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HotS Balance Update - November 11 - Page 93

Forum Index > SC2 General
1858 CommentsPost a Reply
Prev 1 91 92 93
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
November 18 2013 19:25 GMT
#1841
On November 19 2013 04:17 Pirfiktshon wrote:
Show nested quote +
On November 19 2013 04:14 Hider wrote:
On November 19 2013 03:19 Plansix wrote:
On November 19 2013 03:08 Sabu113 wrote:
On November 19 2013 02:12 Plansix wrote:
On November 19 2013 02:08 UglyBastard wrote:
On November 19 2013 02:01 Dangermousecatdog wrote:
Yes, because PvT armies are made purely out of immortals, as opposed to a few immortals, if they are taken at all.

And everthing T has is armoured and in range of an immortal.



You probably build a good bunch of Immortals when your opponent uses strong mech units as his army core. Getting to shoot with a range 6 unit is not that hard as well.

Yeah, but without the harden shield, the immortal loses in an straight up fight. Since both units has a similar cost of around 300 minerals, it's really a question of if the immortal gets EMPrd or not. People often forget that the immortal costs almost as much as a colossi.

The flaw with the Thor is it takes 9 years to make one and they are slow as !@#$%^&*.


That isn't even the problem. It's like you say it's the EMP or not. After Thorzain almost litterally 1a'd MC they reinstated teh energy so were would be some sort of counter to mass thor and especially mass thor with smart repair.

Oh back when the Thor was retarted, could stun lock an immortal and kill it at range like 9 and the maps where the size of a postage stamp? Yeah, that sucked.

But that isn't now, so the Thor might need a little love. Maybe longer range on its anti air attach and bonus damage to shields, including harden shields.


Thorzain only won that game cus MC had way fewer Immortals than Thorzain had Thors. Since Thors are more expensive to produce than Immortals, it shold be the other way around.

There was never any balance problem there - just protoss's who didn't know how to react, which is understandable as it was immediately patched after it was discovered.

Besides massing Immortals, protoss could also have mixed in VR's which would draw target fire from thors --> allows Protoss gateway units to be more efficient.



I dont know if you ever had this situation but 3-4 Thors actually Obliterate VR's hahahaha. I'd say have gateway units Enable Tempests to wreck thors

I just remembered this game from Artosis in the GSL Qualifier. The interview at the end was interesting too regarding Voids and Thors
Head Coach Park: "They should buff tanks!"
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 18 2013 19:29 GMT
#1842
On November 19 2013 04:14 Hider wrote:
Show nested quote +
On November 19 2013 03:19 Plansix wrote:
On November 19 2013 03:08 Sabu113 wrote:
On November 19 2013 02:12 Plansix wrote:
On November 19 2013 02:08 UglyBastard wrote:
On November 19 2013 02:01 Dangermousecatdog wrote:
Yes, because PvT armies are made purely out of immortals, as opposed to a few immortals, if they are taken at all.

And everthing T has is armoured and in range of an immortal.



You probably build a good bunch of Immortals when your opponent uses strong mech units as his army core. Getting to shoot with a range 6 unit is not that hard as well.

Yeah, but without the harden shield, the immortal loses in an straight up fight. Since both units has a similar cost of around 300 minerals, it's really a question of if the immortal gets EMPrd or not. People often forget that the immortal costs almost as much as a colossi.

The flaw with the Thor is it takes 9 years to make one and they are slow as !@#$%^&*.


That isn't even the problem. It's like you say it's the EMP or not. After Thorzain almost litterally 1a'd MC they reinstated teh energy so were would be some sort of counter to mass thor and especially mass thor with smart repair.

Oh back when the Thor was retarted, could stun lock an immortal and kill it at range like 9 and the maps where the size of a postage stamp? Yeah, that sucked.

But that isn't now, so the Thor might need a little love. Maybe longer range on its anti air attach and bonus damage to shields, including harden shields.


Thorzain only won that game cus MC had way fewer Immortals than Thorzain had Thors. Since Thors are more expensive to produce than Immortals, it shold be the other way around.

There was never any balance problem there - just protoss's who didn't know how to react, which is understandable as it was immediately patched after it was discovered.

Besides massing Immortals, protoss could also have mixed in VR's which would draw target fire from thors --> allows Protoss gateway units to be more efficient.

