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Balance Status Update 4/29/14 - Page 20

Forum Index > SC2 General
697 CommentsPost a Reply
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SoBoTeK
Profile Joined June 2012
Poland2 Posts
April 30 2014 17:11 GMT
#381
As i can see, blizzard totally dont understand the problem in TvP. Its not even about makro games. Its about early and mid game protoss mechanics. We do need to change very strong capability of protoss in early stages of the game, especially potential off allins and things like oracle ( very strong early game unit witch actually doesnt really slows your eco ). Thanks to mothership core, protoss can not be punished till like 10 minute mark. No need of making units makes protoss very strong in later stages of the game. Photon overcharge basicly denies everything till 10 min mark and witch is important - soaks so much damage in fights as it counts as enemy unit so half of the army is hitting nexus as far as you dont focus all the time. As a terran i am fine with upgrades, with dead helbats etc. But hey, maybe fix unit witch is very very very strong flying/shooting/giving HG vision caster and perfect defense system? My thought is to make it starts with 0 energy and making overchage cost 125 energy, or letting it be as it is but forcing it to stay in base to be used for defence ( as it was wanted to be ), for example making it to be placed on nexus ( switch is free, 15sec cd, can use PO only on current nexus )
gosublade
Profile Joined May 2011
632 Posts
April 30 2014 17:13 GMT
#382
I think it would be good if hellions could turn into hellbats MID MOVEMENT. When transformation starts, they start moving at the speed of a hellbat
Not even death can save you from me.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
April 30 2014 17:13 GMT
#383
On May 01 2014 02:13 gosublade wrote:
I think it would be good if hellions could turn into hellbats MID MOVEMENT. When transformation starts, they start moving at the speed of a hellbat

That would be very neat
falconfan02
Profile Blog Joined April 2011
United States231 Posts
April 30 2014 17:16 GMT
#384
On April 30 2014 09:30 frozzz wrote:
both options are really good but honestly i think that protoss upgrades should be reverted to its original cost and not lowering terran ones


I completely agree. I feel like terran upgrades are only really a problem in tvp, and I can see why zergs would have a negative reaction to the buff. Reverting the price for protoss helps the upgrade situation in tvp without hurting tvz.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
April 30 2014 17:20 GMT
#385
Really, you guys think Protoss are changing the world with that half a stalker? That upgrade cost buff didn't do anything beyond make it so you could do the math for the upgrades easier.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
SirPinky
Profile Joined February 2011
United States525 Posts
Last Edited: 2014-04-30 17:24:10
April 30 2014 17:21 GMT
#386
On May 01 2014 00:43 SC2Toastie wrote:
Show nested quote +
On May 01 2014 00:36 avilo wrote:
On May 01 2014 00:03 SC2Toastie wrote:
On April 30 2014 23:57 avilo wrote:
On April 30 2014 22:55 SC2Toastie wrote:
On April 30 2014 22:50 SatedSC2 wrote:
On April 30 2014 22:47 SC2Toastie wrote:
On April 30 2014 22:39 SatedSC2 wrote:
On April 30 2014 22:37 SC2Toastie wrote:
On April 30 2014 22:35 SatedSC2 wrote:
[quote]
Well, since you initially spoke about GSL, I'm pretty sure that the GSL numbers are where they are because the previous map-pools have been quite heavily Blink favoured. The maps were designed before two-base Blink all-ins became a thing and that showed. It's going to take a while for that to equalise now that the maps aren't disastrously bad for Terran vs. Blink all-ins. Aside from Blink, I don't see (and have not seen) any convincing arguments that point to something specifically imbalanced about Protoss or Zerg... not that I would claim to understand TvZ enough to judge!

How much more convincing do you want, with both winrates being near 45% WHILST the representation is bordering 15%-20%...?

Aligulac is down for me right now, but I know that the last time I looked the winrates were not at 45%. If you're cherry-picking data from GSL only then I'm not interested in discussing that

Representation (I assume you mean GSL numbers) will take seasons to sort out, and the seasons are hardly short. It took a while for GomTvT to sort itself out even after Terran became balanced. Remember?

