• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:48
CEST 20:48
KST 03:48
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Classic wins Code S Season 2 (2025)10Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy5Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3
Community News
Weekly Cups (June 9-15): herO doubles on GSL week2Firefly suspended by EWC, replaced by Lancer12Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.8Code S RO8 Results + RO4 Bracket (2025 Season 2)14
StarCraft 2
General
The SCII GOAT: A statistical Evaluation TL Team Map Contest #5: Presented by Monster Energy Weekly Cups (June 9-15): herO doubles on GSL week The Memories We Share - Facing the Final(?) GSL Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game
Tourneys
RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament $5,100+ SEL Season 2 Championship (SC: Evo) SOOPer7s Showmatches 2025 SOOP Starcraft Global #22
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target
Brood War
General
StarCraft & BroodWar Campaign Speedrun Quest ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion FlaSh Witnesses SCV Pull Off the Impossible vs Shu
Tourneys
Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Beyond All Reason What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Russo-Ukrainian War Thread Echoes of Revolution and Separation
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 29109 users

Balance Patch Coming Soon - July 22 - Page 22

Forum Index > SC2 General
522 CommentsPost a Reply
Prev 1 20 21 22 23 24 27 Next All
gneGne
Profile Joined June 2007
Netherlands697 Posts
Last Edited: 2014-07-24 15:20:40
July 24 2014 15:19 GMT
#421
On July 24 2014 23:39 Big J wrote:
Show nested quote +
On July 24 2014 23:30 DomeGetta wrote:
On July 24 2014 05:12 Sapphire.lux wrote:
On July 24 2014 00:12 MockHamill wrote:
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.

Ha, i'm in the same boat. These latest changes make me not watch SC2 any more since bio+WM is boring to see in every game and any mech helping patch seems very unlikely for at least a few months now. Even the hope is gone lol



This is so obviously not a a true statement.

This is definitely either a closet zerg or someone who can't use bio/mine because it requires micro and wants DK to make Terran like Protoss.

Please explain how turtle mech is more entertaining to watch than something that involves multiple armies at different locations on the map / drops / intensive micro / multitask.

Fastest way to kill SC2 in my opinion is to force Terrans to turtle into 1 hour long mech games.. I'm obsessed with starcraft and I don't have the patience to PLAY those games let alone watch them rofl.


Patience is an extremely undervalued skill.


Yes, but when we are talking "game design" I like the fact that all races can be played at a different pace. It is exciting to watch a slower/teching player (as is the case with mech, robo/templar, zerg in general) get absolutely dismantled by an aggressive player (bio, gateway/stargate, usually banes) , just as its fun to watch a slower/teching player hold attack after attack building up to a powerful potentially game ending attack. Both aggressive and defensive styles are necessary to make this game exciting. It gets boring however when both opt to go for the same strategy slower/teching based style, for example mech (and some air toss builds?) vs swarm host based play but this seems to be more of an exception in most games. So yeah, I think the most important issue right now is to change the pace in these match ups. Probably by changing the swarm host, as it was originally meant to be on the offensive/siege up against defensive positions?
opisska
Profile Blog Joined February 2011
Poland8852 Posts
July 24 2014 15:36 GMT
#422
I was away from the internet for a month a came back to this. How is it that the thread is not full of outrage? This buffs widow mines to an absurd extend, doesn't it? It doesn't matter that "Terran weak, halp!" when they buff the unit that was already strong before ... Can please someone explain to me in understandable terms how this patch is acceptable to anyone?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
July 24 2014 15:48 GMT
#423
On July 25 2014 00:19 gneGne wrote:
Show nested quote +
On July 24 2014 23:39 Big J wrote:
On July 24 2014 23:30 DomeGetta wrote:
On July 24 2014 05:12 Sapphire.lux wrote:
On July 24 2014 00:12 MockHamill wrote:
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.

Ha, i'm in the same boat. These latest changes make me not watch SC2 any more since bio+WM is boring to see in every game and any mech helping patch seems very unlikely for at least a few months now. Even the hope is gone lol



This is so obviously not a a true statement.

This is definitely either a closet zerg or someone who can't use bio/mine because it requires micro and wants DK to make Terran like Protoss.

Please explain how turtle mech is more entertaining to watch than something that involves multiple armies at different locations on the map / drops / intensive micro / multitask.

Fastest way to kill SC2 in my opinion is to force Terrans to turtle into 1 hour long mech games.. I'm obsessed with starcraft and I don't have the patience to PLAY those games let alone watch them rofl.


Patience is an extremely undervalued skill.


