• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:14
CET 13:14
KST 21:14
  • 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
Behind the Blue - Team Liquid History Book11Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info7herO wins SC2 All-Star Invitational14
Community News
Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker6PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)9Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April8
StarCraft 2
General
Terran Scanner Sweep How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker Behind the Blue - Team Liquid History Book Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) WardiTV Mondays $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 512 Overclocked The PondCast: SC2 News & Results Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea [ASL21] Potential Map Candidates BW General Discussion Liquipedia.net NEEDS editors for Brood War
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread Diablo 2 thread ZeroSpace Megathread EVE Corporation 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
Vanilla Mini Mafia TL Mafia Community Thread Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Sex and weight loss YouTube Thread The Games Industry And ATVI
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Expanding Horizons…
edu.gatewayabroad
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2105 users

Updated Balance Test Map - Page 24

Forum Index > SC2 General
620 CommentsPost a Reply
Prev 1 22 23 24 25 26 32 Next All
metroid composite
Profile Joined February 2007
Canada231 Posts
September 27 2013 15:16 GMT
#461
On September 27 2013 18:52 Big J wrote:
Show nested quote +
On September 27 2013 17:48 saddaromma wrote:
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.


That's...not true?

Obviously it depends if you mean with micro or without micro. With micro earlygame stalkers can take on much larger marine counts. Without micro, earlygame zealots can take on much larger marine counts. I tend to be a little more interested in the raw stats, since I don't really have the APM for that kind of stalker micro while also not slipping on my macro. Which means the cost-efficient singlefire units (against stim combat shield marines) include...

* Zealots (and they can get charge for the same cost as stim/combat shield, so this isn't too crazy)
* Zerglings (and they can get speed for cheap, so this isn't too crazy)
* Roaches if both are upgraded (since roaches upgrade slightly better, and roaches are basically tied when everyone's 0/0)
* Hellbats (Assuming the bats manage to get on top of the marines, they win even without the help of splash because hellbats are basically roaches, except more damage to armored, plus infernal preigniter)
* Ultralisk (if the ultra closes distance, but deals singletarget damage, it's cost efficient)

And several other units aren't bad (Thor, Queen, Oracle)


I dunno, medivacs seem more problematic to me. With medivacs there's suddenly a lot of armies that used to do ok against marine balls and now don't (blink stalkers, roaches, queens--basically anything with low DPS). And even the units that have high DPS and can still do well (lings if they get a surround) can be escaped from by lifting into the medivac. It's really medivacs that necessitate AoE. With medivacs the army is so mobile and can harass so well that you need to be hugely cost-efficient when you actually do manage to engage the army, and AoE is the only way to be massively cost-efficient.
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 27 2013 15:31 GMT
#462
On September 28 2013 00:16 metroid composite wrote:
Show nested quote +
On September 27 2013 18:52 Big J wrote:
On September 27 2013 17:48 saddaromma wrote:
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.


That's...not true?

Obviously it depends if you mean with micro or without micro. With micro earlygame stalkers can take on much larger marine counts. Without micro, earlygame zealots can take on much larger marine counts. I tend to be a little more interested in the raw stats, since I don't really have the APM for that kind of stalker micro while also not slipping on my macro. Which means the cost-efficient singlefire units (against stim combat shield marines) include...

* Zealots (and they can get charge for the same cost as stim/combat shield, so this isn't too crazy)
* Zerglings (and they can get speed for cheap, so this isn't too crazy)
* Roaches if both are upgraded (since roaches upgrade slightly better, and roaches are basically tied when everyone's 0/0)
* Hellbats (Assuming the bats manage to get on top of the marines, they win even without the help of splash because hellbats are basically roaches, except more damage to armored, plus infernal preigniter)
* Ultralisk (if the ultra closes distance, but deals singletarget damage, it's cost efficient)

And several other units aren't bad (Thor, Queen, Oracle)


I dunno, medivacs seem more problematic to me. With medivacs there's suddenly a lot of armies that used to do ok against marine balls and now don't (blink stalkers, roaches, queens--basically anything with low DPS). And even the units that have high DPS and can still do well (lings if they get a surround) can be escaped from by lifting into the medivac. It's really medivacs that necessitate AoE. With medivacs the army is so mobile and can harass so well that you need to be hugely cost-efficient when you actually do manage to engage the army, and AoE is the only way to be massively cost-efficient.


