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May 23 Balance Update: Hellions, Hellbats and Brood Lords

Forum Index > SC2 General
168 CommentsPost a Reply
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TL.net ESPORTS
Profile Joined July 2011
4 Posts
May 23 2014 20:28 GMT
#1
http://us.battle.net/sc2/en/blog/14216442/heart-of-the-swarm-balance-update-may-23-2014-5-23-2014

Over the past few weeks, we’ve updated our Balance Test Map with different changes aimed at addressing Terran and Zerg balance concerns. After gathering and reviewing feedback on these changes, we’re ready to move forward with a new balance update. You can expect to see the following adjustments applied to Heart of the Swarm multiplayer today.

Terran
  • Removed Transformation Servos upgrade
  • Changed Hellion/Hellbat transform requirement to Armory

Zerg
  • Brood Lord gains the Frenzied ability
  • Frenzied is changed to also be immune to movement altering abilities

If you're interested in the StarCraft II Balance Team's reasoning behind each change, you can check out David Kim's recent forum posts on both the Terran and Zerg changes.

Thank you very much for all of your feedback on the proposed balance changes. Your thoughts and playtesting helped shape this update, and we hope you’ll continue to participate in future balance testing.
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GinDo
Profile Blog Joined September 2010
3327 Posts
May 23 2014 20:31 GMT
#2
Innovation to win GSL? Yes please!!!
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LeimoC
Profile Joined July 2012
Germany9 Posts
May 23 2014 20:31 GMT
#3
what is the "Frenzied ability"??
caznitch
Profile Joined July 2012
Canada645 Posts
May 23 2014 20:31 GMT
#4
Nice! Just in time for Maru and Innovation to rock code S next round.
why?
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
May 23 2014 20:31 GMT
#5
Yay! A genuinely good, positive update!
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
Redrot
Profile Blog Joined September 2012
United States446 Posts
May 23 2014 20:32 GMT
#6
Awesome!
I root for CJ because their fb posts are hilarious
[MD]Frostbite
Profile Blog Joined May 2012
Canada292 Posts
May 23 2014 20:32 GMT
#7
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


Ability from the Ultralisk. Fungal doesn't anchor them in place and now they can't be abducted.
White-Ra, the godfather Protoss
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2014-05-23 20:37:31
May 23 2014 20:34 GMT
#8
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.
I think esports is pretty nice.
TerranosaurusWrecks
Profile Blog Joined December 2011
Canada187 Posts
May 23 2014 20:35 GMT
#9
The transformation buff is probably going to make a bunch of timings possible where u mass hellions and get like 1 thor out and just roll zergs who go for roaches
¯\_(ツ)_/¯ "Like you can train a n00b, but they will just be a trained n00b."
Swisslink
Profile Joined March 2011
2953 Posts
May 23 2014 20:36 GMT
#10
On May 24 2014 05:34 Saechiis wrote:
Show nested quote +
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that basically makes Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.


Why doesn't this abilty affect Time Warp btw? Never got that one :-?
GinDo
Profile Blog Joined September 2010
3327 Posts
May 23 2014 20:38 GMT
#11
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO
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DeathDyingDoomKiller
Profile Joined October 2012
Canada91 Posts
May 23 2014 20:38 GMT
#12
I don't get this part, is it worded incorrectly?

Terran
Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory

It looks to me like the first statement was redundant, someone help me :C
Join the League of Evil. We have Murder, Evil, Blood, Grim Reaping, Killing, Death, Dying, Doom, Black, Dark Red, John Boehner, Reaper, Slaughter, and Kill-Death.
Swisslink
Profile Joined March 2011
2953 Posts
Last Edited: 2014-05-23 20:41:12
May 23 2014 20:39 GMT
#13
On May 24 2014 05:38 GinDo wrote:
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO


That would make lots of Protoss immune to Fungal Growth which shouldn't be immune to it, imo.
The Protoss death ball would basically just keep on running, even with GOOD FUNGAL GROWTH!
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
May 23 2014 20:41 GMT
#14
TvT finals confirmed
GinDo
Profile Blog Joined September 2010
3327 Posts
May 23 2014 20:41 GMT
#15
On May 24 2014 05:38 DeathDyingDoomKiller wrote:
I don't get this part, is it worded incorrectly?

Terran
Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory

It looks to me like the first statement was redundant, someone help me :C


B4 you could build Helbats w/o researching Trans Servos if you had an armory, but couldn't transform them.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2014-05-23 20:43:22
May 23 2014 20:43 GMT
#16
On May 24 2014 05:39 Swisslink wrote:
Show nested quote +
On May 24 2014 05:38 GinDo wrote:
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO


That would make lots of Protoss immune to Fungal Growth which shouldn't be immune to it, imo.
The Protoss death ball would basically just keep on running, even with GOOD FUNGAL GROWTH!


No I'm saying that you make Massive = Frenzy

And then remove Massive tags from collosi and other units.

Chillax
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Ramiz1989
Profile Joined July 2012
12124 Posts
May 23 2014 20:44 GMT
#17
On May 24 2014 05:36 Swisslink wrote:
Show nested quote +
On May 24 2014 05:34 Saechiis wrote:
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that basically makes Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.


Why doesn't this abilty affect Time Warp btw? Never got that one :-?

It does? Pretty sure that Ultras aren't slowed at all in the Time Warp. Reason why they might be slower in it is because of Lings and other units being slower and they keep slowing down Ultras since they can't just walk over them.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Holdenintherye
Profile Joined December 2012
Canada1441 Posts
May 23 2014 20:45 GMT
#18
Hmm could we maybe update the OP or something to include what all the "movement altering abilities" are?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2014-05-23 20:46:44
May 23 2014 20:45 GMT
#19
On May 24 2014 05:36 Swisslink wrote:
Show nested quote +
On May 24 2014 05:34 Saechiis wrote:
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that basically makes Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.


Why doesn't this abilty affect Time Warp btw? Never got that one :-?

Time Warp never affected ultralisk speed

Hmm could we maybe update the OP or something to include what all the "movement altering abilities" are?

Concussive slow, Fungal stun, Time Warp slow, Force Field, Abducts.
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2014-05-23 20:46:31
May 23 2014 20:45 GMT
#20
On May 24 2014 05:38 DeathDyingDoomKiller wrote:
I don't get this part, is it worded incorrectly?

Terran
Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory

It looks to me like the first statement was redundant, someone help me :C

Nope, you need to research an upgrade for Hellions so they could change forms, now you unlock it when you build an Armory, you don't need upgrade anymore.

On May 24 2014 05:45 Holdenintherye wrote:
Hmm could we maybe update the OP or something to include what all the "movement altering abilities" are?

Just Abduct, that is the only spell so far.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 23 2014 20:47 GMT
#21

Just Abduct, that is the only spell so far.

Broodlords can't be stunned with fungal also
phil.ipp
Profile Joined May 2010
Austria1067 Posts
May 23 2014 20:48 GMT
#22
you are making no sense GinDo
superpanda27
Profile Blog Joined October 2012
111 Posts
May 23 2014 20:48 GMT
#23
On May 24 2014 05:43 GinDo wrote:
Show nested quote +
On May 24 2014 05:39 Swisslink wrote:
On May 24 2014 05:38 GinDo wrote:
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO


That would make lots of Protoss immune to Fungal Growth which shouldn't be immune to it, imo.
The Protoss death ball would basically just keep on running, even with GOOD FUNGAL GROWTH!


No I'm saying that you make Massive = Frenzy

And then remove Massive tags from collosi and other units.

Chillax


If all massive units were frenzied then Vipers would be almost useless.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
May 23 2014 20:49 GMT
#24
On May 24 2014 05:36 Swisslink wrote:
Show nested quote +
On May 24 2014 05:34 Saechiis wrote:
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that basically makes Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.


Why doesn't this abilty affect Time Warp btw? Never got that one :-?


It does pretty sure.
I think esports is pretty nice.
AKAvg
Profile Joined April 2014
Brazil298 Posts
May 23 2014 20:49 GMT
#25
On May 24 2014 05:34 Saechiis wrote:
Show nested quote +
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make Sense lorewise rofl.


Yes, IMO it always felt silly that the "full" Mothership doesn't have this kind of ability.

Broodlords immune to abducts sounds big although I don't recall the last time I've seen a Broodlord in a ZvZ.
Truth be told, I usually fall asleep during the inevitable Roach V Roach wars
superpanda27
Profile Blog Joined October 2012
111 Posts
May 23 2014 20:49 GMT
#26
On May 24 2014 05:47 Existor wrote:
Show nested quote +

Just Abduct, that is the only spell so far.

Broodlords can't be stunned with fungal also


Time warp, fungal, concussive shell, forcefield, and abducts are all movement altering spells.
Swisslink
Profile Joined March 2011
2953 Posts
Last Edited: 2014-05-23 21:06:26
May 23 2014 20:51 GMT
#27
/edit: Ok, Liquipedia is just wrong on that one. Sorry 'bout that.
cmdspinner1
Profile Joined February 2014
140 Posts
Last Edited: 2014-05-23 20:54:50
May 23 2014 20:54 GMT
#28
The Servo upgrade remove will help defend roach pressure/allins, as you can defend with your hellbats now, especially if you go mech.
Ramiz1989
Profile Joined July 2012
12124 Posts
May 23 2014 20:59 GMT
#29
On May 24 2014 05:49 superpanda27 wrote:
Show nested quote +
On May 24 2014 05:47 Existor wrote:

Just Abduct, that is the only spell so far.

Broodlords can't be stunned with fungal also


Time warp, fungal, concussive shell, forcefield, and abducts are all movement altering spells.

They aren't, because it is said that Frenzy now also affects movement altering spells, and Ultras were immune to Fungal, Concussive Shell and Time Warps, but weren't immune to Abduct. They are now immune to Abduct too.

@Existor, I was talking only about movement altering spells, Fungal isn't one of them.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
TecaNina
Profile Joined December 2013
41 Posts
May 23 2014 21:00 GMT
#30
Now only Swarmhosts need "Frenzied" and we have 2011 ^^

Seriously interested how this will change the game. Hope we will not see even more long Zerg games now (Swarmhosts + Broodlords :/ )
Hellion change seems to be good, guesse it will change TvZ earlygame...(and maybe TvT)?
Naniwa, Parting, SoS, HomestoryCup fuck yeahhh <3
Bashnek
Profile Joined May 2011
Australia895 Posts
May 23 2014 21:00 GMT
#31
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


Its the ultralisk passive,

http://wiki.teamliquid.net/starcraft2/Frenzied

So pretty much Brood lords &Ultras cant be pulled in by Vipers.

/人 ◕ ‿‿ ◕人\
NihilisticGod
Profile Joined March 2011
Northern Ireland174 Posts
May 23 2014 21:08 GMT
#32
mmmm 4 helbat drop with 1 medivac is gonna be nice :D go go ino!
Too weird to live... too rare to die.
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
May 23 2014 21:09 GMT
#33
Forcefield isn't destroyed or affected by Frenzied.

Forcefield (the unit that's placed when you cast the spell) has an auto-cast self-destruct that triggers whenever a ground unit with the 'massive' tag gets within melee range of it. So if you gave Frenzied to a baneling, it could not blow through forcefields no matter how cool that might be.
In Bizarro World, I ladder more than I make custom maps
A.Alm
Profile Joined September 2012
Sweden515 Posts
May 23 2014 21:16 GMT
#34
Blizzard said earlier that they didn't want to give units special abilities that make no sense to balance the game... broodlords not being abducted but the mothership can be? logic
GinDo
Profile Blog Joined September 2010
3327 Posts
May 23 2014 21:16 GMT
#35
On May 24 2014 05:48 superpanda27 wrote:
Show nested quote +
On May 24 2014 05:43 GinDo wrote:
On May 24 2014 05:39 Swisslink wrote:
On May 24 2014 05:38 GinDo wrote:
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO


That would make lots of Protoss immune to Fungal Growth which shouldn't be immune to it, imo.
The Protoss death ball would basically just keep on running, even with GOOD FUNGAL GROWTH!


No I'm saying that you make Massive = Frenzy

And then remove Massive tags from collosi and other units.

Chillax


If all massive units were frenzied then Vipers would be almost useless.


Man nobody is reading past line 2 -_-

Massive tags = Frenzy abilities -----> Remove Massive Tag from Collosi

That way you can fix the issue with MS being abducted. But, maybe I'm just high off of Sharpies from white board writing all day. -____-
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Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 23 2014 21:19 GMT
#36
What about banner?

[image loading]
Swisslink
Profile Joined March 2011
2953 Posts
Last Edited: 2014-05-23 21:20:10
May 23 2014 21:19 GMT
#37
On May 24 2014 06:16 A.Alm wrote:
Blizzard said earlier that they didn't want to give units special abilities that make no sense to balance the game... broodlords not being abducted but the mothership can be? logic


Well, a Brood Lord can be frenzied. A Mothership can't

On May 24 2014 06:16 GinDo wrote:
Man nobody is reading past line 2 -_-

Massive tags = Frenzy abilities -----> Remove Massive Tag from Collosi

That way you can fix the issue with MS being abducted. But, maybe I'm just high off of Sharpies from white board writing all day. -____-


So Force Fields won't be destroyed by Colossi and Archons?
JacobShock
Profile Blog Joined April 2012
Denmark2485 Posts
May 23 2014 21:32 GMT
#38
On May 24 2014 05:49 superpanda27 wrote:
Show nested quote +
On May 24 2014 05:47 Existor wrote:

Just Abduct, that is the only spell so far.

Broodlords can't be stunned with fungal also


Time warp, fungal, concussive shell, forcefield, and abducts are all movement altering spells.


well none of those beside fungal and abduct really matter when it comes to a broodlord no?
"Right on" - Morrow
Ramiz1989
Profile Joined July 2012
12124 Posts
May 23 2014 21:35 GMT
#39
On May 24 2014 06:16 GinDo wrote:
Show nested quote +
On May 24 2014 05:48 superpanda27 wrote:
On May 24 2014 05:43 GinDo wrote:
On May 24 2014 05:39 Swisslink wrote:
On May 24 2014 05:38 GinDo wrote:
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO


That would make lots of Protoss immune to Fungal Growth which shouldn't be immune to it, imo.
The Protoss death ball would basically just keep on running, even with GOOD FUNGAL GROWTH!