Yes, but when we are talking "game design" I like the fact that all races can be played at a different pace. It is exciting to watch a slower/teching player (as is the case with mech, robo/templar, zerg in general) get absolutely dismantled by an aggressive player (bio, gateway/stargate, usually banes) , just as its fun to watch a slower/teching player hold attack after attack building up to a powerful potentially game ending attack. Both aggressive and defensive styles are necessary to make this game exciting. It gets boring however when both opt to go for the same strategy slower/teching based style, for example mech (and some air toss builds?) vs swarm host based play but this seems to be more of an exception in most games. So yeah, I think the most important issue right now is to change the pace in these match ups. Probably by changing the swarm host, as it was originally meant to be on the offensive/siege up against defensive positions?


It's not really that these defensive styles are boring in itself. It's rather that the units - as you say the SH is the epitome of this - are either just very boring, or kind of in a weird place balancewise - like the Raven or the BC - or plainly unexciting to engage with - Colossus, Tempest, Ultralisk come to mind.
I think what you optimally can get out those styles, is a tug-o-war scenario with slow sieges forward and people trying to find weak points and thereby overextending or breaking positions + a lot of harass in the form of units like hellions or zerglings that are a byproduct of the gasintense other units.

But that requires other units than the SH*, who just does not allow the opponent to attack and players need to get punished for not trying to win the tug-o-war, instead of being rewarded with more PDDs, Yamatos and Seekers that give you free value**.

*and also partly the Viper; people often overgo the fact that it is Vipers that are largely responsible for Terrans not being able to move out and just siege when in danger, because "just sieging" is as good as insta-gging against blinding clouds
** that's something they really got right with the Viper. Since it is easy to refill the the energy if you play well, you want to use that energy as often as possible.
parkufarku
Profile Blog Joined March 2014
882 Posts
July 24 2014 15:49 GMT
#424
On July 25 2014 00:36 opisska wrote:
I was away from the internet for a month a came back to this. How is it that the thread is not full of outrage? This buffs widow mines to an absurd extend, doesn't it? It doesn't matter that "Terran weak, halp!" when they buff the unit that was already strong before ... Can please someone explain to me in understandable terms how this patch is acceptable to anyone?


It's not; Blizzard buffed Terran when they are already really strong at the moment. A lot of the T posters on this thread are biased against their race and want the buffs so they claim "it was necessary" One T poster on this thread suggested warp gate reverting back to gateway after 3 uses lol.

Might as well give each Widow Mine the ability to shoot a nuke and make gateway units un-upgradeable. While we're at it, make Protoss and Zerg start with 1 worker in the beginning of the game too. This way, no one can keep denying the problems. Well..actually, even at that point, I wouldn't be surprised if they asked for more T buffs seeing how biased some posters are.
Big J
Profile Joined March 2011
Austria16289 Posts
July 24 2014 15:50 GMT
#425
On July 25 2014 00:36 opisska wrote:
I was away from the internet for a month a came back to this. How is it that the thread is not full of outrage? This buffs widow mines to an absurd extend, doesn't it? It doesn't matter that "Terran weak, halp!" when they buff the unit that was already strong before ... Can please someone explain to me in understandable terms how this patch is acceptable to anyone?


Because ZvT wasn't even broken when the mine patch occured - even blizzard said so -, and for ZvT the mine just gets restored to its old status.
While in TvP the mine wasn't really strong at that time, so it is probably not going to break the game. And even when it does, the solution to nerf the +shield is very simple.
parkufarku
Profile Blog Joined March 2014
882 Posts
July 24 2014 15:52 GMT
#426
On July 25 2014 00:00 submarine wrote:
Show nested quote +
On July 24 2014 22:14 deacon.frost wrote:
Yeah, Chargelot with 3 armor is surely BASIC gateway unit. Stalkers without Blink are trash against bio once the grenades kick in. Basic gw units are trash, that's why protoss has so strong splash damage on higher tears and that's why protoss has charge and blink upgrades... and even then healed bio squad is better than gateway T1 units of the same cost, unless there is a higher tier unit present(usually templar). That's why drops without templar tech are so scary you have to have plenty blink stalkers ready... but yeah, they are strong and powerful

I mean, terran with +3/+3 has a pretty scary units as well, because +3 bio is considered unbeatable in TvZ, so where's the problem? The same stupid example as +3 zealot...


Toss production is cheap and fast compared to terran while the units are more on the expensive side. Comparing equally expensive armies is very missleading in this case. You always should look what a race can have on the field at certain timings.

And who considers +3 bio to be unbeatable? A few "hype casters" maybe, when there is a downtime in the game and they need something to talk about. I have seen enough +2 LBM armies roll over +3 bio to know this generalization is BS.


Reactor = zerg-speed production

Terran units are on the expensive side? LOL. Last time I checked, a MMM army with widow mines was WAYYYYYY cheaper than gateway units mixed in with high tech T3 P units like Colossus, HT, Immortals.

