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Terran Buffs - Balance Testing Soon - July 1 - Page 10

Forum Index > SC2 General
1211 CommentsPost a Reply
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SlammerSC2
Profile Joined April 2013
77 Posts
July 01 2014 18:25 GMT
#181
Still no Oracle nerf ...
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
July 01 2014 18:25 GMT
#182
On July 02 2014 02:55 Tenks wrote:
Show nested quote +
On July 02 2014 02:54 Ctone23 wrote:
On July 02 2014 02:53 Tenks wrote:
On July 02 2014 02:49 darkscream wrote:
silly davie

what terran needs is a reason to get to late game, not more stuff to end it before late game

what if BCs or ghosts were like, useful in all 3 matchups always, kinda like templar, vipers, broodlords, archons, etc are



And what is that reason without making 1base Terran broken?



How does improving late game units make 1base Terran broken?


Because Terran is the only race who can reasonably get to tier3 off 1base...


To quote your signature, "Wat"?

First, stop thinking that all three races work off a tier system. This ain't WC3.

Now I'm assuming you mean BCs and Thors off 1 base will be too strong if they buff those units - that's why you scale the buff accordingly. Or buff by adding upgrades that will naturally slow down 1 base attack.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
July 01 2014 18:25 GMT
#183
On July 02 2014 03:24 Terence Chill wrote:
Show nested quote +
On July 02 2014 03:09 SC2Toastie wrote:
Posted this. Opinions?
+ Show Spoiler +
Dear Blizzard, Dayvie,

First and foremost, I want to compliment you on the calm responses you are offering. The community is starting to get frustrated and angry, complaining and not being constructive. Everybody should have more respect for what you are doing behind the scenes. Thanks for that.

As for changes you are offering, I'm going to offer my point of view. I'll offer my opinion on what direction you should go with balance, to get -what I personally think- a better game in the end. I'll be as clear and nuanced as I can, so please hear me out.

Your current plans involve the Medivac and the Widow Mine. Let me first explain why I don't like those options.

Medivac
Whilst the medivac harass has lost a great deal of it's power, the way to strenghten the medivac again does not have to involve buffing the medivac per se. I'll go deeper into that with my own solutions.
You have to be very careful with the medivac.
The speedboost speed gives lower time to react, and while that is a good distinguisher in skill between the professional and the amateur level, you shouldn't go overboard. Medivacs are pretty mobile and this short burst in speed is giving a very subtle choice to the Terran. If you make it too long, Medivacs become too mobile and force heavier turtling from Protoss and Zerg.
Increasing the unload speed, whilst a very interesting option indeed, frightens me even more. Firstly, Hellbat/Hellion drops would get more lethal instantly, because the units drop fast, thus closer, which makes their splashes overlap. Secondly because the bio dump strategies, involving 4 medivacs to dump so many units on (usually stalkers) defending forces that you overwhelm them. This might encourage the doomdrops more, which is something we shouldn't want in the game. Doomdrops ignore the contest for power between both players by going for a coinflip, either you win, or you lose. There's no interesting dynamic going on there.

Widow Mines
While reverting the mine buff might be better for the statistics of the game, Widow Mines are not a good unit to promote a mass of. This is because Widow Mines are hardly micro-able. They are very set and forget and very unreliable in their damage. They might blow up on 20 banelings, but they might just as well kill 30 marines. This is usually determined by luck more than player skill, and while both players can influence the blasts, in large engagements, it's simply too hard.

The current 'problems' I would target
The biggest general problem Terran seems to have in the current metagame is that Terran is forced into and extended midgame. A lot of the current problems in the game come from this, in my opinion.
When the game gets on three stable bases, Protoss will add a second AOE to their army, they will add extra gateways, a Dark Shrine, an extra Robo, and eventually will make a Tempest Transition. Zerg can add Ultralisk and Infestors or even go to the skies and challenge Terran over there. Terran, meanwhile, is stuck making more marines, more marauders, more medivacs and some support units whose sole purpose is to soften the hardcounter of the immense Tech advantage P and Z can get.
Terran does not have a lategame transition. Verse Protoss, you can add more Ghost and Vikings, but eventually, Tempest outclass you. Verses Zerg, you'll get stuck making MMM, you'll get overrun and you die.

