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Balance Test Map Update Incoming - July 15 - Page 19

Forum Index > SC2 General
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SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 18 2014 12:40 GMT
#361
--- Nuked ---
Maniak_
Profile Joined October 2010
France305 Posts
July 18 2014 12:47 GMT
#362
On July 18 2014 21:08 Faust852 wrote:
Show nested quote +
On July 18 2014 18:30 [PkF] Wire wrote:
@LSN I'm not so sure we'll be back to the parade pushes days. I'm actually quite convinced the test phase will end up in a mine doing 40+40 splash in 1.5 radius, so that the mine will be better on the whole but not as good as before in TvZ.

If you reduce the radius from 1,75 to 1,5, the WM will be utter shit in both TvP and TvZ. WM already look very few probes per hit, imagine with a shorter radius.

Sure, because 40 damage over the entire splash area is negligible. Did you want one 75/25 unit to be able to clean up an entire mineral line? You'll already be able to potentially clean up a lot of it with 2.
No to mention the dozens of lings/banes that will once again be vaporized by random shots. Back to one year ago, yay, tvz was *so* fun to watch, I can't wait...

Not to say that nothing should be done for the current situation, but going back to TvZ after the release of HotS? Are they counting on zerg players whining less than terrans over the next months?

Funny how 'fixing' TvP implies shitting all over zergs, who won just as few tournaments as terrans...
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
Salient
Profile Joined August 2011
United States876 Posts
Last Edited: 2014-07-18 12:55:11
July 18 2014 12:48 GMT
#363
On July 18 2014 17:37 [PkF] Wire wrote:
40 (+40) needs to be adjusted in terms of shields damage.


The original widow mine was a powerful unit. No one would have suggested giving it +40 bonus damage against shields. That buff only made sense in some way after the mine had been nerfed to oblivion. The bonus damage versus shields is gratuitous overkill once the widow mine is restored to its original statistics. The balance test map has WMs as 75 mineral units that do more damage to Protoss units than Psy Storm. The damage is instant (unlike Psy Storm), and WMs can be reactored at 6:00 (compared to massively expensive and much later Tier 3 Psy Storm). It's pretty crazy.
Maniak_
Profile Joined October 2010
France305 Posts
July 18 2014 12:58 GMT
#364
On July 18 2014 21:40 SatedSC2 wrote:
Show nested quote +
On July 18 2014 21:36 Xequecal wrote:
I've said it a bunch of times, the real problem is the marine. [...]

This post makes way more sense than I thought it would having read the first sentence...

Seems to me the first sentence is on point. How many games have we seen where a terran stays alive for a *long* time, and even wins, after getting beaten down to one base, after losing most of his scvs, but still being able to pump out 15/16 marines at a time with mules and being able to stand up to an opponent on 4/5 bases (at least when he's zerg)?

The issue is not that mech is crap so bio is the only choice. It's rather that bio is *so* good because of marines that buffing anything else would be far too strong when adding marines to the mix.
By all means, buff everything terran has to make it more viable. But nerf marines in exchange so that there's an actual choice other than building the same 50 mineral unit all game long as the main army force.

Then again, the one thing blizzard said at the first blizzcon after WoL that's still true now, is that they didn't dare nerf the marine in fear of getting assaulted by angry terrans everywhere.

I'd love to see terrans getting nerfs for the marine, a cooldown for mules and buffs *everywhere* else to compensate (except mines. favor units that require skill instead of luck, please :/).
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
Decendos
Profile Joined August 2011
Germany1341 Posts
July 18 2014 13:31 GMT
#365
On July 18 2014 21:58 Maniak_ wrote:
Show nested quote +
On July 18 2014 21:40 SatedSC2 wrote:
On July 18 2014 21:36 Xequecal wrote:
I've said it a bunch of times, the real problem is the marine. [...]

This post makes way more sense than I thought it would having read the first sentence...