Nothing is unbeatable but +3 bio is incredibly cost efficient and strong, seeing how marines deal insane DPS.
[PkF] Wire
Profile Joined March 2013
France24192 Posts
July 24 2014 15:58 GMT
#427
On July 25 2014 00:36 opisska wrote:
I was away from the internet for a month a came back to this. How is it that the thread is not full of outrage? This buffs widow mines to an absurd extend, doesn't it? It doesn't matter that "Terran weak, halp!" when they buff the unit that was already strong before ... Can please someone explain to me in understandable terms how this patch is acceptable to anyone?


It's not totally outrageous. Mine buff could be a bit big given that tanks and hellbats were buffed in the meantime, but T definitely needed a little boost in TvZ. And Time Warp nerf was long overdue. I'd have preferred a lesser widow mine buff but hey, let's trust DK for once, maybe this time it won't end up with a T domination of post ranged queen or speed oracles proportion...
Genome852
Profile Blog Joined August 2010
United States979 Posts
July 24 2014 15:58 GMT
#428
On July 25 2014 00:52 parkufarku wrote:
Show nested quote +
On July 25 2014 00:00 submarine wrote:
On July 24 2014 22:14 deacon.frost wrote:
Yeah, Chargelot with 3 armor is surely BASIC gateway unit. Stalkers without Blink are trash against bio once the grenades kick in. Basic gw units are trash, that's why protoss has so strong splash damage on higher tears and that's why protoss has charge and blink upgrades... and even then healed bio squad is better than gateway T1 units of the same cost, unless there is a higher tier unit present(usually templar). That's why drops without templar tech are so scary you have to have plenty blink stalkers ready... but yeah, they are strong and powerful

I mean, terran with +3/+3 has a pretty scary units as well, because +3 bio is considered unbeatable in TvZ, so where's the problem? The same stupid example as +3 zealot...


Toss production is cheap and fast compared to terran while the units are more on the expensive side. Comparing equally expensive armies is very missleading in this case. You always should look what a race can have on the field at certain timings.

And who considers +3 bio to be unbeatable? A few "hype casters" maybe, when there is a downtime in the game and they need something to talk about. I have seen enough +2 LBM armies roll over +3 bio to know this generalization is BS.


Reactor = zerg-speed production

Terran units are on the expensive side? LOL. Last time I checked, a MMM army with widow mines was WAYYYYYY cheaper than gateway units mixed in with high tech T3 P units like Colossus, HT, Immortals.

Nothing is unbeatable but +3 bio is incredibly cost efficient and strong, seeing how marines deal insane DPS.

You compare reactors to zerg burst production / larva mechanic??

Then you talk about +3 marines which is completely negated by +3 armor upgrade. People talk about 3/3 in tvz so much because zerg gets to hive and 3/3 later than terran, giving a large window of upgrade advantage, it is not relevant to pvt.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 24 2014 16:37 GMT
#429
On July 25 2014 00:48 Big J wrote:
Show nested quote +
On July 25 2014 00:19 gneGne wrote:
On July 24 2014 23:39 Big J wrote:
On July 24 2014 23:30 DomeGetta wrote:
On July 24 2014 05:12 Sapphire.lux wrote:
On July 24 2014 00:12 MockHamill wrote:
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.

Ha, i'm in the same boat. These latest changes make me not watch SC2 any more since bio+WM is boring to see in every game and any mech helping patch seems very unlikely for at least a few months now. Even the hope is gone lol



This is so obviously not a a true statement.

This is definitely either a closet zerg or someone who can't use bio/mine because it requires micro and wants DK to make Terran like Protoss.

Please explain how turtle mech is more entertaining to watch than something that involves multiple armies at different locations on the map / drops / intensive micro / multitask.

Fastest way to kill SC2 in my opinion is to force Terrans to turtle into 1 hour long mech games.. I'm obsessed with starcraft and I don't have the patience to PLAY those games let alone watch them rofl.


Patience is an extremely undervalued skill.


Yes, but when we are talking "game design" I like the fact that all races can be played at a different pace. It is exciting to watch a slower/teching player (as is the case with mech, robo/templar, zerg in general) get absolutely dismantled by an aggressive player (bio, gateway/stargate, usually banes) , just as its fun to watch a slower/teching player hold attack after attack building up to a powerful potentially game ending attack. Both aggressive and defensive styles are necessary to make this game exciting. It gets boring however when both opt to go for the same strategy slower/teching based style, for example mech (and some air toss builds?) vs swarm host based play but this seems to be more of an exception in most games. So yeah, I think the most important issue right now is to change the pace in these match ups. Probably by changing the swarm host, as it was originally meant to be on the offensive/siege up against defensive positions?


