• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:17
CEST 05:17
KST 12:17
  • 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
Serral wins EWC 202543Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments4[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced63
StarCraft 2
General
The GOAT ranking of GOAT rankings RSL Revival patreon money discussion thread Official Ladder Map Pool Update (April 28, 2025) Weekly Cups (Jul 28-Aug 3): herO doubles up Clem Interview: "PvT is a bit insane right now"
Tourneys
LiuLi Cup - August 2025 Tournaments WardiTV Mondays RSL Season 2 Qualifier Links and Dates StarCraft Evolution League (SC Evo Biweekly) Global Tourney for College Students in September
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
ASL Season 20 Ro24 Groups Google Play ASL (Season 20) Announced BW General Discussion StarCraft player reflex TE scores BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues KCM 2025 Season 3 [ASL20] Online Qualifiers Day 2 [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Fighting Spirit mining rates [G] Mineral Boosting Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 651 users

Some issues with turtle playstyles in Starcraft 2 - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 12 13 14 Next All
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 10 2014 15:05 GMT
#61
On February 10 2014 23:45 Plansix wrote:
After that game, I have seen the dark future that we would face if Blizzard buffed tanks to much. Turret rings and Viking blobs. It's a future I am not willing to face.


It took you this long? I basically foresaw this ever since Lucifron vs Goswser.

I've had enough turtle mech, SH and skytoss to last me 10 lifetimes.
Now lets think of ways to make the game more dynamic and less turtly for all races.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
MasterOfPuppets
Profile Blog Joined March 2011
Romania6942 Posts
February 10 2014 15:14 GMT
#62
On February 10 2014 23:58 ZAiNs wrote:
Show nested quote +
On February 10 2014 23:32 RDaneelOlivaw wrote:
On February 10 2014 23:27 ZAiNs wrote:
On February 10 2014 23:25 goody153 wrote:
On February 10 2014 23:19 Xiphias wrote:
On February 10 2014 23:03 goody153 wrote:
On February 10 2014 22:51 bokchoi wrote:
let's just drop hots and play starbow competitively

i'm curious. How is the popularity of starbow their S. Korea ?

do pro players try the game ? or have BW stars tried the game yet ? never heard any news or opinions about starbow from S. Korea


Starbow is currently not up on KR server. Translation is soon complete and it should be up by the end of this week.

oh .. good good .. it would be nice to know the feedback of KR pros about it. Both BW and sc2 KR pros.

Koreans aren't gonna waste their time playing it lol.

Of course not. I mean, it's not like some of them already do...lol

Just some Axiom players because TB wanted some content for Youtube.


Don't bullshit about that, the players liked it a lot and only then did TB decide to take a look at it and do something a little more interesting (like a mini-tournament) with it.
"my shaft scares me too" - strenx 2014
ejozl
Profile Joined October 2010
Denmark3386 Posts
February 10 2014 15:15 GMT
#63
I Broodwar Siege Tanks are kind of extreme units, when you consider it's huge range.
But then in SC2 there's also Tempest with 15 range and Swarm Host with even further range. Just makes the dead zone so much bigger, when there's 20 range between the two armies, it rly does make sense that we have prolonged turtle games.
When you have extreme units, you get extreme situations.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
HeavenResign
Profile Joined April 2011
United States702 Posts
Last Edited: 2014-02-10 15:47:58
February 10 2014 15:16 GMT
#64
Is there an extension mod for the SC2BW/Starbow economy? How would SC2 play out with worker wandering, assuming no balance changes for the moment? Is that not the solution being suggested in the OP?
DrPandaPhD
Profile Joined November 2011
5188 Posts
February 10 2014 15:18 GMT
#65
On February 10 2014 23:58 DooMDash wrote:
Show nested quote +
On February 10 2014 23:45 Plansix wrote:
After that game, I have seen the dark future that we would face if Blizzard buffed tanks to much. Turret rings and Viking blobs. It's a future I am not willing to face.


The dark future is already here and it's called swarm hosts.

There are way more issues in this game than swarm hosts. Enough Ravens making terran armies literally unkillable (with ranged units) is equally dumb.
리노크 👑
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
February 10 2014 15:21 GMT
#66
Most of Blizzard's new units are horrible. It's not just swarm hosts.