The Thor was retarted. It could stun lock a unit and drop +300 damage on it with a single click. You needed two immortals per Thor just to have them do damage. There is a reaso. That ability was removed in hots, because it was fucking terrible. People bitch about anti micro abilities, well that was the finest of them, removing all ability to control the unit till it was dead.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
Last Edited: 2013-11-18 19:33:15
November 18 2013 19:31 GMT
#1843
On November 19 2013 04:29 Plansix wrote:
Show nested quote +
On November 19 2013 04:14 Hider wrote:
On November 19 2013 03:19 Plansix wrote:
On November 19 2013 03:08 Sabu113 wrote:
On November 19 2013 02:12 Plansix wrote:
On November 19 2013 02:08 UglyBastard wrote:
On November 19 2013 02:01 Dangermousecatdog wrote:
Yes, because PvT armies are made purely out of immortals, as opposed to a few immortals, if they are taken at all.

And everthing T has is armoured and in range of an immortal.



You probably build a good bunch of Immortals when your opponent uses strong mech units as his army core. Getting to shoot with a range 6 unit is not that hard as well.

Yeah, but without the harden shield, the immortal loses in an straight up fight. Since both units has a similar cost of around 300 minerals, it's really a question of if the immortal gets EMPrd or not. People often forget that the immortal costs almost as much as a colossi.

The flaw with the Thor is it takes 9 years to make one and they are slow as !@#$%^&*.


That isn't even the problem. It's like you say it's the EMP or not. After Thorzain almost litterally 1a'd MC they reinstated teh energy so were would be some sort of counter to mass thor and especially mass thor with smart repair.

Oh back when the Thor was retarted, could stun lock an immortal and kill it at range like 9 and the maps where the size of a postage stamp? Yeah, that sucked.

But that isn't now, so the Thor might need a little love. Maybe longer range on its anti air attach and bonus damage to shields, including harden shields.


Thorzain only won that game cus MC had way fewer Immortals than Thorzain had Thors. Since Thors are more expensive to produce than Immortals, it shold be the other way around.

There was never any balance problem there - just protoss's who didn't know how to react, which is understandable as it was immediately patched after it was discovered.

Besides massing Immortals, protoss could also have mixed in VR's which would draw target fire from thors --> allows Protoss gateway units to be more efficient.

The Thor was retarted. It could stun lock a unit and drop +300 damage on it with a single click. You needed two immortals per Thor just to have them do damage. There is a reaso. That ability was removed in hots, because it was fucking terrible. People !@#$%^&* about anti micro abilities, well that was the finest of them, removing all ability to control the unit till it was dead.


As I wrote, I tested this extensively - Unit tetser simply prooves you wrong as an equal amount ressources spent on Immortals rapes an equal amount of ressources spent on Thors. Now in the scenario where the thor count is equal or higher than the Immortal count, the reverse thing ofc happens.

But therefore it is just misleading to believe Thors were op back then - It was just a gimmick that seemed strong if opponent had the wrong unit composition.

There is a reaso. That ability was removed in hots, because it was fucking terrible. People !@#$%^&* about anti micro abilities, well that was the finest of them, removing all ability to control the unit till it was dead.


That's something else. That's a design discussion, where it ofc was and still is awfully designed as micro is unpractical.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 18 2013 19:36 GMT
#1844
Right, so an ability that lets you stun lock and a unit and kill it before it ever fires is good for the game how? It was bullshit and bad. Even with force fields you need to trap the units, not just click on them. I am all for Thors being viable, but not with that terrible ability.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9388 Posts
November 18 2013 19:51 GMT
#1845
On November 19 2013 04:36 Plansix wrote:
Right, so an ability that lets you stun lock and a unit and kill it before it ever fires is good for the game how? It was bullshit and bad. Even with force fields you need to trap the units, not just click on them. I am all for Thors being viable, but not with that terrible ability.


No it isn't (as I wrote). It just wasn't imbalanced, and eventually it would have been figured out by the majority of the people, and noone would have used it anyway.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
November 18 2013 19:53 GMT
#1846
TW and FF don't count hahahhaa Fungal definitely plays in that category in the winfestor days.

