however, is that no foreign Terran has ever been a consistent face at the highest level of play during any meta game ever - while members of both other races certainly have. This is because the race - independent of balance - is the most difficult to play well. One tournament run doesn't fit the criteria I'm talking about. I'm not talking about the foreigner scene or the Korean scene - I'm talking about the global scene. And if you want to talk about the Korean scene, just look at how DRG dealt with Innovation in the last round.. yes he was just eliminated by a Protoss/Zerg combo in ro16- but he did showcase how to deal with bio/mine textbook. We aren't even going to wait and see how this is replicated by even stronger players ?

The point again that I was intending to make - and my apologies for offending people - is that the game is balanced - so please stop messing with it for other reasons. It's frustrating for casual players (me - mid master NA) and I have to imagine it's infuriating for professional gamers - who make their living based on this game and who have to re-learn it every few months because we want to "freshen it up" for the viewers. It would be cool if they focused less on people who aren't even watching the game and more on people who play it and minimize the patching - unless statistically - over a long period of time (aka end of wol) one race is dominating the scene - which has not even come close to happening yet.

plogamer
Profile Blog Joined January 2012
Canada3132 Posts
September 25 2013 00:14 GMT
#1222
On September 25 2013 08:21 Thieving Magpie wrote:
Show nested quote +
On September 25 2013 08:14 Miscellany wrote:
On September 25 2013 07:11 EleanorRIgby wrote:
in long term battles the tank buff might help but im tvz the battles last like a few seconds, usually tanks can only get a couple shots off thus widow mines are way better. but now widow mines are gonna suck?

This buff could be the difference between getting 1 tank shot off vs getting 2 tank shots off (which is obviously huge).

Also with proper marine micro, map awareness and positioning I think "a few seconds" is a bit of an exaggeration.

Widow mines won't suck - their damage output, reasonable splash and the fact they require detection makes them worthwhile in most situations.


Current tank attack cooldown means they fire 1-2 shots per engagement.

This speed increases that to 1-3 shots per engagements which is actually a 33% increase in DPS real world wise.

Slow attack units like Siege Tanks cares more for how many shots per engagement that bland statements like 10% increased attack speed or "10% increased DPS"


A well positioned tank will definitely fire more than 3 shots - in which case the 'real world' DPS gain is less than 33%. Nevertheless, I welcome changes in small increments and would argue for a smaller nerf to widow-mine radius.
Suikakuju
Profile Joined July 2010
Germany238 Posts
September 25 2013 00:20 GMT
#1223
On September 25 2013 09:11 DomeGetta wrote:
You guys talking about Thorzain and Jinro aren't wrong in saying that they have, in their careers, at single tournaments competed at a high level.. What I was saying, however, is that no foreign Terran has ever been a consistent face at the highest level of play during any meta game ever - while members of both other races certainly have. This is because the race - independent of balance - is the most difficult to play well. One tournament run doesn't fit the criteria I'm talking about. I'm not talking about the foreigner scene or the Korean scene - I'm talking about the global scene. And if you want to talk about the Korean scene, just look at how DRG dealt with Innovation in the last round.. yes he was just eliminated by a Protoss/Zerg combo in ro16- but he did showcase how to deal with bio/mine textbook. We aren't even going to wait and see how this is replicated by even stronger players ?

The point again that I was intending to make - and my apologies for offending people - is that the game is balanced - so please stop messing with it for other reasons. It's frustrating for casual players (me - mid master NA) and I have to imagine it's infuriating for professional gamers - who make their living based on this game and who have to re-learn it every few months because we want to "freshen it up" for the viewers. It would be cool if they focused less on people who aren't even watching the game and more on people who play it and minimize the patching - unless statistically - over a long period of time (aka end of wol) one race is dominating the scene - which has not even come close to happening yet.