Broodlords pretty much ruined WoL, but nobody makes them anymore because they have SH. Ravens have been stupid for ages, it's just that you have to play the kind of style mentioned in the OP to afford them (ie: boring as hell). Ghosts are only useful in one M/U or against shit opponents with poor map awareness ever since the massive nerf to snipe + emp (which was to counter an obvious deficiency in zerg where they had no real counter to ghosts - gg Blizz). Widow-mines are shit. Hellbats are shit now, and their circular AoE should have been easy to foresee as a problem when combined with medivacs. Mothership is a hero unit - nuff said - this isn't Warcraft 3 or a MOBA. Let's not forget about the glitch ultralisks that ruined a GSL semi-final.

Starbow may be the answer, but let's see how much of a fuck Blizzard gives about this game once people stop laddering altogether. Knowing them, they'll probably make some shameless copy of the mod, call it Starcraft 3 and make a couple more million dollars off of the last few delusional fans who actually expect quality out of Blizzard.
twitch.tv/duttroach
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 10 2014 15:23 GMT
#67
On February 10 2014 23:58 DooMDash wrote:
Show nested quote +
On February 10 2014 23:45 Plansix wrote:
After that game, I have seen the dark future that we would face if Blizzard buffed tanks to much. Turret rings and Viking blobs. It's a future I am not willing to face.


The dark future is already here and it's called swarm hosts.

Raven/Viking/tank is just as dark. Just blobed up flying units that alpha strike any unit that comes near. It's has horrible and dull.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 10 2014 15:35 GMT
#68
On February 11 2014 00:23 Plansix wrote:
Show nested quote +
On February 10 2014 23:58 DooMDash wrote:
On February 10 2014 23:45 Plansix wrote:
After that game, I have seen the dark future that we would face if Blizzard buffed tanks to much. Turret rings and Viking blobs. It's a future I am not willing to face.


The dark future is already here and it's called swarm hosts.

Raven/Viking/tank is just as dark. Just blobed up flying units that alpha strike any unit that comes near. It's has horrible and dull.


Lets just agree that any turtle style, regardless of which race is doing it, is boring, dull and uninteresting.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
ReMinD_
Profile Joined May 2013
Croatia846 Posts
February 10 2014 15:35 GMT
#69
On February 10 2014 22:35 Qikz wrote:
Show nested quote +
On February 10 2014 22:07 bo1b wrote:
On February 10 2014 22:03 Qikz wrote:
Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.

How can you be so unbelievably biased as to believe that building pfs turrets ravens and vikings then sitting in your base for 1.5 hours before moving out, losing half your army and then still having an army zerg can't beat is a strat worthy of winning? That strat is fucking stupid, sh are the only way zerg has a chance, and that map is awful.

The combined apm in that game must have been like 150.


Why do you think that happens?

Oh right, it's because you can't actually leave your base or you die to everything the zerg has. You're forced to turtle with mech it it gets past a certain part in the game or if you have the map advantage since zerg has such a strong lategame vs mech.

Much like in BW mech should be a powerful army that either needs to be stopped before it gets too big, or get shut down by sending multiple waves of units after using your insane map control against it. It shouldn't be completely screwed because everything the zerg has makes it impossible to move out of your own base. Infact, it was that reason that stopped me playing and watching (unless it's SKT rarely) SC2 all together months ago.


Did we watch the same game? Reality had absolutely no intention of going anywhere till he got full upgrades, 5 turtled up bases and 200 army supply of ultimate, unbeatable Terran composition.

Or are you telling me that suddenly Zerg is the race that forces other races into particular unit compositions? Oh, right. Must be why all the Terrans used to play bio in TvZ. They had to adapt to Zerg going Ling / Bling / Muta. /sarcasm