No I'm saying that you make Massive = Frenzy

And then remove Massive tags from collosi and other units.

Chillax


If all massive units were frenzied then Vipers would be almost useless.


Man nobody is reading past line 2 -_-

Massive tags = Frenzy abilities -----> Remove Massive Tag from Collosi

That way you can fix the issue with MS being abducted. But, maybe I'm just high off of Sharpies from white board writing all day. -____-

And then just also change bonus damage from Corruptors to just affect specific units, same as Tempest's bonus damage, same as how Concussive Shells work... Things will only get more complicated.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
GinDo
Profile Blog Joined September 2010
3327 Posts
May 23 2014 21:35 GMT
#40
On May 24 2014 06:19 Swisslink wrote:
Show nested quote +
On May 24 2014 06:16 A.Alm wrote:
Blizzard said earlier that they didn't want to give units special abilities that make no sense to balance the game... broodlords not being abducted but the mothership can be? logic


Well, a Brood Lord can be frenzied. A Mothership can't

Show nested quote +
On May 24 2014 06:16 GinDo wrote:
Man nobody is reading past line 2 -_-

Massive tags = Frenzy abilities -----> Remove Massive Tag from Collosi

That way you can fix the issue with MS being abducted. But, maybe I'm just high off of Sharpies from white board writing all day. -____-


So Force Fields won't be destroyed by Colossi and Archons?


Thanks for actually reading

Umm... didn't think about that. How about we just remove FF
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WellCrap
Profile Joined July 2012
Sweden122 Posts
May 23 2014 21:37 GMT
#41
I wish they would make it so you can still abuct friendly units, ultralisk harass was really fun with vipers, even if it only happens 1/10000 games.
G9x-MiCo
Hider
Profile Blog Joined May 2010
Denmark9378 Posts
May 23 2014 21:38 GMT
#42
On May 24 2014 06:16 A.Alm wrote:
Blizzard said earlier that they didn't want to give units special abilities that make no sense to balance the game... broodlords not being abducted but the mothership can be? logic


It's a tradeoff between intuition and game balance. In this case the latter weighted more.
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
Last Edited: 2014-05-23 21:40:58
May 23 2014 21:40 GMT
#43
excited to see blue flame hellion harass into hellbat push vs zerg. There should be a really good timing to win the game.

So fungal doesnt stun broodlords anymore, is that confirmed or is everyone just speculating? i dunno much about zvz, would that be important to counter broodlord turtling?
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
May 23 2014 21:42 GMT
#44
On May 24 2014 06:35 GinDo wrote:
Show nested quote +
On May 24 2014 06:19 Swisslink wrote:
On May 24 2014 06:16 A.Alm wrote:
Blizzard said earlier that they didn't want to give units special abilities that make no sense to balance the game... broodlords not being abducted but the mothership can be? logic


Well, a Brood Lord can be frenzied. A Mothership can't

On May 24 2014 06:16 GinDo wrote:
Man nobody is reading past line 2 -_-

Massive tags = Frenzy abilities -----> Remove Massive Tag from Collosi

That way you can fix the issue with MS being abducted. But, maybe I'm just high off of Sharpies from white board writing all day. -____-


So Force Fields won't be destroyed by Colossi and Archons?


Thanks for actually reading

Umm... didn't think about that. How about we just remove FF


So you want to remove protoss from competitive play? :D I'd support it fullheartedly!!
Nebuchad
Profile Blog Joined December 2012
Switzerland12172 Posts
May 23 2014 21:51 GMT
#45
I predict terrans start bitching again in... 4 days
No will to live, no wish to die
GreenHorizons
Profile Blog Joined April 2011
United States23222 Posts
May 23 2014 21:58 GMT
#46
On May 24 2014 05:44 Ramiz1989 wrote:
Show nested quote +
On May 24 2014 05:36 Swisslink wrote:
On May 24 2014 05:34 Saechiis wrote:
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that basically makes Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.


Why doesn't this abilty affect Time Warp btw? Never got that one :-?

It does? Pretty sure that Ultras aren't slowed at all in the Time Warp. Reason why they might be slower in it is because of Lings and other units being slower and they keep slowing down Ultras since they can't just walk over them.


This made me day dream about ultras being un-restricted by zerglings like collosi and all protoss units... Is that totally ridiculous or would that be a sensible alteration? I think it would make sense for them to be able to do that, intuitively I could see it for all marine, zealot, lings, but I could see how them being able to walk over zealots might be a bit much. But at least to a former diamond player (I know I suck and don't really understand balance) it seems like ultras being pinned behind lings seems kind of silly, especially when you see their proportion in promotional videos (or in-game for that matter)
"People like to look at history and think 'If that was me back then, I would have...' We're living through history, and the truth is, whatever you are doing now is probably what you would have done then" "Scratch a Liberal..."
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
May 23 2014 22:02 GMT
#47
On May 24 2014 06:16 GinDo wrote:
Show nested quote +
On May 24 2014 05:48 superpanda27 wrote:
On May 24 2014 05:43 GinDo wrote:
On May 24 2014 05:39 Swisslink wrote:
On May 24 2014 05:38 GinDo wrote:
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO


That would make lots of Protoss immune to Fungal Growth which shouldn't be immune to it, imo.
The Protoss death ball would basically just keep on running, even with GOOD FUNGAL GROWTH!


No I'm saying that you make Massive = Frenzy

And then remove Massive tags from collosi and other units.

Chillax


If all massive units were frenzied then Vipers would be almost useless.


Man nobody is reading past line 2 -_-

Massive tags = Frenzy abilities -----> Remove Massive Tag from Collosi

That way you can fix the issue with MS being abducted. But, maybe I'm just high off of Sharpies from white board writing all day. -____-


No. Massive tage has a bonus damage attribute for a few units. And Colossus need that bonus damage done to them. They need to be able to be microed against since 9 range and AoE attack is really strong. Viper abduct makes that possible.

Mothership isn't even that good. I don't understand why people ever build one. MSC is way better
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
Drake
Profile Joined October 2010
Germany6146 Posts
May 23 2014 22:09 GMT
#48
On May 24 2014 05:34 Saechiis wrote:
Show nested quote +
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.


jaeh i always feel unfair when i see that a broodlord seems to be a bigger unit then the mothership xD making the ms not abductable would be a nice help to play it again
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
May 23 2014 22:15 GMT
#49
On May 24 2014 05:34 Saechiis wrote:
Show nested quote +
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.

Yes, because otherwise being "frenzied" is completely reasonable, lorewise
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
May 23 2014 22:38 GMT
#50
On May 24 2014 06:51 Nebuchad wrote:
I predict terrans start bitching again in... 4 days


I knew you'd be bitching about Terrans. Hellion hellbat change is to affect TvP how? Blizzard admitted they felt TvP and TvZ was slightly unfavourable for T - something which most reasonable Terrans were raising. Few of the Protoss in TL have been hyper-defensive from day 1 and you still continue to have this judgemental attitude despite the fact that there was merit in the complaints.
Nebuchad
Profile Blog Joined December 2012
Switzerland12172 Posts
May 23 2014 22:41 GMT
#51
On May 24 2014 07:38 plogamer wrote:
Show nested quote +
On May 24 2014 06:51 Nebuchad wrote:
I predict terrans start bitching again in... 4 days


I knew you'd be bitching about Terrans. Hellion hellbat change is to affect TvP how? Blizzard admitted they felt TvP and TvZ was slightly unfavourable for T - something which most reasonable Terrans were raising. Few of the Protoss in TL have been hyper-defensive from day 1 and you still continue to have this judgemental attitude despite the fact that there was merit in the complaints.


It's kind of hard for me to answer this post, it isn't addressed to me at all.
No will to live, no wish to die
Blargh
Profile Joined September 2010
United States2103 Posts
May 23 2014 22:43 GMT
#52
Seems like fine changes, so I'm glad it's proceeding... Though, I honestly do feel that the Mothership needs to have the same privilege (frenzy affect), as abduct eliminates the Mothership pretty much instantly. Or perhaps just make it so abduct only drags it half as far with the MS, so that it isn't a guaranteed snipe....

I -highly- doubt this change will open up that many timings. Hellbats are good, but they are not super good any more. At most, you might see a bit more drop tactics again and hopefully better defenses to the earlier Zerg all-ins.
hfsrj
Profile Joined October 2012
Germany166 Posts
May 23 2014 22:52 GMT
#53
I think we're gonna see more helion opening in TvP. And marauder/hellbat/medivacs compositions. I believe.
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-05-23 22:58:25
May 23 2014 22:55 GMT
#54
mothership sees occasional use at pro level in lategame pvz already. if you can't abduct it as zerg you can't kill it and mothership/mass tempest would be literally unbeatable. zvp/pvz endgame is a horrendous mess right now, but it's at least balanced in the sense that both sides have equally abusive styles that roughly even out based on army control and skill

you have to understand that things like the mothership have a very delicate sense of balance and it's hard to make them standard and viable without being OP. it's similar to the nydus worm for zerg - most people think nydus is underused and underpowered, but if you just gave it a straight buff to allow them to get down into main bases it would be immediately gamebreaking. working these things out takes more finesse than "remove zerg's ability to ever kill it without sacrificing 15 corruptors"

On May 24 2014 07:43 Blargh wrote:
Or perhaps just make it so abduct only drags it half as far with the MS, so that it isn't a guaranteed snipe....

i've had this exact same idea for a long time and i think it's a pretty good one!
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
May 23 2014 23:06 GMT
#55
On May 24 2014 07:43 Blargh wrote:
Seems like fine changes, so I'm glad it's proceeding... Though, I honestly do feel that the Mothership needs to have the same privilege (frenzy affect), as abduct eliminates the Mothership pretty much instantly. Or perhaps just make it so abduct only drags it half as far with the MS, so that it isn't a guaranteed snipe....

I -highly- doubt this change will open up that many timings. Hellbats are good, but they are not super good any more. At most, you might see a bit more drop tactics again and hopefully better defenses to the earlier Zerg all-ins.


Frankly, I'd also be happy if they gave it back the old Recall to MS (at say an energy cost of 150 or a smaller Recall radius).

A 400/400 unit that just cloaks is one expensive second hand Arbiter.

/broken record.
KT best KT ~ 2014
Advantageous
Profile Blog Joined May 2012
China1350 Posts
May 23 2014 23:11 GMT
#56
GGGGGGGGGGGGGGGGGGGGG just going to stay away until LotV comes out.
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
Waise
Profile Joined June 2013
3165 Posts
May 23 2014 23:16 GMT
#57
On May 24 2014 07:52 hfsrj wrote:
I think we're gonna see more helion opening in TvP. And marauder/hellbat/medivacs compositions. I believe.

well hellion openings in tvp are viable with good micro, but there's a reason most terrans don't already use hellbat compositions in the midgame. i don't think saving hellions from your opener is going to change the problems with hellbat compositions that make terrans not want to use them. but i'm z, so maybe i'm wrong here?
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
May 23 2014 23:18 GMT
#58
On May 24 2014 05:34 Saechiis wrote:
Show nested quote +
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.

You're protoss, right?
Spect8rCraft
Profile Joined December 2012
649 Posts
May 23 2014 23:33 GMT
#59
I mean, I guess you could call this patch INnoVative.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
May 23 2014 23:36 GMT
#60
On May 24 2014 08:06 aZealot wrote:
Show nested quote +
On May 24 2014 07:43 Blargh wrote:
Seems like fine changes, so I'm glad it's proceeding... Though, I honestly do feel that the Mothership needs to have the same privilege (frenzy affect), as abduct eliminates the Mothership pretty much instantly. Or perhaps just make it so abduct only drags it half as far with the MS, so that it isn't a guaranteed snipe....

I -highly- doubt this change will open up that many timings. Hellbats are good, but they are not super good any more. At most, you might see a bit more drop tactics again and hopefully better defenses to the earlier Zerg all-ins.


Frankly, I'd also be happy if they gave it back the old Recall to MS (at say an energy cost of 150 or a smaller Recall radius).

A 400/400 unit that just cloaks is one expensive second hand Arbiter.

/broken record.


I think the mothership was never really meant to be a real unit competitively, I think it was meant to be something silly and fun like Nukes, something to fill a weird niche so not every game is the same 4-5 unit types vs the other 4-5 unit types. It's just that sometimes they become a useful important unit and then we have a problem.
ProgamerAustralian alcohol user follow @iaguzSC2
Oboeman
Profile Joined January 2011
Canada3980 Posts
Last Edited: 2014-05-23 23:42:13
May 23 2014 23:41 GMT
#61
On May 24 2014 06:37 WellCrap wrote:
I wish they would make it so you can still abuct friendly units, ultralisk harass was really fun with vipers, even if it only happens 1/10000 games.

meh. elevator it ith an overlord. ventral sacks costs about the same as a viper

and you can even abduct the overlord if you really want to be crazy
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
May 24 2014 00:05 GMT
#62
On May 24 2014 05:34 Saechiis wrote:
Show nested quote +
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.


Ultras aren't restrained by forcefields not because they have the frenzied ability, but because they're massive units. Same goes with colossi, archons, thors, etc.
imrusty269
Profile Joined January 2014
United States1404 Posts
May 24 2014 00:31 GMT
#63
On May 24 2014 06:51 Nebuchad wrote:
I predict terrans start bitching again in... 4 days

Like this patch is gonna fix anything.
Bbyong | MMA | Polt | Dream | Maru | Mvp
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
May 24 2014 00:41 GMT
#64
On May 24 2014 09:31 imrusty269 wrote:
Show nested quote +
On May 24 2014 06:51 Nebuchad wrote:
I predict terrans start bitching again in... 4 days

Like this patch is gonna fix anything.


It will certainly be helpful against mutalisks and high templars to really get that knowledge of the brood lord not being abductable going
maru G5L pls
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
May 24 2014 00:45 GMT
#65
On May 24 2014 09:31 imrusty269 wrote:
Show nested quote +
On May 24 2014 06:51 Nebuchad wrote:
I predict terrans start bitching again in... 4 days

Like this patch is gonna fix anything.


