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Call to Action: October 2 Balance Testing - Page 12

Forum Index > SC2 General
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ETisME
Profile Blog Joined April 2011
12385 Posts
October 05 2013 12:33 GMT
#221
On October 05 2013 12:29 johnnyapplec wrote:
Show nested quote +
On October 05 2013 06:53 archwaykitten wrote:
This got me thinking.. Can a couple Thors in boosted medivacs be used to actually hunt down injured mutalisks? Like, when the mutalisks try to retreat from a battle to heal up after being hit by a couple mine blasts or Thor volleys, can you load up and chase them down with the Thors? Medivacs are faster than mutalisks when boosted, they don't have to get too close to the mutalisks due to the Thor's long range, and Thors can be unloaded instantly as soon as they get in range since they're just one big unit...


The mutas can just snipe the medivac then.

yea but if we look at the best PvT
we even have toss going warp prism storm in the PvT engagement where there are storms and marines everywhere
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Sissors
Profile Joined March 2012
1395 Posts
October 05 2013 12:42 GMT
#222
That is a quite different situation that really isn't comparable.

For one you barely ever see it happening tbh. (I assume you mean keeping HTs in prism to prevent them from feedback, which happens, but not that often). Then if you want to do the same, you would be filling a speed prism with HTs to hunt down a retreating terran army. I have never seen any toss doing that. Probably because of the same issue: stim some marines and take down the warp prism, goodbye HTs.

Then there is also the difference of HP. HTs are weaker than warp prisms. So stopping them in a warp prism isn't that dangerous. While medivacs are alot weaker than thors.
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-10-05 12:49:35
October 05 2013 12:45 GMT
#223
On October 04 2013 01:11 Goldfish wrote:
Show nested quote +
On October 03 2013 12:51 bittman wrote:
Only reason I'm neutral with the roach thing is that it feels like Blizzards answer seems to be to just keep making things walk faster and faster. I'd prefer different approaches. I like the slow roach crawl hehe


Burrow I guess I'm a bit fine (mainly because it feels really underpowered before) but I agree in general about making things faster.

The Oracle change, you need to look at what it does and what it benefits from faster movement. The Oracle concept itself is nice but what it actually does (destroy worker lines really fast and can change the tide of the game in an instant) is a huge problem in SC2.

Edit - For some reason, I forgot about Revelation (ironically since it's in the patch note itself) and focused simply on Pulsar Beam (which when just against workers, faster speed doesn't really help much except maybe the occasional early game oracle rush but that usually done with proxy star gates anyway). The speed helps Oracle scouting + Revelation more so than than it destroying worker lines. The speed change with the Oracle I am fine with in that case. We'll see what it does. So disregard my comment about it (I forgot about Revelation, even though it was in the patch notes, for some reason >.>).

Anyway, what I was saying not specific to the Oracle (and in fact, the oracle change is fine) but with SC2 in general. That most of the difficulty in things comes with speed but yet that's the only thing. We have overpowered things in SC2 but yet the difficulty in controlling (and countering against them) and how huge of an impact of the game they have is a problem.

Widow Mines are an example (the difference between a good widow mine hit compared to a bad hit is enough difference to change the outcome of an entire battle and potentially the entire game). Though since they're nerfing it, at least Blizzard understands (though I said this before, I think I would rather them adding a max target cap on it and/or slowing down the speed of the projectile a bit but we'll have to see what this radius nerf does first).

Widow Mines (like Banelings and other huge AoE stuff against clumps of units) are also supposed to promote micro and provide a challenge. It does but it's not very practical to split marines or micro zerglings and stuff against widow mines (for example).

I said this before but micro in SC2 is mostly just how fast you can do things. Outside of speed, it doesn't have as much depth. And in fact, lots of people lately have been catching on that SC2 is actually way too fast (battles that win or lose games can occur in 10 seconds or less, which is not enough time for most people to react). The game being hard doesn't mean the game has depth (and depth is important). Deep games are probably also difficult to master. However, difficult games are not necessarily deep games (it depends on what was done to make the game difficult).