Go look up SK vs. Innovation or Maru vs. SK and you'll see that meching Terran is more than capable of applying pressure vs. Zerg.
Parting: Well, even I can make better maps than these.
kottbullar
Profile Joined August 2012
Australia490 Posts
February 10 2014 15:44 GMT
#70
I feel like the underlying problem is simply the supply cap. You very rarely get to the 200 cap in BW because you don't need as much workers and units in general cost less supply than in sc2. This means that a turtling player will almost never get to overcome the huge supply advantage that an expanding player has, no matter how awesome their late game unit composition is. I would like to see what happens when the cap gets raised to 300/400 for example, bet everything will change drastically then.
spiralyguy
Profile Joined August 2010
Canada10 Posts
February 10 2014 15:50 GMT
#71
Yep, supply cap. With everyone hitting 200 supply really early every game strategy gets wonky. Traditionally you'd think, enemy expands, I attack. Enemy attacks, I defend. Enemy defends, I expand. Except that last one goes sideways once you hit supply cap.
DooMDash
Profile Joined May 2010
United States1015 Posts
February 10 2014 15:54 GMT
#72
How do we fix it pros?
S1 3500+ Master T. S2 1600+ Master T.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 10 2014 15:55 GMT
#73
On February 11 2014 00:35 ReMinD_ wrote:
Show nested quote +
On February 10 2014 22:35 Qikz wrote:
On February 10 2014 22:07 bo1b wrote:
On February 10 2014 22:03 Qikz wrote:
Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.

How can you be so unbelievably biased as to believe that building pfs turrets ravens and vikings then sitting in your base for 1.5 hours before moving out, losing half your army and then still having an army zerg can't beat is a strat worthy of winning? That strat is fucking stupid, sh are the only way zerg has a chance, and that map is awful.

The combined apm in that game must have been like 150.


Why do you think that happens?

Oh right, it's because you can't actually leave your base or you die to everything the zerg has. You're forced to turtle with mech it it gets past a certain part in the game or if you have the map advantage since zerg has such a strong lategame vs mech.

Much like in BW mech should be a powerful army that either needs to be stopped before it gets too big, or get shut down by sending multiple waves of units after using your insane map control against it. It shouldn't be completely screwed because everything the zerg has makes it impossible to move out of your own base. Infact, it was that reason that stopped me playing and watching (unless it's SKT rarely) SC2 all together months ago.


Did we watch the same game? Reality had absolutely no intention of going anywhere till he got full upgrades, 5 turtled up bases and 200 army supply of ultimate, unbeatable Terran composition.

Or are you telling me that suddenly Zerg is the race that forces other races into particular unit compositions? Oh, right. Must be why all the Terrans used to play bio in TvZ. They had to adapt to Zerg going Ling / Bling / Muta. /sarcasm

Go look up SK vs. Innovation or Maru vs. SK and you'll see that meching Terran is more than capable of applying pressure vs. Zerg.


And Inno and Maru did well vs Soulkey, right? Zergs can also try to bust a turtling Terran like Soulkey did in the re-match. It is just much more risky.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 10 2014 15:56 GMT
#74
On February 11 2014 00:54 DooMDash wrote:
How do we fix it pros?

A single match is proleague that went full retard? What and see of it happens again?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
cmdspinner1
Profile Joined February 2014
140 Posts
February 10 2014 15:58 GMT
#75
Mech just dies to everything Zerg has before mass ravens if T doesn't get a huge economic advantage in the beginning. Almost all Z go into SH when they see mech, regardless if the T is going to turtle or not. If they do not and the mech player tries to move out, you get crushed by vipers clouding the entire army or Mutalisks destroying all the bases.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 10 2014 15:59 GMT
#76
I don't understand why so many people are against "turtle" play. I think it is quite inreresting to watch, when the players split the map, mine most of it out and then have to think twice about losing every single unit. Maybe it is not fast, shiny and full of explosions, but for me, the "standard" SC2 game is unnecessarrily fast and a lot of detail is lost by simplt not having enough time to watch everything.

The only flaw I see in "turtle" play at the moment is that most of the players haven't studied these situations enough and aren't mentally prepared to deal with them. I don't want to watch 30 minutes of macro with only light harassement into one of the players headbutting into a bad position and losing because he can't be bothered to play for longer, but I surely am willing to watch 30 minutes of macro for an hour of late game dance.

And if neither player ever attacks, that's a fair game too and that's why we have the tie for. The SC2 stalemate detection is probably too slow for that, but I don't see any reason why players couldn't be allowed to mutually agree to a tie using chat. It's just another strategic element to judge whether it is advantageous for them or not.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
February 10 2014 16:00 GMT
#77
I thought you used to have the opinion there were too fee space controlling units?