Yea I'm with you though I hate all these casting abilities that limit microing such as fungal, Time warp, Force Field
Terran no longer has any so I'm just kinda curious if they are going to change that or not hmm... I'd prefer them not to but that is a gap that isn't closed for Terran
Sabu113
Profile Blog Joined August 2009
United States11048 Posts
Last Edited: 2013-11-18 20:01:12
November 18 2013 19:56 GMT
#1847
Don't forget I think ghosts still wiped out full shields at that time. I t was silly how easily thors ate through unshielded immortals. Then nothing else actually did enough damage to kill them when they hit a critical count. They had to have energy added back.

Think Dwf's on the money about the general design problem.

You know what I am surprised we haven't seen more bitching about? Voidrays. They make sense and the game is balanced but sometimes they just look so silly. blargh. I just think I don't care for air ever being more than a supplement unless it involves something like a carrier commitment. Hmn I wonder if that's a consistent thought though since Voidrays aren't exactly cheap or super fast.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Tresher
Profile Joined October 2011
Germany404 Posts
Last Edited: 2013-11-18 20:13:00
November 18 2013 20:04 GMT
#1848
I see people are talking about the thor so I want to contribute something to the discussion. I need to get this out of my head. Keeping this Idea for a long time now.
The Thor should be something they showed at the HOTS Unit presentation. A mini Thor that is a different version of the Goliath: A Unit that is capable of getting rid of mutas/light air units. Also more massable but more like the Goliath or Viking withou being "A move massable" Something like this:

Size: Im not to keen with radius numbers in SC2 but something as big as the Immo or Archon or bit bigger.
Speed: Maybe 2 or 2.5 so it can catch up to air units ofc.
Supply: 4
Armor: 1
Ground Attack: It should keep its Attack ability so it can defend itself( just like the Goliath). Ofc the damage should be adjusted maybe 2x 15
Air Attack: Im not so sure what the damage should be in numbers, but something like the Valkyrie with wider spread (magic boxing). Not sure if it should keep the High Impact load.Maybe adjusted damage too.
HP: Something around the Warhound Health ( 225hp if I recall correctly)
Armor Class should remain : Armored - Mechanical- Massive

In General a adjusted Thor. Maybe It doesnt even need the wider spread cause its more massable with these stats.
Air Damage could be even flat but small. Ground Damage maybe too so it doesnt become said "I walk over everythingROFLSTOMP" Unit .
I think this is all and I hope I didnt forget anything. This is all to make the Thor less clumpy and more like the first shown Warhound. A good support Unit nothing more.
Im not good at using the Editor so maybe there is someone that could build that Unit for me and show it to me. I would love to see how this Unit would work out.

EDIT: I wish they would have get rid of the Thor in general and bring in the Warhound like they wanted. Guess we cant have everything . Really wanna know why they changed their mind cause they said themselves the Thor is too clumpy and can get stuck easy. Something I dont understand just like the Attack animation from the BC. If the Bc had his BW attack Im sure it would be better.
Extreme Force
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 18 2013 20:05 GMT
#1849
Stuns and slows are viable in any game as long as there is risk to using them and both sides have options. Dota has tons of these, but they are risky to use because both sides have them. There was no risk to fungle or the Thor ability. Ffs at don't do damage, but I think both races should be able to break them if their units are trapped.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
November 18 2013 20:13 GMT
#1850
"No Risk" The risk is HT FB and you are useless now LOL atleast for the Fungle. Thor didn't happen until after the patch where it gave them energy. FFs have 0 Risk Neither does TW in reality yet they contribute to Massive damage that can be done with these abilities.............
MockHamill
Profile Joined March 2010
Sweden1798 Posts
November 18 2013 20:43 GMT
#1851
When nerfing widow means due to MMMM it seems like Blizzard accidently nerfed mech as well.

Widow mine was so very important when going mech
1) They allowed you a good way to apply early pressure
2) They were cost efficient but time inefficient which made it easer to set up your infrastructure
3) They were great when used in medivac drops.
4) They protected you from mutalisk harass.
5) They protected your tanks both from air and ground units.
6) They made it possible to fight Broodlord/Corruptor with your Vikings even if you had not been able to get enough Ravens yet.

Post patch it seems like widow mines are worse at everything. They no longer work against muta harass, they are worse when fighting against Broodlord/corruptors, they are worse against runbys and they are worse in straight up fights.

