• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:29
CET 03:29
KST 11:29
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Path of Exile Beyond All Reason Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
The Games Industry And ATVI US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1399 users

Improving Viking Assault Mode - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
reneg
Profile Joined September 2010
United States859 Posts
April 22 2017 04:21 GMT
#21
On April 22 2017 05:59 jpg06051992 wrote:
Show nested quote +
On April 22 2017 05:04 yubo56 wrote:
Also, mech has become much more of an active playstyle lately, it's not super fair to call all styles of it turtle mech. As Pig's two recent articles on Gumiho vs. Dark point out, mech is actually fairly difficult to pull off now if you can't get some harassment damage done.

I don't think mech needs that much more mobility tbh. It seems like vipers just hard counter mech, either mech trades absurdly well against a viperless comp or absurdly poorly against a viper-free comp. I think there should just be a less black and white answer there, not just "more harassment"


Really wish they would tone down Vipers vs mech, specifically by making Blinding Cloud worse vs. stationary objects and better vs mobile objects

Viper Balance Problem

1) Blinding Cloud nullifies stationary units by reducing range to melee, which in this game means it's pretty much only the Siege Tank that really get's screwed over, hard, by this ability. Everything else in the game can be moved out of the way, not the Siege Tank.

2. Blinding Cloud can be useful in small chokes and when you have 3 - 5 energy worth of BC, but generally speaking, if it's being used vs. enemy units that can be micro'd away from it, they will micro away from it and then it becomes merely a weak and temporary zoning tool.

If on a scale the number of "<" infer how effective something is against something, I would paint BC's power something like this..

Siege Tanks that can't move <<<<<<<<<<<<<<< Blinding Cloud <<< Units that can move

When it should be more like..

Siege Tanks that can't move <<< Blinding Cloud >>> Units that can move

Potential Solutions to Blinding Cloud

1) Change Blinding Cloud to reduce the range of all units by 5 that are stuck inside the cloud, and any units that are micro'd out of the radius will have their range reduced by 4 for 3.5 seconds (or whatever is balanced). This will enable the Siege Tanks to still get off a volley at a range of 8 in Siege Mode, almost cutting it's range in half which is still a size able margin, but this would allow tanks under a cloud to still get a shot or two off, which in major engagements is crucial. The sticking would enable the Viper to be a more "all around" unit because even when the units are moved away, they still need to be on the defensive as their range is reduced to 1 (most ranged units have a base range of 6)

2) Reduce the energy required to cast by 25, as it now would function more of a soft counter and less of an auto win vs. Siege Tanks so it will need to be used more often

Oh and to respond to the OP, literally, at least in my humble opinion, the last thing this game needs is for air units to be even more powerful then they currently are, so no I do not think that Vikings need a buff, especially vs. ground when Banshees and Liberators are already fantastic vs ground units.

edit for no double post


I think that's the reason blinding cloud is how it is - to specifically counter siege tanks, since they're so strong.

They wanted dark swarm from BW, but didn't want to make it dark swarm, so they decided to flip it (from affecting the attacked to affecting the attacker). As a result, you get weird things like siege tanks being worthless.

IMO it's a fine trade off - vipers are expensive units, and to use their energy on incap'ing siege tanks makes it a worthwhile investment. to counter, all of the siege tanks shouldn't be within just a few range of each other.
moose...indian
jpg06051992
Profile Joined July 2015
United States580 Posts
April 22 2017 06:17 GMT
#22
On April 22 2017 13:21 reneg wrote:
Show nested quote +
On April 22 2017 05:59 jpg06051992 wrote:
On April 22 2017 05:04 yubo56 wrote:
Also, mech has become much more of an active playstyle lately, it's not super fair to call all styles of it turtle mech. As Pig's two recent articles on Gumiho vs. Dark point out, mech is actually fairly difficult to pull off now if you can't get some harassment damage done.

