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Community Feedback Update - May 27 - Page 8

Forum Index > SC2 General
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Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
May 31 2016 13:00 GMT
#141
On May 31 2016 21:04 Charoisaur wrote:
Show nested quote +
On May 31 2016 20:28 Sapphire.lux wrote:
On May 31 2016 20:25 Charoisaur wrote:
On May 31 2016 20:18 Sapphire.lux wrote:
On May 31 2016 19:58 Cyro wrote:
Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff.


I think that was even the direction that stuff was going before it stopped getting talked about

Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it.


WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably)

Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall

Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly

I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide.

EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20)

I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators.

if I try tank + hellbat mech my opponent just instantly throws down 3 stargates and a fleetbeacon and starts spamming tempests because they know it's a freewin.

And when you see that why don't you take what army you have of Tanks and Hellbats and go kill his expansions? I agree that Tempests are BS, but Carriers were a problem in BW to, and the solution was to just go fucking kill him if he skipped on ground and rushed to air.

EDIT: i'm just throwing ideas, not telling people what works. But the problem for me in WoL and HotS was that a small Protoss army of Immortal/Archon/Whatever could hold it's own against superior supply of Tanks and Hellbats. This is what allowed Protoss to transition to air very safely. IF that can no longer be the case (Immortals no longer hard counter Tanks for supply) then mech should be able to punish such transitions. We'll see, i'm not sure we're there yet, but it seems to be looking a lot better after the Immortal nerf. Time to learn to scout for those stargates and move out in time to crush him.

maybe it could work but the timing push needs to be extremely well timed because even a small number of air units demolish your army. And unless you scan every few seconds it's not as easy to exactly know when the opponent is transitioning to air..

I agree. Scans are not enough, we have to keep presence on the map and keep tabs on the size of the Protoss army, number and expansions and timing.
Head Coach Park: "They should buff tanks!"
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
Last Edited: 2016-05-31 13:00:51
May 31 2016 13:00 GMT
#142
Separate MMR per race! ALL MY DREAMS ARE TRUE AT ONCE.
kiss kiss fall in love
CyanApple
Profile Joined February 2016
48 Posts
Last Edited: 2016-05-31 15:13:10
May 31 2016 15:10 GMT
#143
On May 31 2016 21:57 Sapphire.lux wrote:
Show nested quote +
On May 31 2016 21:30 Gwavajuice wrote:
On May 31 2016 20:18 Sapphire.lux wrote:
On May 31 2016 19:58 Cyro wrote:
Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff.


I think that was even the direction that stuff was going before it stopped getting talked about

Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it.


WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably)

Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall

Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly

I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide.

EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20)

I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators.



That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech).

My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand?

I guess i'm old fashioned :p .

I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different.

For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time.

I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells.

So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack.


What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame?
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
May 31 2016 15:23 GMT
#144
On June 01 2016 00:10 CyanApple wrote:
Show nested quote +
On May 31 2016 21:57 Sapphire.lux wrote:
On May 31 2016 21:30 Gwavajuice wrote:
On May 31 2016 20:18 Sapphire.lux wrote:
On May 31 2016 19:58 Cyro wrote:
Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff.


I think that was even the direction that stuff was going before it stopped getting talked about

Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it.


WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably)

Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall

Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly

I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide.

EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20)

I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators.



That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech).

My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand?

I guess i'm old fashioned :p .

I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different.

For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time.

I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells.

So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack.


What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame?

I was talking about Banshees in particular as a core component.
Head Coach Park: "They should buff tanks!"
CyanApple
Profile Joined February 2016
48 Posts
May 31 2016 15:48 GMT
#145
On June 01 2016 00:23 Sapphire.lux wrote:
Show nested quote +
On June 01 2016 00:10 CyanApple wrote:
On May 31 2016 21:57 Sapphire.lux wrote:
On May 31 2016 21:30 Gwavajuice wrote:
On May 31 2016 20:18 Sapphire.lux wrote:
On May 31 2016 19:58 Cyro wrote:
Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff.


I think that was even the direction that stuff was going before it stopped getting talked about

Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it.


WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably)

Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall

Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly

I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide.

EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20)

I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators.



That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech).

My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand?

I guess i'm old fashioned :p .

I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different.

For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time.

I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells.