Bio play in BW (although viable in only 1 matchup) was split between Marine/Medic/Dropship/Science Vessel production.

You needed enough marines to fight, enough medics to heal, enough dropships that you could actually threaten to hit bases and not just die to lurker traps, and enough science vessels to support your army.

By fusing 2 of those aspects (Medic/Dropship) and cutting a 4rth aspect (Science Vessel), you are left with a 2 unit production style of "Offensive units" (Marine/Maruader) and Medivacs (acting as both support and mobility)

This simplification creates the biggest no no of fun to watch gameplay. You end up with an army that is covered up by 10-12 medivacs shooting green lasers.

In BW, since you would only build 1-3 Dropships, every lost dropship was PAINFUL and every drop play was a HUGE investment. But since you constantly produce medivacs in SC2, drop play is "This chunk of my army leaves to fight"

I just find it more visually interesting to watch ground units do ground battles and dropships do drop play.

But to each their own.
Hark, what baseball through yonder window breaks?
rikter
Profile Joined November 2010
United States352 Posts
September 27 2013 15:34 GMT
#463
Glad they got rid of the DT's, but the oracle change is lame. People talking about how its the same speed as the mutalisk seem to be forgetting that the mutas hit at the ten minute mark, while oracles hit at five. By the time the mutas are in play the ebay is up, stim is done, and I can actually catch the mutas. When an oracle shows up, I have no stim, less units, and no plans to build an ebay at 430 or so to have turrets in time.

The oracle isnt used late game because it sucks in that role. The observer provides better scouting, and just about anything else is hardier and more useful.

Widow mine change isnt bad, especially coupled with tank buff. I think Blizz wants to see both units in the bio force vZ, with the mines shifting more to an anti air role while the tanks do better against the ground stuff. An extra shot off per tank makes a huge difference vs lings and banes, so theres balance in TvZ. The mirror is a wash and no one uses tanks and mines vs P anyways, so this is, I think, one of the better balance changes they have made. At least in terms of not fixing one matchup while trashing another.
No one wants a box of shit, even if it is for Christmas.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 27 2013 15:36 GMT
#464
On September 28 2013 00:34 rikter wrote:
Glad they got rid of the DT's, but the oracle change is lame. People talking about how its the same speed as the mutalisk seem to be forgetting that the mutas hit at the ten minute mark, while oracles hit at five. By the time the mutas are in play the ebay is up, stim is done, and I can actually catch the mutas. When an oracle shows up, I have no stim, less units, and no plans to build an ebay at 430 or so to have turrets in time.

The oracle isnt used late game because it sucks in that role. The observer provides better scouting, and just about anything else is hardier and more useful.

Widow mine change isnt bad, especially coupled with tank buff. I think Blizz wants to see both units in the bio force vZ, with the mines shifting more to an anti air role while the tanks do better against the ground stuff. An extra shot off per tank makes a huge difference vs lings and banes, so theres balance in TvZ. The mirror is a wash and no one uses tanks and mines vs P anyways, so this is, I think, one of the better balance changes they have made. At least in terms of not fixing one matchup while trashing another.


A widow mine comes up before an Oracle.

Just learn to count pylons at the main, at X time they should have Y pylons, if not then its a proxy.
Hark, what baseball through yonder window breaks?
DusTerr
Profile Blog Joined January 2011
2520 Posts
September 27 2013 15:40 GMT
#465
While watching GSL today I realized that the WM radius decrease could actually be pretty decent in situations without micro as they'll catch my own units less...
vthree
Profile Joined November 2011
Hong Kong8039 Posts
September 27 2013 15:42 GMT
#466
On September 28 2013 00:34 rikter wrote:
Glad they got rid of the DT's, but the oracle change is lame. People talking about how its the same speed as the mutalisk seem to be forgetting that the mutas hit at the ten minute mark, while oracles hit at five. By the time the mutas are in play the ebay is up, stim is done, and I can actually catch the mutas. When an oracle shows up, I have no stim, less units, and no plans to build an ebay at 430 or so to have turrets in time.

The oracle isnt used late game because it sucks in that role. The observer provides better scouting, and just about anything else is hardier and more useful.

Widow mine change isnt bad, especially coupled with tank buff. I think Blizz wants to see both units in the bio force vZ, with the mines shifting more to an anti air role while the tanks do better against the ground stuff. An extra shot off per tank makes a huge difference vs lings and banes, so theres balance in TvZ. The mirror is a wash and no one uses tanks and mines vs P anyways, so this is, I think, one of the better balance changes they have made. At least in terms of not fixing one matchup while trashing another.