Ah, only a couple of hours then.
KT best KT ~ 2014
buchaa
Profile Blog Joined September 2012
Pakistan77 Posts
May 24 2014 01:02 GMT
#66
I don't see how this balance update can affect any build order... Nobody gets the transformation servos upgrade anyways... Against protoss you still need blueflame to make any use of hellbats...
Against zerg you may be able to save 6-8 hellions max to transform them to hellbats when mines and tanks play a bigger role...
I dont get it
BoxeR, Michael Schumacher, Michael Jordan (Legends never get old)
Axxis
Profile Joined May 2010
United States133 Posts
May 24 2014 01:04 GMT
#67
^^^
Abduct works on tanks, medivacs, vrays, immos, msc. Vipers have blinding cloud, which is stupidly good. Abduct shouldn't pull Thors/BLords/Colossus. They should just make Massive immune to abduct. . .
What we obtain too cheaply; we esteem too lightly. It is in dearness only that gives everything it's value.
ETisME
Profile Blog Joined April 2011
12387 Posts
May 24 2014 01:06 GMT
#68
On May 24 2014 10:02 buchaa wrote:
I don't see how this balance update can affect any build order... Nobody gets the transformation servos upgrade anyways... Against protoss you still need blueflame to make any use of hellbats...
Against zerg you may be able to save 6-8 hellions max to transform them to hellbats when mines and tanks play a bigger role...
I dont get it

Just steal the build when the Koreans are using it.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
GoodSirTets
Profile Joined June 2012
Canada200 Posts
May 24 2014 01:07 GMT
#69
Wierd that you can still build hellions and hellbats seperately. Can't build air vs ground mode vikings or different weapon thors
High Diamond/ Low Masters :^)
ConGee
Profile Joined May 2012
318 Posts
May 24 2014 01:45 GMT
#70
On May 24 2014 05:43 GinDo wrote:
Show nested quote +
On May 24 2014 05:39 Swisslink wrote:
On May 24 2014 05:38 GinDo wrote:
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO


That would make lots of Protoss immune to Fungal Growth which shouldn't be immune to it, imo.
The Protoss death ball would basically just keep on running, even with GOOD FUNGAL GROWTH!


No I'm saying that you make Massive = Frenzy

And then remove Massive tags from collosi and other units.

Chillax


Then you nerf anything else that has +bonus damage v massive.
xxjcdentonxx
Profile Joined November 2012
Canada163 Posts
May 24 2014 02:04 GMT
#71
Could mind controlling Brood Lords ever become something Zergs will wish they had the ability to do?
"Expand or die." —Ferengi Rule of Acquisition #45
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-05-24 02:14:09
May 24 2014 02:12 GMT
#72
On May 24 2014 10:02 buchaa wrote:
I don't see how this balance update can affect any build order... Nobody gets the transformation servos upgrade anyways...

that's the point. now it's not an upgrade and you can do it for free since you build an armory in every matchup anyway. investing in an earlier armory isn't as bad as investing in a useless upgrade

On May 24 2014 10:02 buchaa wrote:Against protoss you still need blueflame to make any use of hellbats...
it's not a tvp patch

On May 24 2014 10:02 buchaa wrote:Against zerg you may be able to save 6-8 hellions max to transform them to hellbats when mines and tanks play a bigger role...
I dont get it

i don't see what tanks have to do with it. you will be able to use the hellbats to drop or put them with your bio push. time will tell whether it makes a difference or not, but having a bunch of hellbats is definitely better than hellions in midgame tvz

this will also encourage terrans to be more cautious with their hellions so they can save them later instead of desperately trying to make them useful by going for risky mineral line runs that get the hellions surrounded and completely fuck terran's map control
Shinespark
Profile Joined June 2011
Chile843 Posts
May 24 2014 02:13 GMT
#73
I hope gglords replace boring hosts as the zerg late game unit of choice.
I mean, I wish ultralisks were used more but I don't see that happening...
"I, for one, welcome our new Korean overlords."
Waise
Profile Joined June 2013
3165 Posts
May 24 2014 02:14 GMT
#74
On May 24 2014 11:13 Shinespark wrote:
I hope gglords replace boring hosts as the zerg late game unit of choice.
I mean, I wish ultralisks were used more but I don't see that happening...

what matchup are you talking about? zvz? swarm hosts aren't the unit of choice in zvz and the brood lord patch doesn't affect zvt or zvp at all
Shinespark
Profile Joined June 2011
Chile843 Posts
May 24 2014 02:17 GMT
#75
On May 24 2014 11:14 Waise wrote:
Show nested quote +
On May 24 2014 11:13 Shinespark wrote:
I hope gglords replace boring hosts as the zerg late game unit of choice.
I mean, I wish ultralisks were used more but I don't see that happening...

what matchup are you talking about? zvz? swarm hosts aren't the unit of choice in zvz and the brood lord patch doesn't affect zvt or zvp at all

Actually, you're right. I dunno what I was thinking.
I mean, what I was actually thinking was, "I wish people didn't make swarm hosts in any matchup"
But yes, you're right, if this patch makes brood lords show up more in ZvZ then I'm for it
But god forbid brood lord vs brood lord (Sniper vs Hyun lol)
"I, for one, welcome our new Korean overlords."
Danglars
Profile Blog Joined August 2010
United States12133 Posts
May 24 2014 02:39 GMT
#76
Making my 8 harass/map control hellions into hellbats for the first push hasn't failed to net me a lead thus far (diamond tvz). I really like having something real meaty like that up my sleeve for threatening the third or putting them heavily economically behind. Pair 8 hellbats with 20 supply of 1/1 stim bio and the ability to lift the bio away to safety. No lair tech ready so the stim+mine+medivac push 11:00-12:00 is more deadly. I'm absolutely loving this change TvZ.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9378 Posts
May 24 2014 02:41 GMT
#77
On May 24 2014 10:02 buchaa wrote:
I don't see how this balance update can affect any build order... Nobody gets the transformation servos upgrade anyways... Against protoss you still need blueflame to make any use of hellbats...
Against zerg you may be able to save 6-8 hellions max to transform them to hellbats when mines and tanks play a bigger role...
I dont get it


Big difference between blueflame hellbats and hellbats wihtout blue flame. Seems possible that you may end up researching blue flame quite early in this matchup to go with the first hellion/hellbat/marine/medi push.
anessie
Profile Joined August 2011
180 Posts
Last Edited: 2014-05-24 02:44:51
May 24 2014 02:44 GMT
#78
Even though a mothership can't really frenzy, maybe just make it "too f*cking big to abduct" and all is fine
Ansinjunger
Profile Joined November 2010
United States2451 Posts
May 24 2014 03:33 GMT
#79
When playing mech, I like to hellion harass since hellbats are slow. With this, just drive the hellions outside their base and walk in with more firepower. It won't always work better, since workers can run away, but hellbats can still do some things much better, like killing zealot warp ins. Hellions require a ton of micro to do that and there's a good chance you'll want to prioritize something else.

And of course, it would be nice to have 6 hellbats in TvZ as a reward for keeping hellions alive. Hellions again require micro and damage over long intervals and are not as good as hellbats in a straight up fight most of the time.

I would feel more comfortable with hellions against DTs, as you really can't fight those carelessly in even, small numbers. Some Protosses are really good at escaping with DTs too.
Estancia
Profile Joined July 2011
Korea (South)335 Posts
May 24 2014 03:46 GMT
#80
The original frenzy apparently prevents the Ultralisk from being snared, stunned and/or mind controlled. Which means that
the only 3 abilities that the ultralisk was immune to would be Thor's 250mm strike cannon, neural parasite and fungal growth.

Frenzied - Liquipedia SCII

Now that bliz says that "Frenzied is changed to also be immune to movement altering abilities", I guess the list now expands to time warp and abduct? (Both abilities were only introduced in HotS) I guess it would not only help vipers, but also help ultralisks now that it can now go through time warp with ease and attack protoss more efficiently? (The fact that immortals rape ultralisks still doesn't help though).

Concussive shell and Forcefields are not applied to massive units (forcefields are broken by massive units) which is why frenzied didn't include those initially, but I guess now they are under "movement altering abilities" now.

So I guess now broodlords can be viable in ZvZ now that it can't be abducted? Doubt it will affect any other matchup as Protoss and Terran doesn't have any movement altering abilities that affect air units.


Also about the mothership, while I find that it being abducted/mind controlled is silly, I think that the whole unit itself is quite useless for now. I find mothership core more useful than it. That unit needs a complete redesign.
Daralii
Profile Joined March 2010
United States16991 Posts
May 24 2014 04:18 GMT
#81
On May 24 2014 10:02 buchaa wrote:
I don't see how this balance update can affect any build order... Nobody gets the transformation servos upgrade anyways... Against protoss you still need blueflame to make any use of hellbats...
Against zerg you may be able to save 6-8 hellions max to transform them to hellbats when mines and tanks play a bigger role...
I dont get it

The main thing is that now every hellion opening is gonna get several free hellbats once the T builds an armory. It rewards players that are able to keep their hellions alive and makes the followup push a lot stronger.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
May 24 2014 04:30 GMT
#82
Any thoughts from play today? Terrans in chat channels seem to give this a near universal thumbs up. Not just for all-ins etc but also because it appears to give Terran more dynamism and mobility. Also, I realised, it also means that Terran can do a 4 Hellbat drop again (as 4 Hellions fit into a Medivac while only 2 Hellbats do - that was an ugly patch I wish Blizz would revert).
KT best KT ~ 2014
RyLai
Profile Joined May 2011
United States477 Posts
May 24 2014 04:58 GMT
#83
On May 24 2014 05:34 Saechiis wrote:
Show nested quote +
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.


Yes, and the concept of a frenzied unit that moves as slow as a snail and attacks no faster is? Better than giving the same ability 2 different names I guess...

Still... I don't like how insignificant the change to Terran is... Now what? If the Zerg is bad and let the Hellions into the natural, you have Hellbats there instead of Hellions? Oh, by the time they become Hellbats, the Drones are long gone anyway and the Hellbats have no way to catch up... Might as well have just kept them in Hellion mode...
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2014-05-24 05:04:20
May 24 2014 04:59 GMT
#84
On May 24 2014 08:18 boxerfred wrote:
Show nested quote +
On May 24 2014 05:34 Saechiis wrote:
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.

You're protoss, right?


No, Protoss is the only race I don't play.

On May 24 2014 13:58 RyLai wrote:
Show nested quote +
On May 24 2014 05:34 Saechiis wrote:
On May 24 2014 05:31 LeimoC wrote:
what is the "Frenzied ability"??


It's a "this unit doesn't give a fuck" ability that means Broodlords and Ultra's ignore movement altering spells. (concussive, abduct, fungal, forecefield, timewarp). Don't get why they can't give the mothership this, probably because an angry mothership doesn't make sense lorewise rofl.


Yes, and the concept of a frenzied unit that moves as slow as a snail and attacks no faster is? Better than giving the same ability 2 different names I guess...

Still... I don't like how insignificant the change to Terran is... Now what? If the Zerg is bad and let the Hellions into the natural, you have Hellbats there instead of Hellions? Oh, by the time they become Hellbats, the Drones are long gone anyway and the Hellbats have no way to catch up... Might as well have just kept them in Hellion mode...


It's totally significant. Hellbats do more damage, have more HP and can be healed by medivacs. It makes Terran stim timings after the intial hellion harass way stronger. Plus it might proof easier to withstand early roach pressures with mech.
I think esports is pretty nice.
Magreidis
Profile Joined May 2013
Lithuania146 Posts
May 24 2014 05:31 GMT
#85
So know early game in ZvT you need to make roaches if you scout armory, cause, lings vs hellbats are just useless :D
http://www.twitch.tv/thescriptan From zero to Grand Master Coming Soon!!!
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
May 24 2014 05:36 GMT
#86
On May 24 2014 14:31 Magreidis wrote:
So know early game in ZvT you need to make roaches if you scout armory, cause, lings vs hellbats are just useless :D


Terran has to invest in an armory before that though, more incentive to kill the reaper hellion off before the hellions get to morph.
I think esports is pretty nice.
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
May 24 2014 05:41 GMT
#87
I like this move with the brood lord move much better than the hydra spore idea
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
Waise
Profile Joined June 2013
3165 Posts
May 24 2014 05:42 GMT
#88
On May 24 2014 14:36 Saechiis wrote:
Show nested quote +
On May 24 2014 14:31 Magreidis wrote:
So know early game in ZvT you need to make roaches if you scout armory, cause, lings vs hellbats are just useless :D


Terran has to invest in an armory before that though, more incentive to kill the reaper hellion off before the hellions get to morph.

a terran who controls correctly won't get the reaper/hellion surrounded. that's a huge mistake that should almost just lose the game outright. a good zerg won't chase the hellions down off of creep just to kill them so they won't become hellbats later; he'll engage them the same way as ever and make sure to scout the armory timing
Waise
Profile Joined June 2013
3165 Posts
May 24 2014 05:50 GMT
#89
On May 24 2014 12:46 Estancia wrote:
The original frenzy apparently prevents the Ultralisk from being snared, stunned and/or mind controlled. Which means that
the only 3 abilities that the ultralisk was immune to would be Thor's 250mm strike cannon, neural parasite and fungal growth.

Frenzied - Liquipedia SCII

Now that bliz says that "Frenzied is changed to also be immune to movement altering abilities", I guess the list now expands to time warp and abduct? (Both abilities were only introduced in HotS) I guess it would not only help vipers, but also help ultralisks now that it can now go through time warp with ease and attack protoss more efficiently? (The fact that immortals rape ultralisks still doesn't help though).

Concussive shell and Forcefields are not applied to massive units (forcefields are broken by massive units) which is why frenzied didn't include those initially, but I guess now they are under "movement altering abilities" now.

So I guess now broodlords can be viable in ZvZ now that it can't be abducted? Doubt it will affect any other matchup as Protoss and Terran doesn't have any movement altering abilities that affect air units.