So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack.


What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame?

I was talking about Banshees in particular as a core component.

I thought you ruled out Banshees as an option for your preferred playstyle. I was suggesting to add Thors as a core component instead.
jinjin5000
Profile Joined May 2010
United States1425 Posts
May 31 2016 16:07 GMT
#146
On June 01 2016 00:48 CyanApple wrote:
Show nested quote +
On June 01 2016 00:23 Sapphire.lux wrote:
On June 01 2016 00:10 CyanApple wrote:
On May 31 2016 21:57 Sapphire.lux wrote:
On May 31 2016 21:30 Gwavajuice wrote:
On May 31 2016 20:18 Sapphire.lux wrote:
On May 31 2016 19:58 Cyro wrote:
Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff.


I think that was even the direction that stuff was going before it stopped getting talked about

Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it.


WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably)

Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall

Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly

I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide.

EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20)

I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators.



That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech).

My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand?

I guess i'm old fashioned :p .

I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different.

For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time.

I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells.

So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack.


What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame?

I was talking about Banshees in particular as a core component.

I thought you ruled out Banshees as an option for your preferred playstyle. I was suggesting to add Thors as a core component instead.


Thor don't trade well at all vs capital air ships of terran/protoss. Just look at it on unit tester. Tempest can kite behind army, carrier demolish thors cost effectively.

In bigger picture, thors only have 3.8 more dps than a single viking in single target mode, and it really shows the horrid dps against high hp units
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
May 31 2016 16:18 GMT
#147
On June 01 2016 00:48 CyanApple wrote:
Show nested quote +
On June 01 2016 00:23 Sapphire.lux wrote:
On June 01 2016 00:10 CyanApple wrote:
On May 31 2016 21:57 Sapphire.lux wrote:
On May 31 2016 21:30 Gwavajuice wrote:
On May 31 2016 20:18 Sapphire.lux wrote:
On May 31 2016 19:58 Cyro wrote:
Yeah, something like that. I honestly think they went overboard with testing the complete removal of tankvac and should have instead tested something like they get un-sieged when dropped, or higher delay, etc coupled with a dmg buff.


I think that was even the direction that stuff was going before it stopped getting talked about

Anyway, i noticed equal supply of Tanks now beat Immortals in direct fights after the Immo nerf. Not sure what to think of it.


WOL+HOTS immortal was one of the hardcounter units, very good against some units and very bad against others. Legacy made it better against the units that countered it before (didn't used to get damage reduced by shield but now do) and worse against many of the units that it countered (used to take more damage from them more reliably)

Halving the shield leaves the Legacy immortal still better than it used to be vs some units like lings, hydras but generally nerfed overall

Immortal V Tank should favor immortals with low numbers on both sides, right? I don't think losing in a 33 vs 25 fight is that bad vs sieged tanks w/ splash. In small numbers the splash and range advantage of the tanks matter a lot less, in large you'll have half of your immortals not able to attack for a while and you also won't be able to micromanage the shield so the tank shots will trigger most of them very quickly

I tested 7 T vs 6 I (similar supply), because that's the number of tanks i usually push out with. In my tests the Tanks actually won, no pick up, all bunched in a ball. Obviously this alone does not mean mech is viable, in a more aggressive play anyway, but it's interesting. In HOTS Immortals would have won by a landslide.

EDIT. It's 7 Tanks vs 5 Immortals (21 supply vs 20)

I wish better players then me would start testing Tank-Hellbat mech and not focus so much on SkyTerran with Liberators.



That's interesting, in HotS tank hellbat and banshee was very efficient against Protoss going immortal heavy (which they often did when they were seeing mech).

My question is more why you seem to go tank hellbats only, don't you think banshee would be a nice addition - or did I misunderstand?

I guess i'm old fashioned :p .

I view the army not just in terms of fire power but also HP. Banshees, like all air units, will not add to the HP of the army against say Zealots/ Immortals/ Adepts/Colossus, and what i found that happens is that my ground would get crushed and the air units survive. I'm not sure that with a few surviving Banshees you can then continue to push, if there are Cannons, the odd Storm and whatnot can nullify my advantage after wining the fight. If you go more Skyterran, like Avilo, then sure, you have a lot of air and that's different.