[image loading]
Here you are.

Also, with only 8 players in Code S and Code A being openly accesible, it should sort out kinda fast. This season, it stayed the same.

Like I said before, I wouldn't claim to understand TvZ enough to judge what impact these changes would have on that match-up. I don't get the impression that upgrades are a big problem for Terran though, so I don't think that will make much difference. Hellbats are something I'd like to see more of personally, but I don't know anything about how good MMMHellbat is compared to 4M.

Well, it isn't good. The only thing it could do is make for an easier mech transition, and it might open up a very powerful attack with the 6/8 hellions you make early game. With the 1/1 push, instead of 6/8 hellions there can be 6/8 hellbats, which are a lot more powerful in a straight up fight.

The upgrade buff is rubbish, unnecessary and covers nothing.


You know what though? It's actually good if there are possibilities for Terrans to win games early on...

In the current state of the game Terran has very few "all-ins" and ways to win early on versus Zerg and Protoss. While Protoss have the opposite issue - too many all-ins and ways to win early. Zerg has some nice all-ins with roaches and ling banes...so if hellbat transformation upgrade removal adds in another attack or two possible for Terran...that is actually really good and WILL help the balance of the game out more to not be so 1 sided in terms of aggressive options.

Most of Terran's aggressive options were repeatedly nerfed to the point most games involving T are 100% macro games nowadays.

It's not good if that possibility to outright win the game comes with a 3cc opener, though. I'm sure you and your followers 'd like that, but I play the other races as well.
Don't underestimate the effect this might have - just like the queen patch increased the speed Zerg got lategame, this might substantially delay that.


No i think everyone that plays/watches SC2 would like it that the game is more fair and it's not only P/Z that have early game aggressive or all-in options. I said it ages ago that if they are going to leave it so P/Z have more all-ins than Terran or ways to win the game early then they either have to:

a) reduce the all-ins from the other races
b) give Terran equally aggressive/all-in options

Right now in the current game, everyone knows PvT and PvZ...there are a ton of Protoss all-ins which is why the design of Protoss gets a ton of flak for good reason.

They should reduce the number of those and then TvP will be more balanced early game, or give Terran more early game aggro options vs Protoss by nerfing the nexus cannon.

It's a bit ridiculous you think only Z/P should be allowed to win games early. Maybe you are not up with the state of SC2, but it's usually Terran as the one defending all-ins and Z/P choose whether to do them or to play straight up macro. There currently are no such options for Terran. Terran right now 100% has to play "straight up macro" for the majority of games.

I honestly can't take you serious this way. First you put words into my mouth, and you're going after me on the words you've made up yourself? Good job buddy!

I agree Terran has the less prevalent early game aggression. So what? There's always going to be one race with less, except if you carefully calculate they all exactly have X amount of different all ins at every stage of the game. It's one of the things that comes with a game with multiple races - They aren't the same.

I am up with the state of SC2, Terran can do some fun aggression vs Protoss via gas first, Terran can skip the third CC for some nasty pushes, Hellion banshee can do the same, even reapers can do so. Terran has a good couple of effective cheeses.

You've got less aggressive options, but you have plenty of means to scout and defend other races' aggression in this map pool.
I don't even know why I am putting in the effort to argue with you, it's useless.

So... Deal with it.