In BW, micro wasn't simply about speed (nor was it the important thing most of the time actually) but about precision and depth.

Mutalisk are a good example. When microing Mutalisk, you have to pay attention to what direction the Mutalisk is facing (before attacking, depending on which unit command you use) and distance between the Mutalisk and the target, etc. And after taking all that into account, you have to decide whether to use attack move, attack (directly), patrol, hold position, etc.

I could go in more depth but anyone who has played BW can also vouch and say that Mutalisk micro was just very deep.

There was so many decisions you can make and so many ways to improve, and it was practical and easy micro to do.

You didn't need super quick speed or anything to start microing Mutalisk against scourge or marines or whatever.

It had a ton of depth and it was easy (and practical) to learn too.

Compared to SC2 where all micro is "how fast you do it", it's really watered down in comparison.

Again, I don't blame Blizzard or anything, I think HotS was a good experiment but I really think some key gameplay mechanics from BW should return in SC2 (yes, most of them were accidental but look at most competitive games like fighting games or FPS, a lot of them have "accidental" deep gameplay mechanics but they end up being encouraged by the developers in later installments).

I remember reading here that BW was doing #6 place in PC bangs in South Korea while SC2 (after HotS) was only doing at #11.

If BW is still beating SC2, then something is wrong.

I think it is very important to emphasis the difference in gameplay and depth in BW compared to SC2.

Using "whether it is hard to do or not" as a gauge to judge whether it is deep or not is wrong.

SC2, microing is hard and the skill ceiling is high but what does it all come down to? Simply how fast you can split marines or whatever.

BW was hard but at the same time it has depth.

SC2 microing is hard but it doesn't have much depth compared to BW.

Just want some food for thought as I know Blizzard can't change anything big until LotV (these small changes I am fine in HotS). Again, it's very important to emphasis that depth =/= difficulty. While SC2 has difficulty in micro, it doesn't have as much depth as BW and depth in difficulty (not just difficulty by itself) is a key part in what helps make a game fun.


On top of that, many korean ppl don't play sc2 much because sc2 is not casual friendly.
the pc bang isn't popular for sc2 because you need to purchase the game first (unlike lol and other games) and also pays pc bang fee. Bw however, you don't have to purchase to play in pc bang because battle net id for bw is free.

the fact that there is no LAN and difficulty to play match with friend also discourage casual players.
And try playing team game in bw. It is A LOT MORE FUN. Trust me.
skiersteve
Profile Joined September 2011
United Kingdom268 Posts
October 05 2013 12:59 GMT
#224
this is going to destroy so many terrans Im high master (rank 4 atm) I have 64% win vs toss 71% vs terran and 34 vs zerg :/ I just feel that if the 11 minute push doesnt do any damage your so far behind, especially when mutas come out since I feel like I cant harass at all due to them just flying to the medivac and killing it in 2 seconds and when the mine is on CD they just roll straight into my army and no amount of splitting helps and everything gets torn to bits Not had a chance to play test map but since it seems that zergs have a good grip on how to beat mine marine medivac I think the nerf is just going to wreck terrans so hard
Ambre
Profile Joined July 2011
France416 Posts
October 05 2013 13:19 GMT
#225
On October 05 2013 21:59 skiersteve wrote:
this is going to destroy so many terrans Im high master (rank 4 atm) I have 64% win vs toss 71% vs terran and 34 vs zerg :/ I just feel that if the 11 minute push doesnt do any damage your so far behind, especially when mutas come out since I feel like I cant harass at all due to them just flying to the medivac and killing it in 2 seconds and when the mine is on CD they just roll straight into my army and no amount of splitting helps and everything gets torn to bits Not had a chance to play test map but since it seems that zergs have a good grip on how to beat mine marine medivac I think the nerf is just going to wreck terrans so hard


There must be something wrong with your TvZ...

