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LotV Balance Test Map Changes Compilation

Forum Index > SC2 General
144 CommentsPost a Reply
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Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2016-11-19 13:00:19
November 14 2016 12:01 GMT
#1
It has been months since the big patch that will change the balance and design of of many parts of LotV has been announced. Since then many more changes have been made every few weeks and it has not been easy to keep track of all of them. During the GSL test map tournament I've seen posts like "has the cyclone health changed as well?" more than once and often nobody really knows for sure. (Btw it has been changed from 120 to 180.)

So here are all the changes between the current live version and the balance test map in one place!

This is the source and I incorporated all the updates into the original changes and left out bug fixes. Tell me if I missed anything!

Terran

  • Cyclone

    • Anti-ground weapon heavily changed.
      • Damage changed to 3 (+2 vs armored) damage, attacks once per 0.1 seconds, range decreased from 5 to 4.
      • A cheap upgrade, called "Mag-field Launchers", will grant Cyclones +2 range has been added.
      • Weapon upgrade amount changed from 2 to 1 to account for the new damage value.

    • Changed weapon name to Tornado Blaster.
    • No Anti-air weapon.
    • Movement speed decreased from 4.72 to 4.13
    • Lock On can now target air units only. Range is unchanged, and the ability now deals 160 damage over 14 seconds.
    • Removed auto-cast for the Lock On ability.
    • Supply cost decreased from 4 to 3.
    • Increased health from 120 to 180.
    • No longer requires a tech lab to build. The Cyclone can now be built with a reactor.
    • The Cyclone auto-attack missile art is now smaller to avoid causing visual clutter. The missiles fired from the Lock-on ability are unchanged.
    • Removed the Cyclone Lock On Damage upgrade from the Factory Tech Lab.

  • Siege Tank

    • Sieged Siege Tank damage increased from 35 (+15 vs armored) to 40 (+30 vs armored).
    • Siege Tank health increased from 160 to 175.
    • In Siege mode, Crucio Shock Cannon weapon attack period changed from 2 to 2.14.
    • Sieged Siege Tanks can no longer be picked up by Medivacs.


  • Liberator

    • Remove the +light damage for the Anti-air attack.


  • Thor

    • Anti-air splash for the Javelin Missile Launchers radius increased from 0.5 to 0.6.
    • Thor High Impact Payload Mode: The Anti-air weapon, 250mm Punisher Cannons, will now be prioritized before the Anti-ground weapon, Thor's Hammer.


  • Banshee

    • Removed the Fusion Core requirement for the Hyperflight Rotors upgrade.
    • Banshee’s Research Hyperflight Rotors upgrade time increased to from 93 to 121


  • Viking

    • Ground mode auto-attack now deals +8 mechanical damage.


  • Battlecruiser

    • Energy bar removed.
    • Yamato Cannon and Tactical Jump no longer require energy to cast. Instead, each has a separate cooldown.
    • Yamato Cannon cooldown is 71 seconds.
    • Tactical Jump Cooldown is 71 seconds.
    • Removed the Behemoth Reactor upgrade (energy upgrade).


  • Raven
    • Auto Turret damage increased from 16 to 24.
    • The "Explosive Shrapnel Shells" upgrade was replaced with the "Recalibrated Explosives" upgrade.
    • "Recalibrated Explosives" upgrade:
      • Increases the Seeker Missile unit's tracking range by 50% (13 to 19.5).
      • Increases the Seeker Missile's damage by 30%.


Protoss

  • Tempest

    • Increase supply count from 4 to 6.
    • Anti-ground damage increased from 30 to 35, but no change to Anti-air damage.
    • Anti-ground weapon range from 15 to 8.
    • Disruption Blast:
      • Tempest charges up for 4 seconds, and then stuns enemy ground units and ground structures in the target area for 7 seconds.
      • Cast range is 10.
      • Area of effect radius is 1.95.
      • 43 second cooldown.


  • Zealot

    • The "Research Charge" upgrade will now increase the Zealot's movement speed from 3.85 to 4.13.


  • Carrier

    • Removed the Release Interceptor ability.
    • Interceptor cost reduced from 25 minerals to 5 minerals, and autobuild is enabled from the start.


  • Void Ray

    • Void Ray's speed increased from 3.15 to 3.5.


  • Dark Templar

    • New Ability: Shadow Stride
      • Allows the Dark Templar to teleport a short distance.
      • Cooldown of 21 seconds.
      • Creates a visible smoke-effect upon being cast.
      • Research from Dark Shrine.
      • 100/100 cost.
      • 121 research time.


  • Warp Prism

    • Warp Prism's health maximum reduced from 100 to 80.


  • Adept

    • Adept Shade Vision reduced from 9 to 2.


Zerg

  • Swarm Host

    • Swarm Host cost reduced from 150/100 to 100/75.
    • Increased Locust Swoop range from 4 to 6.
    • Locust Acid Spit weapon damage decreased from 12 to 10.


  • Hydralisk

    • Base attack range stays at 5.
    • “Evolve Muscular Augments was split into two separate upgrades:
      • "Evolve Muscular Augments" upgrade will increase the Hydralisk basemovement speed by 25%.
        • Cost 150/150
        • Research time: 71

      • "Evolve Grooved Spines" upgrade will increase the Hydralisk attack range by +2.
        • Cost 100/100
        • Research time: 71


  • Baneling

    • The Centrifugal Hooks upgrade now also provides a +10 health buff to Banelings.


  • Infestor

    • Has a collision radius while burrowed (but smaller than normal).
    • Can cast all abilities while burrowed.


  • Brood Lord

    • Range reduced from to 11 to 10.


  • Ultralisk

    • Base armor increased from 1 to 2.
    • Armor provided by Chitinous Plating upgrade reduced from 4 to 2.


Edit: Coincidentally Blizzard just released a Multiplayer Preview Video, so check out David Kim's thoughts behind these changes!

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Maru and Serral are probably top 5.
IcemanAsi
Profile Joined March 2011
Israel681 Posts
November 14 2016 13:05 GMT
#2
Thanks for this!
Beelzebro
Profile Joined April 2012
United Kingdom45 Posts
November 14 2016 13:20 GMT
#3
thanks, this was helpful. the ongoing GSL tournament has showed some really great games
"as full and bright as I am, this light is not my own and, a million light reflections... pass over me"
Musicus
Profile Joined August 2011
Germany23576 Posts
November 14 2016 13:58 GMT
#4
My pleasure! I remembered we had a thread like this for the changes from HotS to LotV and it was super helpful, so I thought having a smaller version for this patch would be cool.
Maru and Serral are probably top 5.
SlammerSC2
Profile Joined April 2013
77 Posts
Last Edited: 2016-11-14 14:32:52
November 14 2016 14:20 GMT
#5
Doesent Immortals still hardcounter the fuck out of Siegetanks in testmod? sorry for the language
Ryu3600
Profile Joined January 2016
Canada469 Posts
November 14 2016 14:26 GMT
#6
My only question is, When is the patch expected to be released?
Maru is the best Terran ever.
CynicalDeath
Profile Joined January 2012
Italy3199 Posts
Last Edited: 2016-11-14 14:28:23
November 14 2016 14:27 GMT
#7
...thanks for this!

On November 14 2016 23:26 Ryu3600 wrote:
My only question is, When is the patch expected to be released?


...should be on the 22 if I got that right...
ModeratorSC2 LP Admin - My Life for Aiur - Let the Metal flow - @Cynical_Death
Musicus
Profile Joined August 2011
Germany23576 Posts
November 14 2016 14:28 GMT
#8
On November 14 2016 23:26 Ryu3600 wrote:
My only question is, When is the patch expected to be released?

They are currently aiming for November 22nd. So HSC will still be played on the old patch.
Maru and Serral are probably top 5.
StarscreamG1
Profile Joined February 2011
Portugal1652 Posts
November 14 2016 14:41 GMT
#9
Thanks!
[PkF] Wire
Profile Joined March 2013
France24192 Posts
November 14 2016 14:42 GMT
#10
can't say I'm too excited about most of the changes, but I'll give it a serious try.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 14 2016 14:45 GMT
#11
Thanks a ton for this, really needed such a thread :D

Protoss changes are just boring, terran looks fun and zerg gets midgame mad buffs (hydra, bane, infestor).
Revolutionist fan
Poopi
Profile Blog Joined November 2010
France12761 Posts
November 14 2016 14:48 GMT
#12
Thanks so much it makes the game more understandable but it's a bit weird. Cyclones don't aa air but they can lock air? So they could attack air without locking before?
What is the difference between auto lock and no auto lock, I have played a few games with cyclone pre patch and I still don't get how they work, such a weird unit.
WriterMaru
Musicus
Profile Joined August 2011
Germany23576 Posts
November 14 2016 14:48 GMT
#13
On November 14 2016 23:45 Salteador Neo wrote:
Thanks a ton for this, really needed such a thread :D

Protoss changes are just boring, terran looks fun and zerg gets midgame mad buffs (hydra, bane, infestor).

Don't forget the Swarm Host! :D
Maru and Serral are probably top 5.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16642 Posts
November 14 2016 14:55 GMT
#14
thx for creating this.. u pwn.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Elentos
Profile Blog Joined February 2015
55458 Posts
November 14 2016 14:56 GMT
#15
On November 14 2016 23:48 Poopi wrote:
Thanks so much it makes the game more understandable but it's a bit weird. Cyclones don't aa air but they can lock air? So they could attack air without locking before?
What is the difference between auto lock and no auto lock, I have played a few games with cyclone pre patch and I still don't get how they work, such a weird unit.

Auto lock = lock-on is casted on the first target that gets in range
No auto lock = you need to use the hotkey and target something

Cyclones after the patch will have a regular anti-ground attack (pew pew pew hundreds of missiles) and a very weak version of lock-on (it does like 160 damage over 14 seconds so 1 cyclone can't even kill an overlord) that you need to use manually and that only works on air units.

Before the patch cyclones automatically lock-on to targets (unless you disable the automatic use of the ability) both on the ground and in the air. But they also have a basic attack (that many people probably don't see very often because for all intents and purposes lock-on is the main use of the cyclone on the current patch) against both ground and air targets that they only use when lock-on is on cooldown.
Every 60 seconds in Africa, a minute passes.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2016-11-14 15:04:13
November 14 2016 15:03 GMT
#16
On November 14 2016 23:20 SlammerSC2 wrote:
Doesent Immortals still hardcounter the fuck out of Siegetanks in testmod? sorry for the language


Mech is still not viable in any matchup except if you by mech means factory units supported by air units. If by mech you mean mass viking/raven/liberator after having enough tanks to secure your third, then mech is viable in TvT.

In TvP immortals are more of a soft counter. The problem here is phoenix openers hard countering mech openers, adepts shading straight into your tanks lines and disruptors making it really awkard trying to engage the Protoss army. Add warp prisms, blink stalkers, carrrier with almost free interceptors on top of that and I doubt any player will use mech in TvP if they want to win.

In TvZ Hydras are really strong against mech. And Vipers are still the strongest hardcounter to mech in the entire game, if Vipers were toned down then maybe mech would be somewhat viable in TvZ.

So it is a good thing that flying tanks were removed. But mech still does not work (except for maybe in TvT).
Musicus
Profile Joined August 2011
Germany23576 Posts
November 14 2016 15:44 GMT
#17
Since we now have a nice overview, go ahead and vote in some polls!

http://www.teamliquid.net/forum/starcraft-2/516357-major-balance-patch-poll
Maru and Serral are probably top 5.
Edowyth
Profile Joined October 2010
United States183 Posts
November 14 2016 16:17 GMT
#18
The Protoss changes are ... less than inspiring.

I'm not sure any Protoss player will be having more fun (or displaying more skill) in the new patch than in the current game.
"Q. How do I check a valid [e-]mail address? A. You can't, at least, not in real time. Bummer, eh?" /r/programming
Of course, you could just send them a validation email.
ArtyK
Profile Joined June 2011
France3143 Posts
Last Edited: 2016-11-14 16:29:11
November 14 2016 16:26 GMT
#19
Considering the most effective composition currently used in ZvP, and looking at the changes for each race, i don't see how protoss isn't gonna get absolutely destroyed by this patch in the matchup.

For TvP and TvZ no clue how this will look though, so many big changes.
Blink DT's seems completly pointless and i liked tankivacs, but i'm glad we finally see that 6 supply tempest, better carrier and BC, and the ultra nerf done right.
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
straycat
Profile Blog Joined May 2011
230 Posts
November 14 2016 17:52 GMT
#20
So, ultra nerf is good, I guess, since terran players seem to die a little on the inside when they enter the field.

Tankivac change is boring. It could be frustrating as a zerg sometimes to deal with tankivacs, but it does look cool and gives a nice feel to the bio army. Somehow I think the stationary tank is a bit of a nerf to the tank.

Fungal from BURROWED?? Surely you jest, sirs and madams??!1++1 Feels like it will lead to arbitrarily decided matches. Or that terran will play mech always onwards? Or Jesus, haha, mind control from burrowed. "Ooh was that your own disruptor that shot you in the face?"

-Light dam on libs feels good as a zerg. Not too bad if they don't go through with it tho.

The cyclone I don't even understand. I can't picture what kind of unit it will be from the delta description. Eh.

Blink DTs?? How do they even come up with this? Can they blink to high ground? Potential for a super cute build in PvT or something maybe?



Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2016-11-14 18:13:52
November 14 2016 18:13 GMT
#21
You sir are a hero for lazy people like me. Thanks.

I feel double hydra den will be a thing in this patch.
I think esports is pretty nice.
Ej_
Profile Blog Joined January 2013
47656 Posts
November 14 2016 18:20 GMT
#22
On November 15 2016 01:26 ArtyK wrote:
Considering the most effective composition currently used in ZvP, and looking at the changes for each race, i don't see how protoss isn't gonna get absolutely destroyed by this patch in the matchup.

you mass carriers while unable to expand since interceptors are free and then amove after 30min
"Technically the dictionary has zero authority on the meaning or words" - Rodya
ArtyK
Profile Joined June 2011
France3143 Posts
November 14 2016 18:24 GMT
#23
On November 15 2016 03:20 Ej_ wrote:
Show nested quote +
On November 15 2016 01:26 ArtyK wrote:
Considering the most effective composition currently used in ZvP, and looking at the changes for each race, i don't see how protoss isn't gonna get absolutely destroyed by this patch in the matchup.

you mass carriers while unable to expand since interceptors are free and then amove after 30min


seems legit
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Zulu23
Profile Joined August 2011
Germany132 Posts
November 14 2016 18:31 GMT
#24
Actually, what would be really awesome is a tooltip that calculates figures that affect HP of units more transparent.
Currently we have damage and attackspeed for each attack a unit has. Wouldn't it be much more informative if the information was the attack (or heal) is xx per second.

Then its still not the trouth, because that figure is still affected by armor and depends on the flag the receiving unit has....

FoxDog
Profile Joined October 2007
170 Posts
November 14 2016 18:40 GMT
#25
On November 15 2016 01:26 ArtyK wrote:
Considering the most effective composition currently used in ZvP, and looking at the changes for each race, i don't see how protoss isn't gonna get absolutely destroyed by this patch in the matchup.


the new hydralisk uppgrade is absolutely ridiculous, they MUST realize zerg is too overpowered lategame, i am calling it right now this will be reverted within one month of the live release, zerg is allready too strong against protoss but giving zerg basic units siege range when lurkers are not yet discovered (avilo style) this is going to explode in their faces

you have to look at the viper which you can give to any race and it would deny engagements as anytime you attack you just get blinding clouded, we can accept stronger basic units if it were not for the massive benefit hive gives zerg on top of having the strongest fastest replaceable army in the game...

the viper is no issue for zvz or zvt bio, but for zvp and zvt mech its game breaking and heavily undiscovered but if you look at how pig or miniraser uses it the unit is absolutely rigged

the combination of abduct + neural bugs out interceptors causing the enemy to kill his own interceptors its absurd, try 6 infestors vs 12 carriers and NP the first 6 carriers

THE 6 INFESTORS WIN and you can cast while burrowed!!!

now add an army that costs the same as 12 carriers and abduct the carriers into yours before NP'it, the protoss CAN NOT ESCAPE if he runs you just chase him down, and he CAN NOT attack as you simply neural him head on, so long as you use overlords with your army the protoss cant focus your infestors, but if they are burrowed he physically cant, he cant even see them without a detector...

abduct from vipers cancel disruptor shots which is bugged, they still cancel yamatos and any chargeup weapon including snipe and nukes, it is ridiculous but since you never see anything but straight bio nobody notices

this is going to be horrible for everyone, z will never get any macrogames because t/p will be allinning as hard as they can every single game terrified of what happens if game goes to late

Remember without fear, there is no courage!
Ryu3600
Profile Joined January 2016
Canada469 Posts
November 14 2016 18:56 GMT
#26
I would like to see Protoss get some more stuff haha (I am a Terran myself) I think it would be interesting to see when Sentry's attack a target whatever they're locked on would be slowed for like half the % of concussive shells maybe it is a bad suggestion I am not too sure I think it would be interesting, I also can't help but think of the sentry throwing a chain whenever I see it attack it literally looks like a tractor beam lol..
Maru is the best Terran ever.
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2016-11-14 19:21:32
November 14 2016 19:06 GMT
#27
I guess we should change tactics. Lets just ignore this stupid shit and stop posting. May be then they will stop implementing idiotic changes. Or you may joke about ignoring me instead.

User was warned for this post
Less is more.
Ryu3600
Profile Joined January 2016
Canada469 Posts
November 14 2016 19:09 GMT
#28
What's wrong with giving Sentry's a slow? I think it would be useful for drop defence and liberator harassment vs T and vs oracles as well cause if something boosted in and the Sentry targeted it, the overcharge from a pylon would be able to deal with it more effectively
Maru is the best Terran ever.
derpistole
Profile Joined April 2012
Germany33 Posts
November 14 2016 19:19 GMT
#29
So BL and Ultra nerf ? I really don't understand both of them nerfs. I hear a lot of whineing from terran folks about ultra when they stick to mass marine play. But for what reason the BL range is reduced ?
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2016-11-14 19:20:07
November 14 2016 19:19 GMT
#30
I have to preface this with "I haven't played it yet, so please correct me if I'm wrong" ... but....

Terran mech looks REALLY powerful now. The lack of an answer to Stalkers (w/blink) in the early game was really Mech's traditional weakness. But now that this has been addressed and presumably Terrans can build a mech composition without being behind economically - what units does Protoss build to counter mass Siege Tank + Liberator / Vikings?

Until mass Carriers + Storm + Tempest etc. it looks ridiculously difficult.


EDIT - this is a question. So when I say how does, I'm not saying "it's impossible." I'm asking how.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Ryu3600
Profile Joined January 2016
Canada469 Posts
November 14 2016 19:24 GMT
#31
On November 15 2016 04:19 derpistole wrote:
So BL and Ultra nerf ? I really don't understand both of them nerfs. I hear a lot of whineing from terran folks about ultra when they stick to mass marine play. But for what reason the BL range is reduced ?


Because Thors weren't able to hit Broodlords since their AA is 10 I believe and the BLord attack was 11 the broodlings would block the thors from doing their job
Maru is the best Terran ever.
petro1987
Profile Joined May 2009
Brazil374 Posts
November 14 2016 19:24 GMT
#32
On November 15 2016 04:19 DinoMight wrote:
I have to preface this with "I haven't played it yet, so please correct me if I'm wrong" ... but....

Terran mech looks REALLY powerful now. The lack of an answer to Stalkers (w/blink) in the early game was really Mech's traditional weakness. But now that this has been addressed and presumably Terrans can build a mech composition without being behind economically - what units does Protoss build to counter mass Siege Tank + Liberator / Vikings?

Until mass Carriers + Storm + Tempest etc. it looks ridiculously difficult.


EDIT - this is a question. So when I say how does, I'm not saying "it's impossible." I'm asking how.


Aren't you afraid of a ghost? We just had the GSL balance test map tournament and not even one single TvP was mech. Nobody even bother trying to play mech in TvP, yet you think it might be too strong.

Phoenix openings are probably very good vs mech because now cyclones can't kill any air units. Disruptors are probably quite good as well, considering how slow every mech units is and that tanks can't be put in medivacs anymore.
Ryu3600
Profile Joined January 2016
Canada469 Posts
November 14 2016 19:26 GMT
#33
On November 15 2016 04:19 DinoMight wrote:
I have to preface this with "I haven't played it yet, so please correct me if I'm wrong" ... but....

Terran mech looks REALLY powerful now. The lack of an answer to Stalkers (w/blink) in the early game was really Mech's traditional weakness. But now that this has been addressed and presumably Terrans can build a mech composition without being behind economically - what units does Protoss build to counter mass Siege Tank + Liberator / Vikings?

Until mass Carriers + Storm + Tempest etc. it looks ridiculously difficult.


EDIT - this is a question. So when I say how does, I'm not saying "it's impossible." I'm asking how.


I would assume Mass Immortal Chargelot and Voidray, Its hard for mech to fight vs Immortals none of units really do good
against them so I would assume that is your best bet (The new siegetanks do a lot of friendlyfire so Chargelots will just just make the Terran murder themselves)
Maru is the best Terran ever.
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
November 14 2016 19:34 GMT
#34
I think I would've preferred reverting the attack upgrades nerf to ITs instead of this all-or-nothing burrow change. Infestors suffered from lacking enough total utility to be reliable in the midgame, not being so vulnerable that they need to be underground all the time.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
bakemonoda
Profile Joined October 2011
United Kingdom18 Posts
November 14 2016 19:38 GMT
#35
trying to use cyclone but it feels really bad as a core unit, and also has no utility to defend from warp prism, oracle, banshee or anything

please give old cyclone back pls, or more anti air damage
learning is the key to victory
Musicus
Profile Joined August 2011
Germany23576 Posts
November 14 2016 19:40 GMT
#36
Added this video to the OP, since it fits perfectly with DK explaining their thoughts behind the changes.

https://www.youtube.com/watch?v=50_g35pOo60
Maru and Serral are probably top 5.
eviltomahawk
Profile Blog Joined August 2010
United States11133 Posts
November 14 2016 19:43 GMT
#37
On November 15 2016 04:09 Ryu3600 wrote:
What's wrong with giving Sentry's a slow? I think it would be useful for drop defence and liberator harassment vs T and vs oracles as well cause if something boosted in and the Sentry targeted it, the overcharge from a pylon would be able to deal with it more effectively

I think crowd-control spells in general can get very controversial after all the debate on how anti-micro Force Field, Fungal Growth, and Time War were in the past. Concussive Shells and Broodlord's Broodlings also were similarly controversial to a smaller degree.

The new Tempest spell risks falling into the same controversy, but it seems to still have some counter-play with the long charge-up time.
ㅇㅅㅌㅅ
jinjin5000
Profile Joined May 2010
United States1397 Posts
November 14 2016 19:44 GMT
#38
On November 15 2016 04:19 DinoMight wrote:
I have to preface this with "I haven't played it yet, so please correct me if I'm wrong" ... but....

Terran mech looks REALLY powerful now. The lack of an answer to Stalkers (w/blink) in the early game was really Mech's traditional weakness. But now that this has been addressed and presumably Terrans can build a mech composition without being behind economically - what units does Protoss build to counter mass Siege Tank + Liberator / Vikings?

Until mass Carriers + Storm + Tempest etc. it looks ridiculously difficult.


EDIT - this is a question. So when I say how does, I'm not saying "it's impossible." I'm asking how.



Hots composition of chargelot archon immortal did well and +5 dmg to archon chrgelot and 20 damage to immortal isn't gonna change it much, especially since protoss has faster econ than terran with warp prism harass options
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
November 14 2016 19:45 GMT
#39
Thanks a lot Musicus, was hoping someone would compile a list like that. <3
SLimeSC2
Profile Joined November 2016
20 Posts
November 14 2016 19:53 GMT
#40
Disregarding how I feel about the changes, I can't wait for this update to roll out. The gsl balance map tourney showed us some great games.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
November 14 2016 20:06 GMT
#41
On November 15 2016 04:34 CosmicSpiral wrote:
I think I would've preferred reverting the attack upgrades nerf to ITs instead of this all-or-nothing burrow change. Infestors suffered from lacking enough total utility to be reliable in the midgame, not being so vulnerable that they need to be underground all the time.

Zerg midgame in general for ZvT can be described that way. Having infested terrans be useful would be nice. But it doesn't really stop there.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Poopi
Profile Blog Joined November 2010
France12761 Posts
November 14 2016 20:12 GMT
#42
On November 14 2016 23:56 Elentos wrote:
Show nested quote +
On November 14 2016 23:48 Poopi wrote:
Thanks so much it makes the game more understandable but it's a bit weird. Cyclones don't aa air but they can lock air? So they could attack air without locking before?
What is the difference between auto lock and no auto lock, I have played a few games with cyclone pre patch and I still don't get how they work, such a weird unit.

Auto lock = lock-on is casted on the first target that gets in range
No auto lock = you need to use the hotkey and target something

Cyclones after the patch will have a regular anti-ground attack (pew pew pew hundreds of missiles) and a very weak version of lock-on (it does like 160 damage over 14 seconds so 1 cyclone can't even kill an overlord) that you need to use manually and that only works on air units.

Before the patch cyclones automatically lock-on to targets (unless you disable the automatic use of the ability) both on the ground and in the air. But they also have a basic attack (that many people probably don't see very often because for all intents and purposes lock-on is the main use of the cyclone on the current patch) against both ground and air targets that they only use when lock-on is on cooldown.

Yeah but when I played it I had no idea if manually casting was faster or if the only advantage was to select the target in case there are multiple ones. The other attack seemed quite shit.
Since lock on is nerfed but normal atk buffed against ground, the idea is to mass them and a click?
They changed the Thor yet again :x, it's getting complicated trying to follow all the changes.
WriterMaru
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
November 14 2016 20:26 GMT
#43
On November 15 2016 05:06 Probe1 wrote:
Show nested quote +
On November 15 2016 04:34 CosmicSpiral wrote:
I think I would've preferred reverting the attack upgrades nerf to ITs instead of this all-or-nothing burrow change. Infestors suffered from lacking enough total utility to be reliable in the midgame, not being so vulnerable that they need to be underground all the time.

Zerg midgame in general for ZvT can be described that way. Having infested terrans be useful would be nice. But it doesn't really stop there.


Mutalisks will definitely return as a staple Lair unit, and I expect the Hydra buffs will push them into being decent against bio.

