• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:50
CET 20:50
KST 04:50
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !4Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win Did they add GM to 2v2? RSL Revival - 2025 Season Finals Preview
Tourneys
RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/ [BSL21] RO8 Bracket & Prediction Contest BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET [ASL20] Grand Finals
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread General RTS Discussion Thread 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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1766 users

Community Feedback Update - December 18 - Page 9

Forum Index > SC2 General
261 CommentsPost a Reply
Prev 1 7 8 9 10 11 14 Next All
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
December 19 2015 18:44 GMT
#161
On December 20 2015 03:32 Elentos wrote:
Show nested quote +
On December 20 2015 03:25 Sapphire.lux wrote:
On December 20 2015 02:27 Grumbels wrote:
On December 19 2015 22:35 HeroMystic wrote:
On December 19 2015 22:14 Elentos wrote:
On December 19 2015 22:03 HeroMystic wrote:
On December 19 2015 21:49 Elentos wrote:
On December 19 2015 21:18 Sapphire.lux wrote:
I like the Zerg nerfs, i hate the PO 2 shooting hellions and 1 shooting marines, the Thor buff doesn't do anything for mech viability IMO.

Yeah also, scrap the TankVac already and buff the Tank directly.

I don't see why people keep asking for this. Removing the tank pickup entirely is a nerf to a ridiculous extent. It would mean tanks are at all times vulnerable to ravager shots. It would make them way more vulnerable against adept suicides and stalker blink-ins etc. because you can't save the tank anymore. Where do you want them to buff the tank damage to to compensate for the fact that it gets countered so easily because it can't move? Liberator level but with AoE?


The tank should be saved by good positioning. And it would if it would actually do it's job.

The tank is too slow of LotV without medivacs. Your positioning can be great for how the engagement starts but a few seconds later they'd be better off in a different spot because the actual fight is happening out of range. And you don't actually fix that by increasing its damage. Unless you increase it to a point where massing them becomes almost obscenely strong.


So if Siege Tanks are strong, your opponent works on staying out of it's range... sounds like it's doing it's job to me.

The big picture is, Siege Tanks do not trade efficiently right now, and Tankivacs is a workaround, not a problem solver. The Siege Tank count can't get too high because of the obscene amount of hard counters in this game. Buffing the damage allows it to trade efficiently before dying to good counterplay.

How exactly does one clearly delineate what constitutes a fundamental solution versus a mere workaround? I don't think it's that simple.

Siege tanks did not work in Heart of the Swarm to an appreciable extent and in Legacy of the Void they are much more flexible and useful by giving them synergy with the most ubiquitous terran unit. One main reason to call it a workaround is to restrict oneself by reminiscing about the siege tank's true purpose as derived from Brood War strategy instead of looking at its de facto role in SC2 and thinking of ways to improve it. I feel that if you think that way you are not really contributing to the conversation because the post serves only to foreshadow some larger, substantial criticism of all of Starcraft 2.

Why should the siege tank be an efficient unit? I'm sure it was intended that way, but there are vastly more counters to the unit in this game to make that role difficult to fulfill. Generic counters, which increase the dynamic potential of an army as a whole. There is a general trend in the game to make units more survivable, resilient, reusable and so on which means that a dedicated player can virtually always overcome defensive set-ups that lack commitment. Blizzard's change goes a long way into allowing the siege tank to move with the times to function in this new environment.

There can be specific issues with siege tank pick-up, like the delay to fire or the type of mode active upon returning to the ground and such, but if one conflates those with a larger criticism of the tank's role one's argument might become independent of any tinkering to balance the unit, i.e. one falls outside of the discourse.

Nah, just needs to do more dmg. The Lurkers shows that even low mobility when it's put together with a strong attack makes for a very powerful unit.

The lurker doesn't have much higher DPS than siege tanks (it has lower DPS against armored units actually) and it's easier to micro against. Seriously the lurker attack damage is only 30, the tank is 35 but slightly slower (50 vs armored).