For more traditional mech, i want to have as many Tanks as possible because after wining a fight i can continue to push and kill any static def, and Hellions reinforce fast thanks to their speed. It's also good because of their range i can form a line of defense and siege one or even 2 expansions at the same time.

I also like to have as few types of units as possible, and for the units to be as reliable as possible. I find it hard enough to take good positions, protect the Tanks from Zealots/ Adepts, keep the Immortals at bay, that i can't be bothered to baby sit banshees against storm, FG, NP, etc. I would try to minimize the potential for the engagement to be decided on one hit wonder spells.

So ironically enough, i think the more Tanks you have the more you can move on the map and sustain the attack.


What's the reason that you don't add Thors to your composition to help against air especially? Or are you not talking about Lategame?

I was talking about Banshees in particular as a core component.

I thought you ruled out Banshees as an option for your preferred playstyle. I was suggesting to add Thors as a core component instead.

Oh i missread your post.

I don't like Thors TvP TBH. They are good against Phoenixes but Libs are way better; they are sort of decent against VR but microed Vikings are much better; they are trash against Carriers and Libs absolutely crush Interceptors. Nothing is good against Tempests IMO unless you can isolate them away from the ground support and then Vikings with some Raven support are very good. Against ground, 2 Tanks are way better.

For a standard comp i want Tanks and Hellbats. Everything else is just stuff i'm forced to make, like the anti air i mentioned. I prefer having a couple of Vikings (when i don't suspect air from Protoss) just in case, for WP, snipe Obs and give extended vision for Tanks.
Head Coach Park: "They should buff tanks!"
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
May 31 2016 17:25 GMT
#148
Have we got the immortal nerf patch or not yet?
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
May 31 2016 17:35 GMT
#149
On June 01 2016 02:25 Shield wrote:
Have we got the immortal nerf patch or not yet?

Yes
http://www.twitch.tv/pinokotsbeer
washikie
Profile Joined February 2011
United States752 Posts
May 31 2016 19:05 GMT
#150
Excited for seprate mmr for each race.
Thanks bliz : )
"when life gives Hero lemons he makes carriers" -Artosis
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
May 31 2016 21:23 GMT
#151
On June 01 2016 02:35 PinoKotsBeer wrote:
Show nested quote +
On June 01 2016 02:25 Shield wrote:
Have we got the immortal nerf patch or not yet?

Yes


I haven't felt immortals being significantly weaker, but I haven't played much 1vs1. I guess we'll see in PvZ. It's probably the only match-up where this nerf matters.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
June 01 2016 01:08 GMT
#152
On June 01 2016 06:23 Shield wrote:
Show nested quote +
On June 01 2016 02:35 PinoKotsBeer wrote:
On June 01 2016 02:25 Shield wrote:
Have we got the immortal nerf patch or not yet?

Yes


I haven't felt immortals being significantly weaker, but I haven't played much 1vs1. I guess we'll see in PvZ. It's probably the only match-up where this nerf matters.


It's felt in PvP and PvT as well. PvP has altered the balance of robo vs twilight and stargate play while terran has more high DPS units that can focus through an immortal shield (particularly half HP one)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ThunderJunk
Profile Joined December 2015
United States677 Posts
June 01 2016 03:58 GMT
#153
I have been watching OSL and Proleague Brood War games for fun since 2006. There are a few things that Brood War does right that I think Starcraft 2 is doing wrong. Starcraft 2 air is a little too strong. I have come up with some changes that make sense.

Liberators are an anti-ground siege unit. They are very effective against ground. They shouldn't also be an anti-air unit. They were only given AA capabilities so Terran could conveniently deal with Zerg air. This means Liberators are the answer to both Zerg lategame options, which is bad for the game. Suggestion: Remove Liberator AA.

Mutalisks are annoying to play against as Protoss, and, given the above mentioned Liberator nerf, Terran would no longer have an answer to mass Mutalisk. Suggestion: Remove extra Mutalisk regen.

Phoenixes are fast, strong, and versatile right out of the gate. To invest in Phoenix play as a means of breaking Seige lines, breaking Lurker lines, or stopping Disruptors, should require specific tech. Suggestion: Graviton Beam should require an upgrade to use (at the Fleet Beacon).

Warp Prisms have too much HP for their low cost and utility.. Suggestion: reduce Warp Prism shields/hp.