I am not saying T should always win easily, but if you have 70% WR in a MU and <40% in another one, balance has nothing to do with it most likely^^
"There is only one corner of the universe you can be certain of improving, and that's your own self." - Aldous Huxley
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
Last Edited: 2013-10-05 13:40:55
October 05 2013 13:40 GMT
#226
On October 05 2013 22:19 Ambre wrote:
Show nested quote +
On October 05 2013 21:59 skiersteve wrote:
this is going to destroy so many terrans Im high master (rank 4 atm) I have 64% win vs toss 71% vs terran and 34 vs zerg :/ I just feel that if the 11 minute push doesnt do any damage your so far behind, especially when mutas come out since I feel like I cant harass at all due to them just flying to the medivac and killing it in 2 seconds and when the mine is on CD they just roll straight into my army and no amount of splitting helps and everything gets torn to bits Not had a chance to play test map but since it seems that zergs have a good grip on how to beat mine marine medivac I think the nerf is just going to wreck terrans so hard


There must be something wrong with your TvZ...

I am not saying T should always win easily, but if you have 70% WR in a MU and <40% in another one, balance has nothing to do with it most likely^^


It's actually quite common in TvX at least, there's been talk about it in the Ask Terran threads and overall... I know that my win rate right now has roughly stabalized but it's usually 60-65% one, 55-50% another and then a 35-40% in the 3rd. I think a big part of it is that all 3 match ups take pretty distinct playstyles that you might not be totally used to. TvZ for example is a micro war and to an extent positioning. TvT is pure positioning while TvP is more control than anything else. TvP micro is nothing compared to what you have to do in TvZ. Even stuff before the fight in TvZ is splitting of units with a spread, while TvP is a nice spread/semi circle before you go in.

With that being said, it's not too often about balance, but about how a player looks at a MU or how a player plays and knows the other race's transitions. It sure isn't going to make it any easier though.
Mjolnir
Profile Joined January 2009
912 Posts
October 05 2013 16:12 GMT
#227
Does anyone actually find the tank changes particularly noticeable? I've played a few games with them - I'm not sure the increased firing rate is a big boost at all, to be honest.

Then again, I am dirt league.

Just wondering how others feel about it.

Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 05 2013 17:28 GMT
#228
On October 06 2013 01:12 Mjolnir wrote:
Does anyone actually find the tank changes particularly noticeable? I've played a few games with them - I'm not sure the increased firing rate is a big boost at all, to be honest.

Then again, I am dirt league.

Just wondering how others feel about it.


It will matter against any low hitpoint targets like banelings and marines. One more volley is a huge deal in those engagements. Stalkers will also take a huge hit, since a second and third shot will cut deep into their HP. It does seem slight though and I bet Blizzard could make it shoot a little faster.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Mjolnir
Profile Joined January 2009
912 Posts
October 05 2013 17:33 GMT
#229
On October 06 2013 02:28 Plansix wrote:
Show nested quote +
On October 06 2013 01:12 Mjolnir wrote:
Does anyone actually find the tank changes particularly noticeable? I've played a few games with them - I'm not sure the increased firing rate is a big boost at all, to be honest.

Then again, I am dirt league.

Just wondering how others feel about it.


It will matter against any low hitpoint targets like banelings and marines. One more volley is a huge deal in those engagements. Stalkers will also take a huge hit, since a second and third shot will cut deep into their HP. It does seem slight though and I bet Blizzard could make it shoot a little faster.



I agree that I think they could still get away with shooting faster (I'd rather more damage) - the difference is extremely minimal in most of the engagements I've had thus far.

I will say this about the patch, though: the burrowed roach speed buff is going to make forcefields a joke. It's almost as good as being able to walk right through them.