Big potential AOE though
Head Coach Park: "They should buff tanks!"
Elentos
Profile Blog Joined February 2015
55561 Posts
December 19 2015 18:47 GMT
#162
On December 20 2015 03:44 Sapphire.lux wrote:
Show nested quote +
On December 20 2015 03:32 Elentos wrote:
On December 20 2015 03:25 Sapphire.lux wrote:
On December 20 2015 02:27 Grumbels wrote:
On December 19 2015 22:35 HeroMystic wrote:
On December 19 2015 22:14 Elentos wrote:
On December 19 2015 22:03 HeroMystic wrote:
On December 19 2015 21:49 Elentos wrote:
On December 19 2015 21:18 Sapphire.lux wrote:
I like the Zerg nerfs, i hate the PO 2 shooting hellions and 1 shooting marines, the Thor buff doesn't do anything for mech viability IMO.

Yeah also, scrap the TankVac already and buff the Tank directly.

I don't see why people keep asking for this. Removing the tank pickup entirely is a nerf to a ridiculous extent. It would mean tanks are at all times vulnerable to ravager shots. It would make them way more vulnerable against adept suicides and stalker blink-ins etc. because you can't save the tank anymore. Where do you want them to buff the tank damage to to compensate for the fact that it gets countered so easily because it can't move? Liberator level but with AoE?


The tank should be saved by good positioning. And it would if it would actually do it's job.

The tank is too slow of LotV without medivacs. Your positioning can be great for how the engagement starts but a few seconds later they'd be better off in a different spot because the actual fight is happening out of range. And you don't actually fix that by increasing its damage. Unless you increase it to a point where massing them becomes almost obscenely strong.


So if Siege Tanks are strong, your opponent works on staying out of it's range... sounds like it's doing it's job to me.

The big picture is, Siege Tanks do not trade efficiently right now, and Tankivacs is a workaround, not a problem solver. The Siege Tank count can't get too high because of the obscene amount of hard counters in this game. Buffing the damage allows it to trade efficiently before dying to good counterplay.

How exactly does one clearly delineate what constitutes a fundamental solution versus a mere workaround? I don't think it's that simple.

Siege tanks did not work in Heart of the Swarm to an appreciable extent and in Legacy of the Void they are much more flexible and useful by giving them synergy with the most ubiquitous terran unit. One main reason to call it a workaround is to restrict oneself by reminiscing about the siege tank's true purpose as derived from Brood War strategy instead of looking at its de facto role in SC2 and thinking of ways to improve it. I feel that if you think that way you are not really contributing to the conversation because the post serves only to foreshadow some larger, substantial criticism of all of Starcraft 2.

Why should the siege tank be an efficient unit? I'm sure it was intended that way, but there are vastly more counters to the unit in this game to make that role difficult to fulfill. Generic counters, which increase the dynamic potential of an army as a whole. There is a general trend in the game to make units more survivable, resilient, reusable and so on which means that a dedicated player can virtually always overcome defensive set-ups that lack commitment. Blizzard's change goes a long way into allowing the siege tank to move with the times to function in this new environment.

There can be specific issues with siege tank pick-up, like the delay to fire or the type of mode active upon returning to the ground and such, but if one conflates those with a larger criticism of the tank's role one's argument might become independent of any tinkering to balance the unit, i.e. one falls outside of the discourse.

Nah, just needs to do more dmg. The Lurkers shows that even low mobility when it's put together with a strong attack makes for a very powerful unit.

The lurker doesn't have much higher DPS than siege tanks (it has lower DPS against armored units actually) and it's easier to micro against. Seriously the lurker attack damage is only 30, the tank is 35 but slightly slower (50 vs armored).

Big potential AOE though

Potential yeah, although mostly from the fact that it can't be seen. By which I mean its attack, that animation is awful.
Every 60 seconds in Africa, a minute passes.
TW
Profile Joined March 2012
Poland255 Posts
Last Edited: 2015-12-19 18:54:09
December 19 2015 18:49 GMT
#163
Wow, today until now no Terran won a single matchup at Home Cup, they are 12-1 on maps
Elentos
Profile Blog Joined February 2015
55561 Posts
December 19 2015 18:55 GMT
#164
On December 20 2015 03:49 TW wrote:
Wow, today until now no Terran won a single matchup at Home Cup, they are 12-1 on maps

I mean Blizzard pretty much said during beta that that's not the level they're balancing the game around. At least it was implied considering they repeatedly said "Top level pros aren't playing yet" when all that was missing were a few KeSPA players.
Every 60 seconds in Africa, a minute passes.
jinjin5000
Profile Joined May 2010
United States1466 Posts
December 19 2015 19:44 GMT
#165
On December 20 2015 03:55 Elentos wrote:
Show nested quote +
On December 20 2015 03:49 TW wrote:
Wow, today until now no Terran won a single matchup at Home Cup, they are 12-1 on maps

I mean Blizzard pretty much said during beta that that's not the level they're balancing the game around. At least it was implied considering they repeatedly said "Top level pros aren't playing yet" when all that was missing were a few KeSPA players.