There's multiple problems coming with this, the biggest one to notice is that both Protoss and Zerg are encouraged to draw out the game and turtle. Why wouldn't they? The longer they wait, the better their army becomes, and if they use their defenders advantage well enough, they'll pretty much be given the game. Whilst the Protoss and Zerg armies become much more powerful with time/tech, the Terran army starts to lag behind and becomes too weak to compete.

The fix?
Terran needs to be more dangerous in the lategame. How to accomplish this? I'll try to offer some options, but I won't claim those are the solution.

What happens if Terran becomes more threatening in the lategame? Protoss and Zerg will be forced to take initiative, scout actively and go on the offense before their tech advantage kicks in. If Terran can build a sufficiently powerful army that can secure bases beyond the fourth and use the gas that gets banked up, Protoss and Zerg won't be as comfortable turtling. This is where the medivac 'buff' comes in. By forcing Protoss and Zerg to take initiative, to take the map and to go on the offense, you open up their bases to Medivac harassment, which will now be more effective because the main army is not right there.

How?
There's a good couple of ways to go with this. Terran has a lot of units/options with relatively untapped potential. I will try to come up with a couple of good options to choose from.
---Ghosts
The Ghost is in a good place in TvP. In TvZ, however, it is useless. Ever since the (IMO overboard) snipe nerf, there's no use for the Ghost in the matchup with Zerg, because it has nothing to do. While I am personally fine with the Ghost not being too useful in this matchup, some people have outed words on partially reverting the snipe buff, making Snipe an ability with for example 50 damage (35 vs Massive).
---Banshees
Banshees are a very niche unit. Their only use is early game harassment with the Cloak spell. This makes the Banshee the first candidate for an increase in utility heading into the lategame. Some things I came up with:
A. A fusion core upgrade (or techlab upgrade unlocked by fusion core) that gives the Banshee a new kind of plating, offering it spell immunity or increased health. Making Banshees less vulnerable to Psionic Storm, Feedback, Fungal Growth, and other AOE respectively Static Defense and allowing them to participate as part of the army that also has a map control role (kinda like 2/3 Oracles can do for Protoss).
B. A secondary Weaponry mode (akin to the Thor) that does not overkill en masse (one of the bigger reasons Banshees can't work in an army, their projectiles travel too long) that is less vulnerable to heavy armor (Like Ultralisks). This makes banshees more powerful within an army.
---Ravens
This is careful area, because the raven - Swarm Host dynamic in TvZ is something to be very leary off. Ravens are useless in TvP, pretty much solely because of Feedback, If anything could be changed in that department, that would be great for Terran. I don't see any buff of the Raven against Zerg as warranted.
---Vikings
Vikings are excellently designed units in their Anti Air role, combined with turrets, marines and thors, their range offers excellent zoning abilities.
I would like to see the vikings more useful on the ground. This can happen by taking one or combining some of the following: better armor on the ground, lose the Armored tag on the ground, Faster transformation, Higher damage, (for Mech TvP, higher attack speed, lower damage/shot, remove armored tag - effective vs Immortals).
---Thors
The Thor is too immobile, too clunky, takes too long to engage a target, is bad in it's anti Air role and very terrible against lower tier units. All in all, the Thor is probably a poor, expensive, resilient version of the marine. It can do anything, but it's pretty bad at what it can do. The Thor lacks a purpose in the Terran arsenal and that is something we should aim to fix.
What do we want the Thor to become? I have no idea. There is potential here, but for now, the Thors biggest flaw is having no defined role.
---Battlecruisers
Seriously. The most unscary unit in the game. Battlecruisers suck. Bigtime. They are expensive, slow to build, require expensive infrastructure, two upgrades to be fully operational, very slow moving, and very, very easy to counter. Abduct, Neural (lol), Corruptors, Feedback, Void rays, Tempest, Stalkers, Psionic Storm, Archons are all very strong against Battlecruisers.
BCs are soo easy to hardcounter, and the time you spend from starting the fusion core and additional startports until the time they arrive at the Protoss base is actually enough from Protoss to have build sufficient infrastructure and Tempest to 1shot said 400/300 units.
The battlecruisers needs to be A LOT stronger in what it does best. Taking and winning a head on engagement
Firstly, some neutralizer to Abduct and Tempest. These two alone are enough to make Battlecruisers a terrible decision in any game. Abduct could be worked around with by allowing Ghost into the TvZ lategame, but Tempest would require a change in some way. The difference in range between BC, Viking and Tempest is too big to play a zoning game with.
Secondly, Battlecruisers should be able to move while firing. Seriously. Look at it. It's a giant capital ship with individually moving cannons attached to it. Why can't it fly and shoot at the same time!?
---Siege Tanks
Siege Tanks lack their scary power they once had. When I think of the Siege Tank, I think of a very powerful area control unit. You'd have to be really damn sure when you move into siege tank range, because they'll do hefty damage.
This is however not the case. Siege Tank damage is horrific. I'd prefer much higher damage and Aoe in trade of a higher attack cooldown. Make those shells hurt!

