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StarCraft II Multiplayer - Major Design Changes - Page 21

Forum Index > SC2 General
832 CommentsPost a Reply
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Beliskner
Profile Joined August 2015
111 Posts
August 21 2017 06:16 GMT
#401
On August 21 2017 13:19 avilo wrote:
I think a lot of people are getting their eyes big because of the shiny-ness factor of the changes being new.

Mech is not made better by the raven changes or other changes, because ravens are being severely nerfed.

A repair drone is un-necessary for mech and massively worse than PDD.
The seeker missile is being flat out nerfed for zero reason. Why would i want -3 armor on a unit for 2-3 seconds for 30 dmg when i can just have the seeker missile we have now that will KILL EVERYTHING for 100 dmg + splash? It's pretty ludicrous people are claiming this new seeker is good when it's extremely bad.

And finally the scrambler missile...well this is massively better than auto-turrets, that's the only successful change to the raven. PDD and seeker missile should stay as they are until both carriers and swarmhosts are also nerfed more for the other two races.

The changes to mech AA are also basically non-existent. Cyclones are still meh and widow mines are being nerfed for no reason.

Why do mines need to be spotted after being used? Are DTS going to correspondingly be visible after they attack something? What about burrowed banes that can end the game in an instant? This change is really bad and unnecessary, not to mention it's actually a huge nerf to mech. A lot of mech players like me heavily use widow mines in TvZ when playing non-mass raven mech styles.

I also think carriers still are completely dominating mech and Zerg late game and interceptors should be expensive at 25 minerals as they used to be so that carriers are not massable late game or at least so they have a weakness as they used to. So if a Protoss makes carriers you can kill the interceptors to bankrupt them.

It's really depressing right now killing 100 interceptors and seeing the Protoss still clean up all your gas units, and then come back 30 seconds later with fully loaded interceptors because they cost absolutely nothing.

Swarmhosts i have another suggestion that will make them more manageable - MAKE SWARMHOSTS HAVE THE LIGHT TAG. This will allow hellions to be able to chase them down in TvZ. That change alone would have a huge impact without changing many other unit statistics or values on the unit. Despite the fact i think swarmhosts are absurd and should be nerf hammered even harder, at least a light tag can make them manageable for a meching Terran.


They should just revert them to HoTS carriers then.....

Honestly carriers feel like they're in their honey moon period at the moment. Everyone is all oogly eyed over them about how they're still 'OP' when in reality many of their counters have been buffed recently and honestly aren't as strong they were and it usually takes 6 months for the SC2 hivemind to catch up to the meta and understand of how to deal with them. If you're playing with a lead carriers are certainly good, but they are no longer the 'as long as I can get 10 of these no matter what I can win' as they once were.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
August 21 2017 07:42 GMT
#402
I think the main problem with Carriers is that they mess up your units targeting system so much.

If interceptors had the lowest possible target-priority I think you could leave the rest of the Carriers un-nerfed.

It is worth testing out, at least.
Charoisaur
Profile Joined August 2014
Germany16035 Posts
Last Edited: 2017-08-21 09:26:10
August 21 2017 09:25 GMT
#403
On August 21 2017 13:05 nath wrote:
Show nested quote +
On August 21 2017 12:09 c0sm0naut wrote:
as a masters random

why would i ever drop a mule on gas?
when do i ever need mroe gas as terran? maybe with new raven, there will be a reason to harvest gas as this race

they are clearly trying to make T play mech more often, with the other buffs, so mule on gas makes sense actually.

however, at least in PvT, playing vs mech (sample of 4 games) has been super easy. almost BW-like. 4 base 12 gates and tons of chargelots w some stalker rams through a 150 sup tank/raven/othermech army (when u should max) and trades well. then T can't hold a third. T will need more mech buffs, to the actual ground army. and I haven't seen the repair drones hold up against a full-on frontal push.

I don't think this will be very significant for mech play.
When I play mech I never feel starved for gas as long as I build my refineries on time. The decreased mineral income however is a big nerf to mech since you need a ton of turrets and orbitals and also hellbats.
Many of the coolest moments in sc2 happen due to worker harassment
seemsgood
Profile Joined January 2016
5527 Posts
Last Edited: 2017-08-21 09:48:08
August 21 2017 09:39 GMT
#404
The whole point of creating repair drone because the ability to remax low tier unit of protoss and zerg.Like even you beat most of protoss's fleet with mech....they just warp in one billion stalkers and u are dead anyway....I don't understand why people complain about this spell.
On August 21 2017 16:42 MockHamill wrote:
I think the main problem with Carriers is that they mess up your units targeting system so much.

If interceptors had the lowest possible target-priority I think you could leave the rest of the Carriers un-nerfed.