1 of the main problems with tanks vs ling bane muta was that they usually got 1 shot off before lings got in Merle range. Plus they are easy to surround if they are on creep. Lowering the cool down time between shots are nice. But not sure if the 0.3 second decrease will actually let tanks get more shots off.
submarine
Profile Joined March 2012
Germany290 Posts
September 27 2013 15:50 GMT
#467
On September 28 2013 00:31 Thieving Magpie wrote:
Show nested quote +
On September 28 2013 00:16 metroid composite wrote:
On September 27 2013 18:52 Big J wrote:
On September 27 2013 17:48 saddaromma wrote:
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.


That's...not true?

Obviously it depends if you mean with micro or without micro. With micro earlygame stalkers can take on much larger marine counts. Without micro, earlygame zealots can take on much larger marine counts. I tend to be a little more interested in the raw stats, since I don't really have the APM for that kind of stalker micro while also not slipping on my macro. Which means the cost-efficient singlefire units (against stim combat shield marines) include...

* Zealots (and they can get charge for the same cost as stim/combat shield, so this isn't too crazy)
* Zerglings (and they can get speed for cheap, so this isn't too crazy)
* Roaches if both are upgraded (since roaches upgrade slightly better, and roaches are basically tied when everyone's 0/0)
* Hellbats (Assuming the bats manage to get on top of the marines, they win even without the help of splash because hellbats are basically roaches, except more damage to armored, plus infernal preigniter)
* Ultralisk (if the ultra closes distance, but deals singletarget damage, it's cost efficient)

And several other units aren't bad (Thor, Queen, Oracle)


I dunno, medivacs seem more problematic to me. With medivacs there's suddenly a lot of armies that used to do ok against marine balls and now don't (blink stalkers, roaches, queens--basically anything with low DPS). And even the units that have high DPS and can still do well (lings if they get a surround) can be escaped from by lifting into the medivac. It's really medivacs that necessitate AoE. With medivacs the army is so mobile and can harass so well that you need to be hugely cost-efficient when you actually do manage to engage the army, and AoE is the only way to be massively cost-efficient.


Bio play in BW (although viable in only 1 matchup) was split between Marine/Medic/Dropship/Science Vessel production.

You needed enough marines to fight, enough medics to heal, enough dropships that you could actually threaten to hit bases and not just die to lurker traps, and enough science vessels to support your army.

By fusing 2 of those aspects (Medic/Dropship) and cutting a 4rth aspect (Science Vessel), you are left with a 2 unit production style of "Offensive units" (Marine/Maruader) and Medivacs (acting as both support and mobility)

This simplification creates the biggest no no of fun to watch gameplay. You end up with an army that is covered up by 10-12 medivacs shooting green lasers.

In BW, since you would only build 1-3 Dropships, every lost dropship was PAINFUL and every drop play was a HUGE investment. But since you constantly produce medivacs in SC2, drop play is "This chunk of my army leaves to fight"

I just find it more visually interesting to watch ground units do ground battles and dropships do drop play.

But to each their own.


Yeah right. Nice spin you put on the situation in the game by making one unit out of two and not mentioning necessary support units. Well done.

I think Blizzard is moving in the right direction with this changes. Less M^4 and more M^4+T. Maybe even mech with a better air switch. Sounds interesting.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
September 27 2013 15:59 GMT
#468
On September 28 2013 00:40 DusTerr wrote:
While watching GSL today I realized that the WM radius decrease could actually be pretty decent in situations without micro as they'll catch my own units less...

Terran buff confirmed. And i am fine with it (yes, i am Z player, that wants T buffed. Where is your god now?).
DeMoN pulls off a Miracle and Flies to the Moon
phalanx
Profile Joined November 2011
France43 Posts
Last Edited: 2013-09-27 16:13:31
September 27 2013 16:02 GMT
#469
I just hate when people are blaming Blizzard for balance issue. It's completely immature, and worse when you make vindicative claim that the community is right and that they should listen to you caprice. Never forget that guys auto centered on your own experience only perceive the tip of the iceberg, ahhh humbleness. I don't even get why people get so subjectively involved when it's only about a TEST, you guys haven't even tried it but you already know better.