Also about the mothership, while I find that it being abducted/mind controlled is silly, I think that the whole unit itself is quite useless for now. I find mothership core more useful than it. That unit needs a complete redesign.

this patch doesn't change the viability of brood lords in zvz, it only changes the viability of brood lords as a counter to swarm host/spore crawler. brood lord switches vs. standard roach/hydra/infestor won't be any stronger. fungals holding brood lords in place never mattered because brood lords don't have mobility anyway

as for ultras, they already weren't affected by time warp
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
May 24 2014 06:16 GMT
#90
Terrans are back! (I guess)
Celebrating Starcraft since... a long time ago.
goody153
Profile Blog Joined April 2013
44122 Posts
Last Edited: 2014-05-24 06:21:26
May 24 2014 06:21 GMT
#91
On May 24 2014 15:16 Mahanaim wrote:
Terrans are back! (I guess)

No it will be just maru as usual.
this is a quote
Daeracon
Profile Joined March 2011
Sweden199 Posts
May 24 2014 06:37 GMT
#92
Great! Well done blizzard!
You can't use your breaks to get over a hill
Naphal
Profile Joined December 2010
Germany2099 Posts
May 24 2014 07:26 GMT
#93
what you cannot pull your own ultras anymore? aww...
ETLLarva
Profile Joined May 2014
Czech Republic1 Post
May 24 2014 08:10 GMT
#94
On May 24 2014 11:39 Danglars wrote:
Making my 8 harass/map control hellions into hellbats for the first push hasn't failed to net me a lead thus far (diamond tvz). I really like having something real meaty like that up my sleeve for threatening the third or putting them heavily economically behind. Pair 8 hellbats with 20 supply of 1/1 stim bio and the ability to lift the bio away to safety. No lair tech ready so the stim+mine+medivac push 11:00-12:00 is more deadly. I'm absolutely loving this change TvZ.


Who the hell dont have lair tech at 11-12:00? Are you SEA Diamond? Cause that doesnt make any sense at all :D
crow_mw
Profile Joined March 2012
Poland115 Posts
May 24 2014 09:08 GMT
#95
I agree with the idea of giving 'frenzied' to Mothership.
Haku
Profile Joined August 2013
Germany550 Posts
May 24 2014 09:13 GMT
#96
Hey guys i am a Master Zerg player, i have a question to the Hellbat change.

Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory


Why should this change the matchup or bring more terrans to use hellbats?
If i am correct you could research the upgrade before in an Techlab without an Armory or not?
So what happens is a bit of money for an upgrade goes away but you have to build an armory now.
Can a Terran or somebody else explain me the reason why there should be new or faster timings?

Greetings from Germany
Jaedong | Life | MKP | PartinG | LosirA | ByuN | TaeJa | TY | TLO | Bomber | HerO | Rotti | Dark | Stephano | Maru | Ragnarok | MC | IdrA | Serral | Creator | Bunny | INnoVation | Liquid | Prime | JinAir
p14c
Profile Joined May 2010
Vatican City State431 Posts
May 24 2014 09:16 GMT
#97
Late game ZvT is hugely imbalanced. I don't see how making an upgrade free for Terrans will affect late game 200 vs 200 battles. This has been proven by the last Terran "buffs". Upgrade cost removing did almost nothing in the last patches. When they buffed WM vs Protoss you could see a change almost immediately...When will DK understand that upgrades are not the answer but the actual units are the problem. Zerg is too cost efficient vs Terran in trading armies and Terran cannot keep up. End of story!
PS: Terran under-performing after WM/hellbat nerf is a fact, is not an opinion.
Game Over, Man! Game Over!
sCnInfinity
Profile Joined March 2013
Germany82 Posts
May 24 2014 09:18 GMT
#98
On May 24 2014 05:45 Ramiz1989 wrote:
Show nested quote +
On May 24 2014 05:38 DeathDyingDoomKiller wrote:
I don't get this part, is it worded incorrectly?

Terran
Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory

It looks to me like the first statement was redundant, someone help me :C

Nope, you need to research an upgrade for Hellions so they could change forms, now you unlock it when you build an Armory, you don't need upgrade anymore.

Show nested quote +
On May 24 2014 05:45 Holdenintherye wrote:
Hmm could we maybe update the OP or something to include what all the "movement altering abilities" are?

Just Abduct, that is the only spell so far.


Those abilities are: concussive shells/time warp/force fields/abduct/fungal
Long live the King Of Wings
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2014-05-24 09:23:45
May 24 2014 09:22 GMT
#99
On May 24 2014 18:13 EXRNaRa wrote:
Hey guys i am a Master Zerg player, i have a question to the Hellbat change.

Show nested quote +
Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory


Why should this change the matchup or bring more terrans to use hellbats?
If i am correct you could research the upgrade before in an Techlab without an Armory or not?
So what happens is a bit of money for an upgrade goes away but you have to build an armory now.
Can a Terran or somebody else explain me the reason why there should be new or faster timings?

Greetings from Germany


Terran normally does a 1/1 push with 2 medivacs to kill some creep. They line this up with the armory to continue to 2/2 upgrades. If they keep their intial 6 or so hellions alive until this push they can transform these to hellbats for some extra beef and zergling killing power.
I think esports is pretty nice.
PVJ
Profile Blog Joined July 2012
Hungary5214 Posts
May 24 2014 09:31 GMT
#100
looking forward to ro16
The heart's eternal vow
Big J
Profile Joined March 2011
Austria16289 Posts
May 24 2014 09:52 GMT
#101
On May 24 2014 18:22 Saechiis wrote:
Show nested quote +
On May 24 2014 18:13 EXRNaRa wrote:
Hey guys i am a Master Zerg player, i have a question to the Hellbat change.

Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory


Why should this change the matchup or bring more terrans to use hellbats?
If i am correct you could research the upgrade before in an Techlab without an Armory or not?
So what happens is a bit of money for an upgrade goes away but you have to build an armory now.
Can a Terran or somebody else explain me the reason why there should be new or faster timings?

Greetings from Germany


Terran normally does a 1/1 push with 2 medivacs to kill some creep. They line this up with the armory to continue to 2/2 upgrades. If they keep their intial 6 or so hellions alive until this push they can transform these to hellbats for some extra beef and zergling killing power.

Also the Transformation Servos required an Armory.

Looking forward to Meching it happen on monday. I used the Trafos all the time in the mid and lategame and now Ic can do it earlygame too. :-)

Any clues on how this effects the mass hellion TvT builds?
Haku
Profile Joined August 2013
Germany550 Posts
May 24 2014 10:11 GMT
#102
On May 24 2014 18:52 Big J wrote:
Show nested quote +
On May 24 2014 18:22 Saechiis wrote:
On May 24 2014 18:13 EXRNaRa wrote:
Hey guys i am a Master Zerg player, i have a question to the Hellbat change.

Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory


Why should this change the matchup or bring more terrans to use hellbats?
If i am correct you could research the upgrade before in an Techlab without an Armory or not?
So what happens is a bit of money for an upgrade goes away but you have to build an armory now.
Can a Terran or somebody else explain me the reason why there should be new or faster timings?

Greetings from Germany


Terran normally does a 1/1 push with 2 medivacs to kill some creep. They line this up with the armory to continue to 2/2 upgrades. If they keep their intial 6 or so hellions alive until this push they can transform these to hellbats for some extra beef and zergling killing power.

Also the Transformation Servos required an Armory.

Looking forward to Meching it happen on monday. I used the Trafos all the time in the mid and lategame and now Ic can do it earlygame too. :-)

Any clues on how this effects the mass hellion TvT builds?


Yeah okay than you. Forgot that Terran need their armory so or so for 2/2 Timings.
Just met this on ladder, cool for Terran if they keep their Helions alive.
Jaedong | Life | MKP | PartinG | LosirA | ByuN | TaeJa | TY | TLO | Bomber | HerO | Rotti | Dark | Stephano | Maru | Ragnarok | MC | IdrA | Serral | Creator | Bunny | INnoVation | Liquid | Prime | JinAir
TwiggyWan
Profile Blog Joined December 2013
France329 Posts
May 24 2014 10:18 GMT
#103
Cool stuff overall.

About mass hellions TvT,we might see interesting micro if someone transforms everything into hellbats and meets microed hellions =)

Also it opens strong timings with like 3 tanks /20 hellions/+air support

Anyway blue flame will become a standard
No bad days
TTBest
Profile Joined September 2013
Germany74 Posts
May 24 2014 10:38 GMT
#104
Are now the abducting Vipers being abducted instead of the Brood Lords that were supposed to be abducted? :3
Pandahunterz
Profile Joined March 2013
Netherlands213 Posts
May 24 2014 10:39 GMT
#105
no more flying ultra T_T
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 24 2014 10:54 GMT
#106
On May 24 2014 19:18 TwiggyWan wrote:
Cool stuff overall.

About mass hellions TvT,we might see interesting micro if someone transforms everything into hellbats and meets microed hellions =)

Also it opens strong timings with like 3 tanks /20 hellions/+air support

Anyway blue flame will become a standard

Vipers are only way to counter casters as zerg. Swarm don't have emp and feedbacks, so
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
Last Edited: 2014-05-24 11:35:25
May 24 2014 11:33 GMT
#107
On May 24 2014 05:38 GinDo wrote:
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO

On May 24 2014 06:16 GinDo wrote:
Man nobody is reading past line 2 -_-

Massive tags = Frenzy abilities -----> Remove Massive Tag from Collosi


corruptors will be useless vs colossi and battlecruisers (no +dmg to massive)
tempests will be useless vs battlecruisers and carriers (no +dmg)
archons, colossi and thors couldnt destroy forcefields.
phoenixes could lift archons and thors..

u're even worse balancer than David Kim
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2014-05-24 12:14:57
May 24 2014 12:14 GMT
#108
This is cool but not enough. Other Terran units needs a buff as well. Giving the widow mine slightly increased movement speed and burrow time (without the upgrade) would be good. Terran is so dependent on doing good harassment, and it's becoming harder as time goes on.
Waise
Profile Joined June 2013
3165 Posts
May 24 2014 12:25 GMT
#109
On May 24 2014 21:14 cheekymonkey wrote:
This is cool but not enough. Other Terran units needs a buff as well. Giving the widow mine slightly increased movement speed and burrow time (without the upgrade) would be good. Terran is so dependent on doing good harassment, and it's becoming harder as time goes on.

as a zerg player i don't see burrow time or movement speed helping you in direct engagements since part of the issue is that we can run lings over your entire army with minimal micro even when mines are preburrowed and still win the fight. maybe you'll grab a few more worker kills with WM drop openings, but the harassment potential of WM drops disappears very rapidly once there are spores and/or overseers which makes it fairly easy to redrone as opposed to hellion harass which poses more of an ongoing threat until the third is secure and has more upward micro potential. finally, i really doubt blizzard will re-buff WM after nerfing them

not a terran player but i've wondered if there's any potential to the idea of marginally reducing the cost or build time of medivacs? that's something that could really help both tvz and tvp, i think... but terran is the race i understand the least
Tyrhanius
Profile Joined April 2011
France947 Posts
Last Edited: 2014-05-24 12:37:44
May 24 2014 12:35 GMT
#110
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.
Waise
Profile Joined June 2013
3165 Posts
May 24 2014 12:41 GMT
#111
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout
matthy
Profile Joined January 2013
66 Posts
May 24 2014 12:42 GMT
#112
On May 24 2014 20:33 Fen1kz wrote:
Show nested quote +
On May 24 2014 05:38 GinDo wrote:
IMO it makes more sense to make the traits of Frenzy applied to all Massive units, and then eliminate the Massive tag from units like Collosi/etc.

Seems like a cleaner fix IMO

Show nested quote +
On May 24 2014 06:16 GinDo wrote:
Man nobody is reading past line 2 -_-

Massive tags = Frenzy abilities -----> Remove Massive Tag from Collosi


tempests will be useless vs battlecruisers and carriers (no +dmg)


Like this would be a bad thing... implying battlecruisers and carriers are being used
Tyrhanius
Profile Joined April 2011
France947 Posts
Last Edited: 2014-05-24 13:48:34
May 24 2014 13:47 GMT
#113
On May 24 2014 21:41 Waise wrote:
Show nested quote +
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout

No you can't scoot it on time that's the problem.

Roach warren : 55s
Roach : 27s
Roach warren + armory = 82s
Armory : 65s.

If Terran reach you base at the exact time armory complete, while you have scooted armory at the exact time he begins to built it, you have to wait 12s (82-65=17-5 of hellbat transformation) + the travel time before having roach to defend.

In a real game you'll never scoot the armory at 1s. If you're lucky you scoot it at 20s, so you have your roach 32s after the begining of the attack. And T can hid armory everywhere on the map, or deny overlord with marine, so you'll never scoot this in time.
It's different from banshee where you can see a tech lab, an early spatio, and you have the time T build his banshee, research cloak and cross the map (spore only take 30s to be built so even if you scoot a banshee just when it goes out of Terran base, you can have spores completed when banshee reach your base).
If this patch is released, you will have to make roach warren and build roach blindly on every TvZ.
cheekymonkey
Profile Joined January 2014
France1387 Posts
May 24 2014 14:12 GMT
#114
On May 24 2014 21:25 Waise wrote:
Show nested quote +
On May 24 2014 21:14 cheekymonkey wrote:
This is cool but not enough. Other Terran units needs a buff as well. Giving the widow mine slightly increased movement speed and burrow time (without the upgrade) would be good. Terran is so dependent on doing good harassment, and it's becoming harder as time goes on.

as a zerg player i don't see burrow time or movement speed helping you in direct engagements since part of the issue is that we can run lings over your entire army with minimal micro even when mines are preburrowed and still win the fight. maybe you'll grab a few more worker kills with WM drop openings, but the harassment potential of WM drops disappears very rapidly once there are spores and/or overseers which makes it fairly easy to redrone as opposed to hellion harass which poses more of an ongoing threat until the third is secure and has more upward micro potential. finally, i really doubt blizzard will re-buff WM after nerfing them

not a terran player but i've wondered if there's any potential to the idea of marginally reducing the cost or build time of medivacs? that's something that could really help both tvz and tvp, i think... but terran is the race i understand the least


I was thinking mainly of TvP, where there are often scenarios where the widow mine is barely destroyed before it burrows. In particular it would help early game harassment builds where Terrans are struggling especially due to MS core.
Big J
Profile Joined March 2011
Austria16289 Posts
May 24 2014 14:23 GMT
#115
On May 24 2014 22:47 Tyrhanius wrote:
Show nested quote +
On May 24 2014 21:41 Waise wrote:
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout

No you can't scoot it on time that's the problem.