MadSoju
Profile Joined December 2010
Canada19 Posts
October 06 2013 04:34 GMT
#230
I hear a few people in here saying "just add bonus shield damage to tanks" and I just want to lend whole hearted support to that. Do it as an armoury upgrade if needed. I can't say how long I've thought this is the solution to the tvp no-mech, bio only problem ( that has been ongoing for how long now?). Tanks are the backbone of mech but they just don't cut it vs the Protoss deathball at the moment. Tank bonus damage to shields upgrade: tvp mech fixed. Done.
SHODAN
Profile Joined November 2011
United Kingdom1072 Posts
Last Edited: 2013-10-06 05:09:44
October 06 2013 04:48 GMT
#231
on the b.net forums, I posted a bunch of changes I'd love to test for tanks & mechanical units

- attack upgrades from the armory improve cooldown by 5% per level, reducing the reload time of all vehicle & ship weapons. this would scale siege mode attack speed to 3 seconds (+0), 2.85 (+1), 2.7 (+2), 2.55 (+3).
- armor upgrades from the armory reduce the transformation time of all mechanical units by 15% per level (including hellions, vikings, thors & widow mines). this would scale siege mode transformation to 4 seconds (+0), 3.4 (+1), 2.8 (+2), 2.2 (+3). +3 vikings would take 1.65 seconds to land in assault mode.
- 45 flat damage in siege mode. It's tragic to the point of hilarity that a +1 zergling survives a 120mm fucking cannon
- remove transformation servos requirement... please

It's sad to see viking & hellion transformation on the back of a HotS case and none of it being viable in the game.
Sogetsu
Profile Joined July 2011
514 Posts
October 06 2013 04:53 GMT
#232
I can't get it at all yet...

DeathBall problem isn't there aren't other harass ways to play, it is the DeathBall itselff is TOO GOOD. Why would you ever think about doing other things when you know DeathBall play can give you the win more than the rest of strats?

Te problem Protoss has is that they rely so much on AoE, that said we can see then
1) They NEED AoE to keep on the game
2) When they mix many source of AoE it is a pain on the ***
3) When they go to Stargate they are delaying their AoE

Meh, I see no point on making suggestion, I hope DK realize it himself how to fix the game =/

Anyway the main problem now are WidowMine and MotherCore, and I don't see MotherCore being touch...
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
Tresher
Profile Joined October 2011
Germany404 Posts
October 06 2013 05:29 GMT
#233
Protoss:Oracle changes:
I really dislike the speed buff.Not everything has to be faster.The Acceleration on the other hand is nice so the unit can get away quicker.If they wanna promote the microability of this unit they should lower the HP maybe and buff the shield like other players mentioned.I dont know about the revelation buff.The ability is already pretty strong and also lasts very long.Just to make other players use it more.If they dont use its their problem
Terran:Armory changes:
This could be intersting but Im a bit concerned that Bio players could abuse it a bit to switch to air against mech players if they upgrade their tanks too in TvT.Dont know about the other matchups.In TvZ it could help to snipe Vipers better with Vikings or the ground mode in general.Dont think this will change that much in TvP.
Siege Tanks:I take EVERY buff for my favourite Unit as a mech player ()but I still think this is marginal.Maybe 2.5?
Widow Mine:Hmmm dont know what to say here.I would rather have a 1 supply Mine that of course gets adjusted in terms of damage and radius so we have something against flanking.
Zerg:Burrow change:
The only grime I would have with this change is that Roaches get also a speed boost when they are burrowed UNDER Creep(Infestors get that too).Did no one ever notice that?Zerg units are supposed to get a speed bonus ON creep.Not when they are burrowed UNDER Creep.
Extreme Force
Mjolnir
Profile Joined January 2009
912 Posts
October 06 2013 06:39 GMT
#234
On October 06 2013 13:48 SHODAN wrote:
on the b.net forums, I posted a bunch of changes I'd love to test for tanks & mechanical units

- attack upgrades from the armory improve cooldown by 5% per level, reducing the reload time of all vehicle & ship weapons. this would scale siege mode attack speed to 3 seconds (+0), 2.85 (+1), 2.7 (+2), 2.55 (+3).
- armor upgrades from the armory reduce the transformation time of all mechanical units by 15% per level (including hellions, vikings, thors & widow mines). this would scale siege mode transformation to 4 seconds (+0), 3.4 (+1), 2.8 (+2), 2.2 (+3). +3 vikings would take 1.65 seconds to land in assault mode.
- 45 flat damage in siege mode. It's tragic to the point of hilarity that a +1 zergling survives a 120mm fucking cannon
- remove transformation servos requirement... please

It's sad to see viking & hellion transformation on the back of a HotS case and none of it being viable in the game.