The main issue with ZvX midgame is that ling/bane/muta and ling/bane/infestor are the only compositions with any meaningful synergy. All roach variants are very clunky and don't scale into the lategame.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
ivancype
Profile Joined December 2012
Brazil485 Posts
November 14 2016 20:38 GMT
#44
i would love to see the Thor designed to be a counter for heavy hitting ground units like immortal or ultras, and letting air deal with air, would make more sense to me.
The other race is OP
SeriousLus
Profile Joined July 2012
169 Posts
November 14 2016 20:38 GMT
#45
Inestor change ok, Adept change mkay - the rest oh dear.. saying anything will get me banned but its all complete bullsh*t and just proves again that a certain game dev has very little clue on how to do an rts.. very sad.. very, very sad

User was temp banned for this post.
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2016-11-14 20:39:52
November 14 2016 20:39 GMT
#46
On November 15 2016 05:26 CosmicSpiral wrote:
Show nested quote +
On November 15 2016 05:06 Probe1 wrote:
On November 15 2016 04:34 CosmicSpiral wrote:
I think I would've preferred reverting the attack upgrades nerf to ITs instead of this all-or-nothing burrow change. Infestors suffered from lacking enough total utility to be reliable in the midgame, not being so vulnerable that they need to be underground all the time.

Zerg midgame in general for ZvT can be described that way. Having infested terrans be useful would be nice. But it doesn't really stop there.


Mutalisks will definitely return as a staple Lair unit, and I expect the Hydra buffs will push them into being decent against bio.

The main issue with ZvX midgame is that ling/bane/muta and ling/bane/infestor are the only compositions with any meaningful synergy. All roach variants are very clunky and don't scale into the lategame.

ling/bane/hydra seems super cool now, maybe we might even see some lurkers, tankivacs shut them down, but vs normal siege tanks you can unburrow and retreat, BW style
Maru and Serral are probably top 5.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 14 2016 20:40 GMT
#47
On November 15 2016 04:24 petro1987 wrote:
Show nested quote +
On November 15 2016 04:19 DinoMight wrote:
I have to preface this with "I haven't played it yet, so please correct me if I'm wrong" ... but....

Terran mech looks REALLY powerful now. The lack of an answer to Stalkers (w/blink) in the early game was really Mech's traditional weakness. But now that this has been addressed and presumably Terrans can build a mech composition without being behind economically - what units does Protoss build to counter mass Siege Tank + Liberator / Vikings?

Until mass Carriers + Storm + Tempest etc. it looks ridiculously difficult.


EDIT - this is a question. So when I say how does, I'm not saying "it's impossible." I'm asking how.


Aren't you afraid of a ghost? We just had the GSL balance test map tournament and not even one single TvP was mech. Nobody even bother trying to play mech in TvP, yet you think it might be too strong.

Phoenix openings are probably very good vs mech because now cyclones can't kill any air units. Disruptors are probably quite good as well, considering how slow every mech units is and that tanks can't be put in medivacs anymore.


Oh, I didn't watch it. That's why I was asking.

I'm sure it will take a little time for the game to get figured out. All they've done is buff mech but they haven't changed bio. Koreans typically are more concerned with winning than trying new things when they play in tournaments.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 14 2016 21:09 GMT
#48
On November 15 2016 05:38 ivancype wrote:
i would love to see the Thor designed to be a counter for heavy hitting ground units like immortal or ultras, and letting air deal with air, would make more sense to me.


Letting air deal with air is very uninteresting in SC2 and generally has lead to some of the most boring games imaginable.

Don't get me wrong, I like air units, but SC2's are poorly designed.

Let me explain.

Air units should, in general, be designed around the axiom of being fast, maneuverable but short-range and fragile.
This is due to the fact that air units can bypass terrain, entrenchments and armies, they have a very strong tactical advantage and must have a suitable weakness.

The most fun and successful such units in SC2 have been phoenixes and mutalisks, in BW other good examples were wraiths, scouts and corsairs.

Just think back to the epic wraith vs muta/scourge or muta vs muta fights from BW, or the dance between phoenixes and mutalisks, those units are so fast and responsive that the victor is usually determined by who can control his units better.

When air units can reach such a point that they can fight toe to toe with ground units that delicate axiom is broken and air units become the go to end-game.

In SC2 this has resulted in BL/Viper armies, Air-Toss and Sky Terran, which are extremely boring compositions to watch, play and play against. These armies are boring because they are slow, unresponsive and unresponsive, thus they are not suitable for snap micro like you have with phoenixes or mutas and thus are best used in a a-move.

It is thus paramount that ground units at all times hold the advantage in a head to head fight so as to force the air army to coax the most out of its mobility advantage.

The problem now is that we have many capital ship type units in the game that, after a certain critical mass, can not only fight toe to toe with their ground counters, but can even beat them, this should just not happen.

The reason why BW carrier was so beloved and such a successful capital ship is because it wasn't designed like a SC2 capital ship, it was designed more like mutalisks.

Carriers didn't have speed but they had ranged and they shined in situations where they could abuse that range coupled with terrain. Carriers were really bad against mass Goliaths if caught out and could be easily sniped.

I hope that after this patch the community can finally agree upon this fact and we can push for a general rework of air units in SC2.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2016-11-14 21:19:10
November 14 2016 21:17 GMT
#49
On November 15 2016 06:09 Destructicon wrote:
The reason why BW carrier was so beloved and such a successful capital ship is because it wasn't designed like a SC2 capital ship, it was designed more like mutalisks.



Huh?? The carrier is almost exactly the same thing it was in BW.

But it's such a late game unit that the circumstances around its construction are totally different. The game state for Carriers to be produced need to favor the Protoss considerably in SC2.

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
MiCroLiFe
Profile Joined March 2012
Norway264 Posts
November 14 2016 21:23 GMT
#50
this means that Bio, is totally useless now. thanks for lettin us play mmm for 6 years and suddnely make it impossible to play.

Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
MiCroLiFe
Profile Joined March 2012
Norway264 Posts
November 14 2016 21:24 GMT
#51
On November 14 2016 23:45 Salteador Neo wrote:
Thanks a ton for this, really needed such a thread :D

Protoss changes are just boring, terran looks fun and zerg gets midgame mad buffs (hydra, bane, infestor).

yeh only place where terran maybe had an edge over zerg was midgame. go blizz. balanceexperts
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
JimmyJRaynor
Profile Blog Joined April 2010
Canada16642 Posts
Last Edited: 2016-11-14 21:44:41
November 14 2016 21:27 GMT
#52
thanks for adding the DK interview video for additional insight. With all the C&C guys now @ Blizz i'm sure that "Mech" is really the GDI fantasy squad for them.

that ATVI jacket DK has on rules! i was thinking he should have a graph underneath the logo indicating ATVI's stock price the past 7 years to make us all realize how wonderful ATVI is and always has been
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
saltis
Profile Joined September 2012
159 Posts
November 14 2016 22:05 GMT
#53
Protoss changes completely destroys team games. DTs and Carriers already were pain in the ass and now they get buffed more. It is pity of how developers don't care about it.
ArtyK
Profile Joined June 2011
France3143 Posts
November 14 2016 22:11 GMT
#54
On November 15 2016 07:05 saltis wrote:
Protoss changes completely destroys team games. DTs and Carriers already were pain in the ass and now they get buffed more. It is pity of how developers don't care about it.


Games worth thousands of dollars are played in 1v1, not team games, end of story
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
[PkF] Wire
Profile Joined March 2013
France24192 Posts
Last Edited: 2016-11-14 22:17:36
November 14 2016 22:11 GMT
#55
What I don't like is -disclaimer : I played 1 game in the testing ladder, in which I proceeded to blink DTs rush- that from what I understand, P will have to rely heavily on getting an invincible air armada now (opening phoenix / VRs and then transitioning to buffed carriers). And I don't think that's a good way to make P gameplay evolve : it's just another kind of turtle into a-move deathball. Not that that would truly bother me, this is the style I'm the best with after all, but this won't contribute to making P more beloved.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2016-11-14 22:37:10
November 14 2016 22:35 GMT
#56
On November 15 2016 05:26 CosmicSpiral wrote:
Show nested quote +
On November 15 2016 05:06 Probe1 wrote:
On November 15 2016 04:34 CosmicSpiral wrote:
I think I would've preferred reverting the attack upgrades nerf to ITs instead of this all-or-nothing burrow change. Infestors suffered from lacking enough total utility to be reliable in the midgame, not being so vulnerable that they need to be underground all the time.

Zerg midgame in general for ZvT can be described that way. Having infested terrans be useful would be nice. But it doesn't really stop there.


Mutalisks will definitely return as a staple Lair unit, and I expect the Hydra buffs will push them into being decent against bio.

The main issue with ZvX midgame is that ling/bane/muta and ling/bane/infestor are the only compositions with any meaningful synergy. All roach variants are very clunky and don't scale into the lategame.

I like you. I was going to write that but decided I'd rather play a match.

I crushed it with good mid game bile harass on mineral lines from ledges. I don't like roach ravager but I feel like I can control the tempo. Terran isn't free to just mass econ or drop everywhere and anywhere like ling bane low tech ultra rushing.

I cannot wait for libs to loose some luster and having mutas be a good investment again.

On November 15 2016 06:23 MiCroLiFe wrote:
this means that Bio, is totally useless now. thanks for lettin us play mmm for 6 years and suddnely make it impossible to play.


I have been playing since beta and I can tell you with authority that every single time Terran has gotten a balance change they have screamed this.

우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
graNite
Profile Blog Joined December 2010
Germany4434 Posts
November 14 2016 22:45 GMT
#57
Why did they remove the medivac tank interaction completely? Why not make sieged tanks able to be picked up and become unsieged in the medivac?
You could still use the pickup defensively but not drop the sieged tanks any more.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Beelzebub1
Profile Joined May 2015
1004 Posts
November 14 2016 22:55 GMT
#58
Tanks changes are great, Liberator change is great, Cyclone change is the wrong direction for the unit imo mech needed fast response to air and Thors no matter how hard they hit are very slow but they seem like they will be way better against Protoss.

New Hydralisks are amazing, I've played with them in the test map, the unit feels strong for once. Haven't tried the Infestor stuff out yet admittedly though. Ultralisks armor nerf was long overdue even as a Zerg player they are just OP vs bio

Protoss changes feel meh, I feel like Stalkers should have been buffed and Immortals nerfed, coupled with an Oracle redesign into a no economy damage utility unit, but whatever, DT's being more useful should be cool but it's just yet again buffing Protoss economy harassment which they already have a plethora of powerful worker killing units.

JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-11-14 23:36:06
November 14 2016 23:34 GMT
#59
On November 15 2016 07:55 Beelzebub1 wrote:
Tanks changes are great, Liberator change is great, Cyclone change is the wrong direction for the unit imo mech needed fast response to air and Thors no matter how hard they hit are very slow but they seem like they will be way better against Protoss.

New Hydralisks are amazing, I've played with them in the test map, the unit feels strong for once. Haven't tried the Infestor stuff out yet admittedly though. Ultralisks armor nerf was long overdue even as a Zerg player they are just OP vs bio

Protoss changes feel meh, I feel like Stalkers should have been buffed and Immortals nerfed, coupled with an Oracle redesign into a no economy damage utility unit, but whatever, DT's being more useful should be cool but it's just yet again buffing Protoss economy harassment which they already have a plethora of powerful worker killing units.



Let's not forget the cheeseray buff and the adept now relying on a near-complete gamble as an harass tool, while the tempest got a 7 seconds stun.

Played the test map a little and it's horrible. Infestors makes most move outs against zerg a gamble (you don't have scans for the whole map), cyclones are so bad at AA that TvT devolves into an idiotic "take a third then mass vikings ravens and liberators", and mech is still crap against protoss because disruptors still outrange tanks and because phenixes openers don't allow mech to move out unit you have 3 thors.
Levyathan
Profile Joined March 2016
4 Posts
Last Edited: 2016-11-14 23:46:54
November 14 2016 23:42 GMT
#60
I don't think they're getting it right with the tempest. Add an ability to that unit doesnt seems very constructive to the game. Why stun ? Why 7 seconds ??? It is any different from the oracle's trap ?

With the cyclone's change, it with hurt alot of the unit's micro potential but make the unit generally stronger.

In the video, DK also said Thor's going to be one of the core Anti-air for terran. The problem is, it doesnt matter how hard you buff its damage or splash, a unit like thor is forever too slow to catch up with moving flying target, not to mention that the thor doesnt even deal that much damage.
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
November 15 2016 00:00 GMT
#61
I played the balance map for a few days, and it's utterly crap as of now in my opinion.
All the details have been discussed earlier in this thread.

Thank you.
JackONeill
Profile Joined September 2013
861 Posts
November 15 2016 00:01 GMT
#62
On November 15 2016 08:42 Levyathan wrote:
I don't think they're getting it right with the tempest. Add an ability to that unit doesnt seems very constructive to the game. Why stun ? Why 7 seconds ??? It is any different from the oracle's trap ?

With the cyclone's change, it with hurt alot of the unit's micro potential but make the unit generally stronger.

In the video, DK also said Thor's going to be one of the core Anti-air for terran. The problem is, it doesnt matter how hard you buff its damage or splash, a unit like thor is forever too slow to catch up with moving flying target, not to mention that the thor doesnt even deal that much damage.