Thinking about Macro mechanics like Inject, MULE, CB I honestly cant see were Terran is the most difficulty race to play. I remember a time when it was the other way around, its quite hard to always inject at the excact moment it is ready. on the other hand its quite good to have more mule at the same time :p
Maybe I missed the timing when inject got easy to handle...
Laugh and the world laughs with you. Weep and you weep alone.
rysecake
Profile Joined October 2010
United States2632 Posts
September 25 2013 00:21 GMT
#1224
On September 25 2013 09:20 Suikakuju wrote:
Show nested quote +
On September 25 2013 09:11 DomeGetta wrote:
You guys talking about Thorzain and Jinro aren't wrong in saying that they have, in their careers, at single tournaments competed at a high level.. What I was saying, however, is that no foreign Terran has ever been a consistent face at the highest level of play during any meta game ever - while members of both other races certainly have. This is because the race - independent of balance - is the most difficult to play well. One tournament run doesn't fit the criteria I'm talking about. I'm not talking about the foreigner scene or the Korean scene - I'm talking about the global scene. And if you want to talk about the Korean scene, just look at how DRG dealt with Innovation in the last round.. yes he was just eliminated by a Protoss/Zerg combo in ro16- but he did showcase how to deal with bio/mine textbook. We aren't even going to wait and see how this is replicated by even stronger players ?

The point again that I was intending to make - and my apologies for offending people - is that the game is balanced - so please stop messing with it for other reasons. It's frustrating for casual players (me - mid master NA) and I have to imagine it's infuriating for professional gamers - who make their living based on this game and who have to re-learn it every few months because we want to "freshen it up" for the viewers. It would be cool if they focused less on people who aren't even watching the game and more on people who play it and minimize the patching - unless statistically - over a long period of time (aka end of wol) one race is dominating the scene - which has not even come close to happening yet.



Thinking about Macro mechanics like Inject, MULE, CB I honestly cant see were Terran is the most difficulty race to play. I remember a time when it was the other way around, its quite hard to always inject at the excact moment it is ready. on the other hand its quite good to have more mule at the same time :p
Maybe I missed the timing when inject got easy to handle...


because macro is the only part of the game...
The Notorious Winkles
Suikakuju
Profile Joined July 2010
Germany238 Posts
September 25 2013 00:25 GMT
#1225
On September 25 2013 09:21 rysecake wrote:
Show nested quote +
On September 25 2013 09:20 Suikakuju wrote:
On September 25 2013 09:11 DomeGetta wrote:
You guys talking about Thorzain and Jinro aren't wrong in saying that they have, in their careers, at single tournaments competed at a high level.. What I was saying, however, is that no foreign Terran has ever been a consistent face at the highest level of play during any meta game ever - while members of both other races certainly have. This is because the race - independent of balance - is the most difficult to play well. One tournament run doesn't fit the criteria I'm talking about. I'm not talking about the foreigner scene or the Korean scene - I'm talking about the global scene. And if you want to talk about the Korean scene, just look at how DRG dealt with Innovation in the last round.. yes he was just eliminated by a Protoss/Zerg combo in ro16- but he did showcase how to deal with bio/mine textbook. We aren't even going to wait and see how this is replicated by even stronger players ?

The point again that I was intending to make - and my apologies for offending people - is that the game is balanced - so please stop messing with it for other reasons. It's frustrating for casual players (me - mid master NA) and I have to imagine it's infuriating for professional gamers - who make their living based on this game and who have to re-learn it every few months because we want to "freshen it up" for the viewers. It would be cool if they focused less on people who aren't even watching the game and more on people who play it and minimize the patching - unless statistically - over a long period of time (aka end of wol) one race is dominating the scene - which has not even come close to happening yet.



Thinking about Macro mechanics like Inject, MULE, CB I honestly cant see were Terran is the most difficulty race to play. I remember a time when it was the other way around, its quite hard to always inject at the excact moment it is ready. on the other hand its quite good to have more mule at the same time :p
Maybe I missed the timing when inject got easy to handle...


because macro is the only part of the game...



Well it is not, but hey I dont give a fuck about how many worker you killed from me! I got MULES! xD
Laugh and the world laughs with you. Weep and you weep alone.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 25 2013 00:31 GMT
#1226
On September 25 2013 09:14 plogamer wrote:
Show nested quote +
On September 25 2013 08:21 Thieving Magpie wrote:
On September 25 2013 08:14 Miscellany wrote:
On September 25 2013 07:11 EleanorRIgby wrote:
in long term battles the tank buff might help but im tvz the battles last like a few seconds, usually tanks can only get a couple shots off thus widow mines are way better. but now widow mines are gonna suck?