I have said this since they were nerfed in the beta. While I admit they were strong at the time, I'm quite sure that if those old tanks were put into the game as it is now, with the improved skill-ceiling and wildly different tactics, they wouldn't seem "OP" at all.

When tanks were nerfed back in beta people were just running at them with the same BW style comps that took out tanks from that game - plus some roaches. Protoss tried mass zealot stalker like BW's speedlot/dragoon at the expense of immortals.

I don't think upping tank damage to the way it was in beta would break the game any more than adding widow mines did - certainly not if there were some modifications to them (cost, firing time, etc.)

SHODAN
Profile Joined November 2011
United Kingdom1072 Posts
October 06 2013 08:13 GMT
#235
On October 06 2013 15:39 Mjolnir wrote:
Show nested quote +
On October 06 2013 13:48 SHODAN wrote:
on the b.net forums, I posted a bunch of changes I'd love to test for tanks & mechanical units

- attack upgrades from the armory improve cooldown by 5% per level, reducing the reload time of all vehicle & ship weapons. this would scale siege mode attack speed to 3 seconds (+0), 2.85 (+1), 2.7 (+2), 2.55 (+3).
- armor upgrades from the armory reduce the transformation time of all mechanical units by 15% per level (including hellions, vikings, thors & widow mines). this would scale siege mode transformation to 4 seconds (+0), 3.4 (+1), 2.8 (+2), 2.2 (+3). +3 vikings would take 1.65 seconds to land in assault mode.
- 45 flat damage in siege mode. It's tragic to the point of hilarity that a +1 zergling survives a 120mm fucking cannon
- remove transformation servos requirement... please

It's sad to see viking & hellion transformation on the back of a HotS case and none of it being viable in the game.


I have said this since they were nerfed in the beta. While I admit they were strong at the time, I'm quite sure that if those old tanks were put into the game as it is now, with the improved skill-ceiling and wildly different tactics, they wouldn't seem "OP" at all.

When tanks were nerfed back in beta people were just running at them with the same BW style comps that took out tanks from that game - plus some roaches. Protoss tried mass zealot stalker like BW's speedlot/dragoon at the expense of immortals.

I don't think upping tank damage to the way it was in beta would break the game any more than adding widow mines did - certainly not if there were some modifications to them (cost, firing time, etc.)



copy/paste this to the b.net thread! maybe one day siege tanks will command the respect they deserve
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
October 06 2013 08:29 GMT
#236
On October 06 2013 15:39 Mjolnir wrote:
Show nested quote +
On October 06 2013 13:48 SHODAN wrote:
on the b.net forums, I posted a bunch of changes I'd love to test for tanks & mechanical units

- attack upgrades from the armory improve cooldown by 5% per level, reducing the reload time of all vehicle & ship weapons. this would scale siege mode attack speed to 3 seconds (+0), 2.85 (+1), 2.7 (+2), 2.55 (+3).
- armor upgrades from the armory reduce the transformation time of all mechanical units by 15% per level (including hellions, vikings, thors & widow mines). this would scale siege mode transformation to 4 seconds (+0), 3.4 (+1), 2.8 (+2), 2.2 (+3). +3 vikings would take 1.65 seconds to land in assault mode.
- 45 flat damage in siege mode. It's tragic to the point of hilarity that a +1 zergling survives a 120mm fucking cannon
- remove transformation servos requirement... please

It's sad to see viking & hellion transformation on the back of a HotS case and none of it being viable in the game.


I have said this since they were nerfed in the beta. While I admit they were strong at the time, I'm quite sure that if those old tanks were put into the game as it is now, with the improved skill-ceiling and wildly different tactics, they wouldn't seem "OP" at all.