One would imagine that combined upgrades would make it easier to transition into air, which is necessary to do before blinding cloud is out. But in my experience the transition into air is actually much harder to now, and it is easy to die from mutalisk harass or mutalisk/swarmhost before you can get your Raven count up. Widow mines used to be the buffer unit that proteced you and bought you time to get your mech going, now that buffer does not work any more.
WombaT
Profile Blog Joined May 2010
Northern Ireland25367 Posts
November 18 2013 20:45 GMT
#1852
On November 19 2013 04:56 Sabu113 wrote:
Don't forget I think ghosts still wiped out full shields at that time. I t was silly how easily thors ate through unshielded immortals. Then nothing else actually did enough damage to kill them when they hit a critical count. They had to have energy added back.

Think Dwf's on the money about the general design problem.

You know what I am surprised we haven't seen more bitching about? Voidrays. They make sense and the game is balanced but sometimes they just look so silly. blargh. I just think I don't care for air ever being more than a supplement unless it involves something like a carrier commitment. Hmn I wonder if that's a consistent thought though since Voidrays aren't exactly cheap or super fast.

I'm tired of derailing this thread with my anti-Protoss whine :p That said I agree on the Void point, so godamn boring.

Phoenixes > Oracles as an interesting microable harass unit. I like late game oracles and the use of their support spells, just not overly as a unit that shreds workers and is invariably proxied.

Carriers, if they could get them right would be badass, a la BW. The Templar/Carrier combo is also one that I like. The problem I see is that ideally it should be sprinkling in a few Carriers, but so many units can't really fulfil the combo of 'strong in low numbers, without being overpowered en masse'.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland25367 Posts
November 18 2013 20:52 GMT
#1853
On November 19 2013 05:13 Pirfiktshon wrote:
"No Risk" The risk is HT FB and you are useless now LOL atleast for the Fungle. Thor didn't happen until after the patch where it gave them energy. FFs have 0 Risk Neither does TW in reality yet they contribute to Massive damage that can be done with these abilities.............

They are high risk, because their usage dictates the effectiveness of Protoss engagements. Try consistently botching their us and see how you do.

Back to mech (again), I blame the hellbat nerf. It wasn't a good period for TvT for sure, sometimes silly in TvZ and pretty reasonable in TvP. Anyway, the crux of my point is that, unlike in BW a mech army isn't strong enough to function from anything other than a position where you do early Eco damage to your opponent.

Not every time, but it was pretty much the same in matchups like TvZ towards the end of WoL. If your hellions don't roast drones you're not gonna have a good time.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2013-11-21 03:46:34
November 21 2013 03:41 GMT
#1854
On November 19 2013 05:43 MockHamill wrote:
When nerfing widow means due to MMMM it seems like Blizzard accidently nerfed mech as well.

Widow mine was so very important when going mech
1) They allowed you a good way to apply early pressure
2) They were cost efficient but time inefficient which made it easer to set up your infrastructure
3) They were great when used in medivac drops.
4) They protected you from mutalisk harass.
5) They protected your tanks both from air and ground units.
6) They made it possible to fight Broodlord/Corruptor with your Vikings even if you had not been able to get enough Ravens yet.

Post patch it seems like widow mines are worse at everything. They no longer work against muta harass, they are worse when fighting against Broodlord/corruptors, they are worse against runbys and they are worse in straight up fights.

One would imagine that combined upgrades would make it easier to transition into air, which is necessary to do before blinding cloud is out. But in my experience the transition into air is actually much harder to now, and it is easy to die from mutalisk harass or mutalisk/swarmhost before you can get your Raven count up. Widow mines used to be the buffer unit that proteced you and bought you time to get your mech going, now that buffer does not work any more.


Actlually NO.. I'm not denying that WMs don't work as good as they used to.. But here's the important part of it: They don't work as good VS ZERG anymore.. In exchange the Tanks are a bit better to shut down locusts earlier for slightly more evened out battle-field zoning in mech ZvT matchup.. In addition the upgrades are easier now, so there's a bit better transition to air (just as you said it yourself)..