Good thing no kespa players played yet in any tourney or pre season or qualifiers!
HeroMystic
Profile Joined March 2011
United States1217 Posts
Last Edited: 2015-12-19 20:37:55
December 19 2015 20:37 GMT
#166
On December 20 2015 02:27 Grumbels wrote:
Show nested quote +
On December 19 2015 22:35 HeroMystic wrote:
On December 19 2015 22:14 Elentos wrote:
On December 19 2015 22:03 HeroMystic wrote:
On December 19 2015 21:49 Elentos wrote:
On December 19 2015 21:18 Sapphire.lux wrote:
I like the Zerg nerfs, i hate the PO 2 shooting hellions and 1 shooting marines, the Thor buff doesn't do anything for mech viability IMO.

Yeah also, scrap the TankVac already and buff the Tank directly.

I don't see why people keep asking for this. Removing the tank pickup entirely is a nerf to a ridiculous extent. It would mean tanks are at all times vulnerable to ravager shots. It would make them way more vulnerable against adept suicides and stalker blink-ins etc. because you can't save the tank anymore. Where do you want them to buff the tank damage to to compensate for the fact that it gets countered so easily because it can't move? Liberator level but with AoE?


The tank should be saved by good positioning. And it would if it would actually do it's job.

The tank is too slow of LotV without medivacs. Your positioning can be great for how the engagement starts but a few seconds later they'd be better off in a different spot because the actual fight is happening out of range. And you don't actually fix that by increasing its damage. Unless you increase it to a point where massing them becomes almost obscenely strong.


So if Siege Tanks are strong, your opponent works on staying out of it's range... sounds like it's doing it's job to me.

The big picture is, Siege Tanks do not trade efficiently right now, and Tankivacs is a workaround, not a problem solver. The Siege Tank count can't get too high because of the obscene amount of hard counters in this game. Buffing the damage allows it to trade efficiently before dying to good counterplay.

How exactly does one clearly delineate what constitutes a fundamental solution versus a mere workaround? I don't think it's that simple.

Siege tanks did not work in Heart of the Swarm to an appreciable extent and in Legacy of the Void they are much more flexible and useful by giving them synergy with the most ubiquitous terran unit. One main reason to call it a workaround is to restrict oneself by reminiscing about the siege tank's true purpose as derived from Brood War strategy instead of looking at its de facto role in SC2 and thinking of ways to improve it. I feel that if you think that way you are not really contributing to the conversation because the post serves only to foreshadow some larger, substantial criticism of all of Starcraft 2.

Why should the siege tank be an efficient unit? I'm sure it was intended that way, but there are vastly more counters to the unit in this game to make that role difficult to fulfill. Generic counters, which increase the dynamic potential of an army as a whole. There is a general trend in the game to make units more survivable, resilient, reusable and so on which means that a dedicated player can virtually always overcome defensive set-ups that lack commitment. Blizzard's change goes a long way into allowing the siege tank to move with the times to function in this new environment.

There can be specific issues with siege tank pick-up, like the delay to fire or the type of mode active upon returning to the ground and such, but if one conflates those with a larger criticism of the tank's role one's argument might become independent of any tinkering to balance the unit, i.e. one falls outside of the discourse.


You define what is a solution or a workaround by looking at the function of the unit. Siege Tanks are meant to siege areas and hold positions. As stated from someone else, the siege units that compare to this are Brood Lords, Lurkers, Liberators, Disruptors, and Tempest. All aformentioned units you don't attack into unless you're positive that you can break through the contained position, or dismantle the Siege unit. All of these units except the Siege Tank fulfill this solidly. What we have instead is a requirement to have a secondary unit in order for it to function. This is not depth added to the Siege Tank but rather depth added to the Medivac.