Seems to me the first sentence is on point. How many games have we seen where a terran stays alive for a *long* time, and even wins, after getting beaten down to one base, after losing most of his scvs, but still being able to pump out 15/16 marines at a time with mules and being able to stand up to an opponent on 4/5 bases (at least when he's zerg)?

The issue is not that mech is crap so bio is the only choice. It's rather that bio is *so* good because of marines that buffing anything else would be far too strong when adding marines to the mix.
By all means, buff everything terran has to make it more viable. But nerf marines in exchange so that there's an actual choice other than building the same 50 mineral unit all game long as the main army force.

Then again, the one thing blizzard said at the first blizzcon after WoL that's still true now, is that they didn't dare nerf the marine in fear of getting assaulted by angry terrans everywhere.

I'd love to see terrans getting nerfs for the marine, a cooldown for mules and buffs *everywhere* else to compensate (except mines. favor units that require skill instead of luck, please :/).


yes its spot on and a lot of people said this over the years but i dont think blizz will change the marine and buff other T units. they wont even consider this in LotV sadly. maybe something like removing combat shield would already be enough of a nerf, maybe with a lesser healing rate of medivacs (make medivacs heal % of max hp instead of flat hp so that marauders arent nerfed). after that just buff stuff like tanks (flat out dmg buffs or lategame upgrade etc.) and some other T lategame units.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
Last Edited: 2014-07-18 13:44:16
July 18 2014 13:38 GMT
#366
On July 18 2014 21:08 Faust852 wrote:
If you reduce the radius from 1,75 to 1,5, the WM will be utter shit in both TvP and TvZ. WM already look very few probes per hit, imagine with a shorter radius.


You can't be serious. It certainly won't be overpowered, but it certainly won't be "utter shit". I refer to a subsequent post :

On July 18 2014 21:48 Salient wrote:
The original widow mine was a powerful unit. No one would have suggested giving it +40 bonus damage against shields. That buff only made sense in some way after the mine had been nerfed to oblivion. The bonus damage versus shields is gratuitous overkill once the widow mine is restored to its original statistics. The balance test map has WMs as 75 mineral units that do more damage to Protoss units than Psy Storm. The damage is instant (unlike Psy Storm), and WMs can be reactored at 6:00 (compared to massively expensive and much later Tier 3 Psy Storm). It's pretty crazy.


Yes, 80 instant damage, even in short range and dodgeable, seems totally barmy to me. I'm all for a 1.75 radius for the mine, though I admit I'd be afraid of a too violent balance shift in TvZ, but not with a full +40 shields.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 18 2014 13:46 GMT
#367
On July 18 2014 22:38 [PkF] Wire wrote:
Show nested quote +
On July 18 2014 21:08 Faust852 wrote:
If you reduce the radius from 1,75 to 1,5, the WM will be utter shit in both TvP and TvZ. WM already look very few probes per hit, imagine with a shorter radius.


You can't be serious. It certainly won't be overpowered, but it certainly won't be "utter shit". I refer to a subsequent post :

Show nested quote +
On July 18 2014 21:48 Salient wrote:
The original widow mine was a powerful unit. No one would have suggested giving it +40 bonus damage against shields. That buff only made sense in some way after the mine had been nerfed to oblivion. The bonus damage versus shields is gratuitous overkill once the widow mine is restored to its original statistics. The balance test map has WMs as 75 mineral units that do more damage to Protoss units than Psy Storm. The damage is instant (unlike Psy Storm), and WMs can be reactored at 6:00 (compared to massively expensive and much later Tier 3 Psy Storm). It's pretty crazy.


Yes, 80 instant damage, even in short range and dodgeable, seems totally barmy to me. I'm all for a 1.75 radius for the mine, though I admit I'd be afraid of a too violent balance shift in TvZ, but not with a full +40 shields.