Though I do agree split map is different in sc2 because both sides alvery have very cost effective defensive armies. In the late game its hard to break your opponent in a defensive position. But other than in very rare split map scenarios the attacker can sometimes take a good trade and deny some econ then rebuild and keep an advantage.

This is before the ultra cost effective death army is made though.

I think a lot of people in this thread are jumping to too many conclusions about the game and instead of discussions we are having a flame fest in here.

I feel like the reach and space control of some units like the tempest and swarm host contribute to a turtley play style. I mean Tempests are really weak vs non massive units and are bad without a lot of static defenseman but that was figured out long ago.

Hosts have yet to be figured out. I'm not sure if it will be in time or not though.

The biggest issue for me is the fact that three to 4 base transitions are so late in the game that you already have a very powerful army when you take that 4th for the additional gas to solidify that super late army transition. I think if we saw earlier 4/5 bases being taken with a tangible impact on army size we would see less turtle play since the 4th or 5th would need to be defended by a smaller army. Not sure if this will figure itself out or not. I remember when nats were hard to secure and timings on the third from 2 base were more effective. I think ATM players are taking late 4ths with big armies making trading that army mean the end of game so they turtle.

It might be just a lack of understanding on how to take the 4th without dying or to punish a 4th without going all in that is hurt I g us ATM as well. Though turtley cost effective armies don't help its possible the same understanding concerns that impacted early sc2 is happening again.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
WombaT
Profile Blog Joined May 2010
Northern Ireland25372 Posts
February 10 2014 16:03 GMT
#78
On February 11 2014 00:56 Plansix wrote:
Show nested quote +
On February 11 2014 00:54 DooMDash wrote:
How do we fix it pros?

A single match is proleague that went full retard? What and see of it happens again?

It's happening more and more, PvZ too. Shost has been pretty bad since beta anyway, either proxies with nydus/Queen or this turtling malarky
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 10 2014 16:06 GMT
#79
On February 11 2014 01:03 Wombat_NI wrote:
Show nested quote +
On February 11 2014 00:56 Plansix wrote:
On February 11 2014 00:54 DooMDash wrote:
How do we fix it pros?

A single match is proleague that went full retard? What and see of it happens again?

It's happening more and more, PvZ too. Shost has been pretty bad since beta anyway, either proxies with nydus/Queen or this turtling malarky

If we get another game where both sides mine out in the next two weeks, I might think something needs looking at. But a shift in the meta to more passive styles does not mean it will stay that way forever.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2014-02-10 16:09:59
February 10 2014 16:06 GMT
#80
On February 10 2014 22:08 labbe wrote:
Morrow, switch to starbow


Even though it is unlikely, this is probably the most realistic solution.

Assuming Blizzard will solve this issue is ignorant. They tried to solve it with HOTS, eliminating turtling that was a stated objective of theirs, but of course they manage to make the problem worse because the game designers don't understand the game. Remember how David Kim said they designed the Swarmhost to allow for Zerg to be aggressive in the mid-game? Look how that turned out.

Time and again Blizzard has shown an inability to fix problems with SC2.
Prev 1 2 3 4 5 6 12 13 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 7h 43m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 191
RuFF_SC2 139
StarCraft: Brood War
Backho 221
ggaemo 88
NaDa 50
Bale 42
Noble 19
ajuk12(nOOB) 14
JulyZerg 8
Icarus 6
Stormgate
WinterStarcraft332
Nina210
Dota 2
monkeys_forever931
LuMiX1
League of Legends
JimRising 690
Counter-Strike
PGG 91
Other Games
summit1g20942
shahzam938
C9.Mang0205
Maynarde104
ViBE94
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH337
• davetesta49
• practicex 28
• OhrlRock 1
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4415
• Rush1032
• Stunt253
Other Games
• Scarra1010
Upcoming Events
LiuLi Cup
7h 43m
uThermal 2v2 Circuit
11h 43m
RSL Revival
22h 43m
RSL Revival
1d 6h
SC Evo League
1d 8h
uThermal 2v2 Circuit
1d 11h
CSO Cup
1d 12h
Sparkling Tuna Cup
2 days
uThermal 2v2 Circuit
2 days
Wardi Open
3 days
[ Show More ]
RotterdaM Event
3 days
Replay Cast
3 days
RSL Revival
4 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
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.