I don't think mech needs that much more mobility tbh. It seems like vipers just hard counter mech, either mech trades absurdly well against a viperless comp or absurdly poorly against a viper-free comp. I think there should just be a less black and white answer there, not just "more harassment"


Really wish they would tone down Vipers vs mech, specifically by making Blinding Cloud worse vs. stationary objects and better vs mobile objects

Viper Balance Problem

1) Blinding Cloud nullifies stationary units by reducing range to melee, which in this game means it's pretty much only the Siege Tank that really get's screwed over, hard, by this ability. Everything else in the game can be moved out of the way, not the Siege Tank.

2. Blinding Cloud can be useful in small chokes and when you have 3 - 5 energy worth of BC, but generally speaking, if it's being used vs. enemy units that can be micro'd away from it, they will micro away from it and then it becomes merely a weak and temporary zoning tool.

If on a scale the number of "<" infer how effective something is against something, I would paint BC's power something like this..

Siege Tanks that can't move <<<<<<<<<<<<<<< Blinding Cloud <<< Units that can move

When it should be more like..

Siege Tanks that can't move <<< Blinding Cloud >>> Units that can move

Potential Solutions to Blinding Cloud

1) Change Blinding Cloud to reduce the range of all units by 5 that are stuck inside the cloud, and any units that are micro'd out of the radius will have their range reduced by 4 for 3.5 seconds (or whatever is balanced). This will enable the Siege Tanks to still get off a volley at a range of 8 in Siege Mode, almost cutting it's range in half which is still a size able margin, but this would allow tanks under a cloud to still get a shot or two off, which in major engagements is crucial. The sticking would enable the Viper to be a more "all around" unit because even when the units are moved away, they still need to be on the defensive as their range is reduced to 1 (most ranged units have a base range of 6)

2) Reduce the energy required to cast by 25, as it now would function more of a soft counter and less of an auto win vs. Siege Tanks so it will need to be used more often

Oh and to respond to the OP, literally, at least in my humble opinion, the last thing this game needs is for air units to be even more powerful then they currently are, so no I do not think that Vikings need a buff, especially vs. ground when Banshees and Liberators are already fantastic vs ground units.

edit for no double post


I think that's the reason blinding cloud is how it is - to specifically counter siege tanks, since they're so strong.

They wanted dark swarm from BW, but didn't want to make it dark swarm, so they decided to flip it (from affecting the attacked to affecting the attacker). As a result, you get weird things like siege tanks being worthless.

IMO it's a fine trade off - vipers are expensive units, and to use their energy on incap'ing siege tanks makes it a worthwhile investment. to counter, all of the siege tanks shouldn't be within just a few range of each other.


I agree good tank splits can mitigate it but the real issue is that the Viper seems to exist ONLY to hard counter mech armies (cloud for tanks, pull for thors, rinse and repeat) and this isn't saying that mech can never win against armies with Vipers it's saying that the design on the Viper just flat out could be better.

I would rather have a unit that is medium good vs multiple compositions then a unit that hard counters one or two units specifically and is weak against everything else.
"SO MANY BANELINGS!"
BronzeKnee
Profile Joined March 2011
United States5218 Posts
Last Edited: 2017-04-22 15:59:43
April 22 2017 15:59 GMT
#23
They already buffed Vikings considerably. Anymore of a buff and they would cost effectively counter Stalkers which would mean Protoss would need some other unit to get buffed to counter them.

Honestly, the Viking is just a bad design.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 31m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech133
Nathanias 68
RuFF_SC2 33
StarCraft: Brood War
Artosis 803
Shuttle 110
NaDa 27
Noble 16
Hm[arnc] 15
scan(afreeca) 12
Dota 2
monkeys_forever337
NeuroSwarm86
LuMiX1
Counter-Strike
summit1g10920
minikerr24
Heroes of the Storm
Khaldor228
Other Games
JimRising 425
Maynarde196
XaKoH 169
ViBE40
Guitarcheese16
Organizations
Other Games
gamesdonequick1054
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 108
• Mapu10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22679
League of Legends
• Doublelift5451
Other Games
• Scarra1778
Upcoming Events
Replay Cast
6h 31m
Wardi Open
9h 31m
Monday Night Weeklies
14h 31m
WardiTV Invitational
2 days
Replay Cast
3 days
WardiTV Invitational
3 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
4 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

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

Upcoming

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

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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