Queens should not be anything besides a support caster. Suggestion: Remove Queen's attack, decrease Queen's cost.

Queens not being able to defend would make Banshee harass a problem. Suggestion: Require armory before Banshees can be produced.

Zerg would not have as good defensive AA for sniping Medivacs, Liberators, Banshees, Oracles, or Warp Prisms. Suggestion: Bring back scourge.

And just like that, Starcraft 2 would be a game worthy of at least as many years of success as Brood War had. Oracles would be strong against Zerg, but committing to stargate tech would have its own drawbacks, so building a few spores would be balanced. Everything else works out as far as I can tell. What do you guys think?

TLDR/Summary of proposed changes
+ Show Spoiler +

Remove Liberator AA
Remove Mutalisk extra regen
Make Graviton Beam require an upgrade at the Fleet Beacon
Reduce Warp Prism shields/HP
Remove Queen attacks, reduce queen cost
Make Banshees require an Armory to produce
Allow Zerg to build Scourge
I am free because I know that I alone am morally responsible for everything I do.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 01 2016 05:21 GMT
#154
On June 01 2016 12:58 ThunderJunk wrote:


Liberators are an anti-ground siege unit. They are very effective against ground. They shouldn't also be an anti-air unit. They were only given AA capabilities so Terran could conveniently deal with Zerg air. This means Liberators are the answer to both Zerg lategame options, which is bad for the game. Suggestion: Remove Liberator AA.


It's the other way around. The AA was the primary design feature. 3:45 in the video bellow
+ Show Spoiler +
Head Coach Park: "They should buff tanks!"
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
June 01 2016 07:35 GMT
#155
If the primary design for the lib was the AA they failed quite hard imo. Can't give something 85 damage per shot against ground and call it an AA unit.
Revolutionist fan
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 01 2016 07:48 GMT
#156
On June 01 2016 16:35 Salteador Neo wrote:
If the primary design for the lib was the AA they failed quite hard imo. Can't give something 85 damage per shot against ground and call it an AA unit.

My problem with it is more the range after the upgrade rather then the dmg. They become very hard to engage with ground, and force air vs air virtually in every MU.
Head Coach Park: "They should buff tanks!"
Alch3mist
Profile Joined December 2011
Belgium29 Posts
June 01 2016 08:27 GMT
#157
Never been so hyped for a community update!
- Can't wait for ladder revamp
- Separate MMR per race sounds awesome, i might finally try offracing from time to time
- Displaying workers count sounds just great! I think it's especially useful in the late game where workers are all spread out between multiple bases after minerals depletion, i always think it's hard to keep track of how many workers i have at that point. And i sometimes end up losing because i didn't realise that i didn't rebuild enough of them after losing some to aggression.
CyanApple
Profile Joined February 2016
48 Posts
June 01 2016 20:10 GMT
#158
On May 31 2016 17:04 IcemanAsi wrote:
I can't post on the US website and this thread doesn't exist on EU ( great community outreach there blizzard ) so I'm posting this here and hoping someone from the US might post it there if you deem it worthy:

Show nested quote +
On May 28 2016 02:24 SetGuitarsToKill wrote:
Community request to add army supply/worker supply to the UI
We were seeing a lot of request to add these to the default, player UI. We just wanted to confirm the desire for this add. Let’s get discussions going on this so that we can make a call on if we should add this to the game or not.


If we are already looking into doing UI and Quality of life improvements lets talk about one the most glaring missing features in the UI for zerg: Spawn larva progress display with multiple hatch selected.

Spawn larva is the central mechanic for Zerg macro, and a multi hatch select group is gonna be the Zerg players main tool for macro in every single game. And yet, when multiple hatches are selected, there is no display of spawn larva progress on the different hatches. Contrast this with Protoss gateways that show a circling timer for their cool down. Adding this same display to hatches would help new to medium level players with their injects, give even higher level players more information and would simply make Zerg macro more fun as you will have a clear visual indicator of progress and success of implementing a macro mechanic.

Just want to stress, that this is definitely worth looking at imo.
niilzon
Profile Joined October 2010
Belgium105 Posts
June 04 2016 14:08 GMT
#159
Finally the separate MMR per race is on sight. It will be like having 2 new games for people like me that play only 1 race. Looking forward for some off-race laddering !!
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