When tanks were nerfed back in beta people were just running at them with the same BW style comps that took out tanks from that game - plus some roaches. Protoss tried mass zealot stalker like BW's speedlot/dragoon at the expense of immortals.

I don't think upping tank damage to the way it was in beta would break the game any more than adding widow mines did - certainly not if there were some modifications to them (cost, firing time, etc.)


Exactly. I find it ridiculous that siege tanks (the name itself should instill fear) can be engaged directly by groups of zerglings and marines. The lack of mobility when playing mech would be a non-issue if it wasn't so damn easy to take out small groups of tanks.
pmp10
Profile Joined April 2012
3315 Posts
October 06 2013 10:22 GMT
#237
On October 06 2013 13:48 SHODAN wrote:
on the b.net forums, I posted a bunch of changes I'd love to test for tanks & mechanical units

- attack upgrades from the armory improve cooldown by 5% per level, reducing the reload time of all vehicle & ship weapons. this would scale siege mode attack speed to 3 seconds (+0), 2.85 (+1), 2.7 (+2), 2.55 (+3).
- armor upgrades from the armory reduce the transformation time of all mechanical units by 15% per level (including hellions, vikings, thors & widow mines). this would scale siege mode transformation to 4 seconds (+0), 3.4 (+1), 2.8 (+2), 2.2 (+3). +3 vikings would take 1.65 seconds to land in assault mode.

That would be two large changes to upgrade mechanics.
There is no chance Blizzard will ever consider this for LotV let alone a patch.
Especially if their idea of a mech buff is 10% faster shooting tank and combined upgrades.
architecture
Profile Blog Joined May 2008
United States643 Posts
October 06 2013 10:34 GMT
#238
The 10% buff is directed at tank performance against banelings.

But the idea for mech would require a tank upgrade that does +shield damage or maybe ignore shield (apply dmg to HP).
tpfkan
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2013-10-06 17:34:56
October 06 2013 17:34 GMT
#239
The more I think about it, the more I believe that mech will actually become weaker, not stronger with the patch.

10% more DPS for tanks is almost nothing compared to the massive nerf for window mines. A Tank/Widow mine or Tank/Hellbat/Widow mine combo will actually be weaker post patch compared to the current balance.

Combined upgrades will be useful in the opponent transitions into air, but widow mines were the key unit to combat air transitions, now widow mines will be much worse against air based armies.

People think that the widow mine nerf will nerf bio/mine but it will actually nerf mech just as much, maybe even more.

Maybe if Tanks got 20 or 25% more DPS mech would become viable outside of TvT. As it is I think mech will worse or at the very best, just as weak post patch.
CakeSauc3
Profile Joined February 2011
United States1437 Posts
October 06 2013 17:43 GMT
#240
On October 07 2013 02:34 MockHamill wrote:
The more I think about it, the more I believe that mech will actually become weaker, not stronger with the patch.

10% more DPS for tanks is almost nothing compared to the massive nerf for window mines. A Tank/Widow mine or Tank/Hellbat/Widow mine combo will actually be weaker post patch compared to the current balance.

Combined upgrades will be useful in the opponent transitions into air, but widow mines were the key unit to combat air transitions, now widow mines will be much worse against air based armies.

People think that the widow mine nerf will nerf bio/mine but it will actually nerf mech just as much, maybe even more.

Maybe if Tanks got 20 or 25% more DPS mech would become viable outside of TvT. As it is I think mech will worse or at the very best, just as weak post patch.


Have to agree with you.

I've played a fair number of games on the test map now, trying to see if the 10% attack rate increase for tanks made a difference, but... it really doesn't.

10% faster means the tank will now get 10 shots where it used to get 9. However, how many engagements last long enough for a tank to get 9 or 10 shots anyway? The most a tank will shoot is maybe 4 or 5 times. Therefore, this "buff" doesn't do much.

The widow mines, on the other hand, have a 50% radius nerf. That is enough to make a difference.

The only thing that helped mech here was the attack upgrade being shared with air, but one has to ask whether true mech consists of vikings/banshees/bcs anyway.

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