This buff could be the difference between getting 1 tank shot off vs getting 2 tank shots off (which is obviously huge).

Also with proper marine micro, map awareness and positioning I think "a few seconds" is a bit of an exaggeration.

Widow mines won't suck - their damage output, reasonable splash and the fact they require detection makes them worthwhile in most situations.


Current tank attack cooldown means they fire 1-2 shots per engagement.

This speed increases that to 1-3 shots per engagements which is actually a 33% increase in DPS real world wise.

Slow attack units like Siege Tanks cares more for how many shots per engagement that bland statements like 10% increased attack speed or "10% increased DPS"


A well positioned tank will definitely fire more than 3 shots - in which case the 'real world' DPS gain is less than 33%. Nevertheless, I welcome changes in small increments and would argue for a smaller nerf to widow-mine radius.


I was thinking more the moving out on the map and fighting Muta/Ling/Bling

Defensive tank play and tank play once you're actually sieging a base is very different
Hark, what baseball through yonder window breaks?
Sabu113
Profile Blog Joined August 2009
United States11047 Posts
September 25 2013 00:36 GMT
#1227
On September 25 2013 09:21 rysecake wrote:
Show nested quote +
On September 25 2013 09:20 Suikakuju wrote:
On September 25 2013 09:11 DomeGetta wrote:
You guys talking about Thorzain and Jinro aren't wrong in saying that they have, in their careers, at single tournaments competed at a high level.. What I was saying, however, is that no foreign Terran has ever been a consistent face at the highest level of play during any meta game ever - while members of both other races certainly have. This is because the race - independent of balance - is the most difficult to play well. One tournament run doesn't fit the criteria I'm talking about. I'm not talking about the foreigner scene or the Korean scene - I'm talking about the global scene. And if you want to talk about the Korean scene, just look at how DRG dealt with Innovation in the last round.. yes he was just eliminated by a Protoss/Zerg combo in ro16- but he did showcase how to deal with bio/mine textbook. We aren't even going to wait and see how this is replicated by even stronger players ?

The point again that I was intending to make - and my apologies for offending people - is that the game is balanced - so please stop messing with it for other reasons. It's frustrating for casual players (me - mid master NA) and I have to imagine it's infuriating for professional gamers - who make their living based on this game and who have to re-learn it every few months because we want to "freshen it up" for the viewers. It would be cool if they focused less on people who aren't even watching the game and more on people who play it and minimize the patching - unless statistically - over a long period of time (aka end of wol) one race is dominating the scene - which has not even come close to happening yet.



Thinking about Macro mechanics like Inject, MULE, CB I honestly cant see were Terran is the most difficulty race to play. I remember a time when it was the other way around, its quite hard to always inject at the excact moment it is ready. on the other hand its quite good to have more mule at the same time :p
Maybe I missed the timing when inject got easy to handle...


because macro is the only part of the game...


But clicking back and forth frantically- height of thoughtful control. The hardest race nonsense was always apologia for why Foreign terrans were so shit even during times like Gom TvT. Never bought into the argument that terran macro is as difficult as the other races. It's just that terrans get the intiiative earlier and longer than the other races. I think the majority of the bitching about the lategame comes from the relative power advantage terrans tend to have for the early game and midgame.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2013-09-25 00:43:19
September 25 2013 00:42 GMT
#1228
On September 25 2013 09:25 Suikakuju wrote:
Show nested quote +
On September 25 2013 09:21 rysecake wrote:
On September 25 2013 09:20 Suikakuju wrote:
On September 25 2013 09:11 DomeGetta wrote:
You guys talking about Thorzain and Jinro aren't wrong in saying that they have, in their careers, at single tournaments competed at a high level.. What I was saying, however, is that no foreign Terran has ever been a consistent face at the highest level of play during any meta game ever - while members of both other races certainly have. This is because the race - independent of balance - is the most difficult to play well. One tournament run doesn't fit the criteria I'm talking about. I'm not talking about the foreigner scene or the Korean scene - I'm talking about the global scene. And if you want to talk about the Korean scene, just look at how DRG dealt with Innovation in the last round.. yes he was just eliminated by a Protoss/Zerg combo in ro16- but he did showcase how to deal with bio/mine textbook. We aren't even going to wait and see how this is replicated by even stronger players ?