These were some of the of the possible suggestions I had that would allow Terran to transition into the lategame. Apply a couple of these suggestions with care, and we might end up with a much more dynamic game!
Keep in mind the balance of Mech in TvZ, because turtlemech on certain maps is nigh impossible to break! Also remember that enabling the Factory/Starport lanes viable tech transitions gives a massive influx in the amount of different strategies Terran can employ come the midgame. This will, IMO, make the game more diverse and strategical!


Best of luck!



i am worried their heads will explode when they read this

Is that positive or negative ^_^?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
July 01 2014 18:26 GMT
#184
On July 02 2014 03:25 SlammerSC2 wrote:
Still no Oracle nerf ...

Who has been complaining about oracles these days?
Waise
Profile Joined June 2013
3165 Posts
July 01 2014 18:26 GMT
#185
On July 02 2014 03:25 plogamer wrote:
Show nested quote +
On July 02 2014 02:55 Tenks wrote:
On July 02 2014 02:54 Ctone23 wrote:
On July 02 2014 02:53 Tenks wrote:
On July 02 2014 02:49 darkscream wrote:
silly davie

what terran needs is a reason to get to late game, not more stuff to end it before late game

what if BCs or ghosts were like, useful in all 3 matchups always, kinda like templar, vipers, broodlords, archons, etc are



And what is that reason without making 1base Terran broken?



How does improving late game units make 1base Terran broken?


Because Terran is the only race who can reasonably get to tier3 off 1base...


To quote your signature, "Wat"?

First, stop thinking that all three races work off a tier system. This ain't WC3.

Now I'm assuming you mean BCs and Thors off 1 base will be too strong if they buff those units - that's why you scale the buff accordingly. Or buff by adding upgrades that will naturally slow down 1 base attack.

i think "wat?" is all the words you need to reply to someone saying that we are in danger of terran doing 1base thor/bc allins
forsooth
Profile Joined February 2011
United States3648 Posts
July 01 2014 18:27 GMT
#186
On July 02 2014 03:16 Pontius Pirate wrote:
Show nested quote +
On July 02 2014 03:14 Razac wrote:
I want ghosts to be usable more again. Maybe a less OP version of the old snipe? And then also I want to be able to use tanks instead of gamble mines.

Simply disabling snipe on massive units would probably be sufficient. Tanks might need some more thorough changes to the game itself to be as good as people want them to be, but allowing a medivac to instantly unsiege a tank and pick it up would be a good start to their survivability in high level games.

Disabling snipe on massive units is like disabling abduct on massive units; it defeats the primary purpose of the ability. It doesn't make any difference though, the only unit it would make a difference against is ultras since nobody makes brood lords anymore. Blizzard might want to experiment with giving EMP its old radius back though, see if it makes a difference in TvP.
Topin
Profile Blog Joined December 2010
Peru10103 Posts
July 01 2014 18:28 GMT
#187
i came here so excited... now im meh
i would define my style between a mix of ByuN, Maru and MKP
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
July 01 2014 18:29 GMT
#188
u could u know dabble in the cattlebruiser? how bout the siege tank? why not the ghost? ooh how bout the banshee?
No? Ok.........
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Ctone23
Profile Blog Joined December 2012
United States1839 Posts
Last Edited: 2014-07-01 18:30:49
July 01 2014 18:29 GMT
#189
SC2Toastie I liked your post to Davie but fear he will TL;DR it

I liked the BC thought, that sounds like a LoTV change.

