• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:48
CET 17:48
KST 01:48
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Weekly Cups (Nov 3-9): Clem Conquers in Canada2SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4
StarCraft 2
General
Mech is the composition that needs teleportation t SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1868 users

Legacy of the Void Announced - Page 133

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 131 132 133 134 135 149 Next
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
November 19 2014 15:51 GMT
#2641
I don't think they were thinking balance at all. If you recall the original Thor design pre-beta for WoL was seriously that of "you can micro fast units around it before you can attack." They simply never changed it.


I think this is probably true.The Thor used to have a very slow turn rate and combined with a high damage point, enemy could run circles around it to take less damage. When it got into beta, however, they removed the slow turnrate, but "forgot" about adjusting the damage point as well.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
November 19 2014 15:54 GMT
#2642
I had a dream tonight and i played LotV campaign in it. And there was Reaver on one of the missions, it was beutiful!
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-11-19 16:20:11
November 19 2014 16:00 GMT
#2643
On November 20 2014 00:51 Hider wrote:
Show nested quote +
I don't think they were thinking balance at all. If you recall the original Thor design pre-beta for WoL was seriously that of "you can micro fast units around it before you can attack." They simply never changed it.


I think this is probably true.The Thor used to have a very slow turn rate and combined with a high damage point, enemy could run circles around it to take less damage. When it got into beta, however, they removed the slow turnrate, but "forgot" about adjusting the damage point as well.

Does it really work like that? I thought if you get into field of vision and then disappear from it the Thor still fires even though the damage point-induced delay made the initial attack condition false. I could have been mistaken in testing this, or maybe Blizzard changed this globally after moving the Thor towards the current design. The slow turn rate designs never quite work out in practice because this is an army vs army game while e.g. the design focuses too much on engaging a single Thor. I had a similar idea for slowly rotating missile turrets to enable mutalisk/phoenix vs turret micro, but I don't think it works out in practice.

On November 20 2014 01:08 Hider wrote:
Show nested quote +
Does it really work like that? I thought if you get into field of vision and then disappear from it the Thor still fires even though the damage point-induced delay made the initial attack condition false.


If a unit has a very high damage point, the enemy unit has time to get out of the critical range. But the critical range is not just the normal range of the unit, but should instead be seen as "normal range" + "range slop". With a low range slop and a high damage point, it's very easy for units to "miss attacks" against enemy units that run away.

I don't know how it works for units that turns extremely slow though.

Regardless, it's clear that if the unit has a high damage point, it gives the enemy units a headstart when they are running circles around the Thor as it can not rotate for 0.8 seconds. So when it is not attacking, it is slowly catching up to the enemy units that are running circles around it. Once it has catched up, it attacks one unit, while the other units can continue to run around it, and force the Thor to spend time on catching up.

Right. I only tested with units trying to move to the back of the Thor because that's the scenario that applies. And meh, I missed that effect but you're right: even if you can't avoid the first shot you can get in a better position for the second shot, so the high damage point could still be intended for this interaction. I didn't think about it because I tested the interaction with zerglings that would always die in one shot anyway.
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.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2014-11-19 16:11:58
November 19 2014 16:08 GMT
#2644
Does it really work like that? I thought if you get into field of vision and then disappear from it the Thor still fires even though the damage point-induced delay made the initial attack condition false.


If a unit has a very high damage point, the enemy unit has time to get out of the critical range. But the critical range is not just the normal range of the unit, but should instead be seen as "normal range" + "range slop". With a low range slop and a high damage point, it's very easy for units to "miss attacks" against enemy units that run away.

I don't know how it works for units that turns extremely slow though.

