• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:31
CEST 17:31
KST 00:31
  • 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
Team TLMC #5 - Finalists & Open Tournaments2[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon10[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
StarCraft II 5.0.15 PTR Patch Notes176BSL 2025 Warsaw LAN + Legends Showmatch2Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8
StarCraft 2
General
Why Storm Should NOT Be Nerfed – A Core Part of Pr StarCraft II 5.0.15 PTR Patch Notes #1: Maru - Greatest Players of All Time SC4ALL: A North American StarCraft LAN Team TLMC #5 - Finalists & Open Tournaments
Tourneys
SC2's Safe House 2 - October 18 & 19 RSL: Revival, a new crowdfunded tournament series Stellar Fest KSL Week 80 StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL ro8 Upper Bracket HYPE VIDEO BW General Discussion StarCraft Stellar Forces had bad maps Starcraft: Destruction expansion pack?
Tourneys
[ASL20] Ro16 Group D SC4ALL $1,500 Open Bracket LAN BSL 2025 Warsaw LAN + Legends Showmatch [ASL20] Ro16 Group C
Strategy
Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Borderlands 3 General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
Formula 1 Discussion 2024 - 2026 Football Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Too Many LANs? Tournament Ov…
TrAiDoS
i'm really bored guys
Peanutsc
I <=> 9
KrillinFromwales
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2112 users

Starbow - Page 185

Forum Index > SC2 General
Post a Reply
Prev 1 183 184 185 186 187 346 Next
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 14 2014 10:34 GMT
#3681
Wouldn't it be possible to give it a rangelimit (like 9 for example),

going out from the CC to solve all these hard to balance (mapbreaking) problems it causes?

Its still abuseable on maps where workers need to mine a mineral before lifting/building a cc/hatch/nex
Ramiz1989
Profile Joined July 2012
12124 Posts
February 14 2014 10:40 GMT
#3682
On February 14 2014 19:15 404AlphaSquad wrote:
imagine banelings like hider sugested :D great idea. i see alreasy hydras with banes vs protoss zealot storm in the future!

Actually I think that this is already possible and I am wondering why people aren't doing it, maybe it is still unexplored I guess?
The only problem mass Hydra have in the mid game is when they are fighting against huge number of better upgraded Speedlots. Usually Protoss isn't going for mass Reavers, but just for drops, and Storm shouldn't be ready yet so I think that Hydra and Baneling timing could deal very huge amount of damage if not finish the game right there.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
February 14 2014 10:48 GMT
#3683
How about a simpler solution - Banes don't do damage when killed and do friendly fire on attacking, but has a much larger splash radius.

Both sides will have to micro to maximize efficency. If a Zerg does not split his Banes apart from other units, the friendly fire will make for a horrible engagement. Reverse Baneling bombs could become a thing, as forcing a Baneling to detonate in the middle of a Zergling group would provide much fun and giggles. But killing Banelings through focus fire would do much less damage to the zerg than sacrificial units might do.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
404AlphaSquad
Profile Joined October 2011
839 Posts
February 14 2014 13:03 GMT
#3684
On February 14 2014 19:48 Zaphod Beeblebrox wrote:
How about a simpler solution - Banes don't do damage when killed and do friendly fire on attacking, but has a much larger splash radius.

Both sides will have to micro to maximize efficency. If a Zerg does not split his Banes apart from other units, the friendly fire will make for a horrible engagement. Reverse Baneling bombs could become a thing, as forcing a Baneling to detonate in the middle of a Zergling group would provide much fun and giggles. But killing Banelings through focus fire would do much less damage to the zerg than sacrificial units might do.


so basically it is an easier to get infested terran?
aka Kalevi
Jermman
Profile Joined November 2011
Canada174 Posts
February 14 2014 13:47 GMT
#3685
why didnt I think of call downs on tank lines, that could have won me the last TvT I played last night damn...
Terran/Random Player
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 14 2014 13:49 GMT
#3686
How about limiting the number of banelings by adding a new early game unit: the infestor. Abilities: can turn biological units into banelings for a small energy cost. The main idea is that banelings will be limited by energy, not by resources. I don't know if it would work though.
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.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
February 14 2014 14:01 GMT
#3687
Just remove the bling, or nerf it to pieces vs Terran. It creates situations where the Terran has to split map and play defensive because zerg can get 4 gas so easily. The 3 hatch ling bane with 1 gas is pretty much the only build you see good zergs do now. Terran have no real pressure options and have to take a fast third to keep up. So it just creates boring stagnant TvZ's reminiscent of WOL.
My. Copy. Is. Here.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
February 14 2014 14:25 GMT
#3688
--- Nuked ---
Ej_
Profile Blog Joined January 2013
47656 Posts
February 14 2014 14:31 GMT
#3689
what about simply increasing baneling's cost? making it 25/50 or even 25/75 instead of 25/25 would drastically reduce banelings' number on the battlefield
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
February 14 2014 14:33 GMT
#3690
On February 14 2014 23:25 Laertes wrote:
I have to bring an extremely clean idea to the table from a skype chat with ItWhoSpeaks and ChillyGonzalo.