Actually the thor does a decent job at fighting nerf ranged tempests and BLs. It's atrocious against liberators, and gets extremely hard countered by vipers.

But the main weakness is that against opponents using air techpath, the thor being the core mech AA unit means that you won't ever be able to move out unless you have a decent amount of thors. You can't match the count of vikings an opponent that goes straight into air builds. You can't build enough vikings or cyclones to counter a mass phenixes strategy.
So you have to stay at home and turtle up.
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2016-11-15 01:56:18
November 15 2016 01:54 GMT
#63
nice thread, I had been wondering what all the changes suggested were, it's been awhile.

but yea this thread just made me feel a bit nostalgic for the LotV beta, what if the burrowed moving banelings and burrow charge ultras still existed, would be crazy

also, how much energy did warp cost for BCs? having a 71 second cool down now means no player will be using teleport aggressively, not that they really did before
TentatvePnda
Profile Joined November 2016
4 Posts
November 15 2016 08:02 GMT
#64
There are a handful of changes I really don't like in this patch. I think zerg will end up being very weak with these changes. However, I think the most unnecessary changes are the hyperflight upgrade and DT blink. Honestly, I don't even think hyperflight should exist. And DT blink?... I think that goes without saying. With all that being said, I think this patch does generally shift gameplay in the right direction. Giving all races greater diversity, even if, at the moment, the diversity doesn't benefit the races equally.
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2016-11-15 09:32:10
November 15 2016 09:27 GMT
#65
On November 15 2016 17:02 TentatvePnda wrote:
I think zerg will end up being very weak with these changes

Like, how do you even remotely jump to that conclusion?
40 hp banelings? (FFS)
7 range hydras? (FFS)
Already being core units in pvz they gonna give hell to protoss. All this with ravager remaining unarmored. And adepts nerfed... I, personally, don't give a shit about adepts cause i dont rely on them much in any mu, but what the f? Shade was their core concept and now they just strip their harassment and scouting potential off completely. Not damage output, not timings/allin potential but harassment and scouting. WHY? Swarmhosts... a stupid gimmick unit becoming almost free for insane harrasment potential it has on certain maps. REMOVE IT FFS.
Dont even get me started on toss air buffs. I DON'T WANT TO RELY ON AIR UNITS in any mu. This is BORING. Blink DTs? I promise you will never see them in play. 2 min research for a completely worthless ability. Noone use them w/o warprism anywayz. And prism has an in-built blink for any unit ok?
Where are the actual zerg nerfs? BL range - are you fcking kidding me? Noone will ever notice. Ultra nerf is hardly even a nerf.
Less is more.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 15 2016 09:36 GMT
#66
Wait they aren't making ravagers armored? Holy shit mech will never be a thing in TvZ with those things around (and vipers in the lategame).

If 7 range hydras can be microed to trade favorably against adepts, then protoss doesn't stand a chance. That's their core unit, which is supposed to be an anti light specialist and can't shoot up.
Revolutionist fan
prabuty
Profile Joined October 2016
Poland26 Posts
November 15 2016 09:42 GMT
#67
So... How are you gonna hold any early baneling-hydra 3-base allins ("early aggression") without losing your 3rd as protoss? This actually eliminates any potential for early economic play for protoss in pvz. Removing the release interceptors ability from carriers is probably something I can live with, but I don't really understand the point of adding this shadow stride ability (another active ability so it feels like now there are not enough hotkeys on the keyboard to be able to cast them all) to dt's except from some early allins that protoss players will be experimenting with shortly after the patch is released. What I mean by that is that protoss will not receive any new "real" harassment options vs. terran as this dt play will get countered so hard by a default turret-mine placement in all expansions that terran is taking (there is actually a considerable difference between harassing with medivacs that you can send to a certain location with pre-selected drop command so that you can concentrate on manouvering your main army force and harassing with expensive units like a dt or oracle that can die to a single shot from a burrowed mine...). This mech play in pvt, for what I can tell at least based on what I'm seeing in these changes, will actually mean carnage for protoss since the new tank-hellbat-cyclone composition decimates any gate protoss force with vikings owning any colossi, carriers, and tempests (yeah, there is no interceptor release potential to hit and run a mech force being halfway to their destination).And to think that it's gonna happen on maps like King Sejong Station or Galactic Process with so many chokes and upper-ground siege locations
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2016-11-15 09:47:01
November 15 2016 09:44 GMT
#68
On November 15 2016 18:36 Salteador Neo wrote:
Wait they aren't making ravagers armored? Holy shit mech will never be a thing in TvZ with those things around (and vipers in the lategame).

Why would you assume it was supposed to be a thing? Because blizzard said so? If you look at the changes it becomes clear that mech isn't really THAT buffed as it seemed at the start. Cyclone changes are pretty meh (buffed "vs armored" only), tanks traded their insane mobility for damage vs...... armored units, that zerg..... dont need to build to counter mech. So under the disguise of "mechin it happen" they just straight up BUFFED zerg to the skies. NICE ONE BLIZZARD. I won't be surprised if that wasn't their intention. Cause they actually have no fcking idea what they are doing. At all.
Less is more.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
November 15 2016 09:53 GMT
#69
On November 15 2016 18:42 prabuty wrote:
So... How are you gonna hold any early baneling-hydra 3-base allins ("early aggression") without losing your 3rd as protoss? This actually eliminates any potential for early economic play for protoss in pvz. Removing the release interceptors ability from carriers is probably something I can live with, but I don't really understand the point of adding this shadow stride ability (another active ability so it feels like now there are not enough hotkeys on the keyboard to be able to cast them all) to dt's except from some early allins that protoss players will be experimenting with shortly after the patch is released. What I mean by that is that protoss will not receive any new "real" harassment options vs. terran as this dt play will get countered so hard by a default turret-mine placement in all expansions that terran is taking (there is actually a considerable difference between harassing with medivacs that you can send to a certain location with pre-selected drop command so that you can concentrate on manouvering your main army force and harassing with expensive units like a dt or oracle that can die to a single shot from a burrowed mine...). This mech play in pvt, for what I can tell at least based on what I'm seeing in these changes, will actually mean carnage for protoss since the new tank-hellbat-cyclone composition decimates any gate protoss force with vikings owning any colossi, carriers, and tempests (yeah, there is no interceptor release potential to hit and run a mech force being halfway to their destination).And to think that it's gonna happen on maps like King Sejong Station or Galactic Process with so many chokes and upper-ground siege locations

KSS and Gal will both be phased out by the time the change hits.

"Early" and "At the bare minimum 7 minutes into the game" don't check out.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
insitelol
Profile Joined August 2012
845 Posts
November 15 2016 09:57 GMT
#70
And btw there is a much better and organized official source
http://us.battle.net/sc2/en/blog/20374453/patch-38-preview-major-patch-for-multiplayer-11-14-2016
Less is more.
Elentos
Profile Blog Joined February 2015
55458 Posts
November 15 2016 10:13 GMT
#71
On November 15 2016 05:40 DinoMight wrote:
Show nested quote +
On November 15 2016 04:24 petro1987 wrote:
On November 15 2016 04:19 DinoMight wrote:
I have to preface this with "I haven't played it yet, so please correct me if I'm wrong" ... but....

Terran mech looks REALLY powerful now. The lack of an answer to Stalkers (w/blink) in the early game was really Mech's traditional weakness. But now that this has been addressed and presumably Terrans can build a mech composition without being behind economically - what units does Protoss build to counter mass Siege Tank + Liberator / Vikings?

Until mass Carriers + Storm + Tempest etc. it looks ridiculously difficult.


EDIT - this is a question. So when I say how does, I'm not saying "it's impossible." I'm asking how.


Aren't you afraid of a ghost? We just had the GSL balance test map tournament and not even one single TvP was mech. Nobody even bother trying to play mech in TvP, yet you think it might be too strong.

Phoenix openings are probably very good vs mech because now cyclones can't kill any air units. Disruptors are probably quite good as well, considering how slow every mech units is and that tanks can't be put in medivacs anymore.


Oh, I didn't watch it. That's why I was asking.

I'm sure it will take a little time for the game to get figured out. All they've done is buff mech but they haven't changed bio. Koreans typically are more concerned with winning than trying new things when they play in tournaments.

Here's what happened in the GSL tournament:

- cyclone cheese, lots of it
- voidray busts, many of them
- Terran composition is bio/cyclone in early & midgame, then transitions into bio/mine/liberator (or whatever else you need to deal with the Protoss comp)

Granted, this will need more time to be figured out in its entirety. It always takes time before people figure out mech. On the current patch we're at a point where Koreans have mech figured out in two match-ups (although it hugely depends on the maps), it took almost a year for us to reach this point and the entire time everyone was convinced ground mech was bad.
Every 60 seconds in Africa, a minute passes.
Musicus
Profile Joined August 2011
Germany23576 Posts
November 15 2016 10:19 GMT
#72
On November 15 2016 18:57 insitelol wrote:
And btw there is a much better and organized official source
http://us.battle.net/sc2/en/blog/20374453/patch-38-preview-major-patch-for-multiplayer-11-14-2016

Haha, what a classic that they would release this only hours after I made the effort to organise the old post.

Well it's still good to have it on TL.
Maru and Serral are probably top 5.
prabuty
Profile Joined October 2016
Poland26 Posts
November 15 2016 10:23 GMT
#73
On November 15 2016 18:53 Probe1 wrote:
Show nested quote +
On November 15 2016 18:42 prabuty wrote:
So... How are you gonna hold any early baneling-hydra 3-base allins ("early aggression") without losing your 3rd as protoss? This actually eliminates any potential for early economic play for protoss in pvz. Removing the release interceptors ability from carriers is probably something I can live with, but I don't really understand the point of adding this shadow stride ability (another active ability so it feels like now there are not enough hotkeys on the keyboard to be able to cast them all) to dt's except from some early allins that protoss players will be experimenting with shortly after the patch is released. What I mean by that is that protoss will not receive any new "real" harassment options vs. terran as this dt play will get countered so hard by a default turret-mine placement in all expansions that terran is taking (there is actually a considerable difference between harassing with medivacs that you can send to a certain location with pre-selected drop command so that you can concentrate on manouvering your main army force and harassing with expensive units like a dt or oracle that can die to a single shot from a burrowed mine...). This mech play in pvt, for what I can tell at least based on what I'm seeing in these changes, will actually mean carnage for protoss since the new tank-hellbat-cyclone composition decimates any gate protoss force with vikings owning any colossi, carriers, and tempests (yeah, there is no interceptor release potential to hit and run a mech force being halfway to their destination).And to think that it's gonna happen on maps like King Sejong Station or Galactic Process with so many chokes and upper-ground siege locations

KSS and Gal will both be phased out by the time the change hits.

"Early" and "At the bare minimum 7 minutes into the game" don't check out.


Well, to be more specific by saying "early" I meant that zerg would be able to take down protoss 3rd so easily with taking only like 3 gases and having full mineral saturation in his main and natural with using a hatchery in his 3rd for spamming zerglings and relying solely on the new strength of banelings and +2 hydras. I'm making this assumption based on the current regular expansion timings in pvz with any further delay of protoss 3rd benefiting only zerg.

By mentioning maps like KSS and Gal I wanted to stress out the fact that such map architectures extremely favor terran over as could be seen in the last Dark-Byun finals, for example.
loko822
Profile Joined January 2015
54 Posts
November 15 2016 10:36 GMT
#74
Im curious since I havent seen any match with this patch...will there still be the good old Bio vs ling/bane interaction or how do protosses now vs a ling/bane/ravager composition? I would assume banes killing more now so forcing players to change playstyle. Also the smaller skirmishes in TvZ (drops/runbys) should be more dominated by banes, right?

SC2 Highlights 2015 https://www.youtube.com/watch?v=BEllpcWAzPo // Neeb Herovideo https://www.youtube.com/watch?v=Y7r0pwyZWMo
Elentos
Profile Blog Joined February 2015
55458 Posts
November 15 2016 10:57 GMT
#75
On November 15 2016 08:42 Levyathan wrote:
I don't think they're getting it right with the tempest. Add an ability to that unit doesnt seems very constructive to the game. Why stun ?
They think TvP mech will be a thing and Protoss will need more help breaking siege lines (whether this is accurate or not is a whole other story).
On November 15 2016 08:42 Levyathan wrote:
Why 7 seconds ???
Any more is probably too strong while any less is probably too inconsequential
On November 15 2016 08:42 Levyathan wrote:
It is any different from the oracle's trap ?
You can attack and kill units stunned by the tempest but not units trapped by the oracle.
On November 15 2016 19:36 loko822 wrote:
Im curious since I havent seen any match with this patch...will there still be the good old Bio vs ling/bane interaction or how do protosses now vs a ling/bane/ravager composition? I would assume banes killing more now so forcing players to change playstyle. Also the smaller skirmishes in TvZ (drops/runbys) should be more dominated by banes, right?

The interactions still exist. ByuN-style focus firing down speed banes is less efficient, but splitting and widow mines still seem to work out pretty well. With the liberator nerf mutas could also make a comeback and shift compositions a bit. You're right though that the smaller skirmishes more often get decided by banes. As for ravager/ling/bane, there was a game of that in the GSL test tournament, Zest vs ByuL, where ByuL went for that composition and Zest destroyed him with stalker/sentry/immortal/archon and perfect force fields.
Every 60 seconds in Africa, a minute passes.
Hier
Profile Blog Joined November 2009
2391 Posts
November 15 2016 11:24 GMT
#76
Viking

Ground mode auto-attack now deals +8 mechanical damage.