Roach warren : 55s
Roach : 27s
Roach warren + armory = 82s
Armory : 65s.

If Terran reach you base at the exact time armory complete, while you have scooted armory at the exact time he begins to built it, you have to wait 12s (82-65=17-5 of hellbat transformation) + the travel time before having roach to defend.

In a real game you'll never scoot the armory at 1s. If you're lucky you scoot it at 20s, so you have your roach 32s after the begining of the attack. And T can hid armory everywhere on the map, or deny overlord with marine, so you'll never scoot this in time.
It's different from banshee where you can see a tech lab, an early spatio, and you have the time T build his banshee, research cloak and cross the map (spore only take 30s to be built so even if you scoot a banshee just when it goes out of Terran base, you can have spores completed when banshee reach your base).
If this patch is released, you will have to make roach warren and build roach blindly on every TvZ.


a) you don't have to make roaches blindly. You can do with the roach warren alone
b) it's not like hellbats are unbeatable by anything else. If it is 6-8 frontal hellbats without medivacs, I'm pretty sure queens can hurt them a lot by kiting before they can deal enough damage. Then zerglings may be enough, but I guess I would have to see that myself.
c) if your opponent does such a build and you happen to be on a roach build anyways, I believe you have an advantage. Banshee builds can do that kind of stuff, because banshees are good vs roaches. But an armory doesn't help you a lot in that scenario.

--> play with it, test it. I can't see this being better than hellbat drops were, and hellbat drops weren't imbalanced in TvZ only in TvT.
Tyrhanius
Profile Joined April 2011
France947 Posts
May 24 2014 16:26 GMT
#116
On May 24 2014 23:23 Big J wrote:
Show nested quote +
On May 24 2014 22:47 Tyrhanius wrote:
On May 24 2014 21:41 Waise wrote:
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout

No you can't scoot it on time that's the problem.

Roach warren : 55s
Roach : 27s
Roach warren + armory = 82s
Armory : 65s.

If Terran reach you base at the exact time armory complete, while you have scooted armory at the exact time he begins to built it, you have to wait 12s (82-65=17-5 of hellbat transformation) + the travel time before having roach to defend.

In a real game you'll never scoot the armory at 1s. If you're lucky you scoot it at 20s, so you have your roach 32s after the begining of the attack. And T can hid armory everywhere on the map, or deny overlord with marine, so you'll never scoot this in time.
It's different from banshee where you can see a tech lab, an early spatio, and you have the time T build his banshee, research cloak and cross the map (spore only take 30s to be built so even if you scoot a banshee just when it goes out of Terran base, you can have spores completed when banshee reach your base).
If this patch is released, you will have to make roach warren and build roach blindly on every TvZ.


a) you don't have to make roaches blindly. You can do with the roach warren alone
b) it's not like hellbats are unbeatable by anything else. If it is 6-8 frontal hellbats without medivacs, I'm pretty sure queens can hurt them a lot by kiting before they can deal enough damage. Then zerglings may be enough, but I guess I would have to see that myself.
c) if your opponent does such a build and you happen to be on a roach build anyways, I believe you have an advantage. Banshee builds can do that kind of stuff, because banshees are good vs roaches. But an armory doesn't help you a lot in that scenario.

--> play with it, test it. I can't see this being better than hellbat drops were, and hellbat drops weren't imbalanced in TvZ only in TvT.

a) Yeah you can waste 200 mineral, try to scoot armory between 1s and 38s, if you scoot it later you take dmg.
b) Lol queen dps = 8, hellbat HP =135,5, so 1 queen kill 1 hellbat in 16.6s. 3 queen kills 8 hellbats in 45s. Interesting fact queen can't kite hellbat without taking dmg even on creep.
c) Invest of an armory : 150/100, invest of banshee cloack : Starport : 150/100; tech lab : 50/25; cloack : 100/100, 2 banshee 300/200 = 600/425 vs 150/100. If Z all in, T has 450/325 more he can invest into defense vs Roach all-in (marauders/bunker/WM/tank)
When you don't go for hellion/banshee you die to roach 100% ?

Yeah Hellbat was imbalance in a miror and perfectly fine in a non miror lol. I don't know how you can say hellbat is imbalanced when the other player can make them too. You can say it's make the game boring or one tech, but not imbalance And Just watch some old TvZ with hellbat drop all the game, Z forced to stay at home the first 10min. It was as stupid as TvT with hellbat drop everywhere.
imrusty269
Profile Joined January 2014
United States1404 Posts
May 24 2014 17:21 GMT
#117
On May 25 2014 01:26 Tyrhanius wrote:
Show nested quote +
On May 24 2014 23:23 Big J wrote:
On May 24 2014 22:47 Tyrhanius wrote:
On May 24 2014 21:41 Waise wrote:
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout

No you can't scoot it on time that's the problem.

Roach warren : 55s
Roach : 27s
Roach warren + armory = 82s
Armory : 65s.

If Terran reach you base at the exact time armory complete, while you have scooted armory at the exact time he begins to built it, you have to wait 12s (82-65=17-5 of hellbat transformation) + the travel time before having roach to defend.

In a real game you'll never scoot the armory at 1s. If you're lucky you scoot it at 20s, so you have your roach 32s after the begining of the attack. And T can hid armory everywhere on the map, or deny overlord with marine, so you'll never scoot this in time.
It's different from banshee where you can see a tech lab, an early spatio, and you have the time T build his banshee, research cloak and cross the map (spore only take 30s to be built so even if you scoot a banshee just when it goes out of Terran base, you can have spores completed when banshee reach your base).
If this patch is released, you will have to make roach warren and build roach blindly on every TvZ.


a) you don't have to make roaches blindly. You can do with the roach warren alone
b) it's not like hellbats are unbeatable by anything else. If it is 6-8 frontal hellbats without medivacs, I'm pretty sure queens can hurt them a lot by kiting before they can deal enough damage. Then zerglings may be enough, but I guess I would have to see that myself.
c) if your opponent does such a build and you happen to be on a roach build anyways, I believe you have an advantage. Banshee builds can do that kind of stuff, because banshees are good vs roaches. But an armory doesn't help you a lot in that scenario.



--> play with it, test it. I can't see this being better than hellbat drops were, and hellbat drops weren't imbalanced in TvZ only in TvT.

a) Yeah you can waste 200 mineral, try to scoot armory between 1s and 38s, if you scoot it later you take dmg.
b) Lol queen dps = 8, hellbat HP =135,5, so 1 queen kill 1 hellbat in 16.6s. 3 queen kills 8 hellbats in 45s. Interesting fact queen can't kite hellbat without taking dmg even on creep.
c) Invest of an armory : 150/100, invest of banshee cloack : Starport : 150/100; tech lab : 50/25; cloack : 100/100, 2 banshee 300/200 = 600/425 vs 150/100. If Z all in, T has 450/325 more he can invest into defense vs Roach all-in (marauders/bunker/WM/tank)
When you don't go for hellion/banshee you die to roach 100% ?

Yeah Hellbat was imbalance in a miror and perfectly fine in a non miror lol. I don't know how you can say hellbat is imbalanced when the other player can make them too. You can say it's make the game boring or one tech, but not imbalance And Just watch some old TvZ with hellbat drop all the game, Z forced to stay at home the first 10min. It was as stupid as TvT with hellbat drop everywhere.


Or just make banelings and amove. Hellbats aren't that good. I watched Supernova stream yesterday. As long as zergs build units that aren't pure zerglings, they can defend fine.
Bbyong | MMA | Polt | Dream | Maru | Mvp
Ramiz1989
Profile Joined July 2012
12124 Posts
May 24 2014 17:57 GMT
#118
On May 24 2014 18:18 sCnInfinity wrote:
Show nested quote +
On May 24 2014 05:45 Ramiz1989 wrote:
On May 24 2014 05:38 DeathDyingDoomKiller wrote:
I don't get this part, is it worded incorrectly?

Terran
Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory

It looks to me like the first statement was redundant, someone help me :C

Nope, you need to research an upgrade for Hellions so they could change forms, now you unlock it when you build an Armory, you don't need upgrade anymore.

On May 24 2014 05:45 Holdenintherye wrote:
Hmm could we maybe update the OP or something to include what all the "movement altering abilities" are?

Just Abduct, that is the only spell so far.


Those abilities are: concussive shells/time warp/force fields/abduct/fungal

I will say this again, those are NOT the movement altering abilities, only Abduct is. Blizzard changed Frenzy to now also affect movement altering abilities and it was affecting Concussive Shells, Time Warp and Fungal already, so it means that they aren't the movement altering abilities in their book, obviously.

It is quite simple, either I am right, or I am wrong because Blizzard fucked up wording on their patch notes/abilities.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Novacute
Profile Joined September 2011
Australia313 Posts
May 24 2014 18:01 GMT
#119
On May 25 2014 01:26 Tyrhanius wrote:
Show nested quote +
On May 24 2014 23:23 Big J wrote:
On May 24 2014 22:47 Tyrhanius wrote:
On May 24 2014 21:41 Waise wrote:
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout

No you can't scoot it on time that's the problem.

Roach warren : 55s
Roach : 27s
Roach warren + armory = 82s
Armory : 65s.

If Terran reach you base at the exact time armory complete, while you have scooted armory at the exact time he begins to built it, you have to wait 12s (82-65=17-5 of hellbat transformation) + the travel time before having roach to defend.

In a real game you'll never scoot the armory at 1s. If you're lucky you scoot it at 20s, so you have your roach 32s after the begining of the attack. And T can hid armory everywhere on the map, or deny overlord with marine, so you'll never scoot this in time.
It's different from banshee where you can see a tech lab, an early spatio, and you have the time T build his banshee, research cloak and cross the map (spore only take 30s to be built so even if you scoot a banshee just when it goes out of Terran base, you can have spores completed when banshee reach your base).
If this patch is released, you will have to make roach warren and build roach blindly on every TvZ.


a) you don't have to make roaches blindly. You can do with the roach warren alone
b) it's not like hellbats are unbeatable by anything else. If it is 6-8 frontal hellbats without medivacs, I'm pretty sure queens can hurt them a lot by kiting before they can deal enough damage. Then zerglings may be enough, but I guess I would have to see that myself.
c) if your opponent does such a build and you happen to be on a roach build anyways, I believe you have an advantage. Banshee builds can do that kind of stuff, because banshees are good vs roaches. But an armory doesn't help you a lot in that scenario.

--> play with it, test it. I can't see this being better than hellbat drops were, and hellbat drops weren't imbalanced in TvZ only in TvT.

a) Yeah you can waste 200 mineral, try to scoot armory between 1s and 38s, if you scoot it later you take dmg.
b) Lol queen dps = 8, hellbat HP =135,5, so 1 queen kill 1 hellbat in 16.6s. 3 queen kills 8 hellbats in 45s. Interesting fact queen can't kite hellbat without taking dmg even on creep.
c) Invest of an armory : 150/100, invest of banshee cloack : Starport : 150/100; tech lab : 50/25; cloack : 100/100, 2 banshee 300/200 = 600/425 vs 150/100. If Z all in, T has 450/325 more he can invest into defense vs Roach all-in (marauders/bunker/WM/tank)
When you don't go for hellion/banshee you die to roach 100% ?

Yeah Hellbat was imbalance in a miror and perfectly fine in a non miror lol. I don't know how you can say hellbat is imbalanced when the other player can make them too. You can say it's make the game boring or one tech, but not imbalance And Just watch some old TvZ with hellbat drop all the game, Z forced to stay at home the first 10min. It was as stupid as TvT with hellbat drop everywhere.


Tyrhanius, if you played zerg, you'd know queens move at slightly faster than 2.5 speed on creep and can therefore kite with success (and i'm not sure why you're referring to queens not taking any damage, if that's the case the unit is broken, which it isn't). Hellbats are used as combat units as a part of a timing attack from the opposing player. You can't just expect to build queens and defend from this. Your queens are used to kite to buy time for roaches, lings and even banelings to repel the attack. Investing in spine crawlers and use your lings/blings defensively is also a decent option if you don't want to commit to roach, and tech quickly to mutas to regain map control.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
May 24 2014 18:58 GMT
#120
On May 25 2014 03:01 Novacute wrote:
Show nested quote +
On May 25 2014 01:26 Tyrhanius wrote:
On May 24 2014 23:23 Big J wrote:
On May 24 2014 22:47 Tyrhanius wrote:
On May 24 2014 21:41 Waise wrote:
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout

No you can't scoot it on time that's the problem.

Roach warren : 55s
Roach : 27s
Roach warren + armory = 82s
Armory : 65s.

If Terran reach you base at the exact time armory complete, while you have scooted armory at the exact time he begins to built it, you have to wait 12s (82-65=17-5 of hellbat transformation) + the travel time before having roach to defend.

In a real game you'll never scoot the armory at 1s. If you're lucky you scoot it at 20s, so you have your roach 32s after the begining of the attack. And T can hid armory everywhere on the map, or deny overlord with marine, so you'll never scoot this in time.
It's different from banshee where you can see a tech lab, an early spatio, and you have the time T build his banshee, research cloak and cross the map (spore only take 30s to be built so even if you scoot a banshee just when it goes out of Terran base, you can have spores completed when banshee reach your base).
If this patch is released, you will have to make roach warren and build roach blindly on every TvZ.


a) you don't have to make roaches blindly. You can do with the roach warren alone
b) it's not like hellbats are unbeatable by anything else. If it is 6-8 frontal hellbats without medivacs, I'm pretty sure queens can hurt them a lot by kiting before they can deal enough damage. Then zerglings may be enough, but I guess I would have to see that myself.
c) if your opponent does such a build and you happen to be on a roach build anyways, I believe you have an advantage. Banshee builds can do that kind of stuff, because banshees are good vs roaches. But an armory doesn't help you a lot in that scenario.