What you're saying is being a siege unit isn't the tank's role anymore, when it still is and I don't really think that can be contested. Otherwise, what is it's role supposed to be? A Harass unit? Backline support? If that's the case then you can buff tank mode and increase it's movement speed so it can keep up with Bio. But that would be really silly.
m4ini
Profile Joined February 2014
4215 Posts
Last Edited: 2015-12-19 21:07:22
December 19 2015 21:04 GMT
#167
On December 20 2015 01:50 Elentos wrote:
Show nested quote +
On December 20 2015 01:09 Glorfindel! wrote:
On December 20 2015 00:34 Elentos wrote:
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D

Marauders are better than adepts in many things.

Though I will say adepts are a curious unit. 150 max health, 1 base armor, 2-shots workers, light unit that can teleport. And all of those are without upgrades. That amount of versatility and strength for that cost and that tech requirement is pretty hard to balance.

What "Many things"? :D

Marauders are armored. They have higher range than adepts. They can slow enemy units down. They are better at fighting armored units. They are better at destroying buildings. You know, things marauders do.


No, they can't.

And all of those are without upgrades.


A marauder in "blank state" does not slow. It also does not stim. "Things marauders do" is only after two upgrades, where as the adept comes straight out of the box with all it's strengths. And that's the idiotic part.

Make shade a researchable ability in cybercore, for 100-100, taking 120 seconds to research (same as stim) - adept fixed. It's so stupid to watch adept/warpprism over and over again.

edit: or, you know, change them from light to armored, since they kinda are armored. I never understood why marauders count as "armored" but the adept does not.
On track to MA1950A.
Bohemond
Profile Joined May 2012
United States163 Posts
December 19 2015 21:13 GMT
#168
On December 20 2015 01:50 Elentos wrote:
Show nested quote +
On December 20 2015 01:09 Glorfindel! wrote:
On December 20 2015 00:34 Elentos wrote:
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D

Marauders are better than adepts in many things.

Though I will say adepts are a curious unit. 150 max health, 1 base armor, 2-shots workers, light unit that can teleport. And all of those are without upgrades. That amount of versatility and strength for that cost and that tech requirement is pretty hard to balance.

What "Many things"? :D

Marauders are armored. They have higher range than adepts. They can slow enemy units down. They are better at fighting armored units. They are better at destroying buildings. You know, things marauders do.


Marauders are pretty clearly on the whole a much weaker unit without their upgrades. And I doubt Adepts will ever be balanced unless they're made into a Protoss version of the HotS reaper (useful early for scout/mild harass, crap later).


On December 20 2015 05:37 HeroMystic wrote:
Show nested quote +
On December 20 2015 02:27 Grumbels wrote:
On December 19 2015 22:35 HeroMystic wrote:
On December 19 2015 22:14 Elentos wrote:
On December 19 2015 22:03 HeroMystic wrote:
On December 19 2015 21:49 Elentos wrote:
On December 19 2015 21:18 Sapphire.lux wrote:
I like the Zerg nerfs, i hate the PO 2 shooting hellions and 1 shooting marines, the Thor buff doesn't do anything for mech viability IMO.

Yeah also, scrap the TankVac already and buff the Tank directly.

I don't see why people keep asking for this. Removing the tank pickup entirely is a nerf to a ridiculous extent. It would mean tanks are at all times vulnerable to ravager shots. It would make them way more vulnerable against adept suicides and stalker blink-ins etc. because you can't save the tank anymore. Where do you want them to buff the tank damage to to compensate for the fact that it gets countered so easily because it can't move? Liberator level but with AoE?


The tank should be saved by good positioning. And it would if it would actually do it's job.

The tank is too slow of LotV without medivacs. Your positioning can be great for how the engagement starts but a few seconds later they'd be better off in a different spot because the actual fight is happening out of range. And you don't actually fix that by increasing its damage. Unless you increase it to a point where massing them becomes almost obscenely strong.


So if Siege Tanks are strong, your opponent works on staying out of it's range... sounds like it's doing it's job to me.

The big picture is, Siege Tanks do not trade efficiently right now, and Tankivacs is a workaround, not a problem solver. The Siege Tank count can't get too high because of the obscene amount of hard counters in this game. Buffing the damage allows it to trade efficiently before dying to good counterplay.

How exactly does one clearly delineate what constitutes a fundamental solution versus a mere workaround? I don't think it's that simple.