Regardless, it's clear that if the unit has a high damage point, it gives the enemy units a headstart when they are running circles around the Thor as it can not rotate for 0.8 seconds. So when it is not attacking, it is slowly catching up to the enemy units that are running circles around it. Once it has catched up, it attacks one unit, while the other units can continue to run around it, and force the Thor to spend time on catching up.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
November 19 2014 23:27 GMT
#2645
I believe a unit still fires even if its turn radius stops it from aiming directly at the unit.
Big J
Profile Joined March 2011
Austria16289 Posts
November 19 2014 23:40 GMT
#2646
On November 20 2014 08:27 DoubleReed wrote:
I believe a unit still fires even if its turn radius stops it from aiming directly at the unit.

There is an arc value in which it can fire even if not directly facing the target. For most smaller units that insta turn it is 0 and the unit just turns to the target.
For bigger units like the Thor it is a little bit bigger, but still very small as far as I recall. So the Thor more than less has to aim at its target.
rotta
Profile Joined December 2011
5595 Posts
November 19 2014 23:56 GMT
#2647
On November 20 2014 00:54 Jenia6109 wrote:
I had a dream tonight and i played LotV campaign in it. And there was Reaver on one of the missions, it was beutiful!

Give Mass Recall a try in the meanwhile!
don't wall off against random
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
Last Edited: 2014-11-20 06:32:06
November 20 2014 06:31 GMT
#2648
My favorite change is the sieged tank pickup! It makes it possible for T to go mech tech against P's deathball, which I think must be Blizzard's intention. Mech has never been very practical because of tank and Thor's lack of mobility, so bioball is like the only option. In TvP T is forced to waste resources on Vikings to snipe colossi and sometimes when facing blink stalkers, ten vikings can hardly take one colossus down. Generally it's a huge disadvantage for T when P and Z already have midgame and lategame units while T's still using 4M, but that's about to change. With the tank pickup and the immortal's nerf, tanks will be able to fill vikings' shoes to attack colossus and cover for marines and mauraders! T could also build a full mech army of tank/cyclone/hellbat/thor to deal with P's deathball.

And nonetheless, tank drop harassment has a huge potential, maybe even more threatening than traditional MM drop. I'm looking forward to see more of that!
Make DC listen!
Yoav
Profile Joined March 2011
United States1874 Posts
November 20 2014 10:16 GMT
#2649
Tank pickup is actually the thing that worries me the most... TvX matchups have relied on the siege/unsiege time as a key balancing factor for a decade and a half now. It really feels to me like that distinctive feel and playstyle is taken away if T doesn't have to have that moment of vulnerability while moving tanks. I guess it'll be kept in check by the viking threat in TVT, but in other matchups it'll be a lot harder to snipe the medivacs, meaning T can advance the tanks really, really quickly now.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 20 2014 12:14 GMT
#2650
On November 20 2014 19:16 Yoav wrote:
Tank pickup is actually the thing that worries me the most... TvX matchups have relied on the siege/unsiege time as a key balancing factor for a decade and a half now. It really feels to me like that distinctive feel and playstyle is taken away if T doesn't have to have that moment of vulnerability while moving tanks. I guess it'll be kept in check by the viking threat in TVT, but in other matchups it'll be a lot harder to snipe the medivacs, meaning T can advance the tanks really, really quickly now.


Don't forget that in BW P doesn't have colossus, period. Immortal, blink stalkers, phoenix even zealots with charge can easily crash sieged tanks in a good position, so tank is basically out of play in TvP, and in HotS it's no longer practical to protect marines from rolling banelings as well because of viper. This is really unfair to T. Compared to tank's siege/unsiege time, colossus's vulnerability to air units is a much smaller vulnerability when it's protected by blink stalkers.
Make DC listen!
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 20 2014 15:37 GMT
#2651
On November 20 2014 19:16 Yoav wrote:
Tank pickup is actually the thing that worries me the most... TvX matchups have relied on the siege/unsiege time as a key balancing factor for a decade and a half now. It really feels to me like that distinctive feel and playstyle is taken away if T doesn't have to have that moment of vulnerability while moving tanks. I guess it'll be kept in check by the viking threat in TVT, but in other matchups it'll be a lot harder to snipe the medivacs, meaning T can advance the tanks really, really quickly now.