--> play with it, test it. I can't see this being better than hellbat drops were, and hellbat drops weren't imbalanced in TvZ only in TvT.

a) Yeah you can waste 200 mineral, try to scoot armory between 1s and 38s, if you scoot it later you take dmg.
b) Lol queen dps = 8, hellbat HP =135,5, so 1 queen kill 1 hellbat in 16.6s. 3 queen kills 8 hellbats in 45s. Interesting fact queen can't kite hellbat without taking dmg even on creep.
c) Invest of an armory : 150/100, invest of banshee cloack : Starport : 150/100; tech lab : 50/25; cloack : 100/100, 2 banshee 300/200 = 600/425 vs 150/100. If Z all in, T has 450/325 more he can invest into defense vs Roach all-in (marauders/bunker/WM/tank)
When you don't go for hellion/banshee you die to roach 100% ?

Yeah Hellbat was imbalance in a miror and perfectly fine in a non miror lol. I don't know how you can say hellbat is imbalanced when the other player can make them too. You can say it's make the game boring or one tech, but not imbalance And Just watch some old TvZ with hellbat drop all the game, Z forced to stay at home the first 10min. It was as stupid as TvT with hellbat drop everywhere.


Tyrhanius, if you played zerg, you'd know queens move at slightly faster than 2.5 speed on creep and can therefore kite with success (and i'm not sure why you're referring to queens not taking any damage, if that's the case the unit is broken, which it isn't). Hellbats are used as combat units as a part of a timing attack from the opposing player. You can't just expect to build queens and defend from this. Your queens are used to kite to buy time for roaches, lings and even banelings to repel the attack. Investing in spine crawlers and use your lings/blings defensively is also a decent option if you don't want to commit to roach, and tech quickly to mutas to regain map control.


You are wrong. They both have 2.5 speed on creep. I don't know where you get that queens are slightly faster on creep from. Queen attack animation is slower than hellions so you really can't kite them, and since queens are limited by creep spread to move around, there is only so much space a queen can retreat before the hellbats hit the mineral field anyways.
Tyrhanius
Profile Joined April 2011
France947 Posts
Last Edited: 2014-05-25 10:45:08
May 24 2014 20:40 GMT
#121
On May 25 2014 02:21 imrusty269 wrote:
Show nested quote +
On May 25 2014 01:26 Tyrhanius wrote:
On May 24 2014 23:23 Big J wrote:
On May 24 2014 22:47 Tyrhanius wrote:
On May 24 2014 21:41 Waise wrote:
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout

No you can't scoot it on time that's the problem.

Roach warren : 55s
Roach : 27s
Roach warren + armory = 82s
Armory : 65s.

If Terran reach you base at the exact time armory complete, while you have scooted armory at the exact time he begins to built it, you have to wait 12s (82-65=17-5 of hellbat transformation) + the travel time before having roach to defend.

In a real game you'll never scoot the armory at 1s. If you're lucky you scoot it at 20s, so you have your roach 32s after the begining of the attack. And T can hid armory everywhere on the map, or deny overlord with marine, so you'll never scoot this in time.
It's different from banshee where you can see a tech lab, an early spatio, and you have the time T build his banshee, research cloak and cross the map (spore only take 30s to be built so even if you scoot a banshee just when it goes out of Terran base, you can have spores completed when banshee reach your base).
If this patch is released, you will have to make roach warren and build roach blindly on every TvZ.


a) you don't have to make roaches blindly. You can do with the roach warren alone
b) it's not like hellbats are unbeatable by anything else. If it is 6-8 frontal hellbats without medivacs, I'm pretty sure queens can hurt them a lot by kiting before they can deal enough damage. Then zerglings may be enough, but I guess I would have to see that myself.
c) if your opponent does such a build and you happen to be on a roach build anyways, I believe you have an advantage. Banshee builds can do that kind of stuff, because banshees are good vs roaches. But an armory doesn't help you a lot in that scenario.



--> play with it, test it. I can't see this being better than hellbat drops were, and hellbat drops weren't imbalanced in TvZ only in TvT.

a) Yeah you can waste 200 mineral, try to scoot armory between 1s and 38s, if you scoot it later you take dmg.
b) Lol queen dps = 8, hellbat HP =135,5, so 1 queen kill 1 hellbat in 16.6s. 3 queen kills 8 hellbats in 45s. Interesting fact queen can't kite hellbat without taking dmg even on creep.
c) Invest of an armory : 150/100, invest of banshee cloack : Starport : 150/100; tech lab : 50/25; cloack : 100/100, 2 banshee 300/200 = 600/425 vs 150/100. If Z all in, T has 450/325 more he can invest into defense vs Roach all-in (marauders/bunker/WM/tank)
When you don't go for hellion/banshee you die to roach 100% ?

Yeah Hellbat was imbalance in a miror and perfectly fine in a non miror lol. I don't know how you can say hellbat is imbalanced when the other player can make them too. You can say it's make the game boring or one tech, but not imbalance And Just watch some old TvZ with hellbat drop all the game, Z forced to stay at home the first 10min. It was as stupid as TvT with hellbat drop everywhere.


Or just make banelings and amove. Hellbats aren't that good. I watched Supernova stream yesterday. As long as zergs build units that aren't pure zerglings, they can defend fine.

Banelings are a worst tech choice than roach*. You don't have speed at this timing, you want to choose a unit Terran can outmicro, which die when they attack while with roach you can hit & run ?
zlefin
Profile Blog Joined October 2012
United States7689 Posts
May 24 2014 21:07 GMT
#122
Having to use that kind of ad hoc patching on broodlord would tend to indicate design failures earlier in the process; I wish they'd address those instead, but this will suffice for now.
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
vult
Profile Blog Joined February 2012
United States9400 Posts
May 24 2014 21:30 GMT
#123
Cool patch, changes seem legitimate
I used to play random, but for you I play very specifically.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-05-24 21:43:28
May 24 2014 21:37 GMT
#124
On May 25 2014 05:40 Tyrhanius wrote:
Show nested quote +
On May 25 2014 02:21 imrusty269 wrote:
On May 25 2014 01:26 Tyrhanius wrote:
On May 24 2014 23:23 Big J wrote:
On May 24 2014 22:47 Tyrhanius wrote:
On May 24 2014 21:41 Waise wrote:
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout

No you can't scoot it on time that's the problem.

Roach warren : 55s
Roach : 27s
Roach warren + armory = 82s
Armory : 65s.

If Terran reach you base at the exact time armory complete, while you have scooted armory at the exact time he begins to built it, you have to wait 12s (82-65=17-5 of hellbat transformation) + the travel time before having roach to defend.

In a real game you'll never scoot the armory at 1s. If you're lucky you scoot it at 20s, so you have your roach 32s after the begining of the attack. And T can hid armory everywhere on the map, or deny overlord with marine, so you'll never scoot this in time.
It's different from banshee where you can see a tech lab, an early spatio, and you have the time T build his banshee, research cloak and cross the map (spore only take 30s to be built so even if you scoot a banshee just when it goes out of Terran base, you can have spores completed when banshee reach your base).
If this patch is released, you will have to make roach warren and build roach blindly on every TvZ.


a) you don't have to make roaches blindly. You can do with the roach warren alone
b) it's not like hellbats are unbeatable by anything else. If it is 6-8 frontal hellbats without medivacs, I'm pretty sure queens can hurt them a lot by kiting before they can deal enough damage. Then zerglings may be enough, but I guess I would have to see that myself.
c) if your opponent does such a build and you happen to be on a roach build anyways, I believe you have an advantage. Banshee builds can do that kind of stuff, because banshees are good vs roaches. But an armory doesn't help you a lot in that scenario.



--> play with it, test it. I can't see this being better than hellbat drops were, and hellbat drops weren't imbalanced in TvZ only in TvT.

a) Yeah you can waste 200 mineral, try to scoot armory between 1s and 38s, if you scoot it later you take dmg.
b) Lol queen dps = 8, hellbat HP =135,5, so 1 queen kill 1 hellbat in 16.6s. 3 queen kills 8 hellbats in 45s. Interesting fact queen can't kite hellbat without taking dmg even on creep.
c) Invest of an armory : 150/100, invest of banshee cloack : Starport : 150/100; tech lab : 50/25; cloack : 100/100, 2 banshee 300/200 = 600/425 vs 150/100. If Z all in, T has 450/325 more he can invest into defense vs Roach all-in (marauders/bunker/WM/tank)
When you don't go for hellion/banshee you die to roach 100% ?

Yeah Hellbat was imbalance in a miror and perfectly fine in a non miror lol. I don't know how you can say hellbat is imbalanced when the other player can make them too. You can say it's make the game boring or one tech, but not imbalance And Just watch some old TvZ with hellbat drop all the game, Z forced to stay at home the first 10min. It was as stupid as TvT with hellbat drop everywhere.


Or just make banelings and amove. Hellbats aren't that good. I watched Supernova stream yesterday. As long as zergs build units that aren't pure zerglings, they can defend fine.

Banelings are a worst tech choice than baneling. You don't have speed at this timing, you want to choose a unit Terran can outmicro, which die when they attack while with roach you can hit & run ?


Also, I'd assume that gas spent into banelings or roaches means less gas for mutas.
KT best KT ~ 2014
IMPrime
Profile Joined September 2011
United States715 Posts
May 24 2014 21:39 GMT
#125
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.
Superbanana
Profile Joined May 2014
2369 Posts
May 24 2014 21:59 GMT
#126
Zerg player here.
I do agree terran is weak in TvZ right now, but i always though it was the map pool.
So a terran buff is needed if zerg favoured maps are made every season. I don't think there is imbalance in maps where securing a fourth is hard.
Those changes are quite big for the early game when terran is not weak at all, and the mid/late game stays the same...
There is a possibility that the first medivac push gets too strong with hellbat support, potentialy making the matchup strongly favoured for terran in small maps. We will see.
It does feel weird that BL cannot be abducted when mothership and bcs can, but it can make zvz more fun to watch and play so im ok with that.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-05-24 22:02:37
May 24 2014 22:02 GMT
#127
On May 25 2014 06:59 Superbanana wrote:
It does feel weird that BL cannot be abducted when mothership and bcs can, but it can make zvz more fun to watch and play so im ok with that.

the entire zerg race is a clusterfuck of biological and scientific impossibility, but brood lord resisting abducts bothers you from a logical standpoint?
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
May 24 2014 22:30 GMT
#128
This makes blueflame hellbat drops easier. I like that.
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
TW
Profile Joined March 2012
Poland255 Posts
May 25 2014 08:45 GMT
#129
Is this patch live?
yolteotl
Profile Joined October 2011
France76 Posts
May 25 2014 09:02 GMT
#130
On May 25 2014 06:39 IMPrime wrote:
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.


Patch 6 (version 0.8.0.14593)
Build time decreased from 40 seconds to 30 seconds.
Patch 16 (version 0.19.0.15976) Undocumented Changes
Bunker build time increased from 30 to 40.
Patch 17 (version 0.20.0.16036)
Bunker build time decreased from 40 seconds to 30 seconds.
Patch 1.1.0
Build time increased from 30 to 35.
Patch 1.3.0
Build time increased from 35 to 40.
Tyrhanius
Profile Joined April 2011
France947 Posts
May 25 2014 09:32 GMT
#131
On May 25 2014 06:39 IMPrime wrote:
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.

I say the truth you will need to go roach after the patch in the early stage at every TvZ.

Maybe you have forgot (or T bias, you refuse to admit) what was TvZ with Hellbat :

http://sc2casts.com/cast12587-TLO-vs-IMMvp-Best-of-5-All-in-1-video-2013-WCS-Europe-Quarter-Finals
TLO defending hellbat with no roach, but baneling. You can see even if it can survive a bit, he fastly drop on supply because it can't have cost effective trade with baneling.
MajorBiscuit
Profile Joined April 2010
83 Posts
May 25 2014 10:47 GMT
#132
On May 25 2014 06:07 zlefin wrote:
Having to use that kind of ad hoc patching on broodlord would tend to indicate design failures earlier in the process; I wish they'd address those instead, but this will suffice for now.


By your logic the game should be released in an almost perfect condition and never require any patching other than bug fixes due to good design. I haven't seen such a game for long long years.
Lalilulelo
Profile Joined April 2014
Greece4 Posts
May 25 2014 10:48 GMT
#133
Well the thing is that if you scout anything along the lines of reactored hellions or blue flame, there is no question of if terran is making an armoury for hellbats but when.
ETisME
Profile Blog Joined April 2011
12387 Posts
May 25 2014 11:07 GMT
#134
I am very interested to see what kind of timing terran would make out of this patch.
Mass bfhellion +1 atk into mass hellbat?
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
sharkie
Profile Blog Joined April 2012
Austria18403 Posts
May 25 2014 11:18 GMT
#135
On May 25 2014 20:07 ETisME wrote:
I am very interested to see what kind of timing terran would make out of this patch.
Mass bfhellion +1 atk into mass hellbat?


mech defense +1 is actually more viable as bbyong showed!
mostevil
Profile Joined February 2011
United Kingdom611 Posts
May 25 2014 11:25 GMT
#136
On May 25 2014 02:21 imrusty269 wrote:
Show nested quote +
On May 25 2014 01:26 Tyrhanius wrote:
On May 24 2014 23:23 Big J wrote:
On May 24 2014 22:47 Tyrhanius wrote:
On May 24 2014 21:41 Waise wrote:
On May 24 2014 21:35 Tyrhanius wrote:
I think servo should be move to armory as a research with decreased price and time (like 100/100 50s or 50/50 40s if needed).
Amory only required make hellbat come too soon : you make reactor hellion, do 8-10 hellions make armory, you cross the map and can make 4-5 hellbat and you have a huge hellions/hellbat timing around 7-8 that cost you nearly nothing while it kills the zerg who doesn't make roach.
The T need a buff rather in mid/late game (slight wm buff as suggested above, tank with faster siege/unsiege could be interesting to look for too imo). But making hellbat which come too soon is bad for the TvZ. TvZ is one of the best MU because of there is a lot of fight in the mid/game with player gaining/losing avantage and you don't know who will won. If T is too strong early, Z will be just crushed and you know it game over 10min before gg just like before WM nerf.

scout armory timing and build roaches

if you don't scout you will lose to 4port banshee. that's why you scout

No you can't scoot it on time that's the problem.