The hell is mechanical damage?
"But on a more serious note..." -everyone on this forum at some point.
Elentos
Profile Blog Joined February 2015
55458 Posts
November 15 2016 11:25 GMT
#77
On November 15 2016 20:24 Hier wrote:
Show nested quote +
Viking

Ground mode auto-attack now deals +8 mechanical damage.

The hell is mechanical damage?

Bonus damage to units with the mechanical tag. Like probes or siege tanks.
Every 60 seconds in Africa, a minute passes.
Musicus
Profile Joined August 2011
Germany23576 Posts
November 15 2016 11:36 GMT
#78
On November 15 2016 20:25 Elentos wrote:
Show nested quote +
On November 15 2016 20:24 Hier wrote:
Viking

Ground mode auto-attack now deals +8 mechanical damage.

The hell is mechanical damage?

Bonus damage to units with the mechanical tag. Like probes or siege tanks.

viking drop harass is real and they also can fight stalkers now :D
Maru and Serral are probably top 5.
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2016-11-15 11:47:17
November 15 2016 11:46 GMT
#79
Honestly, I've been a playing a bit and I don't understand the baneling buff at all, just a random change out of nowhere tbh. If ByuN focus firing banelings is the reason for this, it's a bit weird imo.

Then there is Blink DTs, a change that will do nothing on higher level, apart from a DT or two being saved sometimes. In lower leagues on the other hand, this will make the games even more frustrating and drive new players insane.

Those two and the random Viking change is something I don't get, but none of them will make a huge impact I think.
Maru and Serral are probably top 5.
prabuty
Profile Joined October 2016
Poland26 Posts
November 15 2016 11:47 GMT
#80
On November 15 2016 20:36 Musicus wrote:
Show nested quote +
On November 15 2016 20:25 Elentos wrote:
On November 15 2016 20:24 Hier wrote:
Viking

Ground mode auto-attack now deals +8 mechanical damage.

The hell is mechanical damage?

Bonus damage to units with the mechanical tag. Like probes or siege tanks.

viking drop harass is real and they also can fight stalkers now :D


Yeah, I saw this on some stream recently so it seems like this in-game information about direct counters to units is no longer relevant
Probe1
Profile Blog Joined August 2010
United States17920 Posts
November 15 2016 11:49 GMT
#81
On November 15 2016 19:23 prabuty wrote:
Show nested quote +
On November 15 2016 18:53 Probe1 wrote:
On November 15 2016 18:42 prabuty wrote:
So... How are you gonna hold any early baneling-hydra 3-base allins ("early aggression") without losing your 3rd as protoss? This actually eliminates any potential for early economic play for protoss in pvz. Removing the release interceptors ability from carriers is probably something I can live with, but I don't really understand the point of adding this shadow stride ability (another active ability so it feels like now there are not enough hotkeys on the keyboard to be able to cast them all) to dt's except from some early allins that protoss players will be experimenting with shortly after the patch is released. What I mean by that is that protoss will not receive any new "real" harassment options vs. terran as this dt play will get countered so hard by a default turret-mine placement in all expansions that terran is taking (there is actually a considerable difference between harassing with medivacs that you can send to a certain location with pre-selected drop command so that you can concentrate on manouvering your main army force and harassing with expensive units like a dt or oracle that can die to a single shot from a burrowed mine...). This mech play in pvt, for what I can tell at least based on what I'm seeing in these changes, will actually mean carnage for protoss since the new tank-hellbat-cyclone composition decimates any gate protoss force with vikings owning any colossi, carriers, and tempests (yeah, there is no interceptor release potential to hit and run a mech force being halfway to their destination).And to think that it's gonna happen on maps like King Sejong Station or Galactic Process with so many chokes and upper-ground siege locations

KSS and Gal will both be phased out by the time the change hits.

"Early" and "At the bare minimum 7 minutes into the game" don't check out.


Well, to be more specific by saying "early" I meant that zerg would be able to take down protoss 3rd so easily with taking only like 3 gases and having full mineral saturation in his main and natural with using a hatchery in his 3rd for spamming zerglings and relying solely on the new strength of banelings and +2 hydras. I'm making this assumption based on the current regular expansion timings in pvz with any further delay of protoss 3rd benefiting only zerg.

By mentioning maps like KSS and Gal I wanted to stress out the fact that such map architectures extremely favor terran over as could be seen in the last Dark-Byun finals, for example.

Three gasses, 3 base saturation, a fast lair, two back to back upgrades plus the hydra den, and we have to hope that Protoss doesn't do any sort of pressure since all we have to spare are mineral units that suck ass against adepts.

Seriously lets break this down.
Lair - Minerals 150 (450) Gas 100 Game Speed 57
Hydralisk Den - Minerals 100 Gas 100 Game Speed 29
Muscular Augments - Minerals 150 Gas 150 Game Speed 71
Grooved Spines - Minerals 100 Gas 100 Game Speed 71

So 228 seconds / 3:48 minutes. 500 minerals. 450 gas. Just for the tech alone. If Zerg took a fast lair at 4:00 then we're looking at 7:48 if they execute it perfectly. At 8 minutes I expect Protoss to have close to full saturation on their third. I know people are panicking over zerg getting a unit that isn't flaming shit but this isn't going to come at 4 minutes or 5 minutes or even 7 minutes. It's coming when both players will have 3 base saturation and the late game tools to deal with mid game pressure.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 15 2016 11:51 GMT
#82
Tbh pretty much every unit can fight wreck stalkers now. Cyclones, tanks, vikings, ravens, swarmhosts, hydras... all get sweet buffs. Hell even banes now take one more shot to kill, and infestors cast while burrowed. Sad stalker fanclub.
Revolutionist fan
Penev
Profile Joined October 2012
28453 Posts
November 15 2016 12:09 GMT
#83
I needed this, thanks
I Protoss winner, could it be?
prabuty
Profile Joined October 2016
Poland26 Posts
November 15 2016 13:07 GMT
#84
On November 15 2016 20:49 Probe1 wrote:
Show nested quote +
On November 15 2016 19:23 prabuty wrote:
On November 15 2016 18:53 Probe1 wrote:
On November 15 2016 18:42 prabuty wrote:
So... How are you gonna hold any early baneling-hydra 3-base allins ("early aggression") without losing your 3rd as protoss? This actually eliminates any potential for early economic play for protoss in pvz. Removing the release interceptors ability from carriers is probably something I can live with, but I don't really understand the point of adding this shadow stride ability (another active ability so it feels like now there are not enough hotkeys on the keyboard to be able to cast them all) to dt's except from some early allins that protoss players will be experimenting with shortly after the patch is released. What I mean by that is that protoss will not receive any new "real" harassment options vs. terran as this dt play will get countered so hard by a default turret-mine placement in all expansions that terran is taking (there is actually a considerable difference between harassing with medivacs that you can send to a certain location with pre-selected drop command so that you can concentrate on manouvering your main army force and harassing with expensive units like a dt or oracle that can die to a single shot from a burrowed mine...). This mech play in pvt, for what I can tell at least based on what I'm seeing in these changes, will actually mean carnage for protoss since the new tank-hellbat-cyclone composition decimates any gate protoss force with vikings owning any colossi, carriers, and tempests (yeah, there is no interceptor release potential to hit and run a mech force being halfway to their destination).And to think that it's gonna happen on maps like King Sejong Station or Galactic Process with so many chokes and upper-ground siege locations

KSS and Gal will both be phased out by the time the change hits.

"Early" and "At the bare minimum 7 minutes into the game" don't check out.


Well, to be more specific by saying "early" I meant that zerg would be able to take down protoss 3rd so easily with taking only like 3 gases and having full mineral saturation in his main and natural with using a hatchery in his 3rd for spamming zerglings and relying solely on the new strength of banelings and +2 hydras. I'm making this assumption based on the current regular expansion timings in pvz with any further delay of protoss 3rd benefiting only zerg.

By mentioning maps like KSS and Gal I wanted to stress out the fact that such map architectures extremely favor terran over as could be seen in the last Dark-Byun finals, for example.

Three gasses, 3 base saturation, a fast lair, two back to back upgrades plus the hydra den, and we have to hope that Protoss doesn't do any sort of pressure since all we have to spare are mineral units that suck ass against adepts.

Seriously lets break this down.
Lair - Minerals 150 (450) Gas 100 Game Speed 57
Hydralisk Den - Minerals 100 Gas 100 Game Speed 29
Muscular Augments - Minerals 150 Gas 150 Game Speed 71
Grooved Spines - Minerals 100 Gas 100 Game Speed 71

So 228 seconds / 3:48 minutes. 500 minerals. 450 gas. Just for the tech alone. If Zerg took a fast lair at 4:00 then we're looking at 7:48 if they execute it perfectly. At 8 minutes I expect Protoss to have close to full saturation on their third. I know people are panicking over zerg getting a unit that isn't flaming shit but this isn't going to come at 4 minutes or 5 minutes or even 7 minutes. It's coming when both players will have 3 base saturation and the late game tools to deal with mid game pressure.


Again, I'm talking here specifically about ~3-gas, 2-base mineral saturation with 3rd-being-used-as-a macro-hatch timings with rush distances comparable to KSS or Frozen Temple. Another thing here is that you don't need muscular augments (can always be optionally researched after +2 is finished) for your hydras to execute this particular deadly attack (you need only like 8-10 +2 hydras to provide uncontested ranged dmg with everything else being sent as reinforcements (zerglings, banelings) to accompany the hydras). At this point protoss used to defend with sentry-stalkers and possibly some pylon overcharges, but now this early gate defensive force will be decimated way too quickly for protoss being able to add some splash to his defense, which will automatically mean protoss having to take his 3rd later compared with what it is now. I'm not opposing the idea of zerg having +2 hydras as its core unit later on in the game to fight things like mech but as of now it seems like too much too quickly.
Tuczniak
Profile Joined September 2010
1561 Posts
Last Edited: 2016-11-15 13:47:50
November 15 2016 13:47 GMT
#85
+ Show Spoiler +
On November 15 2016 06:09 Destructicon wrote:
Show nested quote +
On November 15 2016 05:38 ivancype wrote:
i would love to see the Thor designed to be a counter for heavy hitting ground units like immortal or ultras, and letting air deal with air, would make more sense to me.


Letting air deal with air is very uninteresting in SC2 and generally has lead to some of the most boring games imaginable.

Don't get me wrong, I like air units, but SC2's are poorly designed.

Let me explain.

Air units should, in general, be designed around the axiom of being fast, maneuverable but short-range and fragile.
This is due to the fact that air units can bypass terrain, entrenchments and armies, they have a very strong tactical advantage and must have a suitable weakness.

The most fun and successful such units in SC2 have been phoenixes and mutalisks, in BW other good examples were wraiths, scouts and corsairs.

Just think back to the epic wraith vs muta/scourge or muta vs muta fights from BW, or the dance between phoenixes and mutalisks, those units are so fast and responsive that the victor is usually determined by who can control his units better.

When air units can reach such a point that they can fight toe to toe with ground units that delicate axiom is broken and air units become the go to end-game.

In SC2 this has resulted in BL/Viper armies, Air-Toss and Sky Terran, which are extremely boring compositions to watch, play and play against. These armies are boring because they are slow, unresponsive and unresponsive, thus they are not suitable for snap micro like you have with phoenixes or mutas and thus are best used in a a-move.

It is thus paramount that ground units at all times hold the advantage in a head to head fight so as to force the air army to coax the most out of its mobility advantage.

The problem now is that we have many capital ship type units in the game that, after a certain critical mass, can not only fight toe to toe with their ground counters, but can even beat them, this should just not happen.

The reason why BW carrier was so beloved and such a successful capital ship is because it wasn't designed like a SC2 capital ship, it was designed more like mutalisks.

Carriers didn't have speed but they had ranged and they shined in situations where they could abuse that range coupled with terrain. Carriers were really bad against mass Goliaths if caught out and could be easily sniped.

I hope that after this patch the community can finally agree upon this fact and we can push for a general rework of air units in SC2.

That's very well said. But we can only hope that Blizzard would see that and have enough will to do anything with that.
Musicus
Profile Joined August 2011
Germany23576 Posts
November 15 2016 14:08 GMT
#86
Ground to Air is sadly so bad in sc2, I was just reminded of this trying to fight Liberators with Hydras :D.
Maru and Serral are probably top 5.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
November 15 2016 14:22 GMT
#87
I can't believe they're actually going through with this patch, addresses none of the current problems and adds loads. I'd better enjoy Homestory then cut my losses with this game.
Tchado
Profile Blog Joined January 2011
Jordan1831 Posts
November 15 2016 14:48 GMT
#88
Blink to DTs ? I dont know about this.......
petro1987
Profile Joined May 2009
Brazil374 Posts
Last Edited: 2016-11-15 14:55:39
November 15 2016 14:52 GMT
#89
I guess people are overestimating the effects of the patch. At least in TvZ and TvP, I just don't see mech becoming the go-to composition. We just saw the GSL test map tournament and the only players that actually even tried mech were Gumiho and Ryung. Both lost all games playing mech BTW. In TvP, nobody even bothered trying mech. I think the matchup that will be mostly changed is ZvP, based on how strong hydras will be. Even in this MU, Zest managed to defeat Byul pretty well, so I wouldn't be so scared at this point.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2016-11-15 15:00:03
November 15 2016 14:59 GMT
#90
Am I the only one that is really worried that mech still is completely worthless except in TvT on the test map? Mech is stronger in theory but not in practice.