Siege tanks did not work in Heart of the Swarm to an appreciable extent and in Legacy of the Void they are much more flexible and useful by giving them synergy with the most ubiquitous terran unit. One main reason to call it a workaround is to restrict oneself by reminiscing about the siege tank's true purpose as derived from Brood War strategy instead of looking at its de facto role in SC2 and thinking of ways to improve it. I feel that if you think that way you are not really contributing to the conversation because the post serves only to foreshadow some larger, substantial criticism of all of Starcraft 2.

Why should the siege tank be an efficient unit? I'm sure it was intended that way, but there are vastly more counters to the unit in this game to make that role difficult to fulfill. Generic counters, which increase the dynamic potential of an army as a whole. There is a general trend in the game to make units more survivable, resilient, reusable and so on which means that a dedicated player can virtually always overcome defensive set-ups that lack commitment. Blizzard's change goes a long way into allowing the siege tank to move with the times to function in this new environment.

There can be specific issues with siege tank pick-up, like the delay to fire or the type of mode active upon returning to the ground and such, but if one conflates those with a larger criticism of the tank's role one's argument might become independent of any tinkering to balance the unit, i.e. one falls outside of the discourse.


You define what is a solution or a workaround by looking at the function of the unit. Siege Tanks are meant to siege areas and hold positions. As stated from someone else, the siege units that compare to this are Brood Lords, Lurkers, Liberators, Disruptors, and Tempest. All aformentioned units you don't attack into unless you're positive that you can break through the contained position, or dismantle the Siege unit. All of these units except the Siege Tank fulfill this solidly. What we have instead is a requirement to have a secondary unit in order for it to function. This is not depth added to the Siege Tank but rather depth added to the Medivac.

What you're saying is being a siege unit isn't the tank's role anymore, when it still is and I don't really think that can be contested. Otherwise, what is it's role supposed to be? A Harass unit? Backline support? If that's the case then you can buff tank mode and increase it's movement speed so it can keep up with Bio. But that would be really silly.


I think it's pretty clear that Liberators preform the function that Tanks were supposed to. Lurkers appear to work well so far. It does seem to be hard to justify the position that units of the Tank's type can't function in LotV. Not sure why some people are trying to argue the point. But then again, a bunch of people think that 8 armor Ultras, current cracklings, and beta Adepts were fine, so, I guess there's no hope for some people.
Elentos
Profile Blog Joined February 2015
55561 Posts
December 19 2015 21:42 GMT
#169
On December 20 2015 06:04 m4ini wrote:
edit: or, you know, change them from light to armored, since they kinda are armored. I never understood why marauders count as "armored" but the adept does not.

It's so they're in less of a counter relationship with marauders. Blizzard wanted them to become a core unit for Protoss. But they came to the conclusion that the new core unit shouldn't be armored in the face of stimmed marauders existing in the game. I guess because it turned out that the stalker was too squishy against upgraded bio and it was armored.

The zealot was better against bio in an actual fight but only with bandaid charge because of Concussive Shells. But Concussive Shells is already its own bandaid to help Terran hold attacks before stim (and combat creep movement speed bonuses), so they didn't wish to take that out. So they came up with the adept - tanks like a zealot and moves more smoothly than a stalker.
Every 60 seconds in Africa, a minute passes.
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
Last Edited: 2015-12-19 21:57:58
December 19 2015 21:55 GMT
#170
On December 20 2015 01:50 Elentos wrote:
Show nested quote +
On December 20 2015 01:09 Glorfindel! wrote:
On December 20 2015 00:34 Elentos wrote:
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D

Marauders are better than adepts in many things.

Though I will say adepts are a curious unit. 150 max health, 1 base armor, 2-shots workers, light unit that can teleport. And all of those are without upgrades. That amount of versatility and strength for that cost and that tech requirement is pretty hard to balance.

What "Many things"? :D

Marauders are armored. They have higher range than adepts. They can slow enemy units down. They are better at fighting armored units. They are better at destroying buildings. You know, things marauders do.

Ohh, does it come with slow in your version of the game?
I knew I should not had downloaded the last patch

Seriously. Marauders needs shitloads of upgrades to do what you describe.
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
Elentos
Profile Blog Joined February 2015
55561 Posts
Last Edited: 2015-12-19 22:24:59
December 19 2015 22:13 GMT
#171
On December 20 2015 06:55 Glorfindel! wrote:
Show nested quote +
On December 20 2015 01:50 Elentos wrote:
On December 20 2015 01:09 Glorfindel! wrote:
On December 20 2015 00:34 Elentos wrote:
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D

Marauders are better than adepts in many things.