Combat Shield
Combat shield was removed originally but Gonzalo, ItWhoSpeaks proposed that it would be interesting if it was reimplemented to give terrans the OPTION to spend resources to lessen their splash damage problems. For those who aren't aware or don't remember, combat shield increase marine hit points. Gonzalo said even as little at +5 hit points would make a huge difference in ZvT. Even if the buff is more like +10 hit points, it's fine. Hitpoint upgrades are a very important and subtle way to buff bio versus banelings and perhaps other forms of splash cause let's face it. What is the worst that could happen? That bio is actually decent in other matchups? God forbid.

Why would this upgrade be cleaner than my baneling pounce idea?!
Sorry whoever thought it would be better to make banelings able to pounce like Mirana in Dota 2, that just sounds messy and frankly, a little stupid. I know you were just throwing poop at a wall to see if it would stick, but try to think on your idea a little bit. Think on this: Is my ability going to be too messy? Is my idea going to work in the long run? Also think: What would Blizzard(The one who designed BW) do? If you can't answer either of those questions either and your conscience is screaming nope, don't post.

Criticisms and Discussion
If you don't like this idea, say so, but please don't say it's not gonna work. Hitpoints are such a subtle and good way to buff bio in this situation, you'd be surprised how much difference 5 hitpoints make against zerglings and how it will slow down the banelings ability to kill marines. You terrans are correct: Terran in Starbow must struggle all game right now against a zerg going banelings. Not dying to banelings is something that must be practiced and become good at. That's not a bad thing, but if you want to actually invest ~150/150 in a combat shield that could become useful in other matchups besides ZvT, you can do so. This is an update that just makes sense, so let's start discussing numbers.

Thanks everyone.


I don't think it would make much difference to the actual problems in the mu right now. Currently the problem is that zerg can have a strong 3 base economy before even stim is finished. Adding another upgrade isn't going to give Terran more pressure options early game and banelings aren't particularly strong in the mid or late game anyway. It's the momentum from being able to take such a fast third and delay lair that's the problem, not the inability of mass bio to deal with mass speed bane. Zerg doesn't even generally make more than 8-10 blings, but they can skip muta and use the ability to defend their fast third gas with ling bane to tech defiler lurker faster.

This is generally what I've observed in the mu.
My. Copy. Is. Here.
Jawra
Profile Joined June 2011
Sweden146 Posts
February 14 2014 14:44 GMT
#3691
I'd rather we did not make any changes to the Terran and Protoss races at the moment, as they are very stable and balanced it seems.

The Clanwars that includes Starbow is coming up the 20th, hopefully the Banelings situtation is figured out by then..and the best solution would be not by changing the Terran Marine as that would affect so many other things..the major issue here is the Banelings itself, if there now is a problem.

Please do not add Combat Shields, it would be very hard to balance everything. What needs to be addressed is the Ghost Shock ability and the Banelings itself, as these are the 2 units that can be heavily abused and make Starbow look bad when it has it's "big day" in the ClansWars.

The pros will most likely try and find the most abusable units to gave them the edge in the Clanwars..
404AlphaSquad
Profile Joined October 2011
839 Posts
February 14 2014 14:45 GMT
#3692
if this problem causes so many problems, maybe just remove them but i would like to try at least some things to change them into an even better design.
aka Kalevi
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
Last Edited: 2014-02-14 14:53:22
February 14 2014 14:47 GMT
#3693
--- Nuked ---
Jawra
Profile Joined June 2011
Sweden146 Posts
February 14 2014 14:51 GMT
#3694
Do people really want to see the Banelings be a major part of the matchups?