WELCOME THE CHANGE BEFORE COMPLAINING BECAUSE IT'S OUR DELIVRANCE. AMEN.
knowledge is like jam, the less you have the more you spread.
p14c
Profile Joined May 2010
Vatican City State431 Posts
September 27 2013 16:07 GMT
#470
This is the patch that would end all Terran hopes. Mech would still be crap and Terran would have only 4 usable units: marines, marauders, medivacs and sometimes vikings..Horrible, pathethic units that get crushed by aoe.
Game Over, Man! Game Over!
phalanx
Profile Joined November 2011
France43 Posts
Last Edited: 2013-09-27 16:16:31
September 27 2013 16:09 GMT
#471
On September 28 2013 01:07 p14c wrote:
This is the patch that would end all Terran hopes. Mech would still be crap and Terran would have only 4 usable units: marines, marauders, medivacs and sometimes vikings..Horrible, pathethic units that get crushed by aoe.


I don't expect the mech vs bio issue to be solved in one patch. What about you? To me it seems that we are getting slow but we are getting to it. People are so resistant to change, do you realize how much diplomacy Blizzard as to use just to make you accept the change? We the players are the main reason of the mech vs bio issue. Watch to all the previous patch and you'll realize that we are constantly getting closer to a better balance between rines and mech.
knowledge is like jam, the less you have the more you spread.
phalanx
Profile Joined November 2011
France43 Posts
Last Edited: 2013-09-27 16:21:29
September 27 2013 16:20 GMT
#472
On September 27 2013 23:51 SsDrKosS wrote:
Show nested quote +
On September 27 2013 23:44 iaguz wrote:
I cannot say I share your desire for cliff hopping zerglings!

I think they should give us roach not burrow but cliff climbing ability.
How come an alien roach is worse than earth roach when real roaches can fly, climb, bite, and s@#$ on my room




I completely disagree with you. Have you ever tried smashing a roach running under your parquet?
knowledge is like jam, the less you have the more you spread.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
September 27 2013 16:24 GMT
#473
On September 28 2013 01:02 phalanx wrote:
I just hate when people are blaming Blizzard for balance issue. It's completely immature, and worse when you make vindicative claim that the community is right and that they should listen to you caprice. Never forget that guys auto centered on your own experience only perceive the tip of the iceberg, ahhh humbleness. I don't even get why people get so subjectively involved when it's only about a TEST, you guys haven't even tried it but you already know better.

WELCOME THE CHANGE BEFORE COMPLAINING BECAUSE IT'S OUR DELIVRANCE. AMEN.


Well who else should I bloody blame? Should I blame taeja and innovation for being too good?

I'll agree that pretty much everyone is fucking stupid when it comes to balance (me included! I just like talking about the game it's fun).
ProgamerAustralian alcohol user follow @iaguzSC2
CakeSauc3
Profile Joined February 2011
United States1437 Posts
September 27 2013 16:26 GMT
#474
On September 28 2013 00:42 vthree wrote:
Show nested quote +
On September 28 2013 00:34 rikter wrote:
Glad they got rid of the DT's, but the oracle change is lame. People talking about how its the same speed as the mutalisk seem to be forgetting that the mutas hit at the ten minute mark, while oracles hit at five. By the time the mutas are in play the ebay is up, stim is done, and I can actually catch the mutas. When an oracle shows up, I have no stim, less units, and no plans to build an ebay at 430 or so to have turrets in time.

The oracle isnt used late game because it sucks in that role. The observer provides better scouting, and just about anything else is hardier and more useful.

Widow mine change isnt bad, especially coupled with tank buff. I think Blizz wants to see both units in the bio force vZ, with the mines shifting more to an anti air role while the tanks do better against the ground stuff. An extra shot off per tank makes a huge difference vs lings and banes, so theres balance in TvZ. The mirror is a wash and no one uses tanks and mines vs P anyways, so this is, I think, one of the better balance changes they have made. At least in terms of not fixing one matchup while trashing another.


1 of the main problems with tanks vs ling bane muta was that they usually got 1 shot off before lings got in Merle range. Plus they are easy to surround if they are on creep. Lowering the cool down time between shots are nice. But not sure if the 0.3 second decrease will actually let tanks get more shots off.


Another problem that's going to present itself in terms of marine/tank play vs. ling/bling/muta is that the mutas in HOTS are much faster and can heal quickly, so zerg players can be more daring and more aggressive in sniping tanks.