You say, "I agree Terran has the less prevalent early game aggression. So what?" Here is "so what": There are 4 Terran's in the Code S Ro32. So what the race is gradually disappearing at high levels and in the tournament scene. So what late game T1 units are trash versus Protoss deathball if you don't have 300 APM. So what that it takes little skill to execute a 2-base all-in that, if not scouted, outtright kills the Terran (2-base roach, 2-base blink, roach bane all-in). Not to mention the one base proxy oracle; proxy dt; proxy vray; immortal proxy; even the oracle into tempest proxy...that's a new one...or maybe they just feign aggression, let the Terran d-up, and go into double forge/templar. I'm sure i missed a ton more but these all-in's pretty much end the game for Terran if they do not "guess" correctly and are EXTREMELY easy to execute. You mention aggression versus Protoss going gas first; however, you are not comparing apples-to-apples. Going gas first into WM or helion does not outright win the game unless you have a super greedy Protoss going Nexus first. Also the risk/reward is comletely different: Terran significantly sacrafices his/her economy to do this early aggression, but with Protoss, a failed Blink all-in does not hurt their economy - they just sit there and defend with Nexus cannon while maintaining map control with Stalkers (while Terran has to pull SCVS and usually make at least 4 bunkers to defend). I think your criticism fails to see that Terran is notorious for having a weak late game; therefore, they need to inflict some level of damage early on to slow Protoss tech and Zerg economy from bursting out of control. Now that this is taken away from them, it is difficult to be on even footing with the other two races. I also see the new map pool as being an issue (esp with Zerg and the time it takes to execute any 2 base drops and aggression) with the larger 3 player + maps.
How much better to get wisdom than gold; to get insight rather than silver!
ionONE
Profile Joined March 2011
Germany605 Posts
Last Edited: 2014-04-30 17:39:47
April 30 2014 17:23 GMT
#387
At the moment i dont think a balance change is necessary~
I would much rather see Blizzard trying to rework stuff, providing us a playground to test stuff. (feedback for upcoming possible changes MstrJinbo)

- Changing Warp in for example, to a later tech with disadvantage! when i take 1 bad fight, there is no comeback possible if 10 zealots get warp in instantly (2 base all ins are still possible but less luck)
- Highground advantage, yes even dota2 has 25% miss chance ... (smaller army can hold a position etc)
- swarm host: make it more interesting or remove the unit, try the impaler
etc so much stuff can be done by giving us a testmap~
we have to play/watch this game ... dont get me started about bnet 0.2 ^_^
----
im wasting my time because i care about the game
JANGBI never forget
MstrJinbo
Profile Joined March 2011
United States1251 Posts
April 30 2014 17:31 GMT
#388
On May 01 2014 02:23 ionONE wrote:
At the moment i dont think a balance change is necessary~
I would much rather see Blizzard trying to rework stuff, providing us a playground to test stuff.

- Changing Warp in for example, to a later tech with disadvantage! when i take 1 bad fight, there is no comeback possible if 10 zealots get warp in instantly (2 base all ins are still possible but less luck)
- Highground advantage, yes even dota2 has 25% miss chance ... (smaller army can hold a position etc)
- swarm host: make it more interesting or remove the unit, try the impaler
etc so much stuff can be done by giving us a testmap~


Bliz has already stated this type of change would only be considered for an expansion and is more or less a nonstarter for a balance patch change. Not sure why people keep wasting their time suggesting it every balance patch discussion.
sparklyresidue
Profile Joined August 2011
United States5523 Posts
April 30 2014 17:40 GMT
#389
On May 01 2014 01:34 Faust852 wrote:
Show nested quote +
On May 01 2014 01:28 Hider wrote:
On May 01 2014 00:49 Faust852 wrote:
On May 01 2014 00:44 SC2Toastie wrote:
On May 01 2014 00:42 MstrJinbo wrote:
On May 01 2014 00:37 mythandier wrote:
I still don't understand why the cost of Armories isn't reduced to either 100/100 or back to its BW cost. Option #2 is a good step but one of the primary prohibitive factors for a Hellbat/mech related timing is the cost of Armory + Factory(ies) + Upgrades. Since Terran has to build multiple production facilities and/or add-ons + armory + upgrades there's really a bottleneck in the early/early-midgame of resources.


Typical current Terran openings involve 4-8 hellions and double evo continuous upgrades. Providing they keep those initial hellions alive it literally costs them nothing to add hellbats to their army.