It's not really that these defensive styles are boring in itself. It's rather that the units - as you say the SH is the epitome of this - are either just very boring, or kind of in a weird place balancewise - like the Raven or the BC - or plainly unexciting to engage with - Colossus, Tempest, Ultralisk come to mind.
I think what you optimally can get out those styles, is a tug-o-war scenario with slow sieges forward and people trying to find weak points and thereby overextending or breaking positions + a lot of harass in the form of units like hellions or zerglings that are a byproduct of the gasintense other units.

But that requires other units than the SH*, who just does not allow the opponent to attack and players need to get punished for not trying to win the tug-o-war, instead of being rewarded with more PDDs, Yamatos and Seekers that give you free value**.

*and also partly the Viper; people often overgo the fact that it is Vipers that are largely responsible for Terrans not being able to move out and just siege when in danger, because "just sieging" is as good as insta-gging against blinding clouds
** that's something they really got right with the Viper. Since it is easy to refill the the energy if you play well, you want to use that energy as often as possible.

Vipers are great IMO as they force Tank spreading. Vipers + SHs on the other hand is terrible because by spreading Tanks you start trading with free units, and that's bad.

There are some games from early HOTS where MVP goes mech and Zerg, don't know who it was, used Viper roach hidra and we saw those "mile long" siege lines ones more. Slowly pushing towards Zerg with spaced out Tanks and Hellions.

For a few weeks i though Blizz finally did it, but alas the SH was discovered TT
Head Coach Park: "They should buff tanks!"
Big J
Profile Joined March 2011
Austria16289 Posts
July 24 2014 16:48 GMT
#430
On July 25 2014 01:37 Sapphire.lux wrote:
Show nested quote +
On July 25 2014 00:48 Big J wrote:
On July 25 2014 00:19 gneGne wrote:
On July 24 2014 23:39 Big J wrote:
On July 24 2014 23:30 DomeGetta wrote:
On July 24 2014 05:12 Sapphire.lux wrote:
On July 24 2014 00:12 MockHamill wrote:
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.

Ha, i'm in the same boat. These latest changes make me not watch SC2 any more since bio+WM is boring to see in every game and any mech helping patch seems very unlikely for at least a few months now. Even the hope is gone lol



This is so obviously not a a true statement.

This is definitely either a closet zerg or someone who can't use bio/mine because it requires micro and wants DK to make Terran like Protoss.

Please explain how turtle mech is more entertaining to watch than something that involves multiple armies at different locations on the map / drops / intensive micro / multitask.

Fastest way to kill SC2 in my opinion is to force Terrans to turtle into 1 hour long mech games.. I'm obsessed with starcraft and I don't have the patience to PLAY those games let alone watch them rofl.


Patience is an extremely undervalued skill.


Yes, but when we are talking "game design" I like the fact that all races can be played at a different pace. It is exciting to watch a slower/teching player (as is the case with mech, robo/templar, zerg in general) get absolutely dismantled by an aggressive player (bio, gateway/stargate, usually banes) , just as its fun to watch a slower/teching player hold attack after attack building up to a powerful potentially game ending attack. Both aggressive and defensive styles are necessary to make this game exciting. It gets boring however when both opt to go for the same strategy slower/teching based style, for example mech (and some air toss builds?) vs swarm host based play but this seems to be more of an exception in most games. So yeah, I think the most important issue right now is to change the pace in these match ups. Probably by changing the swarm host, as it was originally meant to be on the offensive/siege up against defensive positions?


It's not really that these defensive styles are boring in itself. It's rather that the units - as you say the SH is the epitome of this - are either just very boring, or kind of in a weird place balancewise - like the Raven or the BC - or plainly unexciting to engage with - Colossus, Tempest, Ultralisk come to mind.
I think what you optimally can get out those styles, is a tug-o-war scenario with slow sieges forward and people trying to find weak points and thereby overextending or breaking positions + a lot of harass in the form of units like hellions or zerglings that are a byproduct of the gasintense other units.

But that requires other units than the SH*, who just does not allow the opponent to attack and players need to get punished for not trying to win the tug-o-war, instead of being rewarded with more PDDs, Yamatos and Seekers that give you free value**.

*and also partly the Viper; people often overgo the fact that it is Vipers that are largely responsible for Terrans not being able to move out and just siege when in danger, because "just sieging" is as good as insta-gging against blinding clouds
** that's something they really got right with the Viper. Since it is easy to refill the the energy if you play well, you want to use that energy as often as possible.

Vipers are great IMO as they force Tank spreading. Vipers + SHs on the other hand is terrible because by spreading Tanks you start trading with free units, and that's bad.

There are some games from early HOTS where MVP goes mech and Zerg, don't know who it was, used Viper roach hidra and we saw those "mile long" siege lines ones more. Slowly pushing towards Zerg with spaced out Tanks and Hellions.