When protoss did the same thing with a unit that deals 125 splash damage that cost less gas no one batted an eye.
Hark, what baseball through yonder window breaks?
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2014-11-20 16:29:03
November 20 2014 16:28 GMT
#2652
On November 21 2014 00:37 Thieving Magpie wrote:
Show nested quote +
On November 20 2014 19:16 Yoav wrote:
Tank pickup is actually the thing that worries me the most... TvX matchups have relied on the siege/unsiege time as a key balancing factor for a decade and a half now. It really feels to me like that distinctive feel and playstyle is taken away if T doesn't have to have that moment of vulnerability while moving tanks. I guess it'll be kept in check by the viking threat in TVT, but in other matchups it'll be a lot harder to snipe the medivacs, meaning T can advance the tanks really, really quickly now.


When protoss did the same thing with a unit that deals 125 splash damage that cost less gas no one batted an eye.


It wasn't the same thing. Several differences:

(i) The shuttle - when not upgraded - had a relative slowly movement speed and no speed-boost.
(ii) Reaver has 9 range
(iii) Reaver had roughly a 0.5 second delay before they would attack after getting dropped off.
(iii) Enemy could micro against the projectile, and thus a good player would take less damage from Reaver drops.

Tank siege drops can work, but it cannot drop off instantly and attack. There needs to be roughly a 1 second delay (at least).
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2014-11-20 16:48:20
November 20 2014 16:46 GMT
#2653
^ But Reaver AOE damage (potential) is much greater than the sc2 tank, isn't it?

I'm still not sure the proposed buff to tanks, as in being able to be dropped in siege, makes them more interesting as harass than just a bunch of stim marines. Those things have beast DPS and are fast to chase some workers down, when they get pulled.

With that said, I'm also sure there will be some form of slight delay added.
Revolutionist fan
Big J
Profile Joined March 2011
Austria16289 Posts
November 20 2014 16:52 GMT
#2654
From the first tank drop video it looks like there is a slight delay already.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 20 2014 17:01 GMT
#2655
I think we can all agree Tank drop needs either;
1) delay before firing
2) drop in unsieged mode

I'd prefer option 2. That still keeps the punishing cooldown time to attack in while Tanks move.
I'd prefer that over Tanks that leapfrog without siege time and at 4 speed 0_0
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 20 2014 18:49 GMT
#2656
On November 21 2014 02:01 SC2Toastie wrote:
I think we can all agree Tank drop needs either;
1) delay before firing
2) drop in unsieged mode

I'd prefer option 2. That still keeps the punishing cooldown time to attack in while Tanks move.
I'd prefer that over Tanks that leapfrog without siege time and at 4 speed 0_0


Dude, that would b fucking awesome. Even more awesome is someone who starts kiting with tanks using 3-5 medivacs moving back and forth non-stop
Hark, what baseball through yonder window breaks?
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2014-11-20 19:14:59
November 20 2014 19:14 GMT
#2657
On November 21 2014 02:01 SC2Toastie wrote:
I think we can all agree Tank drop needs either;
1) delay before firing
2) drop in unsieged mode

I'd prefer option 2. That still keeps the punishing cooldown time to attack in while Tanks move.
I'd prefer that over Tanks that leapfrog without siege time and at 4 speed 0_0


Yeh, the 2nd option was me two years ago.

Give the starport a late game upgrade to pick up sieged tanks, so you don't have to unsiege them and then put then in the dropship. However when tanks gets unloaded they come out in nonsiege mode (even if they were loaded in siege mode).