However - the design of the WM as a unit itself was a mistake in the first place.. It was soo much designed to be a VS ZERG unit.. It was never experimented to be a more versatile rather than more specialized unit.. Like for example make the unit shoot twice when it's CD is restarted with a somewhat reduced splash, that way maybe Z won't suffer as much cause probably will "clean up the mines" before they shoot up again, or even if they do they wouldn't suffer as much as they would from a ONE BIG BLAST.. But here's the gain for example --> Protoss probably would have more problems due to the fact that what was once the "sacrifice a Zealots and don't care about it anymore for next 40 sec" unit won't be as easy to trigger off and ignore..

However here's the even greater point (on a level above that in abstraction overall) --> Terran has FAR TOO MUCH units that are specialized.. The only versatile units are those that are massed (the Marine , and the ones that accompany them well - Marauders and Medivacs).. Terran IMO will be FINALIZED race when they have 1 unit per production building type that's at least DECENT in verstatility.. That being said WM is the perfect candidate to experiment and do that one.. The more the merrier ofc. if there was a versatile all-rounded unit from the Starport as well would've been even happier place.. But w.e. - the point is - Blizz needs to experiment more with the WM as a unit that will work better vs Protoss (or even better - decent vs all the 3 races) as opposed to being a VS ZERG specialist unit overall IMO
Another world, another place, another universe, won the race.. :) ;) :P
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2013-12-05 12:51:10
December 05 2013 12:49 GMT
#1855
On November 19 2013 05:04 Tresher wrote:
I see people are talking about the thor so I want to contribute something to the discussion. I need to get this out of my head. Keeping this Idea for a long time now.
The Thor should be something they showed at the HOTS Unit presentation. A mini Thor that is a different version of the Goliath: A Unit that is capable of getting rid of mutas/light air units. Also more massable but more like the Goliath or Viking withou being "A move massable" Something like this:

Size: Im not to keen with radius numbers in SC2 but something as big as the Immo or Archon or bit bigger.
Speed: Maybe 2 or 2.5 so it can catch up to air units ofc.
Supply: 4
Armor: 1
Ground Attack: It should keep its Attack ability so it can defend itself( just like the Goliath). Ofc the damage should be adjusted maybe 2x 15
Air Attack: Im not so sure what the damage should be in numbers, but something like the Valkyrie with wider spread (magic boxing). Not sure if it should keep the High Impact load.Maybe adjusted damage too.
HP: Something around the Warhound Health ( 225hp if I recall correctly)
Armor Class should remain : Armored - Mechanical- Massive

In General a adjusted Thor. Maybe It doesnt even need the wider spread cause its more massable with these stats.
Air Damage could be even flat but small. Ground Damage maybe too so it doesnt become said "I walk over everythingROFLSTOMP" Unit .
I think this is all and I hope I didnt forget anything. This is all to make the Thor less clumpy and more like the first shown Warhound. A good support Unit nothing more.
Im not good at using the Editor so maybe there is someone that could build that Unit for me and show it to me. I would love to see how this Unit would work out.

EDIT: I wish they would have get rid of the Thor in general and bring in the Warhound like they wanted. Guess we cant have everything . Really wanna know why they changed their mind cause they said themselves the Thor is too clumpy and can get stuck easy. Something I dont understand just like the Attack animation from the BC. If the Bc had his BW attack Im sure it would be better.

I just find HotS for T pretty sad. I think T was the best designed race originally, their tech and synergy was just great, fx. going banshee harass was okay since you'd eventually want the starport anyway(compared to fx. going stargate harass for toss). Then when they were searching for T flaws/weaknesses for HotS to fix, they did find them. Counterattacks are pretty hard to deal with so we got the shredder and we got the warhound which was originally supposed to be AA unit. Then they just said "fuck it" and changed those units to not fulfill those T flaws/weaknesses.

I still don't understand what the heck happened, I mean I know there were issues with the shredder, but they really should've atleast stuck with the idea of a more defensive unit rather than give us the VM which can be thought of as "when not on CD it's not being as effective as it could be"(which is an aggression "problem"). Also I have no idea how they thought changing the warhound to the shit unit it became was a good idea, effectively trying to make mech the same as MMM. I just don't understand how those decisions were made. I do like though that they buffed GtA vs armored for the thor, though I wish they had removed the thor and added mini-thor like unit, like reduce all stats by 50% aswell as cost/build time but make it slightly faster.

On December 05 2013 09:35 Wombat_NI wrote:
Which is more frustrating for you Terrans, TvP currently or TvZ in late WoL?