Though I will say adepts are a curious unit. 150 max health, 1 base armor, 2-shots workers, light unit that can teleport. And all of those are without upgrades. That amount of versatility and strength for that cost and that tech requirement is pretty hard to balance.

What "Many things"? :D

Marauders are armored. They have higher range than adepts. They can slow enemy units down. They are better at fighting armored units. They are better at destroying buildings. You know, things marauders do.

Ohh, does it come with slow in your version of the game?
I knew I should not had downloaded the last patch

Seriously. Marauders needs shitloads of upgrades to do what you describe.

Great argument. When you think about how good a unit is, you're not going to consider all its upgrades or its full potential?

Also note that marauders need just 2 upgrades to be at full capacity but only 1 to do everything I described. They can do everything except the slowing part better than adepts even without upgrades. And they even scale better into the late game than adepts because their role is different. The longer any matchup goes the less adepts you see. Marauders are built throughout the game in TvP and have use in TvZ all game.
Every 60 seconds in Africa, a minute passes.
m4ini
Profile Joined February 2014
4215 Posts
Last Edited: 2015-12-19 22:28:00
December 19 2015 22:25 GMT
#172
On December 20 2015 07:13 Elentos wrote:
Show nested quote +
On December 20 2015 06:55 Glorfindel! wrote:
On December 20 2015 01:50 Elentos wrote:
On December 20 2015 01:09 Glorfindel! wrote:
On December 20 2015 00:34 Elentos wrote:
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D

Marauders are better than adepts in many things.

Though I will say adepts are a curious unit. 150 max health, 1 base armor, 2-shots workers, light unit that can teleport. And all of those are without upgrades. That amount of versatility and strength for that cost and that tech requirement is pretty hard to balance.

What "Many things"? :D

Marauders are armored. They have higher range than adepts. They can slow enemy units down. They are better at fighting armored units. They are better at destroying buildings. You know, things marauders do.

Ohh, does it come with slow in your version of the game?
I knew I should not had downloaded the last patch

Seriously. Marauders needs shitloads of upgrades to do what you describe.

Great argument. When you think about how good a unit is, you're not going to consider all its upgrades? So thors are better than ultras. Wow that's really OP, they should be nerfed.

Also note that marauders need just 2 upgrades to be at full capacity but only 1 to do everything I described. They can do everything except the slowing part better than adepts even without upgrades. And they even scale better into the late game than adepts because their role is different.


Well that's partially because you described things that any unit that does +armored can. It's kind of the point of them.

It's like me saying "adepts are better at looking like adepts". Or i could do the same as you, and say "they're better at killing light, they're better at tanking damage, they're better at "not dying", they're also better at scouting thanks to shade.

That's kind of a non-argument, really.

edit: that's also leaving out the fact that two adepts can win you a game, whereas two marauders pretty much do fuck all.
On track to MA1950A.
Elentos
Profile Blog Joined February 2015
55561 Posts
Last Edited: 2015-12-19 22:38:25
December 19 2015 22:36 GMT
#173
On December 20 2015 07:25 m4ini wrote:
Show nested quote +
On December 20 2015 07:13 Elentos wrote:
On December 20 2015 06:55 Glorfindel! wrote:
On December 20 2015 01:50 Elentos wrote:
On December 20 2015 01:09 Glorfindel! wrote:
On December 20 2015 00:34 Elentos wrote:
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D

Marauders are better than adepts in many things.

Though I will say adepts are a curious unit. 150 max health, 1 base armor, 2-shots workers, light unit that can teleport. And all of those are without upgrades. That amount of versatility and strength for that cost and that tech requirement is pretty hard to balance.

What "Many things"? :D

Marauders are armored. They have higher range than adepts. They can slow enemy units down. They are better at fighting armored units. They are better at destroying buildings. You know, things marauders do.

Ohh, does it come with slow in your version of the game?
I knew I should not had downloaded the last patch

Seriously. Marauders needs shitloads of upgrades to do what you describe.

Great argument. When you think about how good a unit is, you're not going to consider all its upgrades? So thors are better than ultras. Wow that's really OP, they should be nerfed.

Also note that marauders need just 2 upgrades to be at full capacity but only 1 to do everything I described. They can do everything except the slowing part better than adepts even without upgrades. And they even scale better into the late game than adepts because their role is different.