I personally prefer having the Lurker be the mid-to late-game unit dishing out he AoE damage for Zerg, while having the Banelings be a core unit in the ZvZ ling-muta wars and to be a part of all-ins.

I do not enjoy seeing big parts of the TvZ games consist of Banelings just rolling through armies, only seeing micro from the Terran side in the form of splitting.

Moreover, as the Ghost Shock ability is changed, as planned, to be a "Disable-spell" for Reavers and such AoE units, Bio would become viable in more matchups, so I do not deem Combat Shields that necessary.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
February 14 2014 15:08 GMT
#3695
Oh, are newbies having problems with mass bling in the mid game? I didn't know that.

The only issue I've seen with blings at a decent level is the amount of macro they give Zerg vs the terran with the fast bling expand builds.

Personally, I don't like them or the way they look in the mu. Since this is effectively a port of BW with some tweaks, you want to be very cautious of upsetting what was tremendously fragile balance TvZ in BW. Swing it a little in either direction and it becomes borderline unwinnable for the other side. Things like combat shield and buffing ghosts or adding bizarre abilities to the blings in order to deal with the bling in TvZ seems stupid when the problem is just fundamentally the bling.
My. Copy. Is. Here.
Hider
Profile Blog Joined May 2010
Denmark9402 Posts
Last Edited: 2014-02-14 15:14:27
February 14 2014 15:09 GMT
#3696
On February 14 2014 23:51 Jawra wrote:
Do people really want to see the Banelings be a major part of the matchups?

I personally prefer having the Lurker be the mid-to late-game unit dishing out he AoE damage for Zerg, while having the Banelings be a core unit in the ZvZ ling-muta wars and to be a part of all-ins.

I do not enjoy seeing big parts of the TvZ games consist of Banelings just rolling through armies, only seeing micro from the Terran side in the form of splitting.

Moreover, as the Ghost Shock ability is changed, as planned, to be a "Disable-spell" for Reavers and such AoE units, Bio would become viable in more matchups, so I do not deem Combat Shields that necessary.


While Reaver is strong vs bio, its actually not the main reason for why bio isn't viable currently vs protoss. Maurauders overall do a pretty good job of tanking Reaver-shots (unlike Marines). Rather, I see these two issues as more problematic for bio viability in TvP;

1) Maurauders can be too easily kited by Dragoons --> Gives bio absolutely zero map control vs protoss. Ironically mech is acutally more mobile than bio atm - from my experiences, the only way you can have a presense out on the map is through Banshee's (which IMO synergizes pretty well w/ bio as it can be used for harass purposes and to snipe off Reavers, HT's).

2) Its very easy to just die to Zealot/Archon (+ HT) transitions/timings as bio. I tested this quite a bit prefirebat and you would die if you didn't get out speedvultures in time (along with your bio forces). Not really sure what to say about it now, but I think Firebats suffer too much when stimming as it drains 20 HP, which is quite a lot from a frontline unit.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
February 14 2014 15:30 GMT
#3697
On February 15 2014 00:08 Piy wrote:
Since this is effectively a port of BW with some tweaks

It's not though. There are enough new units, enough new macro mechanics, and enough engine differences that it's simply not bw with a hd gfx pack and some tweaks.

And in all honesty, the biggest problems that I have had with sc2 tvz weren't baneling related at all. They were late game terran and zerg options, in hots that being none for terran, and in wol that being blord infestor/mass ghost for terran. Had the drg vs inno series had more transitions in it I probably would have enjoyed it more then jaedong vs flash on tau.

But it is just me, and a lot of people apparently dislike banelings/think they're amove units so take my opinion with a grain of salt.

Having said all that, has anyone tried using some sort of vulture bio play vs early game ling/bling? Because the new mines look like they could work really well vs that.
JonIrenicus
Profile Blog Joined July 2012
Italy602 Posts
February 14 2014 15:42 GMT
#3698
--- Nuked ---
Hider
Profile Blog Joined May 2010
Denmark9402 Posts
Last Edited: 2014-02-14 15:46:20
February 14 2014 15:46 GMT
#3699
On February 15 2014 00:42 JonIrenicus wrote:
Show nested quote +
On February 15 2014 00:09 Hider wrote:
On February 14 2014 23:51 Jawra wrote:
Do people really want to see the Banelings be a major part of the matchups?

I personally prefer having the Lurker be the mid-to late-game unit dishing out he AoE damage for Zerg, while having the Banelings be a core unit in the ZvZ ling-muta wars and to be a part of all-ins.