For a few weeks i though Blizz finally did it, but alas the SH was discovered TT


I'm not to sure about this. I think it is cool to see macro game slow pushes. But I think it's very hard to push against anything Viper related even when no SHs are around. Sure you can do the extreme spread/slow pushes - and after 2mins of preemtive spreading and leapfrogging you are half-way through the map and the Zerg is countering and you pack everything and go home again.

I think the game you are talking about was Dimaga vs Mvp on Newkirk. That was quite fun, but not only through the Mech buffs, but in general with the much better understanding of the Mech style and the discovery of Ravens these kinds of attacks from the Zerg just don't work. On the flipside, Mvp also cannot really push given how spread he has to be, which means to me that the Zerg should lose when trying that kind of stuff, but it will take a long time, since he shouldn't engage offensively...
SonGoku
Profile Joined September 2013
Germany152 Posts
July 24 2014 17:03 GMT
#431
So when does the patch go live?
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 24 2014 17:22 GMT
#432
On July 25 2014 01:48 Big J wrote:
Show nested quote +
On July 25 2014 01:37 Sapphire.lux wrote:
On July 25 2014 00:48 Big J wrote:
On July 25 2014 00:19 gneGne wrote:
On July 24 2014 23:39 Big J wrote:
On July 24 2014 23:30 DomeGetta wrote:
On July 24 2014 05:12 Sapphire.lux wrote:
On July 24 2014 00:12 MockHamill wrote:
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.

Ha, i'm in the same boat. These latest changes make me not watch SC2 any more since bio+WM is boring to see in every game and any mech helping patch seems very unlikely for at least a few months now. Even the hope is gone lol



This is so obviously not a a true statement.

This is definitely either a closet zerg or someone who can't use bio/mine because it requires micro and wants DK to make Terran like Protoss.

Please explain how turtle mech is more entertaining to watch than something that involves multiple armies at different locations on the map / drops / intensive micro / multitask.

Fastest way to kill SC2 in my opinion is to force Terrans to turtle into 1 hour long mech games.. I'm obsessed with starcraft and I don't have the patience to PLAY those games let alone watch them rofl.


Patience is an extremely undervalued skill.


Yes, but when we are talking "game design" I like the fact that all races can be played at a different pace. It is exciting to watch a slower/teching player (as is the case with mech, robo/templar, zerg in general) get absolutely dismantled by an aggressive player (bio, gateway/stargate, usually banes) , just as its fun to watch a slower/teching player hold attack after attack building up to a powerful potentially game ending attack. Both aggressive and defensive styles are necessary to make this game exciting. It gets boring however when both opt to go for the same strategy slower/teching based style, for example mech (and some air toss builds?) vs swarm host based play but this seems to be more of an exception in most games. So yeah, I think the most important issue right now is to change the pace in these match ups. Probably by changing the swarm host, as it was originally meant to be on the offensive/siege up against defensive positions?


It's not really that these defensive styles are boring in itself. It's rather that the units - as you say the SH is the epitome of this - are either just very boring, or kind of in a weird place balancewise - like the Raven or the BC - or plainly unexciting to engage with - Colossus, Tempest, Ultralisk come to mind.
I think what you optimally can get out those styles, is a tug-o-war scenario with slow sieges forward and people trying to find weak points and thereby overextending or breaking positions + a lot of harass in the form of units like hellions or zerglings that are a byproduct of the gasintense other units.

But that requires other units than the SH*, who just does not allow the opponent to attack and players need to get punished for not trying to win the tug-o-war, instead of being rewarded with more PDDs, Yamatos and Seekers that give you free value**.

*and also partly the Viper; people often overgo the fact that it is Vipers that are largely responsible for Terrans not being able to move out and just siege when in danger, because "just sieging" is as good as insta-gging against blinding clouds
** that's something they really got right with the Viper. Since it is easy to refill the the energy if you play well, you want to use that energy as often as possible.

Vipers are great IMO as they force Tank spreading. Vipers + SHs on the other hand is terrible because by spreading Tanks you start trading with free units, and that's bad.

There are some games from early HOTS where MVP goes mech and Zerg, don't know who it was, used Viper roach hidra and we saw those "mile long" siege lines ones more. Slowly pushing towards Zerg with spaced out Tanks and Hellions.

For a few weeks i though Blizz finally did it, but alas the SH was discovered TT


I'm not to sure about this. I think it is cool to see macro game slow pushes. But I think it's very hard to push against anything Viper related even when no SHs are around. Sure you can do the extreme spread/slow pushes - and after 2mins of preemtive spreading and leapfrogging you are half-way through the map and the Zerg is countering and you pack everything and go home again.