Roach warren : 55s
Roach : 27s
Roach warren + armory = 82s
Armory : 65s.

If Terran reach you base at the exact time armory complete, while you have scooted armory at the exact time he begins to built it, you have to wait 12s (82-65=17-5 of hellbat transformation) + the travel time before having roach to defend.

In a real game you'll never scoot the armory at 1s. If you're lucky you scoot it at 20s, so you have your roach 32s after the begining of the attack. And T can hid armory everywhere on the map, or deny overlord with marine, so you'll never scoot this in time.
It's different from banshee where you can see a tech lab, an early spatio, and you have the time T build his banshee, research cloak and cross the map (spore only take 30s to be built so even if you scoot a banshee just when it goes out of Terran base, you can have spores completed when banshee reach your base).
If this patch is released, you will have to make roach warren and build roach blindly on every TvZ.


a) you don't have to make roaches blindly. You can do with the roach warren alone
b) it's not like hellbats are unbeatable by anything else. If it is 6-8 frontal hellbats without medivacs, I'm pretty sure queens can hurt them a lot by kiting before they can deal enough damage. Then zerglings may be enough, but I guess I would have to see that myself.
c) if your opponent does such a build and you happen to be on a roach build anyways, I believe you have an advantage. Banshee builds can do that kind of stuff, because banshees are good vs roaches. But an armory doesn't help you a lot in that scenario.



--> play with it, test it. I can't see this being better than hellbat drops were, and hellbat drops weren't imbalanced in TvZ only in TvT.

a) Yeah you can waste 200 mineral, try to scoot armory between 1s and 38s, if you scoot it later you take dmg.
b) Lol queen dps = 8, hellbat HP =135,5, so 1 queen kill 1 hellbat in 16.6s. 3 queen kills 8 hellbats in 45s. Interesting fact queen can't kite hellbat without taking dmg even on creep.
c) Invest of an armory : 150/100, invest of banshee cloack : Starport : 150/100; tech lab : 50/25; cloack : 100/100, 2 banshee 300/200 = 600/425 vs 150/100. If Z all in, T has 450/325 more he can invest into defense vs Roach all-in (marauders/bunker/WM/tank)
When you don't go for hellion/banshee you die to roach 100% ?

Yeah Hellbat was imbalance in a miror and perfectly fine in a non miror lol. I don't know how you can say hellbat is imbalanced when the other player can make them too. You can say it's make the game boring or one tech, but not imbalance And Just watch some old TvZ with hellbat drop all the game, Z forced to stay at home the first 10min. It was as stupid as TvT with hellbat drop everywhere.


Or just make banelings and amove. Hellbats aren't that good. I watched Supernova stream yesterday. As long as zergs build units that aren't pure zerglings, they can defend fine.


I've stuffed mass and heavy hellbat styles with banes, they do well enough for a few waves. Split them up a bit and move command into them, if a hellbat hits them they detonate on it. Those things clump up hard. It's a little inefficient but not as bad as you'd think. It'll buy plenty of time to get out a better answer. If they're screening marines go at them a few at a time to whittle them down.
我的媽和她的瘋狂的外甥都
Jerom
Profile Joined April 2011
Netherlands588 Posts
May 25 2014 14:39 GMT
#137
On May 25 2014 06:39 IMPrime wrote:
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.

Statistics actually seem to imply that TvP is fine. It seems like the widow mine patch solved the match up by weakening the greedy templar play.
RaZorwire
Profile Joined April 2012
Sweden718 Posts
May 25 2014 15:00 GMT
#138
On May 25 2014 23:39 Jerom wrote:
Show nested quote +
On May 25 2014 06:39 IMPrime wrote:
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.

Statistics actually seem to imply that TvP is fine. It seems like the widow mine patch solved the match up by weakening the greedy templar play.


Changing the map pool has also helped. The MU is a lot better now that blink attacks aren't absurdly overpowered on half the maps.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 25 2014 18:27 GMT
#139
On May 26 2014 00:00 RaZorwire wrote:
Show nested quote +
On May 25 2014 23:39 Jerom wrote:
On May 25 2014 06:39 IMPrime wrote:
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.

Statistics actually seem to imply that TvP is fine. It seems like the widow mine patch solved the match up by weakening the greedy templar play.


Changing the map pool has also helped. The MU is a lot better now that blink attacks aren't absurdly overpowered on half the maps.

Agreed. Anytime we see an imbalance spike, in any match up, the map pool should be the first thing adjusted, rather than units.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
RaZorwire
Profile Joined April 2012
Sweden718 Posts
May 25 2014 20:41 GMT
#140
On May 26 2014 03:27 Plansix wrote:
Show nested quote +
On May 26 2014 00:00 RaZorwire wrote:
On May 25 2014 23:39 Jerom wrote:
On May 25 2014 06:39 IMPrime wrote:
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.

Statistics actually seem to imply that TvP is fine. It seems like the widow mine patch solved the match up by weakening the greedy templar play.


Changing the map pool has also helped. The MU is a lot better now that blink attacks aren't absurdly overpowered on half the maps.

Agreed. Anytime we see an imbalance spike, in any match up, the map pool should be the first thing adjusted, rather than units.


Yeah, I guess the maps play a bigger part than people think, sometimes.

With that said though, I still think the widow mine buff was a good. It gave Terran some much needed diversity in a matchup where they were otherwise forced to play pretty similar most of the time.

Survivor61316
Profile Joined July 2012
United States470 Posts
May 25 2014 22:33 GMT
#141
On May 25 2014 06:59 Superbanana wrote:
Zerg player here.
I do agree terran is weak in TvZ right now, but i always though it was the map pool.
So a terran buff is needed if zerg favoured maps are made every season. I don't think there is imbalance in maps where securing a fourth is hard.
Those changes are quite big for the early game when terran is not weak at all, and the mid/late game stays the same...
There is a possibility that the first medivac push gets too strong with hellbat support, potentialy making the matchup strongly favoured for terran in small maps. We will see.
It does feel weird that BL cannot be abducted when mothership and bcs can, but it can make zvz more fun to watch and play so im ok with that.

I disagree with this,

Terran was not strong in the early game before, and that's why zergs were able to macro so easily and build up those ridiculous muta flocks. Terran needed a way to keep zergs honest in the early game and check their greed, which the threat of a quick hellbat timing will do. And this does have a direct impact on the mid/late game because it will allow Terran to enter the later stages of the game on a more equal footing with Zerg. It also allows the threat of late game hellion runbys turning into hellbat building kill squads, which also helps to give Terran a threat of map control.

I'm a Zerg btw..
Liquid Fighting
Hider
Profile Blog Joined May 2010
Denmark9378 Posts
May 25 2014 23:17 GMT
#142
On May 26 2014 00:00 RaZorwire wrote:
Show nested quote +
On May 25 2014 23:39 Jerom wrote:
On May 25 2014 06:39 IMPrime wrote:
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.

Statistics actually seem to imply that TvP is fine. It seems like the widow mine patch solved the match up by weakening the greedy templar play.


Changing the map pool has also helped. The MU is a lot better now that blink attacks aren't absurdly overpowered on half the maps.


I disagree with the logic of this one. I really want my Reapers to be able to go into his base. This creates a bit of action and harass potential. The fact that they had to make the map pool more boring to play in order to balance blink stalkers is a mistake IMO. I much rather have seen a nerf to Time Warp. This is such a terribly anti micro ability, and it would have been much more fun if we have kept maps like Heavy Rain and at the same time reduces the amount of anti-micro abilities in the game.
usethis2
Profile Joined December 2010
2164 Posts
May 26 2014 04:52 GMT
#143
On May 25 2014 05:40 Tyrhanius wrote:
Show nested quote +
On May 25 2014 02:21 imrusty269 wrote:
Or just make banelings and amove. Hellbats aren't that good. I watched Supernova stream yesterday. As long as zergs build units that aren't pure zerglings, they can defend fine.

Banelings are a worst tech choice than roach*. You don't have speed at this timing, you want to choose a unit Terran can outmicro, which die when they attack while with roach you can hit & run ?

Then try to surround Terran army from running your zerglings behind. Good Zergs should have enough creep spread in the first 10 minutes to pull it off. Who knows, maybe this will affect the map making so that 3rd and 4th are more open than what they are currently so turtle play is deterred. That then in turn benefit Zergs.

Or think of Roach Warren as a safety tax and just build one blindly if your scouting fails. D. Kim stated that while TvZ battles are balanced Zergs have a slight upper hand in remaxing due to better economy, so Blizzard is looking to slow down Zergs a little bit. Forcing Roach Warren (again, only when you fail to scout or you scout mass Hellions/Hellbats) from Zergs may be a small tweak to achieve that goal than any other nerfs/buffs that might have bigger consequences (e.g. Muta nerf).

Really, I think Zergs (and Terrans) should give this a shot before complaining with theories.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 26 2014 05:18 GMT
#144
Want to say that I'm actually really liking the removal of the hellion transformation upgrade. If you keep your existing hellions alive earlygame, you can morph those in for your initial push, and they are killer at tanking and will be healed by those medivacs.

This is coming from someone who never makes hellbats so it's interesting to have them for once.
Die4Ever
Profile Joined August 2010
United States17676 Posts
May 26 2014 05:30 GMT
#145
On May 26 2014 08:17 Hider wrote:
Show nested quote +
On May 26 2014 00:00 RaZorwire wrote:
On May 25 2014 23:39 Jerom wrote:
On May 25 2014 06:39 IMPrime wrote:
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.

Statistics actually seem to imply that TvP is fine. It seems like the widow mine patch solved the match up by weakening the greedy templar play.


Changing the map pool has also helped. The MU is a lot better now that blink attacks aren't absurdly overpowered on half the maps.


I disagree with the logic of this one. I really want my Reapers to be able to go into his base. This creates a bit of action and harass potential. The fact that they had to make the map pool more boring to play in order to balance blink stalkers is a mistake IMO. I much rather have seen a nerf to Time Warp. This is such a terribly anti micro ability, and it would have been much more fun if we have kept maps like Heavy Rain and at the same time reduces the amount of anti-micro abilities in the game.

I agree, I also think time warp is pretty boring, should maybe be replaced
"Expert" mods4ever.com
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
May 26 2014 05:49 GMT
#146
On May 26 2014 08:17 Hider wrote:
Show nested quote +
On May 26 2014 00:00 RaZorwire wrote:
On May 25 2014 23:39 Jerom wrote:
On May 25 2014 06:39 IMPrime wrote:
stop responding to Tyrhanius, he's just trolling.

It's a fairly disappointing patch overall, they did absolutely nothing to tvp. The most surprising thing is that Blizzard basically undid a (bad) patch they did, which is surprising because they almost never revert changes they make.

Statistics actually seem to imply that TvP is fine. It seems like the widow mine patch solved the match up by weakening the greedy templar play.


Changing the map pool has also helped. The MU is a lot better now that blink attacks aren't absurdly overpowered on half the maps.


I disagree with the logic of this one. I really want my Reapers to be able to go into his base. This creates a bit of action and harass potential. The fact that they had to make the map pool more boring to play in order to balance blink stalkers is a mistake IMO. I much rather have seen a nerf to Time Warp. This is such a terribly anti micro ability, and it would have been much more fun if we have kept maps like Heavy Rain and at the same time reduces the amount of anti-micro abilities in the game.


I agree. I've been wanting TW to be an upgrade for a long time. It's too powerful a spell for MSC to have straight off the bat.

Also, I like maps where certain strategies are favoured. The last thing I want are just "safe" and "standard" maps.
KT best KT ~ 2014
Superbanana
Profile Joined May 2014
2369 Posts
May 26 2014 07:10 GMT
#147
On May 26 2014 07:33 Survivor61316 wrote:

Terran was not strong in the early game before, and that's why zergs were able to macro so easily and build up those ridiculous muta flocks. Terran needed a way to keep zergs honest in the early game and check their greed, which the threat of a quick hellbat timing will do. And this does have a direct impact on the mid/late game because it will allow Terran to enter the later stages of the game on a more equal footing with Zerg. It also allows the threat of late game hellion runbys turning into hellbat building kill squads, which also helps to give Terran a threat of map control.

I'm a Zerg btw..


Indeed, forcing zerg to be less greedy early on does affect mid-late game. But, as i said, i think terran is weak on current map pool. In other seasons we would always see a terran putting some hard pressure on zerg fourth and harassing with drops. This is out of the meta mostly because the maps do not favour this play. Now in a balaced map (or terran favoured map) the early game buff may prove to be too much. But i think its going to be ok in the end.
Maybe we will see more defensive roaches or blind roach warren.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
SeriousLus
Profile Joined July 2012
169 Posts
May 26 2014 10:36 GMT
#148
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )
cheekymonkey
Profile Joined January 2014
France1387 Posts
May 26 2014 10:47 GMT
#149
On May 26 2014 19:36 SeriousLus wrote:
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )


What drivel... It's pretty clear you don't play this game at all.
Phaenoman
Profile Joined February 2013
568 Posts
May 26 2014 10:57 GMT
#150
On May 26 2014 19:36 SeriousLus wrote:
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )


When i was reading ur post, BL-Infestor era came into my mind. I wonder why... :D
Random is hard work dude...
drkcid
Profile Joined October 2012
Spain196 Posts
May 26 2014 11:43 GMT
#151
I´m still thinking that SC2 needs more balance changes to be more funny to play/watch (more diversity and less "never-used" units) but I like this patch specially the Z part, when I read about their concerns of ZvZ I was specting some change to the viper like "abducts works against everything but shielded units and mech units only on fridays" but giving Frenzied to BL makes sense and it´s clean
Just for fun
Mojito99
Profile Joined October 2013
Germany154 Posts
May 26 2014 11:55 GMT
#152
this is excellent: also High Templars are on strike every other day and medivacs have a no fly zone on maps monday through thursday.
MajorBiscuit
Profile Joined April 2010
83 Posts
May 26 2014 12:44 GMT
#153
On May 26 2014 20:55 Mojito99 wrote:
this is excellent: also High Templars are on strike every other day and medivacs have a no fly zone on maps monday through thursday.