Sniping mines with mutas is dangerous, but the mines' anti-air capabilities are kind of a trade-off with the fact that mutas are so much better now. If terran is forced to make tanks instead of mines, it's going to be a lot easier for zerg to remove terran AOE support from the fight.

This, plus the viper's blinding cloud effect, makes me wonder if the suggestion to make an upgrade ability that decreases the transformation time for tanks would be the best way to make tanks decent in tvz again. It would enable the terran player to unsiege/resiege mid battle (though that may still just be a joke and terran will lose the fight anyway).
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-09-27 16:43:41
September 27 2013 16:38 GMT
#475
On September 28 2013 00:42 vthree wrote:
Show nested quote +
On September 28 2013 00:34 rikter wrote:
Glad they got rid of the DT's, but the oracle change is lame. People talking about how its the same speed as the mutalisk seem to be forgetting that the mutas hit at the ten minute mark, while oracles hit at five. By the time the mutas are in play the ebay is up, stim is done, and I can actually catch the mutas. When an oracle shows up, I have no stim, less units, and no plans to build an ebay at 430 or so to have turrets in time.

The oracle isnt used late game because it sucks in that role. The observer provides better scouting, and just about anything else is hardier and more useful.

Widow mine change isnt bad, especially coupled with tank buff. I think Blizz wants to see both units in the bio force vZ, with the mines shifting more to an anti air role while the tanks do better against the ground stuff. An extra shot off per tank makes a huge difference vs lings and banes, so theres balance in TvZ. The mirror is a wash and no one uses tanks and mines vs P anyways, so this is, I think, one of the better balance changes they have made. At least in terms of not fixing one matchup while trashing another.


1 of the main problems with tanks vs ling bane muta was that they usually got 1 shot off before lings got in Merle range. Plus they are easy to surround if they are on creep. Lowering the cool down time between shots are nice. But not sure if the 0.3 second decrease will actually let tanks get more shots off.


This is the wrong way to think about it. It's not about getting an extra shot off, it's about getting the shots it does get off quicker.

Consider the following: Each shot erases a clump of banes or lings, correct? That means the after the first shot, the next group dies .3 seconds faster, meaning there are .3 additional seconds where your marines are shooting other things, and that clump is not attacking your units. When the third shot comes, it's .6 seconds faster than it originally was, so another clump is gone .6 seconds faster than it would have been. Even if the tank doesn't get more attacks than it ordinarily would (incidentally, it's likely that it will), it's still being substantially more effective.

Why is it that 3 marines beat 2 marines, but 15 marines absolutely slaughter 2 marines? It's about destroying the enemy DPS as fast as possible, and therefore reducing the damage the enemy army can do to you. The faster you kill the enemy army, the less damage your enemy army gets to attempt to do to you, and you therefore wind up with more units leftover after the battle.

As for whether or not a .3 second attack speed reduction will allow more shots to get off than normal: Consider an engagement. If the tank dies in the 2.7-2.99 second mark of the fight, it got another shot off than it would have otherwise. If it dies in the 5.4-5.99 second mark, it got an extra shot off. If it dies in the 8.1-8.99 second mark, it got an extra shot off.

I mean, FFS, this is a 10% attack speed buff, that's fricken huge!
Strategy"You know I fucking hate the way you play, right?" ~SC2John
algue
Profile Joined July 2011
France1436 Posts
September 27 2013 16:43 GMT
#476
See you in two weeks after the patch when the new strats will be figured out and everybody will whine (as always) about the game. Blizzard need to do some deeper changes into the game, changing a bunch of units stats isn't gonna make the game better eventhough you give a bonus speed to evey single unit in the game.
rly ?
vthree
Profile Joined November 2011
Hong Kong8039 Posts
September 27 2013 16:43 GMT
#477
On September 28 2013 01:38 Whitewing wrote:
Show nested quote +
On September 28 2013 00:42 vthree wrote:
On September 28 2013 00:34 rikter wrote:
Glad they got rid of the DT's, but the oracle change is lame. People talking about how its the same speed as the mutalisk seem to be forgetting that the mutas hit at the ten minute mark, while oracles hit at five. By the time the mutas are in play the ebay is up, stim is done, and I can actually catch the mutas. When an oracle shows up, I have no stim, less units, and no plans to build an ebay at 430 or so to have turrets in time.