Well that's partially because you described things that any unit that does +armored can. It's kind of the point of them.

It's like me saying "adepts are better at looking like adepts". Or i could do the same as you, and say "they're better at killing light, they're better at tanking damage, they're better at "not dying", they're also better at scouting thanks to shade.

That's kind of a non-argument, really.

edit: that's also leaving out the fact that two adepts can win you the game easily, whereas two marauders pretty much do fuck all.

And the point of that was to show that they fill different roles and have different strengths. Which goes against what the first guy implied that adepts are flatly better units. When you get hit with a roach attack, adepts or marauders? When you get hit with a blink all-in, adepts or marauders? When you want to kill workers, adepts or marauders? When you're attacked by mass zerglings, adepts or marauders?

What's better, a hellion or a zealot? A thor or an ultra? A medivac or a mutalisk? A phoenix or a corruptor? They cost the same but do different things. Can you flatly call one always better?
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D
Every 60 seconds in Africa, a minute passes.
Bohemond
Profile Joined May 2012
United States163 Posts
Last Edited: 2015-12-19 22:43:49
December 19 2015 22:41 GMT
#174
On December 20 2015 07:36 Elentos wrote:
Show nested quote +
On December 20 2015 07:25 m4ini wrote:
On December 20 2015 07:13 Elentos wrote:
On December 20 2015 06:55 Glorfindel! wrote:
On December 20 2015 01:50 Elentos wrote:
On December 20 2015 01:09 Glorfindel! wrote:
On December 20 2015 00:34 Elentos wrote:
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D

Marauders are better than adepts in many things.

Though I will say adepts are a curious unit. 150 max health, 1 base armor, 2-shots workers, light unit that can teleport. And all of those are without upgrades. That amount of versatility and strength for that cost and that tech requirement is pretty hard to balance.

What "Many things"? :D

Marauders are armored. They have higher range than adepts. They can slow enemy units down. They are better at fighting armored units. They are better at destroying buildings. You know, things marauders do.

Ohh, does it come with slow in your version of the game?
I knew I should not had downloaded the last patch

Seriously. Marauders needs shitloads of upgrades to do what you describe.

Great argument. When you think about how good a unit is, you're not going to consider all its upgrades? So thors are better than ultras. Wow that's really OP, they should be nerfed.

Also note that marauders need just 2 upgrades to be at full capacity but only 1 to do everything I described. They can do everything except the slowing part better than adepts even without upgrades. And they even scale better into the late game than adepts because their role is different.


Well that's partially because you described things that any unit that does +armored can. It's kind of the point of them.

It's like me saying "adepts are better at looking like adepts". Or i could do the same as you, and say "they're better at killing light, they're better at tanking damage, they're better at "not dying", they're also better at scouting thanks to shade.

That's kind of a non-argument, really.

edit: that's also leaving out the fact that two adepts can win you the game easily, whereas two marauders pretty much do fuck all.

And the point of that was to show that they fill different roles and have different strengths. Which goes against what the first guy implied that adepts are flatly better units. When you get hit with a roach attack, adepts or marauders? When you get hit with a blink all-in, adepts or marauders?

What's better, a hellion or a zealot? A thor or an ultra? A medivac or a mutalisk? A phoenix or a corruptor? They cost the same but do different things. Can you flatly call one always better?
Show nested quote +
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D


Yeah, you can. Upgraded Marines are the best basic infantry unit in the game, in terms of cost, microablity, mobility, etc. Are they better than Marauders vs. Banelings? Nope. Are they better in general? You can bet your ass they are.

When I played League a few years ago, Karma was the worst hero in the game. Was she a better healer than [insert hero with no heal here]? Yeah, she was. Was she better than that hero in some situations (situations that required heals, for example)? Yep. Was she a weaker hero in general? Sure was.
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
December 19 2015 23:05 GMT
#175
On December 20 2015 07:13 Elentos wrote:
Show nested quote +
On December 20 2015 06:55 Glorfindel! wrote:
On December 20 2015 01:50 Elentos wrote:
On December 20 2015 01:09 Glorfindel! wrote:
On December 20 2015 00:34 Elentos wrote:
On December 20 2015 00:24 Glorfindel! wrote:
A marauder comes for the same price as an Adept. What is the best unit? :D

Marauders are better than adepts in many things.