I think the game you are talking about was Dimaga vs Mvp on Newkirk. That was quite fun, but not only through the Mech buffs, but in general with the much better understanding of the Mech style and the discovery of Ravens these kinds of attacks from the Zerg just don't work. On the flipside, Mvp also cannot really push given how spread he has to be, which means to me that the Zerg should lose when trying that kind of stuff, but it will take a long time, since he shouldn't engage offensively...

MVP vs Stephano
+ Show Spoiler +


The Raven and SH are the worst things to have happen to mech TvZ IMO. The game above is what the general look of the MU should be like.
Head Coach Park: "They should buff tanks!"
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
July 24 2014 17:26 GMT
#433
On July 25 2014 00:49 parkufarku wrote:
Show nested quote +
On July 25 2014 00:36 opisska wrote:
I was away from the internet for a month a came back to this. How is it that the thread is not full of outrage? This buffs widow mines to an absurd extend, doesn't it? It doesn't matter that "Terran weak, halp!" when they buff the unit that was already strong before ... Can please someone explain to me in understandable terms how this patch is acceptable to anyone?


It's not; Blizzard buffed Terran when they are already really strong at the moment. A lot of the T posters on this thread are biased against their race and want the buffs so they claim "it was necessary" One T poster on this thread suggested warp gate reverting back to gateway after 3 uses lol.

Might as well give each Widow Mine the ability to shoot a nuke and make gateway units un-upgradeable. While we're at it, make Protoss and Zerg start with 1 worker in the beginning of the game too. This way, no one can keep denying the problems. Well..actually, even at that point, I wouldn't be surprised if they asked for more T buffs seeing how biased some posters are.

Just because you struggle doesn't mean that better players do. I think that the smarter Protoss players have come to realize that endless numbers of Protoss winning at tournaments is not good for the game. Unfortunately the buff seems to buff T more against Z than P. It may help against the muta flock though.

So stick your attitude where the sun doesn't shine.
submarine
Profile Joined March 2012
Germany290 Posts
July 24 2014 17:27 GMT
#434
On July 25 2014 00:52 parkufarku wrote:
Show nested quote +
On July 25 2014 00:00 submarine wrote:
On July 24 2014 22:14 deacon.frost wrote:
Yeah, Chargelot with 3 armor is surely BASIC gateway unit. Stalkers without Blink are trash against bio once the grenades kick in. Basic gw units are trash, that's why protoss has so strong splash damage on higher tears and that's why protoss has charge and blink upgrades... and even then healed bio squad is better than gateway T1 units of the same cost, unless there is a higher tier unit present(usually templar). That's why drops without templar tech are so scary you have to have plenty blink stalkers ready... but yeah, they are strong and powerful

I mean, terran with +3/+3 has a pretty scary units as well, because +3 bio is considered unbeatable in TvZ, so where's the problem? The same stupid example as +3 zealot...


Toss production is cheap and fast compared to terran while the units are more on the expensive side. Comparing equally expensive armies is very missleading in this case. You always should look what a race can have on the field at certain timings.

And who considers +3 bio to be unbeatable? A few "hype casters" maybe, when there is a downtime in the game and they need something to talk about. I have seen enough +2 LBM armies roll over +3 bio to know this generalization is BS.


Reactor = zerg-speed production

Terran units are on the expensive side? LOL. Last time I checked, a MMM army with widow mines was WAYYYYYY cheaper than gateway units mixed in with high tech T3 P units like Colossus, HT, Immortals.

Nothing is unbeatable but +3 bio is incredibly cost efficient and strong, seeing how marines deal insane DPS.


Reactor = zerg-speed production

Yeah sure! Are you actually serious?

Toss production is cheap while the units are more on the expensive side. That's how I meant it. Donno how you managed to misunderstand this.

"incredible"; "insane": Stop it. Yeah, there is a window were terran has a upgrade lead in TvZ. That does not really say anything about balance. There are also often "windows" were zerg flies around with a crapton of mutas and kills of so much for free. That is not a balance concern per se. It's just stupid gameplay if you ask me.

And the ultra expensive toss army is also a stupid myth. Once terran adds a decent number of medivas, vikings and ghosts the army values are pretty similar. Good luck fighting a fully developed toss army with MMM+mines.
submarine
Profile Joined March 2012
Germany290 Posts
July 24 2014 17:29 GMT
#435
On July 25 2014 02:22 Sapphire.lux wrote:
Show nested quote +
On July 25 2014 01:48 Big J wrote:
On July 25 2014 01:37 Sapphire.lux wrote:
On July 25 2014 00:48 Big J wrote:
On July 25 2014 00:19 gneGne wrote:
On July 24 2014 23:39 Big J wrote:
On July 24 2014 23:30 DomeGetta wrote:
On July 24 2014 05:12 Sapphire.lux wrote:
On July 24 2014 00:12 MockHamill wrote:
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.

