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Balance Test map Changes - Page 25

Forum Index > SC2 General
674 CommentsPost a Reply
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RampancyTW
Profile Joined August 2010
United States577 Posts
October 17 2013 14:51 GMT
#481
On October 17 2013 23:46 Big J wrote:
Show nested quote +
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?
I think the proper answer to this question is STARCRAFT 2 HAS FUNDAMENTAL DESIGN FLAWS BECAUSE MARINES AND STALKERS AND THAT'S WHY WIDOW MINES

ALSO BECAUSE WARPGATE

Feel free to correct me if I'm wrong, though.
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
October 17 2013 14:53 GMT
#482
On October 17 2013 23:51 RampancyTW wrote:
Show nested quote +
On October 17 2013 23:46 Big J wrote:
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?
I think the proper answer to this question is STARCRAFT 2 HAS FUNDAMENTAL DESIGN FLAWS BECAUSE MARINES AND STALKERS AND THAT'S WHY WIDOW MINES

ALSO BECAUSE WARPGATE

Feel free to correct me if I'm wrong, though.

you forgot protoss
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
The_best32
Profile Joined August 2013
14 Posts
October 17 2013 14:54 GMT
#483
On October 17 2013 23:46 Big J wrote:
Show nested quote +
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?


muta switches would still be strong enough vs protoss.
and if the muta is nerfed the wm doesn't need another role apart from killing lings and banes.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 17 2013 15:00 GMT
#484
On October 17 2013 23:54 The_best32 wrote:
Show nested quote +
On October 17 2013 23:46 Big J wrote:
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?


muta switches would still be strong enough vs protoss.
and if the muta is nerfed the wm doesn't need another role apart from killing lings and banes.

You do however remove the emergency Anti Air Mech needs sometimes to deal with sudden air switches, you also lose a lot of strategical application such as baiting with overlords/overseers. The Widow Mine is a early teching Terrans best defence against Oracles too and plays a pretty big zoning role vs Banshees.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
October 17 2013 15:16 GMT
#485
On October 18 2013 00:00 SC2Toastie wrote:
Show nested quote +
On October 17 2013 23:54 The_best32 wrote:
On October 17 2013 23:46 Big J wrote:
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?


muta switches would still be strong enough vs protoss.
and if the muta is nerfed the wm doesn't need another role apart from killing lings and banes.

You do however remove the emergency Anti Air Mech needs sometimes to deal with sudden air switches, you also lose a lot of strategical application such as baiting with overlords/overseers. The Widow Mine is a early teching Terrans best defence against Oracles too and plays a pretty big zoning role vs Banshees.


Cluster up a bit of the WM attack splash instead of one big "blob" of spash - make them hit first target and cluster on 3 smaller "blobs" instead.. If that proves to be too weak vs Ling/Bane, then just add up another charge that comes up 5 seconds after the first..

That's what I think the unit would work, instead of risk changing everything else in the game..
Another world, another place, another universe, won the race.. :) ;) :P
The_best32
Profile Joined August 2013
14 Posts
October 17 2013 15:19 GMT
#486
On October 18 2013 00:00 SC2Toastie wrote:
Show nested quote +
On October 17 2013 23:54 The_best32 wrote:
On October 17 2013 23:46 Big J wrote:
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?


muta switches would still be strong enough vs protoss.
and if the muta is nerfed the wm doesn't need another role apart from killing lings and banes.

You do however remove the emergency Anti Air Mech needs sometimes to deal with sudden air switches, you also lose a lot of strategical application such as baiting with overlords/overseers. The Widow Mine is a early teching Terrans best defence against Oracles too and plays a pretty big zoning role vs Banshees.


with the combined mech upgrades mech has an easier time to deal with air switches.

yes, and for early game AA i think this can be fixed if turrets don't need an ebay to be built.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
October 17 2013 15:20 GMT
#487
I think the regeneration could be weaker, just so thor and widow mine shots actually force the mutalisks away for longer than half a minute. Normal regeneration is about 1 hit point every 4 seconds. Mutalisks get 1 hit point every 1 second. It's four times as powerful, for a race that already has queens. It allows you to do whatever with your mutalisk flock and never get punished.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
October 17 2013 15:21 GMT
#488
On October 18 2013 00:20 Grumbels wrote:
I think the regeneration could be weaker, just so thor and widow mine shots actually force the mutalisks away for longer than half a minute. Normal regeneration is about 1 hit point every 4 seconds. Mutalisks get 1 hit point every 1 second. It's four times as powerful, for a race that already has queens. It allows you to do whatever with your mutalisk flock and never get punished.