Once again, it is not instant damage. You have to burrow it, and then there is 2s of charging. It's more than a storm that is instant casted and last 4s. And you can cast 2 storms with a HT, and with 2 HT, you have 4 storms, and one archon.
And a WM become useless for 40s after it hits.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
Last Edited: 2014-07-18 13:51:41
July 18 2014 13:49 GMT
#368
I think we should stop comparing mine to storms because they are available at very different times of a game and have very dissimilar characteristics -not to mention you're describing such an optimal utilization of 2 HTs (who, I may mention, begin with 50 energy so no storm in store) it's preposterous, like the T can't dodge the storms at all, can't snipe or EMP, etc. Test will tell, but I remember 1.75 mines being quite good, and anyone who would have suggested to give them +40 vs shields would have been labelled as insane. So yeah, I'm expecting another iteration of this balance patch, with a more rational buff to the mine.
ETisME
Profile Blog Joined April 2011
12700 Posts
July 18 2014 13:53 GMT
#369
The problem with widow mine is that it ignores upgrades.
And you can't micro out from a shot, every micro is done pre engagement, sniping mines with muta and keep poking until you think you have enough.
A lot of engagement micro from terran is pre split and poking, burrow and reburrow mines.

That's not increasing zerg micro, because you technically cannot split out from a mine shot in an engagement.

They need to somehow fix this to be a more dynamic micro during engagement because 4m is basically splash everything to death and every engagement lasts less than 5 seconds maximum.

There are just lots of very short everything dies engagements
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2014-07-18 14:08:01
July 18 2014 14:02 GMT
#370
Widow mines will be good versus Zerg but still be quite weak versus Protoss. Bonus damage against shields does not matter if they cannot get in range of the enemy. Stalkers, Immortals, and Colossus outrange them so widow mines will be of limited use after early mid game.

They will be strong against Protoss players that a-moves Zealots into mine fields, but that is the same as a-moving marines into banelings.
Swisslink
Profile Joined March 2011
2954 Posts
July 18 2014 14:04 GMT
#371
I think it's weird how Blizzard nerfs/buffs in HotS:
1st: Terran dominates Zerg, Blizzard doesn't do anything -> Zerg gets used to the Widow Mines -> Widow Mines get nerfed
2nd: Zerg dominates Terran -> Terrans get used to it and win more often -> Widow Mines get buffed?

Dunno if I like that approach xD
Maniak_
Profile Joined October 2010
France305 Posts
July 18 2014 14:08 GMT
#372
On July 18 2014 22:53 ETisME wrote:
The problem with widow mine is that it ignores upgrades.
Mine shots being a spell is close to hellbats being biological on the scale of the most stupid things in SC2.

And you can't micro out from a shot, every micro is done pre engagement, sniping mines with muta and keep poking until you think you have enough.
[...]
That's not increasing zerg micro, because you technically cannot split out from a mine shot in an engagement.
This goes back to a basic issue with the SC2 engine (or a voluntary design decision, but that'd be strange), in that once a projectile is shot at one of your units, it *will* hit, no matter if the targeted unit gets far beyond the theoretical max range of the projectile.
Where's the game design advantage in this kind of behavior?
If projectiles expired once at max range, it'd become possible to micro out of mine shots (and others), which would be both more logical and more interesting. Though it still doesn't warrant having a single unit able to randomly kill ten times its worth in lings/banes (emphasis on randomly).
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
Maniak_
Profile Joined October 2010
France305 Posts
Last Edited: 2014-07-18 14:29:20
July 18 2014 14:28 GMT
#373
On July 18 2014 22:46 Faust852 wrote:
Once again, it is not instant damage. You have to burrow it, and then there is 2s of charging.
(1.5 according to LP, but yeah)
And once it shoots, you can't avoid it even if you get technically out of range.

And you can cast 2 storms with a HT, and with 2 HT, you have 4 storms, and one archon.
And for the gas price of 2 HT you have 12 mines.
But it costs more supply.
But it comes a lot sooner.
But HTs are always mobile.
But WMs are burrowed when armed.
...why are those units compared in the first place?