The thor...what to do there... no ideas from me either, except maybe increase the cost while increasing the movement speed. 300/225 sounds like a starting point.
TL+ Member
Tobblish
Profile Joined August 2011
Sweden6404 Posts
July 01 2014 18:29 GMT
#190
Yeah I don't have any hopes for LotV when Blizzard propose changes like these..
Why don't they just leave the MP aspect of the game for people that know whats good for eSports and competitive play?
The curse is real
Varroth
Profile Joined April 2014
Sweden471 Posts
July 01 2014 18:30 GMT
#191
Buff mech. nuff said. Mech gets ''rekt'' most of the time in TvZ and in TvP it's simply not viable at all.
Top10 favorite players: 1. Jaedong 2. Naniwa 3. Maru 4. ThorZaIN 5. Taeja 6. HerO 7. MC 8. Hyun 9. Soulkey 10. herO
SinO[Ob]
Profile Joined October 2010
France897 Posts
Last Edited: 2014-07-01 18:34:32
July 01 2014 18:31 GMT
#192
Medivacs are just fine I think. And widow mine why not, could be usefull. The underused unit for me is ghost. Late game TvP Is so hard to manage as T. I would love to see a EMP or Snipe, or even a speed buff when they are invisible.
Just make it less harder to micro in huge fights. A terran alrdy have to split,stim, focus with viking or ghosts, care about medivacs not being sniped. Its a bit harder to micro compare to protoss IMO.
TvZ seems pretty good to me, just the maps making it a bit easier for Z on late game.
Stephano and Clem enjoyer
Tobblish
Profile Joined August 2011
Sweden6404 Posts
July 01 2014 18:32 GMT
#193
On July 02 2014 03:09 SC2Toastie wrote:
Posted this. Opinions?
+ Show Spoiler +
Dear Blizzard, Dayvie,

First and foremost, I want to compliment you on the calm responses you are offering. The community is starting to get frustrated and angry, complaining and not being constructive. Everybody should have more respect for what you are doing behind the scenes. Thanks for that.

As for changes you are offering, I'm going to offer my point of view. I'll offer my opinion on what direction you should go with balance, to get -what I personally think- a better game in the end. I'll be as clear and nuanced as I can, so please hear me out.

Your current plans involve the Medivac and the Widow Mine. Let me first explain why I don't like those options.

Medivac
Whilst the medivac harass has lost a great deal of it's power, the way to strenghten the medivac again does not have to involve buffing the medivac per se. I'll go deeper into that with my own solutions.
You have to be very careful with the medivac.
The speedboost speed gives lower time to react, and while that is a good distinguisher in skill between the professional and the amateur level, you shouldn't go overboard. Medivacs are pretty mobile and this short burst in speed is giving a very subtle choice to the Terran. If you make it too long, Medivacs become too mobile and force heavier turtling from Protoss and Zerg.
Increasing the unload speed, whilst a very interesting option indeed, frightens me even more. Firstly, Hellbat/Hellion drops would get more lethal instantly, because the units drop fast, thus closer, which makes their splashes overlap. Secondly because the bio dump strategies, involving 4 medivacs to dump so many units on (usually stalkers) defending forces that you overwhelm them. This might encourage the doomdrops more, which is something we shouldn't want in the game. Doomdrops ignore the contest for power between both players by going for a coinflip, either you win, or you lose. There's no interesting dynamic going on there.

Widow Mines
While reverting the mine buff might be better for the statistics of the game, Widow Mines are not a good unit to promote a mass of. This is because Widow Mines are hardly micro-able. They are very set and forget and very unreliable in their damage. They might blow up on 20 banelings, but they might just as well kill 30 marines. This is usually determined by luck more than player skill, and while both players can influence the blasts, in large engagements, it's simply too hard.

The current 'problems' I would target
The biggest general problem Terran seems to have in the current metagame is that Terran is forced into and extended midgame. A lot of the current problems in the game come from this, in my opinion.
When the game gets on three stable bases, Protoss will add a second AOE to their army, they will add extra gateways, a Dark Shrine, an extra Robo, and eventually will make a Tempest Transition. Zerg can add Ultralisk and Infestors or even go to the skies and challenge Terran over there. Terran, meanwhile, is stuck making more marines, more marauders, more medivacs and some support units whose sole purpose is to soften the hardcounter of the immense Tech advantage P and Z can get.
Terran does not have a lategame transition. Verse Protoss, you can add more Ghost and Vikings, but eventually, Tempest outclass you. Verses Zerg, you'll get stuck making MMM, you'll get overrun and you die.