If you want to nerf Spire, then buff other tier2 options: Nydus, Hydralisks or Infestors/Swarm Hosts.
Cloak
Profile Joined October 2009
United States816 Posts
October 17 2013 15:23 GMT
#489
On October 17 2013 14:35 Big J wrote:
Show nested quote +
On October 17 2013 05:36 TheDwf wrote:
On October 17 2013 04:12 Big J wrote:
I'm gonna bring up my eternal rant about marines being the reason why other Terran stuff cannot be as good (=/= being too strong) for as long as you bring up your eternal rant about patch 1.4.3.2.

Except my "rant" makes sense as the statistics of the Marine were left unchanged since beta, while the Queen patch had notable consequences on the way the whole match-up is played. But keep fooling yourself thinking the only significant consequence of Queen range 5 was the death of double Reactor Hellion all-ins and other stuff like that.

Was writing a lot of other stuff but deleted it, because it's completely useless to discuss "what would be with 3range queens". Noone knows.

Indeed. No one knows how SC2 would look like had it followed its "natural" course because patches, patches, patches.


Exactly. The marine got left untouched, despite Marine based strategies being the most used Terran strategies since the beta. While other strategies - like tankbased ones - are not viable currently, because those things were nerfed down so that tanks can't easily counter everything that's needed against marines.
I believe it would have been better for the game if marines had gotten nerfed a tiny bit early on, instead of tanks for example. Like have Terran being forced to go for (stronger than now) tanks/ghosts in the midgame and marines as mineraldump, instead of "the unit you want to build".

Show nested quote +
PS: And roach/hydra gets torn apart by Marine/Medivac play outside of a 1-1 or 2-2 timing. Or why do you think noone plays it? Because of mines? Get real, mineheavy play was the only reason why those builds were somewhat efficient at the start of HotS.

Roaches/Hydras does not get "torn apart by Marine/Medivac play," you need either 6+ Tanks or ~15+ Marauders with 10+ Medivacs if you go pure bio before the Terran army becomes stronger/unbeatable. Naturally, you have none of those things when the timings hit. Even for a less timing-oriented style, nothing prevents Zerg from scouting with an Overseer if Terran goes Tanks as a reaction, and consequently rushing Hive to gets Vipers before Terran has too many Tanks for the Roach/Hydra army to handle, etc. The fact Tefel can be competitive against Mvp despite the massive skill gap between them says something about the style.

Sorry, that's so double standards from somebody who claims that nothing is viable for Terran against Zerg apart from bio/mine. We see much more Mech and bio/tank play than roach/hydra play.
Yet you claim roach/hydra is viable but Mech and bio/tank is not...

Show nested quote +
On October 17 2013 05:42 CakeSauc3 wrote:
On October 17 2013 04:12 Big J wrote:
Was writing a lot of other stuff but deleted it, because it's completely useless to discuss "what would be with 3range queens". Noone knows.


What we do know is that SC2 was a lot more entertaining to watch and play when queens only had a range of 3. Do we need to know anything more than that?


The best games of WoL happened in 2012/2013, so not really.


I would say PvX has gotten a lot better in HotS. ZvT has definitely devolved. TvT is probably the same? ZvZ probably got worse.
The more you know, the less you understand.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-10-17 15:29:01
October 17 2013 15:24 GMT
#490
On October 18 2013 00:21 Existor wrote:
Show nested quote +
On October 18 2013 00:20 Grumbels wrote:
I think the regeneration could be weaker, just so thor and widow mine shots actually force the mutalisks away for longer than half a minute. Normal regeneration is about 1 hit point every 4 seconds. Mutalisks get 1 hit point every 1 second. It's four times as powerful, for a race that already has queens. It allows you to do whatever with your mutalisk flock and never get punished.

If you want to nerf Spire, then buff other tier2 options: Nydus, Hydralisks or Infestors/Swarm Hosts.