The oracle isnt used late game because it sucks in that role. The observer provides better scouting, and just about anything else is hardier and more useful.

Widow mine change isnt bad, especially coupled with tank buff. I think Blizz wants to see both units in the bio force vZ, with the mines shifting more to an anti air role while the tanks do better against the ground stuff. An extra shot off per tank makes a huge difference vs lings and banes, so theres balance in TvZ. The mirror is a wash and no one uses tanks and mines vs P anyways, so this is, I think, one of the better balance changes they have made. At least in terms of not fixing one matchup while trashing another.


1 of the main problems with tanks vs ling bane muta was that they usually got 1 shot off before lings got in Merle range. Plus they are easy to surround if they are on creep. Lowering the cool down time between shots are nice. But not sure if the 0.3 second decrease will actually let tanks get more shots off.


This is the wrong way to think about it. It's not about getting an extra shot off, it's about getting the shots it does get off quicker.

Consider the following: Each shot erases a clump of banes or lings, correct? That means the after the first shot, the next group dies .3 seconds faster, meaning there are .3 additional seconds where your marines are shooting other things, and that clump is not attacking your units. When the third shot comes, it's .6 seconds faster than it originally was, so another clump is gone .6 seconds faster than it would have been. Even if the tank doesn't get more attacks than it ordinarily would (incidentally, it's likely that it will), it's still being substantially more effective.

Why is it that 3 marines beat 2 marines, but 15 marines absolutely slaughter 2 marines? It's about destroying the enemy DPS as fast as possible, and therefore reducing the damage the enemy army can do to you. The faster you kill the enemy army, the less damage your enemy army gets to attempt to do to you, and you therefore wind up with more units leftover after the battle.


Except you are missing the fact that tanks damage has friendly fire. So once enemies are in melee range of your own units, the Terran takes a lot of damage as well.
Tsubbi
Profile Joined September 2010
Germany7996 Posts
September 27 2013 16:52 GMT
#478
not going into specifics as there are so many potential underused units but overall id love if blizzard was willing to test way way bigger changes for the offseason in testmaps in the beginning of the testphase

also i think the most important part in all of this is to integrate a button into the client next to the ranked and unranked buttons to play the testmap against equally skilled players, this would up the testing quality and quantity by at least 9000%
ETisME
Profile Blog Joined April 2011
12680 Posts
September 27 2013 16:52 GMT
#479
On September 28 2013 01:43 vthree wrote:
Show nested quote +
On September 28 2013 01:38 Whitewing wrote:
On September 28 2013 00:42 vthree wrote:
On September 28 2013 00:34 rikter wrote:
Glad they got rid of the DT's, but the oracle change is lame. People talking about how its the same speed as the mutalisk seem to be forgetting that the mutas hit at the ten minute mark, while oracles hit at five. By the time the mutas are in play the ebay is up, stim is done, and I can actually catch the mutas. When an oracle shows up, I have no stim, less units, and no plans to build an ebay at 430 or so to have turrets in time.

The oracle isnt used late game because it sucks in that role. The observer provides better scouting, and just about anything else is hardier and more useful.

Widow mine change isnt bad, especially coupled with tank buff. I think Blizz wants to see both units in the bio force vZ, with the mines shifting more to an anti air role while the tanks do better against the ground stuff. An extra shot off per tank makes a huge difference vs lings and banes, so theres balance in TvZ. The mirror is a wash and no one uses tanks and mines vs P anyways, so this is, I think, one of the better balance changes they have made. At least in terms of not fixing one matchup while trashing another.


1 of the main problems with tanks vs ling bane muta was that they usually got 1 shot off before lings got in Merle range. Plus they are easy to surround if they are on creep. Lowering the cool down time between shots are nice. But not sure if the 0.3 second decrease will actually let tanks get more shots off.


This is the wrong way to think about it. It's not about getting an extra shot off, it's about getting the shots it does get off quicker.

Consider the following: Each shot erases a clump of banes or lings, correct? That means the after the first shot, the next group dies .3 seconds faster, meaning there are .3 additional seconds where your marines are shooting other things, and that clump is not attacking your units. When the third shot comes, it's .6 seconds faster than it originally was, so another clump is gone .6 seconds faster than it would have been. Even if the tank doesn't get more attacks than it ordinarily would (incidentally, it's likely that it will), it's still being substantially more effective.