There's multiple problems coming with this, the biggest one to notice is that both Protoss and Zerg are encouraged to draw out the game and turtle. Why wouldn't they? The longer they wait, the better their army becomes, and if they use their defenders advantage well enough, they'll pretty much be given the game. Whilst the Protoss and Zerg armies become much more powerful with time/tech, the Terran army starts to lag behind and becomes too weak to compete.

The fix?
Terran needs to be more dangerous in the lategame. How to accomplish this? I'll try to offer some options, but I won't claim those are the solution.

What happens if Terran becomes more threatening in the lategame? Protoss and Zerg will be forced to take initiative, scout actively and go on the offense before their tech advantage kicks in. If Terran can build a sufficiently powerful army that can secure bases beyond the fourth and use the gas that gets banked up, Protoss and Zerg won't be as comfortable turtling. This is where the medivac 'buff' comes in. By forcing Protoss and Zerg to take initiative, to take the map and to go on the offense, you open up their bases to Medivac harassment, which will now be more effective because the main army is not right there.

How?
There's a good couple of ways to go with this. Terran has a lot of units/options with relatively untapped potential. I will try to come up with a couple of good options to choose from.
---Ghosts
The Ghost is in a good place in TvP. In TvZ, however, it is useless. Ever since the (IMO overboard) snipe nerf, there's no use for the Ghost in the matchup with Zerg, because it has nothing to do. While I am personally fine with the Ghost not being too useful in this matchup, some people have outed words on partially reverting the snipe buff, making Snipe an ability with for example 50 damage (35 vs Massive).
---Banshees
Banshees are a very niche unit. Their only use is early game harassment with the Cloak spell. This makes the Banshee the first candidate for an increase in utility heading into the lategame. Some things I came up with:
A. A fusion core upgrade (or techlab upgrade unlocked by fusion core) that gives the Banshee a new kind of plating, offering it spell immunity or increased health. Making Banshees less vulnerable to Psionic Storm, Feedback, Fungal Growth, and other AOE respectively Static Defense and allowing them to participate as part of the army that also has a map control role (kinda like 2/3 Oracles can do for Protoss).
B. A secondary Weaponry mode (akin to the Thor) that does not overkill en masse (one of the bigger reasons Banshees can't work in an army, their projectiles travel too long) that is less vulnerable to heavy armor (Like Ultralisks). This makes banshees more powerful within an army.
---Ravens
This is careful area, because the raven - Swarm Host dynamic in TvZ is something to be very leary off. Ravens are useless in TvP, pretty much solely because of Feedback, If anything could be changed in that department, that would be great for Terran. I don't see any buff of the Raven against Zerg as warranted.
---Vikings
Vikings are excellently designed units in their Anti Air role, combined with turrets, marines and thors, their range offers excellent zoning abilities.
I would like to see the vikings more useful on the ground. This can happen by taking one or combining some of the following: better armor on the ground, lose the Armored tag on the ground, Faster transformation, Higher damage, (for Mech TvP, higher attack speed, lower damage/shot, remove armored tag - effective vs Immortals).
---Thors
The Thor is too immobile, too clunky, takes too long to engage a target, is bad in it's anti Air role and very terrible against lower tier units. All in all, the Thor is probably a poor, expensive, resilient version of the marine. It can do anything, but it's pretty bad at what it can do. The Thor lacks a purpose in the Terran arsenal and that is something we should aim to fix.
What do we want the Thor to become? I have no idea. There is potential here, but for now, the Thors biggest flaw is having no defined role.
---Battlecruisers
Seriously. The most unscary unit in the game. Battlecruisers suck. Bigtime. They are expensive, slow to build, require expensive infrastructure, two upgrades to be fully operational, very slow moving, and very, very easy to counter. Abduct, Neural (lol), Corruptors, Feedback, Void rays, Tempest, Stalkers, Psionic Storm, Archons are all very strong against Battlecruisers.
BCs are soo easy to hardcounter, and the time you spend from starting the fusion core and additional startports until the time they arrive at the Protoss base is actually enough from Protoss to have build sufficient infrastructure and Tempest to 1shot said 400/300 units.
The battlecruisers needs to be A LOT stronger in what it does best. Taking and winning a head on engagement
Firstly, some neutralizer to Abduct and Tempest. These two alone are enough to make Battlecruisers a terrible decision in any game. Abduct could be worked around with by allowing Ghost into the TvZ lategame, but Tempest would require a change in some way. The difference in range between BC, Viking and Tempest is too big to play a zoning game with.
Secondly, Battlecruisers should be able to move while firing. Seriously. Look at it. It's a giant capital ship with individually moving cannons attached to it. Why can't it fly and shoot at the same time!?
---Siege Tanks
Siege Tanks lack their scary power they once had. When I think of the Siege Tank, I think of a very powerful area control unit. You'd have to be really damn sure when you move into siege tank range, because they'll do hefty damage.
This is however not the case. Siege Tank damage is horrific. I'd prefer much higher damage and Aoe in trade of a higher attack cooldown. Make those shells hurt!