Not a single person I have talked to on bnet seems to have got mech to work outside of TvT on the test map.

It seems the pro players have the same issue by looking at tournaments and streams.

Is Blizzard aware of this or are they just hoping for the best?

petro1987
Profile Joined May 2009
Brazil374 Posts
November 15 2016 15:16 GMT
#91
On November 15 2016 23:59 MockHamill wrote:
Am I the only one that is really worried that mech still is completely worthless except in TvT on the test map? Mech is stronger in theory but not in practice.

Not a single person I have talked to on bnet seems to have got mech to work outside of TvT on the test map.

It seems the pro players have the same issue by looking at tournaments and streams.

Is Blizzard aware of this or are they just hoping for the best?



You are definitely not the only one worried. Mech's increase in strength is heavily exaggerated. Take the tank for instance. People say that they have been extremely buffed, but this is not really true. The tank was basically buffed against armored units. Against non-armored the buff was almost marginal. At the same time, the tank was also NERFED by not being able to be picked up by medivacs, yet everyone seems to "forget" about this.

In TvZ, tanks become stronger vs roaches and ultralisks. But what if they use a composition of ling/bane/hydras? Is the marginal non-armored buff and the nerf of no tankivacs a net buff? I hardly think so. The viper is still the bane of any mech compositions anyway. Abduct thors, blind cloud tanks, and PB vikings.

In TvP, tanks are essentially stronger vs stalkers and immortals. What if they use a stargate/adept/archon composition? The buff is now almost irrelevant. The cyclones is almost the same thing. Good vs stalkers and meh against pretty much everything else. In fact, many argue that the new cyclones is actually worse, because now mech has no answer to oracles/phoenix openings. The AA dmg was heavily nerfed. It's hard to actually access TvP mech because NO PRO players even attempt it. It is that bad.

Regarding Blizzard, I honestly don't think they are actually trying to make mech viable. It's mostly PR to me. If that was the case why would they go all the way to make sure we don't have goliaths instead of thors? Blizzard is more interested in telling the players they are actually trying, while just ignoring the obvious flaws.
Elentos
Profile Blog Joined February 2015
55458 Posts
November 15 2016 15:17 GMT
#92
On November 15 2016 23:59 MockHamill wrote:
Am I the only one that is really worried that mech still is completely worthless except in TvT on the test map? Mech is stronger in theory but not in practice.

Not a single person I have talked to on bnet seems to have got mech to work outside of TvT on the test map.

It seems the pro players have the same issue by looking at tournaments and streams.

Is Blizzard aware of this or are they just hoping for the best?


The thing is that there'll be a completely different map pool after the patch, so we should probably wait a bit longer before judging. If mech doesn't work on the upcoming map pool - in HotS that would have been one of the best map pools for mech period - then they probably didn't achieve their design goal.
Every 60 seconds in Africa, a minute passes.
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
Last Edited: 2016-11-15 16:46:41
November 15 2016 15:37 GMT
#93
On November 16 2016 00:16 petro1987 wrote:
Show nested quote +
On November 15 2016 23:59 MockHamill wrote:
Am I the only one that is really worried that mech still is completely worthless except in TvT on the test map? Mech is stronger in theory but not in practice.

Not a single person I have talked to on bnet seems to have got mech to work outside of TvT on the test map.

It seems the pro players have the same issue by looking at tournaments and streams.

Is Blizzard aware of this or are they just hoping for the best?



You are definitely not the only one worried. Mech's increase in strength is heavily exaggerated. Take the tank for instance. People say that they have been extremely buffed, but this is not really true. The tank was basically buffed against armored units. Against non-armored the buff was almost marginal. At the same time, the tank was also NERFED by not being able to be picked up by medivacs, yet everyone seems to "forget" about this.



And the tank fire rate got nerfed. The gif is made with the old fire rate. So in the end its a minor buff in some situations and minor nerf vs light units (due lower fire rate) Verdict: meh.
Edit: seems this isnt true ( http://www.teamliquid.net/forum/viewpost.php?post_id=26180674 )

Zerg army is since lotv so much more viable in every situation, too many roaches make some ravagers, too many hydra's make lurkers, too many corruptors? no problemo, they kill buildings now as well and lets make some Broodlords. Queen's are viable at every stage, the lings buff that made them good, even vs pf's, hellbats etc. Ultra early ling drops. For some reason i fear the most for PvZ.
http://www.twitch.tv/pinokotsbeer
Poopi
Profile Blog Joined November 2010
France12761 Posts
November 15 2016 15:48 GMT
#94
On November 15 2016 23:59 MockHamill wrote:
Am I the only one that is really worried that mech still is completely worthless except in TvT on the test map? Mech is stronger in theory but not in practice.

Not a single person I have talked to on bnet seems to have got mech to work outside of TvT on the test map.

It seems the pro players have the same issue by looking at tournaments and streams.

Is Blizzard aware of this or are they just hoping for the best?


It sucks then because I'd rather have mech TvZ/TvP than mech TvT :/.
WriterMaru
eviltomahawk
Profile Blog Joined August 2010
United States11133 Posts
November 15 2016 16:25 GMT
#95
I thought Tanks were traditionally the counters to Hydralisks in SC2 and were usually a deterrent to making Hydras at all. With a +1 vehicle attack upgrade, Tanks should be able to 2-shot Hydras in siege mode now instead of 3-shot them like before, if I'm not mistaken.
ㅇㅅㅌㅅ
Edowyth
Profile Joined October 2010
United States183 Posts
November 15 2016 16:34 GMT
#96
On November 16 2016 00:37 PinoKotsBeer wrote:
And the tank fire rate got nerfed. The gif is made with the old fire rate. So in the end its a minor buff in some situations and minor nerf vs light units (due lower fire rate) Verdict: meh.


Actual numbers:

70 / 50 => 40% increase in burst damage versus armored.

40 / 35 => ~14% increase in burst damage versus non-armored.

DPS vs armored: (old) 50 / 2 = 25 (new) 70 / 2.14 = ~32.7
new DPS vs armored is ~30.8% better than old.

DPS vs non-armored: (old) 35 / 2 = 17.5 (new) 40 / 2.14 = ~18.7
new DPS vs non-armored is ~6.8% better than old.

The tank never is nerfed versus old tank DPS or burst damage. Only the mobility has been hit.
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PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
November 15 2016 16:46 GMT
#97
On November 16 2016 01:34 Edowyth wrote:
Show nested quote +
On November 16 2016 00:37 PinoKotsBeer wrote:
And the tank fire rate got nerfed. The gif is made with the old fire rate. So in the end its a minor buff in some situations and minor nerf vs light units (due lower fire rate) Verdict: meh.


Actual numbers:

70 / 50 => 40% increase in burst damage versus armored.

40 / 35 => ~14% increase in burst damage versus non-armored.

DPS vs armored: (old) 50 / 2 = 25 (new) 70 / 2.14 = ~32.7
new DPS vs armored is ~30.8% better than old.

DPS vs non-armored: (old) 35 / 2 = 17.5 (new) 40 / 2.14 = ~18.7
new DPS vs non-armored is ~6.8% better than old.

The tank never is nerfed versus old tank DPS or burst damage. Only the mobility has been hit.

i stand corrected!
http://www.twitch.tv/pinokotsbeer
Edowyth
Profile Joined October 2010
United States183 Posts
Last Edited: 2016-11-15 17:09:05
November 15 2016 17:01 GMT
#98
On November 16 2016 01:46 PinoKotsBeer wrote:
Show nested quote +
On November 16 2016 01:34 Edowyth wrote:
On November 16 2016 00:37 PinoKotsBeer wrote:
And the tank fire rate got nerfed. The gif is made with the old fire rate. So in the end its a minor buff in some situations and minor nerf vs light units (due lower fire rate) Verdict: meh.


Actual numbers:

70 / 50 => 40% increase in burst damage versus armored.

40 / 35 => ~14% increase in burst damage versus non-armored.

DPS vs armored: (old) 50 / 2 = 25 (new) 70 / 2.14 = ~32.7
new DPS vs armored is ~30.8% better than old.

DPS vs non-armored: (old) 35 / 2 = 17.5 (new) 40 / 2.14 = ~18.7
new DPS vs non-armored is ~6.8% better than old.

The tank never is nerfed versus old tank DPS or burst damage. Only the mobility has been hit.

i stand corrected!


You do have a very valid angle to take the argument, though. The mobility is so severely hit that Tanks, in general, are much less useful versus masses of light units.

Fundamentally, I think this is ok. The design is moving away from "fly around and get free damage" to "carefully consider positioning and force the enemy to funnel into a death-zone". With proper support (cyclones / hellions), tanks in good positions should obliterate anything on the ground (light, tag less, armored, whatever).

The sad thing is that the anti-air for Terran is so unwieldy that, even though I feel the tank is vastly improved with this patch, an opponents' air units will simply bypass all its advantages and invalidate the unit.

The Thor needs changes in conjunction with the cyclone. Let the Thor be the anti-clumping unit (give it something like a 2 radius AoE with extremely slow fire rate ... think a mini aerial storm), and let the cyclone be the DPS unit versus air (fast fire rate, low damage -- like a marine). Then you could get a couple of thors (you really don't want more because of their immobility) to ward away things like muta flocks or phoenix ... and some cyclones to buffer for tanks / take care of air units leaking around your thors.

Without a realistic answer to air units, ground mech will never be a composition (they take about the same time to produce, but mech has many more limitations and weaknesses, currently).

Mech could be really fun. I hope they help Terran out by looking next at realistic anti-air options for cyclones and (especially) thors.
"Q. How do I check a valid [e-]mail address? A. You can't, at least, not in real time. Bummer, eh?" /r/programming
Of course, you could just send them a validation email.
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
November 15 2016 17:01 GMT
#99
Thanks for the compilation!
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
jinjin5000
Profile Joined May 2010
United States1397 Posts
November 15 2016 17:22 GMT
#100
On November 16 2016 01:25 eviltomahawk wrote:
I thought Tanks were traditionally the counters to Hydralisks in SC2 and were usually a deterrent to making Hydras at all. With a +1 vehicle attack upgrade, Tanks should be able to 2-shot Hydras in siege mode now instead of 3-shot them like before, if I'm not mistaken.


It does 2 hit but a good concave spreads hydra and it's insane dps does its work
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
November 15 2016 17:25 GMT
#101
On November 16 2016 00:16 petro1987 wrote:
Show nested quote +
On November 15 2016 23:59 MockHamill wrote:
Am I the only one that is really worried that mech still is completely worthless except in TvT on the test map? Mech is stronger in theory but not in practice.

Not a single person I have talked to on bnet seems to have got mech to work outside of TvT on the test map.

It seems the pro players have the same issue by looking at tournaments and streams.

Is Blizzard aware of this or are they just hoping for the best?



You are definitely not the only one worried. Mech's increase in strength is heavily exaggerated. Take the tank for instance. People say that they have been extremely buffed, but this is not really true. The tank was basically buffed against armored units. Against non-armored the buff was almost marginal. At the same time, the tank was also NERFED by not being able to be picked up by medivacs, yet everyone seems to "forget" about this.

In TvZ, tanks become stronger vs roaches and ultralisks. But what if they use a composition of ling/bane/hydras? Is the marginal non-armored buff and the nerf of no tankivacs a net buff? I hardly think so. The viper is still the bane of any mech compositions anyway. Abduct thors, blind cloud tanks, and PB vikings.

In TvP, tanks are essentially stronger vs stalkers and immortals. What if they use a stargate/adept/archon composition? The buff is now almost irrelevant. The cyclones is almost the same thing. Good vs stalkers and meh against pretty much everything else. In fact, many argue that the new cyclones is actually worse, because now mech has no answer to oracles/phoenix openings. The AA dmg was heavily nerfed. It's hard to actually access TvP mech because NO PRO players even attempt it. It is that bad.

Regarding Blizzard, I honestly don't think they are actually trying to make mech viable. It's mostly PR to me. If that was the case why would they go all the way to make sure we don't have goliaths instead of thors? Blizzard is more interested in telling the players they are actually trying, while just ignoring the obvious flaws.

I dunno... Wings of Liberty might have been perfectly balanced if Siege Tanks were buffed to this capacity. We might have even seen a build that could contend with 14 minute no rush Infestor/Brood Lord if we had decent Siege Tanks during that era.

In Legacy of the Void however? I don't think it will make that much of a difference. One of Mech's biggest weaknesses is in its mobility, and if your opponent finds any way to slip past your defences, you're basically dead. This is especially the case with LotV tier harassment.
Penev
Profile Joined October 2012
28453 Posts
November 15 2016 17:44 GMT
#102
On November 15 2016 23:48 Tchado wrote:
Blink to DTs ? I dont know about this.......