Though I will say adepts are a curious unit. 150 max health, 1 base armor, 2-shots workers, light unit that can teleport. And all of those are without upgrades. That amount of versatility and strength for that cost and that tech requirement is pretty hard to balance.

What "Many things"? :D

Marauders are armored. They have higher range than adepts. They can slow enemy units down. They are better at fighting armored units. They are better at destroying buildings. You know, things marauders do.

Ohh, does it come with slow in your version of the game?
I knew I should not had downloaded the last patch

Seriously. Marauders needs shitloads of upgrades to do what you describe.

Great argument. When you think about how good a unit is, you're not going to consider all its upgrades or its full potential?

Also note that marauders need just 2 upgrades to be at full capacity but only 1 to do everything I described. They can do everything except the slowing part better than adepts even without upgrades. And they even scale better into the late game than adepts because their role is different. The longer any matchup goes the less adepts you see. Marauders are built throughout the game in TvP and have use in TvZ all game.


Yeah, you usually see Marauders wrecking buildings and fight armored units pre-upgrades.
....
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4511 Posts
December 19 2015 23:14 GMT
#176
I'm pretty sad about adrenal possibly being nerfed.
Team Liquid
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
December 19 2015 23:31 GMT
#177
On December 20 2015 08:14 Liquid`Ret wrote:
I'm pretty sad about adrenal possibly being nerfed.

Was the buff really needed in the first place? or was it to be able to kill adepts etc?
I have no idea tbh, maybe you as a pro can explain it.
http://www.twitch.tv/pinokotsbeer
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2015-12-19 23:41:24
December 19 2015 23:40 GMT
#178
An adrenal buff at all really makes no sense in the context of the 'down with T1' arguments made in TvZ regarding the ultralisk.
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
December 19 2015 23:41 GMT
#179
Well, you know a unit is broken when the Korean protosses repeats how broken the unit is in PvT, calling the match up a free win
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4511 Posts
December 19 2015 23:43 GMT
#180
On December 20 2015 08:31 PinoKotsBeer wrote:
Show nested quote +
On December 20 2015 08:14 Liquid`Ret wrote:
I'm pretty sad about adrenal possibly being nerfed.

Was the buff really needed in the first place? or was it to be able to kill adepts etc?
I have no idea tbh, maybe you as a pro can explain it.


they kicked ass in brood war, that's the only reason it felt right to me!

I also don't want to end up having to play roach/ravager infestor in zvt like everyone is doing right now, that style sucks ass fun-wise.... so good lings are in my best interest. Ling/bane is pretty tough as it is with how larva intensive the style is...but.the damn ultra is too good to ignore..i'd rather have really great lings ( mobile/fast unit that is fun to use than 8 armor a-move bricks of units)
Team Liquid
Prev 1 7 8 9 10 11 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 15h 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 736
JuggernautJason85
mouzHeroMarine 39
StarCraft: Brood War
Britney 15820
Calm 1816
EffOrt 364
Dewaltoss 127
actioN 109
Hyun 54
ggaemo 33
Aegong 13
Mong 4
Dota 2
Gorgc6358
qojqva3396
singsing3106
Counter-Strike
fl0m1317
chrisJcsgo93
Heroes of the Storm
Liquid`Hasu111
Other Games
FrodaN2045
Beastyqt885
ceh9506
RotterdaM175
DeMusliM144
C9.Mang0128
KnowMe122
QueenE94
Trikslyr70
Mew2King38
nookyyy 37
OptimusSC21
Organizations
StarCraft 2
angryscii 0
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• HappyZerGling 101
• StrangeGG 61
• Reevou 15
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 40
• Michael_bg 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV654
League of Legends
• TFBlade1070
Other Games
• imaqtpie1512
• Shiphtur242
Upcoming Events
WardiTV 2025
15h 10m
ByuN vs TBD
Clem vs TBD
OSC
18h 10m
CranKy Ducklings
1d 14h
WardiTV 2025
1d 15h
SC Evo League
1d 16h
Ladder Legends
1d 23h
BSL 21
2 days
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
2 days
Ladder Legends
2 days
BSL 21
3 days
StRyKeR vs TBD
Bonyth vs TBD
[ Show More ]
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Invitational
5 days
Replay Cast
6 days
WardiTV Invitational
6 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.