Source: http://www.teamliquid.net/forum/sc2-maps/304955-starbow?page=218
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 20 2014 19:17 GMT
#2658
On November 21 2014 03:49 Thieving Magpie wrote:
Show nested quote +
On November 21 2014 02:01 SC2Toastie wrote:
I think we can all agree Tank drop needs either;
1) delay before firing
2) drop in unsieged mode

I'd prefer option 2. That still keeps the punishing cooldown time to attack in while Tanks move.
I'd prefer that over Tanks that leapfrog without siege time and at 4 speed 0_0


Dude, that would b fucking awesome. Even more awesome is someone who starts kiting with tanks using 3-5 medivacs moving back and forth non-stop

I think in that situation you'd be better off investing those 500/500 in more units...
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 20 2014 19:17 GMT
#2659
On November 21 2014 04:14 Hider wrote:
Show nested quote +
On November 21 2014 02:01 SC2Toastie wrote:
I think we can all agree Tank drop needs either;
1) delay before firing
2) drop in unsieged mode

I'd prefer option 2. That still keeps the punishing cooldown time to attack in while Tanks move.
I'd prefer that over Tanks that leapfrog without siege time and at 4 speed 0_0


Yeh, the 2nd option was me two years ago.

Show nested quote +
Give the starport a late game upgrade to pick up sieged tanks, so you don't have to unsiege them and then put then in the dropship. However when tanks gets unloaded they come out in nonsiege mode (even if they were loaded in siege mode).


Source: http://www.teamliquid.net/forum/sc2-maps/304955-starbow?page=218

Haha, Awesome!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 20 2014 21:10 GMT
#2660
On November 21 2014 04:17 SC2Toastie wrote:
Show nested quote +
On November 21 2014 03:49 Thieving Magpie wrote:
On November 21 2014 02:01 SC2Toastie wrote:
I think we can all agree Tank drop needs either;
1) delay before firing
2) drop in unsieged mode

I'd prefer option 2. That still keeps the punishing cooldown time to attack in while Tanks move.
I'd prefer that over Tanks that leapfrog without siege time and at 4 speed 0_0


Dude, that would b fucking awesome. Even more awesome is someone who starts kiting with tanks using 3-5 medivacs moving back and forth non-stop

I think in that situation you'd be better off investing those 500/500 in more units...


Shush you! Plat league here I come!
Hark, what baseball through yonder window breaks?
Prev 1 131 132 133 134 135 149 Next
Please log in or register to reply.
Live Events Refresh
OSC
16:00
Masters Cup #150: Group A
davetesta102
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 177
MindelVK 22
SC2ShoWTimE 0
StarCraft: Brood War
Britney 27004
Calm 3758
Soma 1014
Shuttle 653
Stork 499
hero 441
ZerO 350
firebathero 268
Sharp 188
Rush 185
[ Show more ]
Barracks 112
sSak 81
Mong 37
Aegong 32
Terrorterran 20
Sexy 15
Dota 2
singsing2431
Dendi1037
BananaSlamJamma203
XcaliburYe114
Counter-Strike
oskar96
markeloff92
FunKaTv 51
Other Games
hiko706
B2W.Neo588
DeMusliM388
Lowko348
Hui .336
crisheroes212
Fuzer 209
Sick208
ArmadaUGS165
Liquid`VortiX159
Trikslyr34
ZerO(Twitch)16
fpsfer 1
Organizations
Other Games
WardiTV328
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• poizon28 26
• Adnapsc2 14
• Reevou 3
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• blackmanpl 10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2355
• WagamamaTV321
League of Legends
• Nemesis3500
• TFBlade826
Other Games
• Shiphtur157
Upcoming Events
Replay Cast
6h 12m
Replay Cast
16h 12m
Kung Fu Cup
19h 12m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
1d 6h
The PondCast
1d 17h
RSL Revival
1d 17h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 19h
WardiTV Korean Royale
1d 19h
PiGosaur Monday
2 days
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
[ Show More ]
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
BSL 21
4 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
5 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Wardi Open
5 days
Monday Night Weeklies
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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.