The point again that I was intending to make - and my apologies for offending people - is that the game is balanced - so please stop messing with it for other reasons. It's frustrating for casual players (me - mid master NA) and I have to imagine it's infuriating for professional gamers - who make their living based on this game and who have to re-learn it every few months because we want to "freshen it up" for the viewers. It would be cool if they focused less on people who aren't even watching the game and more on people who play it and minimize the patching - unless statistically - over a long period of time (aka end of wol) one race is dominating the scene - which has not even come close to happening yet.



Thinking about Macro mechanics like Inject, MULE, CB I honestly cant see were Terran is the most difficulty race to play. I remember a time when it was the other way around, its quite hard to always inject at the excact moment it is ready. on the other hand its quite good to have more mule at the same time :p
Maybe I missed the timing when inject got easy to handle...


because macro is the only part of the game...



Well it is not, but hey I dont give a fuck about how many worker you killed from me! I got MULES! xD


It's more like the amount of attention required to do things. I've always felt like Zerg macro is the easiest because Zerg is the race that is required to look back at their base the least, you only need to build 1 of a tech structure to 'unlock' that tech then you can make those units from larva without and set them to the correct army control groups without ever having to look back at your bases. Injects hardly count as looking back at your base since they happen so quickly (queen hotkey f1 v click f2 v click ect) and because they work on a consistent timer they aren't incredibly hard to execute. Likewise with supply, you dont have to look back at your base and you dont have to worry about placement.

Terran macro requires the most attention because you have to manage buildings / building placement, add-ons / add-on swapping, MULEs, ect, in addition to everything Zerg has to do minus injects (creep spread could be argued as well), and all while having an army that's survivability relies on your ability to control it.

Just as an example, in an intense ling / bling war if a zerg needs to build an overlord they can quickly press their hatch hotkey + overlord hotkey while still watching their army and being able to micro if necessary. A Terran player would have to look back at their base and choose a location to place the depot, spending more time and not allowing them to watch their army directly, only via minimap.
In Somnis Veritas
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2013-09-25 00:51:01
September 25 2013 00:48 GMT
#1229
Not a fan of changes except for widow mine change, which still may be slightly too much. I'd like to see them implement "siege tanks do +15 vs shields" or something like that when in siege mode. Bonus dmg to shields is a super easy way to balance vs one race... and it was done perfectly in BW (all units did full dmg to shields).

On September 25 2013 09:42 Pursuit_ wrote:
Show nested quote +
On September 25 2013 09:25 Suikakuju wrote:
On September 25 2013 09:21 rysecake wrote:
On September 25 2013 09:20 Suikakuju wrote:
On September 25 2013 09:11 DomeGetta wrote:
You guys talking about Thorzain and Jinro aren't wrong in saying that they have, in their careers, at single tournaments competed at a high level.. What I was saying, however, is that no foreign Terran has ever been a consistent face at the highest level of play during any meta game ever - while members of both other races certainly have. This is because the race - independent of balance - is the most difficult to play well. One tournament run doesn't fit the criteria I'm talking about. I'm not talking about the foreigner scene or the Korean scene - I'm talking about the global scene. And if you want to talk about the Korean scene, just look at how DRG dealt with Innovation in the last round.. yes he was just eliminated by a Protoss/Zerg combo in ro16- but he did showcase how to deal with bio/mine textbook. We aren't even going to wait and see how this is replicated by even stronger players ?

The point again that I was intending to make - and my apologies for offending people - is that the game is balanced - so please stop messing with it for other reasons. It's frustrating for casual players (me - mid master NA) and I have to imagine it's infuriating for professional gamers - who make their living based on this game and who have to re-learn it every few months because we want to "freshen it up" for the viewers. It would be cool if they focused less on people who aren't even watching the game and more on people who play it and minimize the patching - unless statistically - over a long period of time (aka end of wol) one race is dominating the scene - which has not even come close to happening yet.