It's probably not actually problematic considering they had blink anyway with the WP but the fact that they thought it needed to be implemented put a big extra dent in my confidence about the future of the game. At least for me it's proof they don't know how, or better, where to improve the game. On the contrary even, this focus on harassment and constant adding of abilities is exactly what NOT needs to happen. Imo.
I Protoss winner, could it be?
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2016-11-15 18:07:43
November 15 2016 18:03 GMT
#103
I got a better idea for zerg:

burrowed spell casting should be an upgrade for the infestor, maybe 200/200? it's very strong

instead of 7 range hydras, give hydras a +10 health upgrade instead, they don't really need more range, they need more survivalbility for being a T2 unit.

or if DK is really gonna go through with hydra buff, then nerf the queen, as a zerg player I admit this is a little unfair

ultra and BL nerfs seems reasonable

SH is still in an awkward spot, I think it would be cool if they were like the campaign where they could spread creep while burrowed to be more of a support unit to your army that you mix in.

Also, I wouldn't mind if they deleted the Viper if they removed neural parasite and gave the infestor abduct, maybe abduct from burrow is too strong and hard to focus fire? Or if they deleted the viper and removed fungal growth and gave the infestor blinding cloud, that would be much better imo

remove +10 health to banelings, what's the point? by the time you need them to have more health to combat upgrades, you should be working towards ultras, banes are a support unit to ling/muta, not a core unit.
BronzeKnee
Profile Joined March 2011
United States5214 Posts
November 15 2016 18:31 GMT
#104
On November 16 2016 02:25 Clbull wrote:

I dunno... Wings of Liberty might have been perfectly balanced if Siege Tanks were buffed to this capacity.


Did you play Wings? Siege Tanks were incredibly strong early on, mostly because maps were tiny and you could siege up a lot of mineral lines from the low ground.

A Siege Tank sieged up in the middle of map on Steppes of War could hit both players natural ramps.

When maps got huge, positional play and Siege Tanks became terrible and never recieved compensatory buffs.
derpistole
Profile Joined April 2012
Germany33 Posts
November 15 2016 18:44 GMT
#105
On November 16 2016 03:03 emc wrote:
I got a better idea for zerg:

burrowed spell casting should be an upgrade for the infestor, maybe 200/200? it's very strong

instead of 7 range hydras, give hydras a +10 health upgrade instead, they don't really need more range, they need more survivalbility for being a T2 unit.

or if DK is really gonna go through with hydra buff, then nerf the queen, as a zerg player I admit this is a little unfair

ultra and BL nerfs seems reasonable

SH is still in an awkward spot, I think it would be cool if they were like the campaign where they could spread creep while burrowed to be more of a support unit to your army that you mix in.

Also, I wouldn't mind if they deleted the Viper if they removed neural parasite and gave the infestor abduct, maybe abduct from burrow is too strong and hard to focus fire? Or if they deleted the viper and removed fungal growth and gave the infestor blinding cloud, that would be much better imo

remove +10 health to banelings, what's the point? by the time you need them to have more health to combat upgrades, you should be working towards ultras, banes are a support unit to ling/muta, not a core unit.


Are you "on" something ? I bet you are not zerg player or a subscriber of avilo. So you want to nerf everything that zerg have - delete key units, no fungal in sc2 anymore... you must be like top gm when zerg is that easy. Are you sure about being a zerg player ?
saltis
Profile Joined September 2012
159 Posts
November 15 2016 18:47 GMT
#106
Not even Trump could make Protoss great again. Failed design can't be patched, it must be re-designed. Buffed Carriers and DT's - epitome of failure.
WhosQuany
Profile Joined June 2013
Germany257 Posts
November 15 2016 19:01 GMT
#107
thx
Goin back to Cali
WhosQuany
Profile Joined June 2013
Germany257 Posts
November 15 2016 19:04 GMT
#108
On November 16 2016 03:31 BronzeKnee wrote:
Show nested quote +
On November 16 2016 02:25 Clbull wrote:

I dunno... Wings of Liberty might have been perfectly balanced if Siege Tanks were buffed to this capacity.


Did you play Wings? Siege Tanks were incredibly strong early on, mostly because maps were tiny and you could siege up a lot of mineral lines from the low ground.

A Siege Tank sieged up in the middle of map on Steppes of War could hit both players natural ramps.

lol i remember so terrible
Goin back to Cali
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
November 15 2016 19:44 GMT
#109
My god is this still dragging on, why don't they get it done and over with. It should have rolled out right after GSL
Hider
Profile Blog Joined May 2010
Denmark9362 Posts
November 15 2016 19:51 GMT
#110
On November 15 2016 20:46 Musicus wrote:
Honestly, I've been a playing a bit and I don't understand the baneling buff at all, just a random change out of nowhere tbh. If ByuN focus firing banelings is the reason for this, it's a bit weird imo.

Then there is Blink DTs, a change that will do nothing on higher level, apart from a DT or two being saved sometimes. In lower leagues on the other hand, this will make the games even more frustrating and drive new players insane.

Those two and the random Viking change is something I don't get, but none of them will make a huge impact I think.


I guess to make Muta/blings more viable?

And I guess to make DT's less hardcountered by detections in the late game.

And I guess to make Viking harass more of a thing.

Overall though, I am not really that big of a fan of what Blizzad is doing here.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
November 15 2016 19:52 GMT
#111
On November 16 2016 04:44 Topdoller wrote:
My god is this still dragging on, why don't they get it done and over with. It should have rolled out right after GSL

Because Blizzcon obviously.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
November 15 2016 21:48 GMT
#112
On November 16 2016 03:31 BronzeKnee wrote:
Show nested quote +
On November 16 2016 02:25 Clbull wrote:

I dunno... Wings of Liberty might have been perfectly balanced if Siege Tanks were buffed to this capacity.


Did you play Wings? Siege Tanks were incredibly strong early on, mostly because maps were tiny and you could siege up a lot of mineral lines from the low ground.

A Siege Tank sieged up in the middle of map on Steppes of War could hit both players natural ramps.

When maps got huge, positional play and Siege Tanks became terrible and never recieved compensatory buffs.

Yes, I played WoL. About 3500+ games total in fact.

That was more down to flawed map design than anything else. Blizzard map design during WoL was notoriously craptacular, and was the reason why tournaments overwhelmingly adopted community maps. Only during HotS and LotV did we see Blizzard make an actual effort with standardising the map pool and regulating it across all tournaments.

It's a worst-kept secret that the Siege Tank sucked. It wasn't even used viably in TvP until the Siegeivac change, and in HotS, the Widow Mine phased it out in 2 of 3 matchups.
MiCroLiFe
Profile Joined March 2012
Norway264 Posts
November 15 2016 23:14 GMT
#113
tvz is kinda imbalanced now. ive played thepatch,. mech is useless. mutas is stronger than ever before. whit the lib and cyclone suck vs them. you cant go bio anymore. 6 minute burrowed infestor wreck any agression
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
AssyrianKing
Profile Blog Joined August 2011
Australia2111 Posts
November 15 2016 23:38 GMT
#114
I still want 6 worker start and worker splitting back ;(
John 15:13
Probe1
Profile Blog Joined August 2010
United States17920 Posts
November 16 2016 01:27 GMT
#115
yeah i'm not a fan at all of the mid game starting at 2:00
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
insitelol
Profile Joined August 2012
845 Posts
November 16 2016 05:41 GMT
#116
On November 16 2016 08:38 AssyrianKing wrote:
I still want 6 worker start and worker splitting back ;(

Nah, you don't. They know your needs better. You definitely want some blink DTs.
Less is more.
hiroshOne
Profile Joined October 2015
Poland425 Posts
November 16 2016 05:59 GMT
#117
On November 16 2016 03:03 emc wrote:
I got a better idea for zerg:

burrowed spell casting should be an upgrade for the infestor, maybe 200/200? it's very strong

instead of 7 range hydras, give hydras a +10 health upgrade instead, they don't really need more range, they need more survivalbility for being a T2 unit.

or if DK is really gonna go through with hydra buff, then nerf the queen, as a zerg player I admit this is a little unfair

ultra and BL nerfs seems reasonable

SH is still in an awkward spot, I think it would be cool if they were like the campaign where they could spread creep while burrowed to be more of a support unit to your army that you mix in.

Also, I wouldn't mind if they deleted the Viper if they removed neural parasite and gave the infestor abduct, maybe abduct from burrow is too strong and hard to focus fire? Or if they deleted the viper and removed fungal growth and gave the infestor blinding cloud, that would be much better imo

remove +10 health to banelings, what's the point? by the time you need them to have more health to combat upgrades, you should be working towards ultras, banes are a support unit to ling/muta, not a core unit.


So basically - just remove Zerg from the game? I wonder what was the process behind those BS proposals. Man...
Ultima Ratio Regum
Probe1
Profile Blog Joined August 2010
United States17920 Posts
November 16 2016 06:04 GMT
#118
On November 16 2016 14:59 hiroshOne wrote:
Show nested quote +
On November 16 2016 03:03 emc wrote:
I got a better idea for zerg:

burrowed spell casting should be an upgrade for the infestor, maybe 200/200? it's very strong

instead of 7 range hydras, give hydras a +10 health upgrade instead, they don't really need more range, they need more survivalbility for being a T2 unit.

or if DK is really gonna go through with hydra buff, then nerf the queen, as a zerg player I admit this is a little unfair

ultra and BL nerfs seems reasonable

SH is still in an awkward spot, I think it would be cool if they were like the campaign where they could spread creep while burrowed to be more of a support unit to your army that you mix in.

Also, I wouldn't mind if they deleted the Viper if they removed neural parasite and gave the infestor abduct, maybe abduct from burrow is too strong and hard to focus fire? Or if they deleted the viper and removed fungal growth and gave the infestor blinding cloud, that would be much better imo

remove +10 health to banelings, what's the point? by the time you need them to have more health to combat upgrades, you should be working towards ultras, banes are a support unit to ling/muta, not a core unit.


So basically - just remove Zerg from the game? I wonder what was the process behind those BS proposals. Man...

He's not wrong about hydras melting though. I'd take health over range.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
hiroshOne
Profile Joined October 2015
Poland425 Posts
Last Edited: 2016-11-16 06:32:28
November 16 2016 06:32 GMT
#119
On November 16 2016 15:04 Probe1 wrote:
Show nested quote +
On November 16 2016 14:59 hiroshOne wrote:
On November 16 2016 03:03 emc wrote:
I got a better idea for zerg:

burrowed spell casting should be an upgrade for the infestor, maybe 200/200? it's very strong

instead of 7 range hydras, give hydras a +10 health upgrade instead, they don't really need more range, they need more survivalbility for being a T2 unit.

or if DK is really gonna go through with hydra buff, then nerf the queen, as a zerg player I admit this is a little unfair

ultra and BL nerfs seems reasonable

SH is still in an awkward spot, I think it would be cool if they were like the campaign where they could spread creep while burrowed to be more of a support unit to your army that you mix in.

Also, I wouldn't mind if they deleted the Viper if they removed neural parasite and gave the infestor abduct, maybe abduct from burrow is too strong and hard to focus fire? Or if they deleted the viper and removed fungal growth and gave the infestor blinding cloud, that would be much better imo

remove +10 health to banelings, what's the point? by the time you need them to have more health to combat upgrades, you should be working towards ultras, banes are a support unit to ling/muta, not a core unit.


So basically - just remove Zerg from the game? I wonder what was the process behind those BS proposals. Man...

He's not wrong about hydras melting though. I'd take health over range.


Well that was the thing that TLO and few other pros proposed in HOTS era. But in the other hand- range and speed makes Hydralisk a unit which can give u value with micro- something that Zerg was lacking forever. Terran has BIO splits and snipes, Toss has Blink and shit. Zerg had nothing, and i think Blizzard with buffing hydras like that wants to change it.
Ultima Ratio Regum
ilikeredheads
Profile Joined August 2011
Canada1995 Posts
November 16 2016 08:56 GMT
#120
I don't think mech will ever be viable unless Blizzard stops its obsession with making Thor the main anti air unit. The simplest solution is bring back the Goliath, but DK will never do that for whatever reason. Ego? pride? stubbornness?
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 16 2016 09:00 GMT
#121
On November 16 2016 17:56 ilikeredheads wrote:
I don't think mech will ever be viable unless Blizzard stops its obsession with making Thor the main anti air unit. The simplest solution is bring back the Goliath, but DK will never do that for whatever reason. Ego? pride? stubbornness?


Goliath is already there but looks uglier. Instead of doing the obvious of buffing the AA and nerfing the AG attack... they buffed the AG and removed AA attack (only a super weak lock on now).

Surely there are some good steps ahead in those changes, but also some steps that don't make any sense.
Revolutionist fan
Probe1
Profile Blog Joined August 2010
United States17920 Posts
November 16 2016 09:11 GMT
#122
On November 16 2016 15:32 hiroshOne wrote:
Show nested quote +
On November 16 2016 15:04 Probe1 wrote:
On November 16 2016 14:59 hiroshOne wrote:
On November 16 2016 03:03 emc wrote:
I got a better idea for zerg:

burrowed spell casting should be an upgrade for the infestor, maybe 200/200? it's very strong

instead of 7 range hydras, give hydras a +10 health upgrade instead, they don't really need more range, they need more survivalbility for being a T2 unit.

or if DK is really gonna go through with hydra buff, then nerf the queen, as a zerg player I admit this is a little unfair

ultra and BL nerfs seems reasonable

SH is still in an awkward spot, I think it would be cool if they were like the campaign where they could spread creep while burrowed to be more of a support unit to your army that you mix in.