You could compare it to a baneling, since they come approximately at the same time, cost nearly the same amount, except that in exchange for the 40s cooldown, banes are not ranged, do not hit air, are not invisible when ready to attack, can be avoided, have a smaller splash area and die on their first attack. But they cost less supply.
That's closer, but still not comparable either.
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
Ravomat
Profile Joined September 2010
Germany422 Posts
July 18 2014 14:45 GMT
#374
On July 18 2014 22:46 Faust852 wrote:
Show nested quote +
On July 18 2014 22:38 [PkF] Wire wrote:
On July 18 2014 21:08 Faust852 wrote:
If you reduce the radius from 1,75 to 1,5, the WM will be utter shit in both TvP and TvZ. WM already look very few probes per hit, imagine with a shorter radius.


You can't be serious. It certainly won't be overpowered, but it certainly won't be "utter shit". I refer to a subsequent post :

On July 18 2014 21:48 Salient wrote:
The original widow mine was a powerful unit. No one would have suggested giving it +40 bonus damage against shields. That buff only made sense in some way after the mine had been nerfed to oblivion. The bonus damage versus shields is gratuitous overkill once the widow mine is restored to its original statistics. The balance test map has WMs as 75 mineral units that do more damage to Protoss units than Psy Storm. The damage is instant (unlike Psy Storm), and WMs can be reactored at 6:00 (compared to massively expensive and much later Tier 3 Psy Storm). It's pretty crazy.


Yes, 80 instant damage, even in short range and dodgeable, seems totally barmy to me. I'm all for a 1.75 radius for the mine, though I admit I'd be afraid of a too violent balance shift in TvZ, but not with a full +40 shields.


Once again, it is not instant damage. You have to burrow it, and then there is 2s of charging. It's more than a storm that is instant casted and last 4s. And you can cast 2 storms with a HT, and with 2 HT, you have 4 storms, and one archon.
And a WM become useless for 40s after it hits.

We're doing this again? A HT needs to wait 44.44s to regenerate enough energy for the first storm; a widow mine can fire twice in that time. If you don't morph them into archons you have to wait another 133s (another 3 WM shots) to be able to cast a storm. Also WMs can't be disabled via feedback/EMP and you don't have to manually fire. They also force detection. These 2 units can't be directly compared. Stop talking semantics. If the WM is triggered it hits unless the unit is picked up or blinked away but even then splash damage occurs.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
July 18 2014 14:56 GMT
#375
On July 18 2014 21:40 SatedSC2 wrote:
Show nested quote +
On July 18 2014 21:36 Xequecal wrote:
On July 18 2014 18:24 LSN wrote:
ZvT will be stupid to play and watch again while the lategame weaknesses of terran wont be at all addressed with this (if zergs anyhow survive the 20-25 minute survival game).

I wonder why blizzard does not realize that balancing TvZ on a single stale style of play that allows/forces one race to constantly attack and the other race to only defend for half an hour is nothing but bad. Even hellbats wont have a role in this anymore as they require some commitment from the terran (which includes risks) while going straight into 4m macro rally has it all and can't be countered in early-mid.

Instead of developing the game further into a direction of different openings for both races that kind of counter each other and allow players to dynamically adapt to each other and create interesting variable games, they choose the solution that really makes one thing obvious: They don't at all know how to do it better.

But there are alot of possible approaches. The fact that T is weak in the lategame against both P and Z and is more or less stuck on bio in both mups makes it quite easy to do this better: The Raven missile could be changed so that it always hits in combination with a fix of PDD. The mine should never be the core unit of terran gameplay but the tank! Therefore tank mechanics and counter mechanics could be tweaked as mentioned hundred times in these threads (e.g. immortal shield mechanics, +dmg vs light/massive for tanks, etc.). Thors could be changed to complement this.

I can't imagine a single zerg out there that enjoys this always repeating kind of ZvT meta which does not allow any creativity but is in fact a devensive do or die situation for about 20-25 minutes in every game without anything to fall back on like MSC, mines, wall-ins with bunkers, with banelings taking that long to replenish, and then ends up in the exact same bemoaned situation that we have now. T and Z have reversed roles in TvZ when looking at the race mechanics and available units and this should be some long term goal to fix for blizzard.