I do not enjoy seeing big parts of the TvZ games consist of Banelings just rolling through armies, only seeing micro from the Terran side in the form of splitting.

Moreover, as the Ghost Shock ability is changed, as planned, to be a "Disable-spell" for Reavers and such AoE units, Bio would become viable in more matchups, so I do not deem Combat Shields that necessary.


While Reaver is strong vs bio, its actually not the main reason for why bio isn't viable currently vs protoss. Maurauders overall do a pretty good job of tanking Reaver-shots (unlike Marines). Rather, I see these two issues as more problematic for bio viability in TvP;

1) Maurauders can be too easily kited by Dragoons --> Gives bio absolutely zero map control vs protoss. Ironically mech is acutally more mobile than bio atm - from my experiences, the only way you can have a presense out on the map is through Banshee's (which IMO synergizes pretty well w/ bio as it can be used for harass purposes and to snipe off Reavers, HT's).

2) Its very easy to just die to Zealot/Archon (+ HT) transitions/timings as bio. I tested this quite a bit prefirebat and you would die if you didn't get out speedvultures in time (along with your bio forces). Not really sure what to say about it now, but I think Firebats suffer too much when stimming as it drains 20 HP, which is quite a lot from a frontline unit.

if I said you that, according to me, the problem lies in the fact that stimpack drains too much hp, what would you answer me?


That you are correct if you only refererred to the Firebat and you wanted the Firebat to be be useful vs protoss.
Zhadez10
Profile Joined January 2014
Iceland39 Posts
February 14 2014 16:01 GMT
#3700
So many comparing lurkers and banelings thinking they do the same job, but did you guys realize that they actually work well togather ?
You move in with Lurkers and terran can either focus them down or run.
You move in with Lurkers and Banelings and the terran is pretty much limited to running, giving up ground.
I'm just pointing out here that banelings help zone out enemy forces for lurkers to get into position.

Anyway I have another suggestion for banelings since my idea with half impact damage and rest as damage over time didnt seem to stick.
Reduce the impact dmg vs light (cant really go below 23 dmg tho unless you want it to take 3 banelings to kill a marine)
but make an upgrade to get bonus damage vs light (and potentially bonus dmg vs shields too).
Prev 1 183 184 185 186 187 346 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
11:00
2v2 #2
Liquipedia
BSL Open LAN 2025 - War…
08:00
Day 2 - Play Off & Finals Stage
ZZZero.O194
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason326
ProTech98
StarCraft: Brood War
Britney 39123
Flash 2925
Sea 1824
Shuttle 1397
PianO 1076
Larva 959
Bisu 855
Hyuk 651
Soma 456
ggaemo 423
[ Show more ]
ZZZero.O 194
Soulkey 117
Rush 105
Movie 103
Hyun 98
sorry 94
JYJ69
Backho 55
Sea.KH 46
Aegong 30
Sexy 29
Free 19
scan(afreeca) 16
ajuk12(nOOB) 16
IntoTheRainbow 13
Hm[arnc] 7
Dota 2
Gorgc6892
qojqva4163
Dendi1590
XcaliburYe390
resolut1ontv 340
Counter-Strike
ScreaM1097
Heroes of the Storm
Khaldor297
Other Games
gofns19786
tarik_tv17102
FrodaN2738
singsing2286
B2W.Neo2076
KnowMe267
Hui .161
mouzStarbuck143
ToD129
Mew2King67
NeuroSwarm56
QueenE30
Chillindude11
MindelVK1
Organizations
Other Games
EGCTV810
StarCraft: Brood War
Kim Chul Min (afreeca) 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Adnapsc2 8
• HerbMon 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• WagamamaTV173
• Shiphtur146
Upcoming Events
Online Event
29m
Afreeca Starleague
18h 29m
Barracks vs Mini
Wardi Open
19h 29m
Monday Night Weeklies
1d
Sparkling Tuna Cup
1d 18h
Afreeca Starleague
1d 18h
Snow vs EffOrt
LiuLi Cup
2 days
The PondCast
3 days
CranKy Ducklings
4 days
Maestros of the Game
5 days
Clem vs Reynor
[ Show More ]
[BSL 2025] Weekly
6 days
[BSL 2025] Weekly
6 days
Liquipedia Results

Completed

Proleague 2025-09-18
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
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 © 2025 TLnet. All Rights Reserved.