Thinking about Macro mechanics like Inject, MULE, CB I honestly cant see were Terran is the most difficulty race to play. I remember a time when it was the other way around, its quite hard to always inject at the excact moment it is ready. on the other hand its quite good to have more mule at the same time :p
Maybe I missed the timing when inject got easy to handle...


because macro is the only part of the game...



Well it is not, but hey I dont give a fuck about how many worker you killed from me! I got MULES! xD


It's more like the amount of attention required to do things. I've always felt like Zerg macro is the easiest because Zerg is the race that is required to look back at their base the least, you only need to build 1 of a tech structure to 'unlock' that tech then you can make those units from larva without and set them to the correct army control groups without ever having to look back at your bases. Injects hardly count as looking back at your base since they happen so quickly (queen hotkey f1 v click f2 v click ect) and because they work on a consistent timer they aren't incredibly hard to execute. Likewise with supply, you dont have to look back at your base and you dont have to worry about placement.

Terran macro requires the most attention because you have to manage buildings / building placement, add-ons / add-on swapping, MULEs, ect, in addition to everything Zerg has to do minus injects (creep spread could be argued as well), and all while having an army that's survivability relies on your ability to control it.

Just as an example, in an intense ling / bling war if a zerg needs to build an overlord they can quickly press their hatch hotkey + overlord hotkey while still watching their army and being able to micro if necessary. A Terran player would have to look back at their base and choose a location to place the depot, spending more time and not allowing them to watch their army directly, only via minimap.


It's not hard to queue depots at all... Terran macro is def easier in that regard imo. You also didn't mention Zerg spreading creep. Also, midbattle is not typically a time you need to build depots as your units are dying. Midbattle is still a time you will need to inject (or possibly CB).

Zerg is more forgiving in the sense though if you get supply blocked, you can accumulate the larvae in the meantime. Terran is the least forgiving in that part, but at the same time they have supply call down. Toss is annoying in the sense you have to go back somewhere else to build units.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
September 25 2013 00:49 GMT
#1230
On September 25 2013 09:31 Thieving Magpie wrote:
Show nested quote +
On September 25 2013 09:14 plogamer wrote:
On September 25 2013 08:21 Thieving Magpie wrote:
On September 25 2013 08:14 Miscellany wrote:
On September 25 2013 07:11 EleanorRIgby wrote:
in long term battles the tank buff might help but im tvz the battles last like a few seconds, usually tanks can only get a couple shots off thus widow mines are way better. but now widow mines are gonna suck?

This buff could be the difference between getting 1 tank shot off vs getting 2 tank shots off (which is obviously huge).

Also with proper marine micro, map awareness and positioning I think "a few seconds" is a bit of an exaggeration.

Widow mines won't suck - their damage output, reasonable splash and the fact they require detection makes them worthwhile in most situations.


Current tank attack cooldown means they fire 1-2 shots per engagement.

This speed increases that to 1-3 shots per engagements which is actually a 33% increase in DPS real world wise.

Slow attack units like Siege Tanks cares more for how many shots per engagement that bland statements like 10% increased attack speed or "10% increased DPS"


A well positioned tank will definitely fire more than 3 shots - in which case the 'real world' DPS gain is less than 33%. Nevertheless, I welcome changes in small increments and would argue for a smaller nerf to widow-mine radius.


I was thinking more the moving out on the map and fighting Muta/Ling/Bling

Defensive tank play and tank play once you're actually sieging a base is very different


Good positioning isn't limited to only defensive play though.
DomeGetta
Profile Joined February 2012
480 Posts
September 25 2013 00:56 GMT
#1231
You can't turtle vs Z as T. They are going to take the entire map cover it in creep and have 4 remaxes banked up for when u run out of funds. Most maps don't have positions that can't have a flank set-up on them. Siege/Unsiege takes too long to move effectively across the map without losing your army. You have to stim every time u try to move while your tanks get back in siege mode vs. a good zerg. This is why no one uses sieges tanks in this match-up. Faster attack reload isn't going to change that.
Sentient42
Profile Joined December 2012
United States69 Posts
September 25 2013 00:56 GMT
#1232
On September 25 2013 09:20 Suikakuju wrote:


Thinking about Macro mechanics like Inject, MULE, CB I honestly cant see were Terran is the most difficulty race to play. I remember a time when it was the other way around, its quite hard to always inject at the excact moment it is ready. on the other hand its quite good to have more mule at the same time :p
Maybe I missed the timing when inject got easy to handle...