Why? Spire is way more powerful than the other options at the moment. It's more sensible to ever so slightly nerf the mutalisk (which received strong buffs in HotS even though it was mostly fine before) in order to improve the TvZ and PvZ match-ups, rather than hand out many counter buffs randomly. Especially if widow mines are made weaker.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Big J
Profile Joined March 2011
Austria16289 Posts
October 17 2013 15:25 GMT
#491
On October 17 2013 23:54 The_best32 wrote:
Show nested quote +
On October 17 2013 23:46 Big J wrote:
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?


muta switches would still be strong enough vs protoss.
and if the muta is nerfed the wm doesn't need another role apart from killing lings and banes.


Point is that I don't want my units to only have "that one role" in theory. If we start nerfing down mines "because noone is ever using them against Protoss/Terran anyways" we might as well just remove all the units that are not being used from the game at all once you get matched up against a certain race. "Well, you got Protoss. So you can't even build anything from the factory, you don't need it anyways and it's so much easier to balance everything when hellion runbies are not even possible."

Point is that mines as they are are not a very useful unit to begin with if you don't happen to play against MLB. So why take that little bit of utility away as well?

If mutalisk regeneration were to become a problem which means one of two things:
- mutalisk strategies become imbalanced
- mutalisk strategies prevent too many enemy options
then the solution is to nerf them and/or buff their counters.

Currently I don't see either. *Maybe* they are a little limiting to protoss gameplay because you often need phoenixes to deal with them. Yet I don't think we see Protoss being limited to phoenix strategies, so I don't think that it makes the matchup worse/less diverse.
Doublemint
Profile Joined July 2011
Austria8704 Posts
October 17 2013 15:27 GMT
#492
On October 17 2013 23:53 Aocowns wrote:
Show nested quote +
On October 17 2013 23:51 RampancyTW wrote:
On October 17 2013 23:46 Big J wrote:
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?
I think the proper answer to this question is STARCRAFT 2 HAS FUNDAMENTAL DESIGN FLAWS BECAUSE MARINES AND STALKERS AND THAT'S WHY WIDOW MINES

ALSO BECAUSE WARPGATE

Feel free to correct me if I'm wrong, though.

you forgot protoss


"Protoss hate train has left station, quick everybody jump on it!"
Pride goeth before destruction, and an haughty spirit before the fall.
The_best32
Profile Joined August 2013
14 Posts
October 17 2013 15:31 GMT
#493
On October 18 2013 00:23 Cloak wrote:
Show nested quote +
On October 17 2013 14:35 Big J wrote:
On October 17 2013 05:36 TheDwf wrote:
On October 17 2013 04:12 Big J wrote:
I'm gonna bring up my eternal rant about marines being the reason why other Terran stuff cannot be as good (=/= being too strong) for as long as you bring up your eternal rant about patch 1.4.3.2.

Except my "rant" makes sense as the statistics of the Marine were left unchanged since beta, while the Queen patch had notable consequences on the way the whole match-up is played. But keep fooling yourself thinking the only significant consequence of Queen range 5 was the death of double Reactor Hellion all-ins and other stuff like that.

Was writing a lot of other stuff but deleted it, because it's completely useless to discuss "what would be with 3range queens". Noone knows.

Indeed. No one knows how SC2 would look like had it followed its "natural" course because patches, patches, patches.


Exactly. The marine got left untouched, despite Marine based strategies being the most used Terran strategies since the beta. While other strategies - like tankbased ones - are not viable currently, because those things were nerfed down so that tanks can't easily counter everything that's needed against marines.
I believe it would have been better for the game if marines had gotten nerfed a tiny bit early on, instead of tanks for example. Like have Terran being forced to go for (stronger than now) tanks/ghosts in the midgame and marines as mineraldump, instead of "the unit you want to build".

PS: And roach/hydra gets torn apart by Marine/Medivac play outside of a 1-1 or 2-2 timing. Or why do you think noone plays it? Because of mines? Get real, mineheavy play was the only reason why those builds were somewhat efficient at the start of HotS.

Roaches/Hydras does not get "torn apart by Marine/Medivac play," you need either 6+ Tanks or ~15+ Marauders with 10+ Medivacs if you go pure bio before the Terran army becomes stronger/unbeatable. Naturally, you have none of those things when the timings hit. Even for a less timing-oriented style, nothing prevents Zerg from scouting with an Overseer if Terran goes Tanks as a reaction, and consequently rushing Hive to gets Vipers before Terran has too many Tanks for the Roach/Hydra army to handle, etc. The fact Tefel can be competitive against Mvp despite the massive skill gap between them says something about the style.