Ha, i'm in the same boat. These latest changes make me not watch SC2 any more since bio+WM is boring to see in every game and any mech helping patch seems very unlikely for at least a few months now. Even the hope is gone lol



This is so obviously not a a true statement.

This is definitely either a closet zerg or someone who can't use bio/mine because it requires micro and wants DK to make Terran like Protoss.

Please explain how turtle mech is more entertaining to watch than something that involves multiple armies at different locations on the map / drops / intensive micro / multitask.

Fastest way to kill SC2 in my opinion is to force Terrans to turtle into 1 hour long mech games.. I'm obsessed with starcraft and I don't have the patience to PLAY those games let alone watch them rofl.


Patience is an extremely undervalued skill.


Yes, but when we are talking "game design" I like the fact that all races can be played at a different pace. It is exciting to watch a slower/teching player (as is the case with mech, robo/templar, zerg in general) get absolutely dismantled by an aggressive player (bio, gateway/stargate, usually banes) , just as its fun to watch a slower/teching player hold attack after attack building up to a powerful potentially game ending attack. Both aggressive and defensive styles are necessary to make this game exciting. It gets boring however when both opt to go for the same strategy slower/teching based style, for example mech (and some air toss builds?) vs swarm host based play but this seems to be more of an exception in most games. So yeah, I think the most important issue right now is to change the pace in these match ups. Probably by changing the swarm host, as it was originally meant to be on the offensive/siege up against defensive positions?


It's not really that these defensive styles are boring in itself. It's rather that the units - as you say the SH is the epitome of this - are either just very boring, or kind of in a weird place balancewise - like the Raven or the BC - or plainly unexciting to engage with - Colossus, Tempest, Ultralisk come to mind.
I think what you optimally can get out those styles, is a tug-o-war scenario with slow sieges forward and people trying to find weak points and thereby overextending or breaking positions + a lot of harass in the form of units like hellions or zerglings that are a byproduct of the gasintense other units.

But that requires other units than the SH*, who just does not allow the opponent to attack and players need to get punished for not trying to win the tug-o-war, instead of being rewarded with more PDDs, Yamatos and Seekers that give you free value**.

*and also partly the Viper; people often overgo the fact that it is Vipers that are largely responsible for Terrans not being able to move out and just siege when in danger, because "just sieging" is as good as insta-gging against blinding clouds
** that's something they really got right with the Viper. Since it is easy to refill the the energy if you play well, you want to use that energy as often as possible.

Vipers are great IMO as they force Tank spreading. Vipers + SHs on the other hand is terrible because by spreading Tanks you start trading with free units, and that's bad.

There are some games from early HOTS where MVP goes mech and Zerg, don't know who it was, used Viper roach hidra and we saw those "mile long" siege lines ones more. Slowly pushing towards Zerg with spaced out Tanks and Hellions.

For a few weeks i though Blizz finally did it, but alas the SH was discovered TT


I'm not to sure about this. I think it is cool to see macro game slow pushes. But I think it's very hard to push against anything Viper related even when no SHs are around. Sure you can do the extreme spread/slow pushes - and after 2mins of preemtive spreading and leapfrogging you are half-way through the map and the Zerg is countering and you pack everything and go home again.

I think the game you are talking about was Dimaga vs Mvp on Newkirk. That was quite fun, but not only through the Mech buffs, but in general with the much better understanding of the Mech style and the discovery of Ravens these kinds of attacks from the Zerg just don't work. On the flipside, Mvp also cannot really push given how spread he has to be, which means to me that the Zerg should lose when trying that kind of stuff, but it will take a long time, since he shouldn't engage offensively...

MVP vs Stephano
+ Show Spoiler +
https://www.youtube.com/watch?v=e0dZP6He_E4


The Raven and SH are the worst things to have happen to mech TvZ IMO. The game above is what the general look of the MU should be like.


Yeah, its pretty bad if both sides have incentives to sit back and wait.
Survivor61316
Profile Joined July 2012
United States470 Posts
July 24 2014 17:40 GMT
#436
On July 23 2014 17:31 StaraCroft wrote:
Show nested quote +
On July 23 2014 16:58 Loccstana wrote:
On July 23 2014 15:42 StaraCroft wrote:
On July 23 2014 14:39 Karpfen wrote:
On July 23 2014 13:23 StaraCroft wrote:
Is this really what terrans want? This basically means if you don't pull your probes in time against an early mine drop you will loose to one mine. And you might still loose if they send in a second medivac into the retreat path of your probes (haven't seen anyone do this since the beta).
This doesn't seem like it addresses any balance concerns and will just give random wins to terran if they happen to land a lucky widow mine shot.



Yeah, lucky to find a protoss that has huge reaction times and does not move probes.