TvP. TvZ was just insanely insanely stupid late TvZ(and imba), but TvP feels more like you've got to deal damage while having worse units(well your whole army is worse), worse defense and worse scouting. Even late WoL TvZ I feel like T could always be doing something, there was an opening, you just had to read the game right and find it. In TvP a lot of the times I feel making a move is a huge risk, will you get allin'ed while you have a medivac out on the map? Does he have blink? Will you get TW/FF'd? Is he ready to feedback you? That's just demoralizing, knowing you have to make a move but feeling you are as likely to be committing suicide making it as you are in gaining a slight advantage
TheManInBlack
Profile Blog Joined December 2011
Nigeria266 Posts
December 05 2013 14:24 GMT
#1856
Maps are still bad as ever. When will they go back to smaller maps where 3rds are not easy to take and the rush distances allow Zerg busts and Terran aggression to work?

And yes I hate macro games (it feels like I'm just injecting larvae and trying to spread creep for 10mins) but that's really not the reason I'm posting.
avilo
Profile Blog Joined November 2007
United States4100 Posts
December 05 2013 14:57 GMT
#1857
On November 19 2013 05:43 MockHamill wrote:
When nerfing widow means due to MMMM it seems like Blizzard accidently nerfed mech as well.

Widow mine was so very important when going mech
1) They allowed you a good way to apply early pressure
2) They were cost efficient but time inefficient which made it easer to set up your infrastructure
3) They were great when used in medivac drops.
4) They protected you from mutalisk harass.
5) They protected your tanks both from air and ground units.
6) They made it possible to fight Broodlord/Corruptor with your Vikings even if you had not been able to get enough Ravens yet.

Post patch it seems like widow mines are worse at everything. They no longer work against muta harass, they are worse when fighting against Broodlord/corruptors, they are worse against runbys and they are worse in straight up fights.

One would imagine that combined upgrades would make it easier to transition into air, which is necessary to do before blinding cloud is out. But in my experience the transition into air is actually much harder to now, and it is easy to die from mutalisk harass or mutalisk/swarmhost before you can get your Raven count up. Widow mines used to be the buffer unit that proteced you and bought you time to get your mech going, now that buffer does not work any more.


I don't really agree. I never used many mines pre-patchand always have been able to go mech + raven into late game. Still can do it now in the same way.

Mines have always been better with bio than with mech because bio purposely tries to trade low cost marines for baneling/ling/muta, whereas with mech you almost never want to trade units that cost supply and gas like the mine because then your army is just much weaker.

If you are saying the widow mine being nerfed to the current state was overall a bad nerf, then i'd agree because it's almost useless in it's current state. Having watched a lot of games, including korean Terrans, it looks like even blue flame hellbats would do better than the current mine vs ling/bane/muta...even if it's just the hellbat dying to banelings lol.
Sup
zajeBEASTY
Profile Joined March 2011
Poland40 Posts
December 05 2013 19:38 GMT
#1858
Good changes, especially nerf of widow mine. I just dont understand the oracle buff - what is it for?? Tosses are not enough killing terrans??
http://www.duchprawdy.com/poemat.htm / http://www.valtorta.org/the_poem__freeonlinereadingoffer.asp - Poemat Boga-Człowieka / Poem of the Man-God
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
December 21 2013 04:14 GMT
#1859
On November 12 2013 09:53 sAsImre wrote:
Show nested quote +
On November 12 2013 09:51 FueledUpAndReadyToGo wrote:
On November 12 2013 09:45 wUndertUnge wrote:
Also, it's funny to see people complaining about how non-legit mines are vs. mutas. Let's just recall that magical moment during WCS Season 3 finals and WCS Blizzcon when Terran players remembered that they had the capability to make Thors. Ooooooooh, another unit

Yes because a very slow unit which is countered by a simple micro trick is the counter to fast muta harass. Even if the muta player forgets to magic box, he takes the shot and flies away to regen.


thorship are really good with the boost now so the speed isn't that much of a problem. And you should never lose it if you've the micro to do it. Regen on the other hand...


thorship opening is still as legitimate in hots as it was in wol (fwiw...) in terms of raw mechanics of the units available at the time the thor comes out. with the boost I would argue it's slightly better, even taking into account the spore crawler upgrade.
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