Sorry, that's so double standards from somebody who claims that nothing is viable for Terran against Zerg apart from bio/mine. We see much more Mech and bio/tank play than roach/hydra play.
Yet you claim roach/hydra is viable but Mech and bio/tank is not...

On October 17 2013 05:42 CakeSauc3 wrote:
On October 17 2013 04:12 Big J wrote:
Was writing a lot of other stuff but deleted it, because it's completely useless to discuss "what would be with 3range queens". Noone knows.


What we do know is that SC2 was a lot more entertaining to watch and play when queens only had a range of 3. Do we need to know anything more than that?


The best games of WoL happened in 2012/2013, so not really.


I would say PvX has gotten a lot better in HotS. ZvT has definitely devolved. TvT is probably the same? ZvZ probably got worse.


WHAT??? pvt has gotten better?
the MSC has destroyed the matchup. terran can't punish a protoss who plays greedy and can't compete with them in lategame.
so every pvt is 13 minute passive macro into scv pull. do you really think that's better?
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
October 17 2013 15:31 GMT
#494
On October 18 2013 00:27 Doublemint wrote:
Show nested quote +
On October 17 2013 23:53 Aocowns wrote:
On October 17 2013 23:51 RampancyTW wrote:
On October 17 2013 23:46 Big J wrote:
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?
I think the proper answer to this question is STARCRAFT 2 HAS FUNDAMENTAL DESIGN FLAWS BECAUSE MARINES AND STALKERS AND THAT'S WHY WIDOW MINES

ALSO BECAUSE WARPGATE

Feel free to correct me if I'm wrong, though.

you forgot protoss


"Protoss hate train has left station, quick everybody jump on it!"

CHOOO CHOOO, MOTHERFUCKER
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Cloak
Profile Joined October 2009
United States816 Posts
October 17 2013 16:23 GMT
#495
On October 18 2013 00:31 The_best32 wrote:
Show nested quote +
On October 18 2013 00:23 Cloak wrote:
On October 17 2013 14:35 Big J wrote:
On October 17 2013 05:36 TheDwf wrote:
On October 17 2013 04:12 Big J wrote:
I'm gonna bring up my eternal rant about marines being the reason why other Terran stuff cannot be as good (=/= being too strong) for as long as you bring up your eternal rant about patch 1.4.3.2.

Except my "rant" makes sense as the statistics of the Marine were left unchanged since beta, while the Queen patch had notable consequences on the way the whole match-up is played. But keep fooling yourself thinking the only significant consequence of Queen range 5 was the death of double Reactor Hellion all-ins and other stuff like that.

Was writing a lot of other stuff but deleted it, because it's completely useless to discuss "what would be with 3range queens". Noone knows.

Indeed. No one knows how SC2 would look like had it followed its "natural" course because patches, patches, patches.


Exactly. The marine got left untouched, despite Marine based strategies being the most used Terran strategies since the beta. While other strategies - like tankbased ones - are not viable currently, because those things were nerfed down so that tanks can't easily counter everything that's needed against marines.
I believe it would have been better for the game if marines had gotten nerfed a tiny bit early on, instead of tanks for example. Like have Terran being forced to go for (stronger than now) tanks/ghosts in the midgame and marines as mineraldump, instead of "the unit you want to build".

PS: And roach/hydra gets torn apart by Marine/Medivac play outside of a 1-1 or 2-2 timing. Or why do you think noone plays it? Because of mines? Get real, mineheavy play was the only reason why those builds were somewhat efficient at the start of HotS.

Roaches/Hydras does not get "torn apart by Marine/Medivac play," you need either 6+ Tanks or ~15+ Marauders with 10+ Medivacs if you go pure bio before the Terran army becomes stronger/unbeatable. Naturally, you have none of those things when the timings hit. Even for a less timing-oriented style, nothing prevents Zerg from scouting with an Overseer if Terran goes Tanks as a reaction, and consequently rushing Hive to gets Vipers before Terran has too many Tanks for the Roach/Hydra army to handle, etc. The fact Tefel can be competitive against Mvp despite the massive skill gap between them says something about the style.

Sorry, that's so double standards from somebody who claims that nothing is viable for Terran against Zerg apart from bio/mine. We see much more Mech and bio/tank play than roach/hydra play.
Yet you claim roach/hydra is viable but Mech and bio/tank is not...