Inject got easy to handle when people learned with proper camera and action hotkeys you can inject all your hatcheries in less than a second without even clicking. Zerg benefits by far the most after changing the default layout, not only with inject but tumor placement and infestor use.
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
September 25 2013 01:12 GMT
#1233
Protoss needs more of a buff in TvP, these changes are in the right direction.
kwark_uk: @father_sc learn to play maybe?
goody153
Profile Blog Joined April 2013
44119 Posts
Last Edited: 2013-09-25 01:20:59
September 25 2013 01:19 GMT
#1234
Mech ground and air attack upgrades combined

well the armor upgrades was already combined .. i was surprised why the attack upgrades are not combined its kinda weird .. i am ok with this .. i am just kinda concerned on how tvt meta will change because of this .. tvt meta is wonderful today .. bio play might get eliminated in tvt ..

although i agree with what they say that they could mix vikings/hellbats more easier ..

Widow mine splash radius decreased from 1.75 to 1.1

arent they nerfing the splash radius too much ? 1.3 or 1.4 is fine ... but 1.1 is just a bit too much ..
and removing the drilling claws is a more appropriate nerf

Siege tank attack period decreased from 3 to 2.7

sounds good .. i dont think this will change tvp

Oracle cost decreased from 150/150 to 150/100

this is fine .. oracle dont really do a damn thing in large army confrontations .. at least oracle will be more used this way .. more like banshee's

Dark Templar movement speed increased from 2.813 to 3.375

interesting .. more microable DT's .. turrets every base will be a staple of tvp ... i think this is good .. at least it will make the dt's not a suicide unit anymore .. all dts do is being built and die while doing damage as much as possible


Roach speed upgrade also increases the burrowed roach movement speed from 1.41 to 2.25

sounds good .. nothing really changes with this .. only varierty on gameplays


overall
i am ok with everything aside from the mine nerf .. its a bit too much and also i think removing the drilling claws is better
this is a quote
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
September 25 2013 01:48 GMT
#1235
lmfao @ the protoss harass/cheese buffs.
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
September 25 2013 01:51 GMT
#1236
DT speed buff? lol will definitely be hilarious to watch... thumbs down.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 25 2013 01:56 GMT
#1237
On September 25 2013 10:51 sorrowptoss wrote:
DT speed buff? lol will definitely be hilarious to watch... thumbs down.


Still a weaker harass option that Shuttle/Reaver
Hark, what baseball through yonder window breaks?
DjRetro
Profile Blog Joined December 2010
Chile309 Posts
September 25 2013 02:02 GMT
#1238
Protoss doesnt need buffs! wtf david kim xD. The rest of things are pretty fine imo.
SpaceSynth-ItaloDisco-HiNRG http://www.radiostaddenhaag.com/
convention
Profile Joined October 2011
United States622 Posts
September 25 2013 02:05 GMT
#1239
One change I think would make oracles better, is if revelation on units lasted through cloak/burrow. Not that it detects cloaked units, but when revelation is cast on units that are revealed, it would persist after the unit cloaks. For me, the reason why oracles are useless in PvZ, is they can immediately remove the revelation cast on the units (which makes tempest then completely useless at dealing with swarmhosts). Similarly against terran, I'd have oracles flying around if I could still see their ghosts if I managed to cast revelation on their uncloaked ghosts.
pedduck
Profile Blog Joined August 2004
Thailand468 Posts
September 25 2013 02:48 GMT
#1240
What can we do but to hope for the best, and probably prepare for the worst.. thing will keep changing at least until LotV come out. Eventhough Blizzard can make a perfect patch today, it will have to start all overagain when new unit come isn't it?
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