Also, I wouldn't mind if they deleted the Viper if they removed neural parasite and gave the infestor abduct, maybe abduct from burrow is too strong and hard to focus fire? Or if they deleted the viper and removed fungal growth and gave the infestor blinding cloud, that would be much better imo

remove +10 health to banelings, what's the point? by the time you need them to have more health to combat upgrades, you should be working towards ultras, banes are a support unit to ling/muta, not a core unit.


So basically - just remove Zerg from the game? I wonder what was the process behind those BS proposals. Man...

He's not wrong about hydras melting though. I'd take health over range.


Well that was the thing that TLO and few other pros proposed in HOTS era. But in the other hand- range and speed makes Hydralisk a unit which can give u value with micro- something that Zerg was lacking forever. Terran has BIO splits and snipes, Toss has Blink and shit. Zerg had nothing, and i think Blizzard with buffing hydras like that wants to change it.

Wait what? I don't follow how giving it 25% speed on creep is going to make it a micro unit. We're not going to be dropping hydras in mineral lines or splitting and flanking. They'll still be slow.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Jenia6109
Profile Blog Joined December 2008
Russian Federation1611 Posts
November 16 2016 09:15 GMT
#123
Can anybode explain some things:
1) How Hydra speed changed?
2) What's behind Baneling buff?
3) Why ground Viking have +mechanical, not +armored bonus?
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
egrimm
Profile Joined September 2011
Poland1199 Posts
November 16 2016 09:40 GMT
#124
On November 16 2016 18:00 Salteador Neo wrote:
Show nested quote +
On November 16 2016 17:56 ilikeredheads wrote:
I don't think mech will ever be viable unless Blizzard stops its obsession with making Thor the main anti air unit. The simplest solution is bring back the Goliath, but DK will never do that for whatever reason. Ego? pride? stubbornness?


Goliath is already there but looks uglier. Instead of doing the obvious of buffing the AA and nerfing the AG attack... they buffed the AG and removed AA attack (only a super weak lock on now).

Surely there are some good steps ahead in those changes, but also some steps that don't make any sense.


As been mentioned through out the ages, the easiest and cleaniest solution would be to have BOTH:
1. Clunky Thor Anti Air with slow attack speed, long range, +light AoE - good against clumped light units (mainly mutas, phoenixes). Good synergy with bio when entering mid/late game.
2. relatively fast Goliath/Cyclon Anti Air with moderate attack speed, good damage, moderate range (with later upgrade buffing the range), +armored no AoE, no Lock-on - good against single targets (drops, banshees, oracles etc., after range upgrade decent against broodlords, carriers etc.). Good synergy with mech, good early game defense tool against aerial harass.
sOs TY PartinG
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2016-11-16 09:50:28
November 16 2016 09:45 GMT
#125
On November 16 2016 18:15 Jenia6109 wrote:
Can anybode explain some things:
1) How Hydra speed changed?
2) What's behind Baneling buff?
3) Why ground Viking have +mechanical, not +armored bonus?

1) Hydra speed now gives a 25% speed buff to the Hydra permanently. On and off creep. It used to give the Hydras a speed buff off creep only , but now they are also faster on creep after you get the upgrade.

2) No idea honestly, the baneling was used more than enough imo. I guess they just want to buff the zerg mid game and also want to see Muta/ling/bane back, as suggested by the Liberator change.

3) Well they, uhm, you see, well... hmmmm. Obviously Vikings needed a buff vs Probes and Stalkers when being landed, but not vs Drones and Roaches! Makes total sense, trust me! Probably they wanted landing your vikings a viable option in mech vs mech games, to break siege tank lines or something.
Maru and Serral are probably top 5.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 16 2016 09:52 GMT
#126
I think they wanted to give vikings another use in TvP and TvT after killing any Collo/Prism/Medivac/Lib there might be, because their stats when landed just suck. In TvZ they can always be used to hunt overlords, so they don't really need a buff I guess. Sad part is they made it a better harass tool too, as if there weren't enough of those already.
Revolutionist fan
hiroshOne
Profile Joined October 2015
Poland425 Posts
November 16 2016 10:00 GMT
#127
U always want to engage on creep anyway so that's why Hydra speed buff will help- according to Probe1"s doubts. When it comes to baneling HP buff it's not so bad as they moved it to the speed upgrade. I think the idea behind this is to enforce banelings in midgame, as lately we saw Terrans not even splitting vs Banelings- only targetfire them and because of that they never lots position- now it's gonna be harder i suppose. And because hp buff is aviable after hooks upgrade, it won't break early game ZvZ and won't make baneling busts defence impossible.

When it comes to Vikings, i think Blizzard is adressing the fact that mostly in TvP they were situations like vs Collosus compositions or Tempests, that when Terran killed Toss air, often was losing all ground army and had lots of dead supply in those vikings. Now, they will be more useful in the matchup. In TvT- it's pretty much the same situation. In ZvT i think it never was the case, as Terran almost always stays ahead after taking good or even engagement- it's all about Zerg remax that comes bit later. That's why there's no need to buff vikings against biological.

P.S. - I remember how cancerous were mass viking harras in WOL, especially on those maps with lots of highgrounds and shit. I still hear IdrA's voice raging XD
Ultima Ratio Regum
Uni1987
Profile Joined September 2010
Netherlands642 Posts
November 16 2016 11:29 GMT
#128
On November 16 2016 18:15 Jenia6109 wrote:
Can anybode explain some things:
1) How Hydra speed changed?
2) What's behind Baneling buff?
3) Why ground Viking have +mechanical, not +armored bonus?


The baneling buff seems pretty neat for early ZvZ. It's easier to deflect early ling rushes.
.............
Musicus
Profile Joined August 2011
Germany23576 Posts
November 16 2016 11:31 GMT
#129
On November 16 2016 20:29 Uni1987 wrote:
Show nested quote +
On November 16 2016 18:15 Jenia6109 wrote:
Can anybode explain some things:
1) How Hydra speed changed?
2) What's behind Baneling buff?
3) Why ground Viking have +mechanical, not +armored bonus?


The baneling buff seems pretty neat for early ZvZ. It's easier to deflect early ling rushes.

You need lair and the speed upgrade for the extra 10hp, this change does not affect early ZvZ.
Maru and Serral are probably top 5.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2016-11-16 11:43:24
November 16 2016 11:43 GMT
#130
I think it will but not the early game. Giving hydras more prominence across all match ups can lead to a counter bane speed play. Hydras disappear when banelings hit em.

Obv this is mid-late and not early.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
ETisME
Profile Blog Joined April 2011
12328 Posts
November 16 2016 13:05 GMT
#131
On November 16 2016 17:56 ilikeredheads wrote:
I don't think mech will ever be viable unless Blizzard stops its obsession with making Thor the main anti air unit. The simplest solution is bring back the Goliath, but DK will never do that for whatever reason. Ego? pride? stubbornness?

didn't they already went over this in blizzcon? it overlaps with thor too much.

and honestly I don't really get what's the obsession with goliath.
it's not unqie nor does it have any interesting mechanics.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
PressureSC2
Profile Joined January 2016
122 Posts
November 16 2016 14:44 GMT
#132
Love this. Love this patch. GJ Blizzard !
eviltomahawk
Profile Blog Joined August 2010
United States11133 Posts
November 16 2016 15:30 GMT
#133
On November 16 2016 20:43 Probe1 wrote:
I think it will but not the early game. Giving hydras more prominence across all match ups can lead to a counter bane speed play. Hydras disappear when banelings hit em.

Obv this is mid-late and not early.

4 shots to kill the new speed Baneling vs 3 shots to kill the old Baneling. Sounds pretty good.
ㅇㅅㅌㅅ
JimmyJRaynor
Profile Blog Joined April 2010
Canada16642 Posts
Last Edited: 2016-11-16 16:30:33
November 16 2016 16:28 GMT
#134
On November 16 2016 04:44 Topdoller wrote:
My god is this still dragging on, why don't they get it done and over with. It should have rolled out right after GSL

i know eh? they balanced Brood War is about 4 days... talk about an inefficient bureaucracy! clearly they're paying David Kim by the hour because he is just creating work for himself.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
insitelol
Profile Joined August 2012
845 Posts
November 16 2016 17:07 GMT
#135
On November 17 2016 01:28 JimmyJRaynor wrote:
David Kim is just creating work for himself.

Can't put it any better. Pretty much summs up everything's happening with SC2.
Less is more.
beefITek
Profile Joined June 2011
France54 Posts
November 16 2016 22:15 GMT
#136
Nerf vipers, it's way way too OP
MockHamill
Profile Joined March 2010
Sweden1798 Posts
November 16 2016 22:48 GMT
#137
On November 17 2016 07:15 beefITek wrote:
Nerf vipers, it's way way too OP


I agree. Trying to make mech viable is pointless if vipers are left as a hard counter to all mech units, both ground and air.

I applaud the effort Blizzard has made with this patch.
But the end result is that mech is still not viable outside of TvT.

People that think otherwise have simply not played enough on the test map.
Lexender
Profile Joined September 2013
Mexico2623 Posts
Last Edited: 2016-11-16 23:57:08
November 16 2016 23:56 GMT
#138
On November 16 2016 22:05 ETisME wrote:
Show nested quote +
On November 16 2016 17:56 ilikeredheads wrote:
I don't think mech will ever be viable unless Blizzard stops its obsession with making Thor the main anti air unit. The simplest solution is bring back the Goliath, but DK will never do that for whatever reason. Ego? pride? stubbornness?

didn't they already went over this in blizzcon? it overlaps with thor too much.

and honestly I don't really get what's the obsession with goliath.
it's not unqie nor does it have any interesting mechanics.


The goliath allowed for mech pushes to be prominent because they where good in somewhat small-medium numbers. One of Flash builds worked like this, he did a push that hit before a protoss could get an ammount of carriers that could get out of control.

The thor is the polar opposite, it is atrocious in small numbers, wich means it forces you to get a critical ammount of thors to attack, wich means a big part of your time you are just sitting in your base trying to stay alive while you get enough units to actually attack.
Ryu3600
Profile Joined January 2016
Canada469 Posts
November 17 2016 19:20 GMT
#139
I think they should increase the fire-rate of Thor or its movement speed and reduce range of abduct. Aside from that I honestly think this patch is amazing you can tell David Kim and his team are working very hard to make Mech work so you gotta appreciate their effort
Maru is the best Terran ever.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2016-11-17 19:34:16
November 17 2016 19:33 GMT
#140
On November 17 2016 07:48 MockHamill wrote:
Show nested quote +
On November 17 2016 07:15 beefITek wrote:
Nerf vipers, it's way way too OP


I agree. Trying to make mech viable is pointless if vipers are left as a hard counter to all mech units, both ground and air.

I applaud the effort Blizzard has made with this patch.
But the end result is that mech is still not viable outside of TvT.

People that think otherwise have simply not played enough on the test map.

Vipers are the only way to deal with a mech army for Zerg in late game.

What do you want? To just auto win if you max out? Build missile turrets. Build thors. Build vikings.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-11-17 20:26:55
November 17 2016 19:34 GMT
#141
On November 17 2016 02:07 insitelol wrote:
Show nested quote +
On November 17 2016 01:28 JimmyJRaynor wrote:
David Kim is just creating work for himself.

Can't put it any better. Pretty much summs up everything's happening with SC2.


God damnit will this narrative of "David Kim is literally the worst designer ever" ever stop?

Brood War wasn't a miracle product that just happened to be designed by the best designers ever, because the community did everything in their mind to absolutely take control over balance and fix any mistake that existed. There were phases in Brood War where, by today's standards, people would put out rage threads about imbalance every minute. It did take players with incredible skill to break imbalances for the rest of the players.

I have my fair share of issues with SC2's development as well, but the critique towards David Kim is the least useful one of them all.
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
November 18 2016 00:54 GMT
#142
Why are they giving dark templars blink! How is this fun and interesting or "cool" as DK like to say. It sounds like another pain in ass. Also speed banshees! Its like they are trying to drive all players back to BW. Why are they making this game so annoying to play?
Its going to be a glorious day, I feel my luck could change
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
November 21 2016 19:06 GMT
#143
I know i'm weird and all, but i'm so happy, even as Protoss, for this change:

Viking

Ground mode auto-attack now deals +8 mechanical damage.


This was so overdue
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
Lexender
Profile Joined September 2013
Mexico2623 Posts
Last Edited: 2016-11-21 21:41:49
November 21 2016 21:41 GMT
#144
On November 18 2016 04:33 Probe1 wrote:
Show nested quote +
On November 17 2016 07:48 MockHamill wrote:
On November 17 2016 07:15 beefITek wrote:
Nerf vipers, it's way way too OP


I agree. Trying to make mech viable is pointless if vipers are left as a hard counter to all mech units, both ground and air.

I applaud the effort Blizzard has made with this patch.
But the end result is that mech is still not viable outside of TvT.

People that think otherwise have simply not played enough on the test map.

Vipers are the only way to deal with a mech army for Zerg in late game.

What do you want? To just auto win if you max out? Build missile turrets. Build thors. Build vikings.


Thors and vikings, 2 units countered by vipers. Nice.

Zerg should have stuff to deal with mech, but not all in one unit.

LotV vipers is pretty much HotS ravens.
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
November 22 2016 02:06 GMT
#145
TVZ mech was fine when they would nerf the raven. The viper is way too versatile atm.
http://www.twitch.tv/pinokotsbeer
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