Time to put SC2 aside until expansion2 release I guess. These changes wont improve SC2 a bit but only the winrates of terran.


I've said it a bunch of times, the real problem is the marine. Marines are so stupidly good and cost-effective that everything else about Terran has to be crippled to avoid breaking the game. Marines ensure that Terran late game will always suck. It's impossible to make it not suck without overpowering Terran in the early/mid game. The short Terran tech tree means that good late game units become overpowered cheese units when combined with the marine in the early/midgame.

Lategame Terran often has like 4000+ gas banked. They can't spend it because they don't have a gas dump, and they can't have a gas dump because if they did the short tech tree would let them cheese the fuck out of their opponents. Why do you think the banshee takes 60 seconds to build? That's a horrible cost:build time ratio, the void ray costs a lot more and also builds in 60 seconds, AND Protoss has chrono boost. It takes 60 seconds because if it built in, say, 30 seconds and thus was massable early, Terran could easily cheese Zerg out of the game with 1 base marine/banshee. How are you going to beat that? Are you going to expand, and then make banelings AND hydralisks? It's impossible, and that's why the banshee has to take eons to build, so Zerg can fight 1 base banshee production with just queens and focus all the rest of their units on countering the marines.

Now, look at the siege tank. Same problem. It's another potential gas dump, and is naturally strong against what marines are weak against, and vice versa. Say you give it a substantial buff. Now it's that much better at protecting marines from banelings, and Zerg is just going to get routed by early/midgame marine/tank timings.

Why did the warhound get taken out? Same reason. 1-base warhound/marine cheese beats everything, because the warhound protects the marine from its early/midgame counters far too well. They made a great barrier to absorb baneling hits and 7 range prevented Protoss from kiting with stalkers.

This is why the widow mine got nerfed. Yeah, there's a whole list of drawbacks. It's mineral heavy, fires randomly, deals friendly fire and costs a lot of supply. Wasn't enough. It effectively protected marines from their early/midgame counter (banelings) and without that counter, the marines just hose everything else the fuck down. This forced Zerg to stay at midgame/Lair tech just to survive, and eventually 3/3 would kick in and the parade push would crush them. Then the mine got nerfed. All of a sudden, it's no longer effective marine protection and now Terran has jack and shit. All their other stuff has been neutered to balance the marine. Terran is SOL. Now it's getting unnerfed, and we're going back to square one. It's honestly the best Blizzard can do, because the host of drawbacks this unit has means it's really a terrible counter to AoE damage. But again, because the marine is just so amazingly and stupidly good, a terrible counter is all you need. Seriously, 50 minerals for the same DPS as a pre-patch 100/50 hydralisk!

TL;DR: You can't buff Terran lategame because the short Terran tech tree means any "lategame" buff will just be abused as an early game cheese featuring marines + the buffed unit + pulled SCVs.

This post makes way more sense than I thought it would having read the first sentence...

Eh, it's pure speculation about Blizzard's intentions and goes counter to what Blizzard has actually stated. And the reason banshees take very long to build is because they're a detection check, it's the same reason why the dark shrine takes eons. It's not because of marines, all the build times of all the terran tech units date to WoL beta when marines were underused.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 18 2014 21:13 GMT
#376
On July 18 2014 21:36 Xequecal wrote:
I've said it a bunch of times, the real problem is the marine. Marines are so stupidly good and cost-effective that everything else about Terran has to be crippled to avoid breaking the game. Marines ensure that Terran late game will always suck. It's impossible to make it not suck without overpowering Terran in the early/mid game. The short Terran tech tree means that good late game units become overpowered cheese units when combined with the marine in the early/midgame.

Upgraded SC2 marines get +10 health compared to upgraded BW marines (alternatively, unupgraded SC2 marines get +1 range compared to unupgraded BW marines), and everyone loses their mind.

If banshees built faster, they'd even be a problem in TvT (where they'd rip apart the limited marine numbers -- guess the marine isn't the problem there!). The banshee is simply a unit that can be extremely cost effective with good control. That's what justifies the build time.