You obviously haven't played against this in the beta. If you don't pull the probes before the mine gets dropped it is better to not move them at all because you will just guide the widow mine shot into all of your probes loosing you the game instantly. Of course it's possible to play against this, but a fraction of a second can make the difference between no units lost and 16 probes lost. It is extremely coinflippy.


Widow mines take 3 seconds to burrow and another 1.5 seconds to fire. If you cant react to widow mines in 4.5 seconds, then I really dont know what to say. Most widow mines get only 3-4 kills before they die anyways. On the other hand, the oracle...

A widow mine that got 3-4 kills before the patch will end the game after the patch. Just to make sure you realize this: One WM will kill every probe in the entire spash radius of 1.75 instantly, which is half a mineral line. I'm not saying it will be impossible to defend. I've played against this for months. I'm just saying it increases the punishment for making a mistake as protoss. It's making a binary unit even more binary. It will lead to some easy wins if P makes a mistake, and will change almost nothing if they don't.

Stop being foolish. The +shields will not result in any extra kills vs probes compared to the pre-patched mine got. The mine already had enough damage to kill all probes caught in its splash radius, and mine drops were not game ending before that patch, so they will not be now either. The only thing the +shields helps against is gateway units.
Liquid Fighting
submarine
Profile Joined March 2012
Germany290 Posts
July 24 2014 17:53 GMT
#437
Right now the WM kills probes in a 1.5 radius. After the patch it will kill in a 1.75 radius. Sure it's a buff. But it'S not as big as some here think.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 24 2014 17:54 GMT
#438
Protoss complaining about WMs drops in their mineral line is so hilarious and ironic when you know that they have oracles and DTs that are way more efficient then a WM in this situation.
You didn't scout a WM drop but you have an eyes on the minimap ? Maximum probe lost : 1
You didn't scout an oracle but you have an eyes on the minimap ? You lost the game, gg.
You didn't scout a DT drop but you have an eyes on the minimap ? You lost the game, gg.
Survivor61316
Profile Joined July 2012
United States470 Posts
July 24 2014 17:57 GMT
#439
I was talking about the original widow mine, when it already killed all probes within a 1.75 radius. It was not broken then, and it will not be broken now.
Liquid Fighting
Loccstana
Profile Blog Joined November 2012
United States833 Posts
July 24 2014 18:21 GMT
#440
Double the warp in duration from 5 to 10 seconds and also double the damage that a warping in unit takes. This should discourage the in your face warpins.
[url]http://i.imgur.com/lw2yN.jpg[/url]
Prev 1 20 21 22 23 24 27 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 569
UpATreeSC 400
IndyStarCraft 179
SteadfastSC 163
Hui .156
StarCraft: Brood War
Calm 4420
Rain 2358
Hyuk 592
Dewaltoss 141
Soulkey 133
Aegong 55
sas.Sziky 52
sSak 44
Nal_rA 34
IntoTheRainbow 6
Counter-Strike
fl0m4070
olofmeister1677
zeus221
sgares217
Skadoodle94
rGuardiaN87
Heroes of the Storm
Liquid`Hasu427
Other Games
tarik_tv43301
gofns32593
summit1g2563
FrodaN2388
Grubby917
Beastyqt392
C9.Mang0351
Mew2King193
KnowMe156
RushiSC114
Trikslyr89
BRAT_OK 49
QueenE39
EmSc Tv 22
MindelVK12
Organizations
Other Games
EmSc Tv 22
StarCraft 2
EmSc2Tv 22
Other Games
BasetradeTV18
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• kabyraGe 139
• LUISG 8
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• Migwel
• LaughNgamezSOOP
StarCraft: Brood War
• Eskiya23 23
• blackmanpl 8
• Rasowy 6
• Michael_bg 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV469
League of Legends
• Nemesis6094
• TFBlade1370
Other Games
• imaqtpie1163
Upcoming Events
OSC
12m
Spirit vs MaNa
ByuN vs SKillous
Chance vs ArT
Mixu vs HonMonO
UedSoldier vs SoldieR
sebesdes vs GgMaChine
Babymarine vs Moja
SteadfastSC163
Replay Cast
7h 12m
SOOP
14h 12m
Cure vs Zoun
SC Evo League
17h 12m
Road to EWC
19h 12m
SOOP Global
20h 12m
FuturE vs MaNa
Harstem vs Cham
BSL: ProLeague
23h 12m
Sziky vs JDConan
Cross vs MadiNho
Hawk vs Bonyth
Circuito Brasileiro de…
1d 1h
Sparkling Tuna Cup
1d 15h
Road to EWC
1d 19h
[ Show More ]
BSL: ProLeague
1d 23h
UltrA vs TBD
Dewalt vs TBD
Replay Cast
3 days
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #3 - GSC
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

NPSL Lushan
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.