Indeed. Apparantly, I am the only one fearing the 8 hellbat 16 marine 2 medivac 1/1 stim timing just before spire and probably bane speed, but well, who am I...


Forcing the zerg being not so greedy and droning like crazy with a 4rd at 9' might be beneficial for the terran, whatcha think ?


Disagree that zergs really are that greedy. Economywise it's very even (when you take into account mules) in the early game, and if you buff one race in that phase it very easily snowballs.
Terran already has the chance of winning the game outright with Hellion/Reaper into two medivac +1/1 at 10:30 if he outmicro's the zerg, and for instance Maru has been good at doing that.

But the issue is that when the zerg just plays solid in the early game, his midgame production is significantly stronger than of that of the terran player. Widow Mines can no longer be used to neutralizie that advantage, which makes the matchup imbalanced.

There are some easy small changes that can be made;

- Just reduce research cost of transformation Servos to 50/50. This will benefit all matchups I think without creating a significant early game imbalance in TvZ (which already works pretty well IMO).
- Reduce cost of Drilling Claws/research time + reduce BT of Widow Mines from 40 to 35 seconds.

The latter change will help terran in the midgame TvZ and make 1/1/1 a bit stronger in TvP (which I believe is good).



You say they have a stronger production in the midgame, and I think this is caused by the fact that they can drone that easily in the early stage of the game. Sure you can win with 6 hellions, a bunch of marines and a couple of medivac, but only if the zergs is greedy as fuck. Remember Inno vs Life g3 of DH ? Life had already his 4th finished when Inno wanted to put pressure, and mutalisk, that was a 11'30". It means that already this early, the Zerg can have a full saturated 3rd, a 4th finishing, and muta incoming. Imo, forcing the Zerg to produce a bigger army at 10' will help terran to deal with early mutalisk and being more agressive as we used to be before the mine nerf.


In that particular game, though, wasn't Life able to hold his 4th so easily because his drone count wasn't that high (~65, just a few higher than Innovation) and he made a lot of preemtive banes and stuff? Not saying I totally disagree, but that game wasn't how, say, DRG might've played it out (more drones smaller army).
Like Tinkerbelle, I leave behind a sparkly residue.
royalroadweed
Profile Joined April 2013
United States8301 Posts
April 30 2014 17:46 GMT
#390
On May 01 2014 02:13 gosublade wrote:
I think it would be good if hellions could turn into hellbats MID MOVEMENT. When transformation starts, they start moving at the speed of a hellbat

I've always wanted that with vikings too.
"Nerfing Toss can just make them stronger"
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 30 2014 17:51 GMT
#391
wait... Mutas had a buff in HOTS? HOLY CRAP!!!! No wonder they were not dying UGH!!! Haven't played since HOTS release and I was wondering how the Mutas kept coming and coming after storming them lol...
matthy
Profile Joined January 2013
66 Posts
April 30 2014 17:54 GMT
#392
On May 01 2014 02:46 royalroadweed wrote:
Show nested quote +
On May 01 2014 02:13 gosublade wrote:
I think it would be good if hellions could turn into hellbats MID MOVEMENT. When transformation starts, they start moving at the speed of a hellbat

I've always wanted that with vikings too.


that would be awesome
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 30 2014 17:54 GMT
#393
On May 01 2014 02:51 FreeZEternal wrote:
wait... Mutas had a buff in HOTS? HOLY CRAP!!!! No wonder they were not dying UGH!!! Haven't played since HOTS release and I was wondering how the Mutas kept coming and coming after storming them lol...


4x regen and huge speedbuff is kinda cool yeah.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-04-30 17:56:58
April 30 2014 17:56 GMT
#394
On May 01 2014 02:51 FreeZEternal wrote:
wait... Mutas had a buff in HOTS? HOLY CRAP!!!! No wonder they were not dying UGH!!! Haven't played since HOTS release and I was wondering how the Mutas kept coming and coming after storming them lol...


LMAO.