Why is it that 3 marines beat 2 marines, but 15 marines absolutely slaughter 2 marines? It's about destroying the enemy DPS as fast as possible, and therefore reducing the damage the enemy army can do to you. The faster you kill the enemy army, the less damage your enemy army gets to attempt to do to you, and you therefore wind up with more units leftover after the battle.


Except you are missing the fact that tanks damage has friendly fire. So once enemies are in melee range of your own units, the Terran takes a lot of damage as well.

honestly I wonder if mine has splash damage is because it is needed for the bio ball to trade kinda equally against the zerg or else the marines are just too tough to kill for the lings
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-09-27 16:59:42
September 27 2013 16:58 GMT
#480
On September 28 2013 01:52 Tsubbi wrote:
not going into specifics as there are so many potential underused units but overall id love if blizzard was willing to test way way bigger changes for the offseason in testmaps in the beginning of the testphase

also i think the most important part in all of this is to integrate a button into the client next to the ranked and unranked buttons to play the testmap against equally skilled players, this would up the testing quality and quantity by at least 9000%

Agreed 100%.

I would love a test map where they just buff the shit out of underused units such as tanks, hydras, carriers. Just force people into playing completely new styles and then readjust if necessary, instead of slightly encouraging people to do something new and they end up doing exactly the same as before.

The game right now is probably the most balanced its been, but its also getting very stale with the same strategies used in every game. Its time to buff the underused things.
Prev 1 22 23 24 25 26 32 Next All
Please log in or register to reply.
Live Events Refresh
LiuLi Cup
11:00
Group A
Reynor vs Creator
Maru vs Lambo
RotterdaM781
TKL 203
IndyStarCraft 173
Rex128
IntoTheiNu 23
Liquipedia
Sparkling Tuna Cup
10:00
Weekly #118
Classic vs ShoWTimELIVE!
CranKy Ducklings105
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 781
TKL 203
IndyStarCraft 173
Rex 128
StarCraft: Brood War
Calm 8279
Sea 3999
Bisu 1548
Horang2 1398
Jaedong 723
Hyuk 650
BeSt 588
actioN 401
GuemChi 372
Larva 358
[ Show more ]
Stork 341
firebathero 284
Mini 233
Light 201
EffOrt 177
Soma 173
Snow 130
Soulkey 105
ggaemo 92
Sharp 80
Pusan 74
PianO 69
hero 65
Rush 65
JYJ 48
Aegong 44
Mong 43
sorry 34
Shine 34
JulyZerg 32
Shinee 32
Killer 31
ToSsGirL 31
Shuttle 29
Free 27
sSak 25
Barracks 23
910 22
Movie 20
soO 19
Icarus 18
Hm[arnc] 18
GoRush 16
scan(afreeca) 16
HiyA 13
Terrorterran 12
Sacsri 8
ajuk12(nOOB) 8
Dota 2
XaKoH 405
Counter-Strike
olofmeister1680
shoxiejesuss1403
zeus973
x6flipin616
byalli349
edward117
Super Smash Bros
Mew2King67
Other Games
Liquid`RaSZi1005
B2W.Neo553
crisheroes186
KnowMe160
Fuzer 157
Pyrionflax140
Livibee79
Organizations
Other Games
gamesdonequick347
StarCraft: Brood War
UltimateBattle 23
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Response 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota250
Upcoming Events
PiGosaur Monday
12h 47m
Replay Cast
20h 47m
LiuLi Cup
22h 47m
Clem vs Rogue
SHIN vs Cyan
Replay Cast
1d 11h
The PondCast
1d 21h
KCM Race Survival
1d 21h
LiuLi Cup
1d 22h
Scarlett vs TriGGeR
ByuN vs herO
Replay Cast
2 days
Online Event
2 days
LiuLi Cup
2 days
Serral vs Zoun
Cure vs Classic
[ Show More ]
RSL Revival
3 days
RSL Revival
3 days
LiuLi Cup
3 days
uThermal 2v2 Circuit
3 days
RSL Revival
4 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
LiuLi Cup
4 days
Replay Cast
5 days
Replay Cast
5 days
LiuLi Cup
5 days
Wardi Open
5 days
Monday Night Weeklies
6 days
Replay Cast
6 days
WardiTV Winter Champion…
6 days
Liquipedia Results

Completed

Proleague 2026-02-09
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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