This will also add a certain amount of luck into the game which according to the "The future of RTS games" threads is what is needed to revitalise the genre .
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 26 2014 12:59 GMT
#154
Really dislike the changes, but the zerg changes do the trick in a pretty ugly fashion though. And I guess others had different experiences on the test maps for the hellbat part, I pretty much could do the exact same thing, why servos were added in the first place (but way to expensive). On the plus side the Terran part is a balance reversal. Meaning that things they touched once doesn't seem to be irreversible anymore. And yes I still remember the Bunker.
They could have made the servos to remove the transformation from the game though, just to bring it back when Terran gets to weak. That would explain the high cost of the upgrade.
ZenithM
Profile Joined February 2011
France15952 Posts
May 26 2014 13:31 GMT
#155
On May 26 2014 20:55 Mojito99 wrote:
this is excellent: also High Templars are on strike every other day and medivacs have a no fly zone on maps monday through thursday.

Haha :D While I agree that they are becoming a bit too matchup specific on the balance changes, if it makes for a better game, I think it's fine.
royalroadweed
Profile Joined April 2013
United States8301 Posts
May 26 2014 14:03 GMT
#156
On May 26 2014 19:36 SeriousLus wrote:
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )

How would you know? Its pretty clear from your post that you've neither watched nor played this game.
"Nerfing Toss can just make them stronger"
cythaze
Profile Joined June 2011
830 Posts
May 26 2014 15:02 GMT
#157
mhhhm. i am feeling a big comeback of 2 base scv pulls in tvp.

chargelot/storm openings was what got that out of fashion and now that you can maybe open hellion centric and have 8-10 hellbats to tank with a marauder heavy force + some splits you can live through those 3-4 storms, tank the zealots and just roflstomp over a not properly defended protoss
Rowrin
Profile Joined September 2011
United States280 Posts
May 26 2014 19:01 GMT
#158
On May 26 2014 19:36 SeriousLus wrote:
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )


Um what game are you playing?

They didnt change shit in WoL, when Terrans were "a tad too strong"

Besides nerfing terran every month for the first 6 months? All the while buffing every other race?

now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.

So this game has been out for 14 months dude. 14. and all terran has gotten, which occurred in the first 3-4 months have been nerfs, and a placebo tank buff. The remainder of that 10-11 months terran have been getting crushed.

It honestly sounds like you've never played a single game of starcraft let alone have watched it.
dutchfriese
Profile Joined November 2012
2554 Posts
May 26 2014 19:40 GMT
#159
great change IMO
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2014-05-27 03:06:57
May 27 2014 03:06 GMT
#160
On May 27 2014 04:01 Rowrin wrote:
Show nested quote +
On May 26 2014 19:36 SeriousLus wrote:
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )


Um what game are you playing?

Show nested quote +
They didnt change shit in WoL, when Terrans were "a tad too strong"

Besides nerfing terran every month for the first 6 months? All the while buffing every other race?

Show nested quote +
now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.

So this game has been out for 14 months dude. 14. and all terran has gotten, which occurred in the first 3-4 months have been nerfs, and a placebo tank buff. The remainder of that 10-11 months terran have been getting crushed.

It honestly sounds like you've never played a single game of starcraft let alone have watched it.


Widow mine buff vs. shields was huge.

Terran was also dominating the beginning of HOTS so...
samurai80
Profile Joined November 2011
Japan4225 Posts
May 27 2014 06:03 GMT
#161
Sad zealots incoming :`(
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
May 27 2014 06:13 GMT
#162
It amuses me greatly that some diamond zergs haven't got the message yet that making a few more zerglings does not, in fact, stop a hellbat push
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
May 27 2014 06:16 GMT
#163
On May 27 2014 12:06 FabledIntegral wrote:
Show nested quote +
On May 27 2014 04:01 Rowrin wrote:
On May 26 2014 19:36 SeriousLus wrote:
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )


Um what game are you playing?

They didnt change shit in WoL, when Terrans were "a tad too strong"

Besides nerfing terran every month for the first 6 months? All the while buffing every other race?

now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.

So this game has been out for 14 months dude. 14. and all terran has gotten, which occurred in the first 3-4 months have been nerfs, and a placebo tank buff. The remainder of that 10-11 months terran have been getting crushed.

It honestly sounds like you've never played a single game of starcraft let alone have watched it.


Widow mine buff vs. shields was huge.

Terran was also dominating the beginning of HOTS so...


Code S 2013 s1.

Ro32, 7 Protoss, 11 Terran, 14 Zerg.

Ro16, 3 Protoss, 6 Terran, 7 Zerg.

Ro8, 2 Protoss, 2 Terran, 4 Zerg.

Ro4, 1 Protoss, 1 Terran, 2 Zerg.

Ro2, 1 Terran, 1 Zerg. Zerg won.

If that's "Terran domination," I'm not sure the English language is ready for what the Protoss and Zerg did to Terrans in all three subsequent seasons.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Big J
Profile Joined March 2011
Austria16289 Posts
May 27 2014 06:26 GMT
#164
On May 27 2014 15:16 pure.Wasted wrote:
Show nested quote +
On May 27 2014 12:06 FabledIntegral wrote:
On May 27 2014 04:01 Rowrin wrote:
On May 26 2014 19:36 SeriousLus wrote:
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )


Um what game are you playing?

They didnt change shit in WoL, when Terrans were "a tad too strong"

Besides nerfing terran every month for the first 6 months? All the while buffing every other race?

now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.

So this game has been out for 14 months dude. 14. and all terran has gotten, which occurred in the first 3-4 months have been nerfs, and a placebo tank buff. The remainder of that 10-11 months terran have been getting crushed.

It honestly sounds like you've never played a single game of starcraft let alone have watched it.


Widow mine buff vs. shields was huge.

Terran was also dominating the beginning of HOTS so...


Code S 2013 s1.

Ro32, 7 Protoss, 11 Terran, 14 Zerg.

Ro16, 3 Protoss, 6 Terran, 7 Zerg.

Ro8, 2 Protoss, 2 Terran, 4 Zerg.

Ro4, 1 Protoss, 1 Terran, 2 Zerg.

Ro2, 1 Terran, 1 Zerg. Zerg won.

If that's "Terran domination," I'm not sure the English language is ready for what the Protoss and Zerg did to Terrans in all three subsequent seasons.


Technically it was Code S Season 2 of 2013, WCS Season 1.
Code S Season 1 of 2013 was still WoL.

Also WCS Season 2 was actually quite better for Terran than Season 1:
P: 10 T:8 Z:14
P:4 T: 7 Z:5
P:2 T:4 Z:2
P:1 T:3
P:1 T:1
Winner: Maru

That on its own (pretty much the distribution that Zerg had at the end of WoL) in only one tournament doesn't mean shit.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2014-05-27 06:43:23
May 27 2014 06:42 GMT
#165
On May 27 2014 15:26 Big J wrote:
Show nested quote +
On May 27 2014 15:16 pure.Wasted wrote:
On May 27 2014 12:06 FabledIntegral wrote:
On May 27 2014 04:01 Rowrin wrote:
On May 26 2014 19:36 SeriousLus wrote:
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )


Um what game are you playing?

They didnt change shit in WoL, when Terrans were "a tad too strong"

Besides nerfing terran every month for the first 6 months? All the while buffing every other race?

now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.

So this game has been out for 14 months dude. 14. and all terran has gotten, which occurred in the first 3-4 months have been nerfs, and a placebo tank buff. The remainder of that 10-11 months terran have been getting crushed.

It honestly sounds like you've never played a single game of starcraft let alone have watched it.


Widow mine buff vs. shields was huge.

Terran was also dominating the beginning of HOTS so...


Code S 2013 s1.

Ro32, 7 Protoss, 11 Terran, 14 Zerg.

Ro16, 3 Protoss, 6 Terran, 7 Zerg.

Ro8, 2 Protoss, 2 Terran, 4 Zerg.

Ro4, 1 Protoss, 1 Terran, 2 Zerg.

Ro2, 1 Terran, 1 Zerg. Zerg won.

If that's "Terran domination," I'm not sure the English language is ready for what the Protoss and Zerg did to Terrans in all three subsequent seasons.


Technically it was Code S Season 2 of 2013, WCS Season 1.
Code S Season 1 of 2013 was still WoL.

Also WCS Season 2 was actually quite better for Terran than Season 1:
P: 10 T:8 Z:14
P:4 T: 7 Z:5
P:2 T:4 Z:2
P:1 T:3
P:1 T:1
Winner: Maru

That on its own (pretty much the distribution that Zerg had at the end of WoL) in only one tournament doesn't mean shit.


Sorry, you're right, I still get a little confused between the denominations. Especially GSL/OSL throws me off.

The point is, Zerg has dominated every single Code S throughout HOTS, and while Terran did marginally better than Protoss in the first two Code S of HOTS, they've done increasingly worse with every subsequent one. Terran hasn't dominated anything anywhere ever since like 2012.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Big J
Profile Joined March 2011
Austria16289 Posts
May 27 2014 07:12 GMT
#166
On May 27 2014 15:42 pure.Wasted wrote:
Show nested quote +
On May 27 2014 15:26 Big J wrote:
On May 27 2014 15:16 pure.Wasted wrote:
On May 27 2014 12:06 FabledIntegral wrote:
On May 27 2014 04:01 Rowrin wrote:
On May 26 2014 19:36 SeriousLus wrote:
what a retarded change... as to be expected from Blizzard...
They didnt change shit in WoL, when Terrans were "a tad too strong" but now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.
one of the many reasons this game is such a FAIL to play (not to watch )


Um what game are you playing?

They didnt change shit in WoL, when Terrans were "a tad too strong"

Besides nerfing terran every month for the first 6 months? All the while buffing every other race?

now that Terrans are too dumb to play this game accordingly they patch the shit outta this withing a few months.

So this game has been out for 14 months dude. 14. and all terran has gotten, which occurred in the first 3-4 months have been nerfs, and a placebo tank buff. The remainder of that 10-11 months terran have been getting crushed.

It honestly sounds like you've never played a single game of starcraft let alone have watched it.


Widow mine buff vs. shields was huge.

Terran was also dominating the beginning of HOTS so...


Code S 2013 s1.

Ro32, 7 Protoss, 11 Terran, 14 Zerg.

Ro16, 3 Protoss, 6 Terran, 7 Zerg.

Ro8, 2 Protoss, 2 Terran, 4 Zerg.

Ro4, 1 Protoss, 1 Terran, 2 Zerg.

Ro2, 1 Terran, 1 Zerg. Zerg won.

If that's "Terran domination," I'm not sure the English language is ready for what the Protoss and Zerg did to Terrans in all three subsequent seasons.


Technically it was Code S Season 2 of 2013, WCS Season 1.
Code S Season 1 of 2013 was still WoL.

Also WCS Season 2 was actually quite better for Terran than Season 1:
P: 10 T:8 Z:14
P:4 T: 7 Z:5
P:2 T:4 Z:2
P:1 T:3
P:1 T:1
Winner: Maru

That on its own (pretty much the distribution that Zerg had at the end of WoL) in only one tournament doesn't mean shit.


Sorry, you're right, I still get a little confused between the denominations. Especially GSL/OSL throws me off.

The point is, Zerg has dominated every single Code S throughout HOTS, and while Terran did marginally better than Protoss in the first two Code S of HOTS, they've done increasingly worse with every subsequent one. Terran hasn't dominated anything anywhere ever since like 2012.


Come one, you either can say that Zerg has dominated all Code S (and stretch that word a lot with Z winning 1 out of 3 Code S in HotS) and then also need to admit that Terran made the first 4 consecutive Korean finals of HotS and won all of them apart from WCS S1 (WCS S1 Globals, WCS S2, WCS S2 Globals) and looked pretty dominating at that time. (also took 4/6 foreign WCS finals; Polt and Taeja had 5 Premier tournament wins each in 2013 which was far more than any P or Z achieved)
Or you can say that neither of those two races has been dominating, since Terran did clearly better in 2013 (especially in the first half year after HotS came out) and you dismiss that one as "no domination".
einduden
Profile Joined May 2014
Germany13 Posts
May 27 2014 09:16 GMT
#167
Another Zerg giving his 2 cents

I think the Patch 4 BL´s is not a ZvZ Buff, it is an "Anti-Stephano-Buff" :p, because he just overdid it with the SH.
Actually i don´t like SH´s either, but it is the only way do deal with Toss Lategamedeathballs or Mech.
I´d like to see them replaced by an Antiairunit, or completely redesigned.

The Hellbatbuff i think might be a bit too much 4 the TvZ earlygame, because i see tons of Hellbat Marauder Medivac timings incoming, that are quite hard to defend with Z T1 Units, because the Hardcounter 4 Lings is Hellbats, the Hardcounter 4 Roaches is Marauders.
Also is the Hellbat a bit too strong imo 4 a Untis that only costs Minerals. How about doing the Buff, but also changing the Cost of Hellions/Hellbats to 75/25 Like Roaches. T´s don´t need their Gas anyway or am I wrong there?

Last but not least: The Mappool
I really don´t think that the Mappool is the Problem in TvZ. It is just that we Zergs had to learn how to Play on small maps with a lot of chokepoints and ramps (Best example is Whirlwind or Heavy Rain) and now the T´s and P´s from this World have to learn how to play on Maps that have wide open space. I see no imbalance there.

Greetz
SC2Labs
Profile Joined January 2014
Ireland6 Posts
May 27 2014 23:52 GMT
#168
Although I do not play ZvZ myself, that game between at Lone Star Clash really showed in one swipe why there is need for an alternate Swarmhost approach.

As said on the Battle.net Forums, there are no plans to redesign this unit as a whole since its impact on the gameplay would be too severe. I really agree with this point but contradictory I really do not like the unit, not due to the fact that it is a good counter to Terran Mech but since its design very often seems to stretch games.

That is of course my sole (Terran) believe:-(
ETisME
Profile Blog Joined April 2011
12387 Posts
May 28 2014 00:06 GMT
#169
I find swarmhost vs mech can be really fun to watch, especially the newer mech games that we watch.
Swarmhost and muta style with viper grab is pretty awesome
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
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