On October 17 2013 05:42 CakeSauc3 wrote:
On October 17 2013 04:12 Big J wrote:
Was writing a lot of other stuff but deleted it, because it's completely useless to discuss "what would be with 3range queens". Noone knows.


What we do know is that SC2 was a lot more entertaining to watch and play when queens only had a range of 3. Do we need to know anything more than that?


The best games of WoL happened in 2012/2013, so not really.


I would say PvX has gotten a lot better in HotS. ZvT has definitely devolved. TvT is probably the same? ZvZ probably got worse.


WHAT??? pvt has gotten better?
the MSC has destroyed the matchup. terran can't punish a protoss who plays greedy and can't compete with them in lategame.
so every pvt is 13 minute passive macro into scv pull. do you really think that's better?


In terms of variation, Oracle and Void gained viability. Terran gained WM and Reaper. They're all pretty limited in scope, but I'll admit PvT saw the least improvement of the PvX.
The more you know, the less you understand.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
October 17 2013 16:29 GMT
#496
On October 18 2013 00:31 Aocowns wrote:
Show nested quote +
On October 18 2013 00:27 Doublemint wrote:
On October 17 2013 23:53 Aocowns wrote:
On October 17 2013 23:51 RampancyTW wrote:
On October 17 2013 23:46 Big J wrote:
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?
I think the proper answer to this question is STARCRAFT 2 HAS FUNDAMENTAL DESIGN FLAWS BECAUSE MARINES AND STALKERS AND THAT'S WHY WIDOW MINES

ALSO BECAUSE WARPGATE

Feel free to correct me if I'm wrong, though.

you forgot protoss


"Protoss hate train has left station, quick everybody jump on it!"

CHOOO CHOOO, MOTHERFUCKER


HAHAHAHA I'll buy a a season ticket for this train
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 17 2013 16:41 GMT
#497
Honestly, the 'buff' they are giving Revelation kinda should have been in to start with...
Mura Ma Man, Dark Da Dude, Super Shot Sos!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 17 2013 16:53 GMT
#498
On October 18 2013 00:31 The_best32 wrote:
WHAT??? pvt has gotten better?
the MSC has destroyed the matchup. terran can't punish a protoss who plays greedy and can't compete with them in lategame.
so every pvt is 13 minute passive macro into scv pull. do you really think that's better?


You forgot the part where any T who is slighly behind can just base race because TURBOVACS and win or draw.

See Happy vs. Stardust. WCS EU.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 17 2013 17:17 GMT
#499
On October 18 2013 01:53 DinoMight wrote:
Show nested quote +
On October 18 2013 00:31 The_best32 wrote:
WHAT??? pvt has gotten better?
the MSC has destroyed the matchup. terran can't punish a protoss who plays greedy and can't compete with them in lategame.
so every pvt is 13 minute passive macro into scv pull. do you really think that's better?


You forgot the part where any T who is slighly behind can just base race because TURBOVACS and win or draw.

See Happy vs. Stardust. WCS EU.

We both know it doesn't work that way, both of you are speaking in hyperbole and it brings us nowhere.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 17 2013 17:18 GMT
#500
On October 18 2013 00:16 VArsovskiSC wrote:
Show nested quote +
On October 18 2013 00:00 SC2Toastie wrote:
On October 17 2013 23:54 The_best32 wrote:
On October 17 2013 23:46 Big J wrote:
On October 17 2013 22:57 The_best32 wrote:
what about removing muta regen but let wms only attack ground?


then who would use mutas against Protoss or Zerg?
what role would WMs have at all apart from killing banes?


muta switches would still be strong enough vs protoss.
and if the muta is nerfed the wm doesn't need another role apart from killing lings and banes.

You do however remove the emergency Anti Air Mech needs sometimes to deal with sudden air switches, you also lose a lot of strategical application such as baiting with overlords/overseers. The Widow Mine is a early teching Terrans best defence against Oracles too and plays a pretty big zoning role vs Banshees.


Cluster up a bit of the WM attack splash instead of one big "blob" of spash - make them hit first target and cluster on 3 smaller "blobs" instead.. If that proves to be too weak vs Ling/Bane, then just add up another charge that comes up 5 seconds after the first..

That's what I think the unit would work, instead of risk changing everything else in the game..

Nowadays micro from the Zerg side and understanding of the Widow Mines mechanics really doesn't show us a lot of situations in which 'lucky' blasts change the game.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
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