Yeah they regenerate stupid fast. You need Phoenixes to fight them.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
April 30 2014 17:57 GMT
#395
The Hellbat upgrade could be very interesting to see, Dayshi's PvT hellion hug could be very funny to see but I am not 100% behind it without a test map of some sort.

The upgrade cost reduction, I am not for.
DomeGetta
Profile Joined February 2012
480 Posts
April 30 2014 17:58 GMT
#396
Sorry but this is pretty ridiculous.

Neither of these things are going to balance the game - I love how so many people vote for the helion HB transform - It actually makes me lol - it's definitely all zerg players lolling at it saying please yes please another useless mech buff! As if now meching will be more viable because you don't have to get the transform upgrade? Seriously, that's the problem with mech? Even the upgrade cost is inconsequential nonsense - it takes about 10 in game seconds to mine that much..

Tvz: lets see - pre mine nerf but post hellbat nerf and overseer buff it was statistically balanced ( as acknowledged by Blizzard) - You were urged not to patch the game while it was statistically balanced (by people other than zergs that didn't want to learn how to micro) but you did anyway to fix a "stale metagame" and now you got what so many people said you would and what you asked another imbalanced match-up. Think about it logically - you took away the only viable composition that has demonstrated capability to win games at the highest level of play through reducing the damage output of a core unit of it by 50%. What did you think was going to happen? Now your answer to fix it is to change 2 totally unrelated things? How does transformation servos help even bio/hellbat?
This one is so easy its ridiculous - you already have the solution you just broke it - man up and admit your mistake.

Tvp - yess please transform servos the answer we've been waiting for. Nothing on strengthening Terrans' early game defense or weakening / limiting Protoss' early game options? It's obvious that the warp gate mechanic and the adv it provides late game isn't going to be fixed but you could at least take away the ridiculous adv that the race has in early game by forcing T to prepare for a multitude of cheese and allowing P to choose whether to exploit those or to fake them and greed out. There are COUNTLESS pro level games that highlight this. Why is this necessary for the game?

Why refuse to address these things and in place of them throw out totally unrelated "buffs" (tanks/servos/bio up cost??)

If you aren't going to fix them at least man up and respond to your position on them specifically and why you think they are actually beneficial to the game at present.


Hider
Profile Blog Joined May 2010
Denmark9403 Posts
Last Edited: 2014-04-30 18:19:17
April 30 2014 18:16 GMT
#397
On May 01 2014 01:34 Faust852 wrote:
Show nested quote +
On May 01 2014 01:28 Hider wrote:
On May 01 2014 00:49 Faust852 wrote:
On May 01 2014 00:44 SC2Toastie wrote:
On May 01 2014 00:42 MstrJinbo wrote:
On May 01 2014 00:37 mythandier wrote:
I still don't understand why the cost of Armories isn't reduced to either 100/100 or back to its BW cost. Option #2 is a good step but one of the primary prohibitive factors for a Hellbat/mech related timing is the cost of Armory + Factory(ies) + Upgrades. Since Terran has to build multiple production facilities and/or add-ons + armory + upgrades there's really a bottleneck in the early/early-midgame of resources.


Typical current Terran openings involve 4-8 hellions and double evo continuous upgrades. Providing they keep those initial hellions alive it literally costs them nothing to add hellbats to their army.

Indeed. Apparantly, I am the only one fearing the 8 hellbat 16 marine 2 medivac 1/1 stim timing just before spire and probably bane speed, but well, who am I...


Forcing the zerg being not so greedy and droning like crazy with a 4rd at 9' might be beneficial for the terran, whatcha think ?


Disagree that zergs really are that greedy. Economywise it's very even (when you take into account mules) in the early game, and if you buff one race in that phase it very easily snowballs.
Terran already has the chance of winning the game outright with Hellion/Reaper into two medivac +1/1 at 10:30 if he outmicro's the zerg, and for instance Maru has been good at doing that.

But the issue is that when the zerg just plays solid in the early game, his midgame production is significantly stronger than of that of the terran player. Widow Mines can no longer be used to neutralizie that advantage, which makes the matchup imbalanced.