These were some of the of the possible suggestions I had that would allow Terran to transition into the lategame. Apply a couple of these suggestions with care, and we might end up with a much more dynamic game!
Keep in mind the balance of Mech in TvZ, because turtlemech on certain maps is nigh impossible to break! Also remember that enabling the Factory/Starport lanes viable tech transitions gives a massive influx in the amount of different strategies Terran can employ come the midgame. This will, IMO, make the game more diverse and strategical!


Best of luck!



If only the team was interested enough to read and understand the proposed changes you make.
SC2 would be wonderful.
The curse is real
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
July 01 2014 18:33 GMT
#194
This is the reason I basically stopped watching and playing the game for the most part. It is just too frustrating. Blizzard wants to keep terran a gimmicky race that must do harassment/damage just to keep up.

There is basically 6-7 protoss players that are capable of winning a tournament, 4-5 zergs and only 1 terran. Last time a terran who is not named TaeJa won a tournament was 8-9 months ago. With such design (if harassment is balanced and not too strong - early Hots hellbat drops), terran will always underperform on top level.

I would like to see some late game economy/production improvements for terran as well as better scouting tools. So basically, improve the basics that will allow terran players to be even when not harassing, not behind.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
July 01 2014 18:36 GMT
#195
Increasing the mine explosion radius might actually be worse for Terran because of friendly fire. It will mean the bio force will have to stand ever further away from the mines to avoid getting blown up.

Tobblish
Profile Joined August 2011
Sweden6404 Posts
Last Edited: 2014-07-01 18:43:36
July 01 2014 18:37 GMT
#196
On July 02 2014 03:33 Qwerty85 wrote:
There is basically 6-7 protoss players that are capable of winning a tournament, 4-5 zergs and only 1 terran. Last time a terran who is not named TaeJa won a tournament was 8-9 months ago. With such design (if harassment is balanced and not too strong - early Hots hellbat drops), terran will always underperform on top level.

10months actually, September 2013 WCS S3 America Polt and WCS S3 EU MMA.
Fun stat, in the last 12months theres been 10 Terran victories, Taeja holds 6 of those on his own shoulders.
The curse is real
ToKoreaWithLove
Profile Blog Joined September 2002
Norway10161 Posts
July 01 2014 18:37 GMT
#197
On July 02 2014 02:15 Teoita wrote:
Revert some ghost nerfs plz


Big fat YES to this. Also would be nice if stim didnt take a zillion years.
ModeratorFather of bunnies
Riner1212
Profile Joined November 2012
United States337 Posts
July 01 2014 18:37 GMT
#198
none of these suggested buffs do anything to address on how to defend against stupid protoss allin/cheese. like wat the hell is a speed medivac going to do to hold of blink play? the widowmine buff isnt anything i am excited about either. They still havent addressed the issue on how photonoverchage duration is SO LONG. and it shuts down all forms of terran aggression early on in the match! I have no hopes for lotv, as long as david kim is in charge, with his bandaid fixes.
Sjow "pretty ez life as protoss"
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 01 2014 18:39 GMT
#199
Yes to a mine revert/buff, hell no to medivacs which will just break TvT again and not actually address the balance issue of TvP early game.

The mine becoming stronger splash being reverted to previous TvZ values or very close will close the gap vs Zerg, but medivac speed boost does absolutely nothing for TvP balance, and it's depressing that there are no changes directed at increasing Terran's options vs Protoss or removing many Protoss early game options vs Terran and nerfing nexus cannon =/

Overall, pretty disappointing patch ideas.
Sup
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
July 01 2014 18:39 GMT
#200
Buff tanks so Terran actually has core units besides the marine, it wasn't boring in BW so why would it be in SC2?
I think esports is pretty nice.
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