SC2 siege tanks are considerably buffed compared to BW (they don't even need an upgrade for siege mode anymore!). In return, they cost an extra 25 gas and 1 supply. The idea that this unit is "crippled" is preposterous. What "cripples" it is powerful counter-units from the other races: super-buffed HotS mutalisks (they were fine in WoL and -- surprise -- we saw plenty of siege tanks in TvZ, even without their HotS buffs) and the immortal (this unit has always been a problem in SC2, preventing mech in TvP).

The warhound wasn't taken out because of marine/warhound cheeses. This is hilarious revisionist history.

The widow mine got nerfed because Zergs were complaining about the match up being hard, despite the balance stats showing an even game. David Kim's recent interview with OGN shows his regret that they didn't wait longer before considering a widow mine nerf, and is why they're looking to re-buff the unit now. Read the interview.
Twitter: @iamcaustic
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 18 2014 22:11 GMT
#377
And it's easy to give a gazdump for terran. Buff snipe for ghost (like before they nerfed it to hell - dmg vs heavy) then make it cost 150/150 back. Or even 125/175. And tada ! You have a late game unit that doesn't suck ass and that is using the gaz.
Xequecal
Profile Joined October 2010
United States473 Posts
July 18 2014 22:17 GMT
#378
On July 19 2014 06:13 iamcaustic wrote:
Upgraded SC2 marines get +10 health compared to upgraded BW marines (alternatively, unupgraded SC2 marines get +1 range compared to unupgraded BW marines), and everyone loses their mind.

If banshees built faster, they'd even be a problem in TvT (where they'd rip apart the limited marine numbers -- guess the marine isn't the problem there!). The banshee is simply a unit that can be extremely cost effective with good control. That's what justifies the build time.

SC2 siege tanks are considerably buffed compared to BW (they don't even need an upgrade for siege mode anymore!). In return, they cost an extra 25 gas and 1 supply. The idea that this unit is "crippled" is preposterous. What "cripples" it is powerful counter-units from the other races: super-buffed HotS mutalisks (they were fine in WoL and -- surprise -- we saw plenty of siege tanks in TvZ, even without their HotS buffs) and the immortal (this unit has always been a problem in SC2, preventing mech in TvP).

The warhound wasn't taken out because of marine/warhound cheeses. This is hilarious revisionist history.

The widow mine got nerfed because Zergs were complaining about the match up being hard, despite the balance stats showing an even game. David Kim's recent interview with OGN shows his regret that they didn't wait longer before considering a widow mine nerf, and is why they're looking to re-buff the unit now. Read the interview.


First of all, it's +15, and second of all, marines can't be massed early in BW like they can in SC2. There's no reactors and the build time is the same. Next, even though the marine is much weaker, standard BW Zerg strategy against marines is to hide behind a wall of sunkens at the natural until mutalisks are out, which force the Terran to keep units at home. Zerg needs defilers to go on the offensive against marines, and they work because dark swarm makes marines do absolutely NOTHING and Terran's only counter to dark swarm is to kill the defilers before they can cast it. Marines also benefit more than any other unit from the removal of the 12-unit cap, making it possible to stim and kite with huge balls of them.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 18 2014 22:23 GMT
#379
^anyway, it's impossible the touch at the marine without breaking the game for years.
Tuczniak
Profile Joined September 2010
1561 Posts
July 18 2014 22:29 GMT
#380
On July 19 2014 06:13 iamcaustic wrote:The widow mine got nerfed because Zergs were complaining about the match up being hard, despite the balance stats showing an even game. David Kim's recent interview with OGN shows his regret that they didn't wait longer before considering a widow mine nerf, and is why they're looking to re-buff the unit now. Read the interview.
It was roach bane allin almost every game or parade push into terran win. Very fun. Almost like Wol PvZ, immortal allin or die in macro to BL/infestor. Even though the stats may be around 50%, it just sucks hard.
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