There are some easy small changes that can be made;

- Just reduce research cost of transformation Servos to 50/50. This will benefit all matchups I think without creating a significant early game imbalance in TvZ (which already works pretty well IMO).
- Reduce cost of Drilling Claws/research time + reduce BT of Widow Mines from 40 to 35 seconds.

The latter change will help terran in the midgame TvZ and make 1/1/1 a bit stronger in TvP (which I believe is good).



You say they have a stronger production in the midgame, and I think this is caused by the fact that they can drone that easily in the early stage of the game. Sure you can win with 6 hellions, a bunch of marines and a couple of medivac, but only if the zergs is greedy as !@#$%^&*. Remember Inno vs Life g3 of DH ? Life had already his 4th finished when Inno wanted to put pressure, and mutalisk, that was a 11'30". It means that already this early, the Zerg can have a full saturated 3rd, a 4th finishing, and muta incoming. Imo, forcing the Zerg to produce a bigger army at 10' will help terran to deal with early mutalisk and being more agressive as we used to be before the mine nerf.


The way zerg macromechanics work they always have stronger midgame production. Thas has always been the case at any time in the life of Sc2 and in any matchup.

The argument I used to argue against buffing terran early game is how easily it actually snowballs. If you buff terran by 10% in the early game, it's not just gonna make zerg midgame weaker by 10%. Rather, it's gonna nerf zerg by something much larger than that.

Now look at how early game TvZ works. Both races can be aggressive and its very microintensive. Overall, it has a really fun dynamic which rewards skills for both players. Previously in HOTS Blizzard changed a dynamic that worked pretty well: That was when they nerfed the Widow Mine in TvZ, which hurt terran a lot in the midgame. Previously terran wasn't dominanting in the mid-or lategame. Rather, it was a close and microintensive battle.

Simply put, when Blizzard is looking for simple/easy to fix small changes, they should be very very careful about changing the phases of the game that works well and where both races overall are pretty satifised. So touching something that impacts TvZ early game is IMO a big error.

FYI, In Inno vs life g3, Innovation went for double ebay before 2nd and 3rd rax, which obv means that Life can take a 4th on a map like Frosts very early.
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
April 30 2014 18:18 GMT
#398
On May 01 2014 02:54 matthy wrote:
Show nested quote +
On May 01 2014 02:46 royalroadweed wrote:
On May 01 2014 02:13 gosublade wrote:
I think it would be good if hellions could turn into hellbats MID MOVEMENT. When transformation starts, they start moving at the speed of a hellbat

I've always wanted that with vikings too.


that would be awesome

No more computer animated sc2 trailers for you!
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TheDwf
Profile Joined November 2011
France19747 Posts
April 30 2014 18:18 GMT
#399
On May 01 2014 03:16 Hider wrote:
In Inno vs life g3, Innovation went for double ebay before 2nd and 3rd rax, which obv means that Life can take a 4th on a map like Frosts very early.

Zerg can take a quick fourth if Terran goes for triple OC regardless of +2 rax or +2 EBs first.
Hider
Profile Blog Joined May 2010
Denmark9403 Posts
Last Edited: 2014-04-30 18:21:40
April 30 2014 18:20 GMT
#400
On May 01 2014 03:18 TheDwf wrote:
Show nested quote +
On May 01 2014 03:16 Hider wrote:
In Inno vs life g3, Innovation went for double ebay before 2nd and 3rd rax, which obv means that Life can take a 4th on a map like Frosts very early.

Zerg can take a quick fourth if Terran goes for triple OC regardless of +2 rax or +2 EBs first.


Well the context here is that Life easily reflected aggression from Innovation while having high worker count. Doing that is a lot harder vs non double ebay builds since the 2 Medivac timing attack comes later.

The way zerg works they can always take bases fast as long as they just sascrifice worker count, however there is always a tradeoff. Taking a quick 4th against nongreedy teran builds isn't really benefical in most situations.
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