It is worth testing out, at least.

The reason carriers need to be stronger in sc2 because best AA options for other race are also air units so these is no terrain advantage for them to abuse.
This unit's DPS in the sequel is just ridiculous so killing interceptor is definitely an option.And i found out that sc2 carriers will rip through good old goliaths easily...guarantee....so bring it back will fix nothing.

//Btw new unit tester is available:https://www.reddit.com/r/starcraft/comments/6v094l/unit_tester_for_balance_update/
Thor with repair drone takes about 30 sec to kill with one carrier.this one and sramble egg are my farvorite change right now.Cyclone's upgrade is shit tho.But may be because i played it wrong.
LDaVinci
Profile Joined May 2014
France130 Posts
Last Edited: 2017-08-21 10:00:15
August 21 2017 10:00 GMT
#405
On August 21 2017 11:18 ihatevideogames wrote:
Show nested quote +
On August 21 2017 09:45 VHbb wrote:
On August 21 2017 02:26 ihatevideogames wrote:
I can't understand people who non-ironically defend 1click-defense by shooting pylons.
Literally ANYTHING else is fine, they will figure it out, but the MSC absolutely HAD TO GO.


I never really understood the hate for the MSC, I actually quite enjoy using it, and I don't see how it could be considered overpowered - but clearly my opinion is partly biased by the fact that I play protoss, and partly by the fact that I'm low level.

Overall - it seems the hate for the MSC from Z and T is at such level that it will be hardly reintroduced, which I found kind of sad, since I don't read often many arguments against it (a part from "it absolutely HAD TO GO" which is not really an argument - and I'm not criticizing you specifically since you maybe had arguments in other posts, but it is often the case).

Perhaps without additional tool for early P defense (the shield battery nexus is quite a downgrade compared to photon-overcharge), the boost ability for the medivac could be removed.

I think it's pretty obvious why 1-click anti-everything defense is a bad thing for the game.
It allows toss to do silly stuff such as going proxy stargate while taking a fast 3rd.
Every time I saw a pro match where the toss just took a free 3rd when all he had was an Oracle and 2 Adepts I just facepalmed.
Or when 2 Pylons defended against 2 full medivacs worth of units, while the toss player had 0 actual units in his base.
It's just bad design that creates bad gameplay and it needs to go. Doesn't matter if toss suffers for a while because of it, find another solution, but design wise, it's bad for the game.


I disagree. I'm Z and I like the idea of the msc. Of course, when I try to cheese and fail because of it, I rage, but still I don't see why toss could'nt have such unit. I think it fits well in the race idea.
Though it is probably too strong, and not enough of a "tech choice". You have to build one so you can probe up and expand, and you don't even have to build so many units.
I actually would like to see the same changes to early game that they are planing, but with the msc still in place with 2 buffs :
- Cost (and build time ?) increase (+50% maybe) so that it is a huge investment
- higher supply cost.

You would have to choose between units (and interacting with opponents) or msc and macroing.
Those who refuse to become better, already stop being good
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2017-08-21 11:29:06
August 21 2017 11:00 GMT
#406
On August 21 2017 18:39 seemsgood wrote:

//Btw new unit tester is available:https://www.reddit.com/r/starcraft/comments/6v094l/unit_tester_for_balance_update/
Thor with repair drone takes about 30 sec to kill with one carrier.this one and sramble egg are my farvorite change right now.Cyclone's upgrade is shit tho.But may be because i played it wrong.


Problem with that scenario is the gas cost is 250 (Carrier) vs 400 (Thor+Raven). Each Raven you produce is almost a Carrier more he has, at least for gas cost which is the important factor late game.

But the real problem is mixed armies. Carrier/Immortals vs Tank/Hellbat/Thor means that the Thor can not engage the Carriers before the immortals are gone since they prevent the Thors from being able to focus down the Carriers. So Protoss gets damage output from both Carriers and Immortals while Terran only get damage output from tanks/hellbats for half the battle.

Which is why you are forced to go Vikings instead of Thor which means you auto-lose if Protoss has any splash at all.

Which is why you are forced to go BCs instead of Vikings since they are the only realistic counter to Carriers.

And that is the problem with the matchup. If Carriers had a working (not theoretical, working) counter besides BCs they matchup would be much healthier.

But the problem is that the 2 natural counters (Vikings and Thor) only works in theory, but not in practice.

Solution? Maybe remove 50 hitpoints from Carriers so that their counters actually work.

Kenny_mk
Profile Joined May 2015
50 Posts
Last Edited: 2017-08-21 11:18:55
August 21 2017 11:17 GMT
#407
On August 21 2017 19:00 LDaVinci wrote:
Show nested quote +
On August 21 2017 11:18 ihatevideogames wrote:
On August 21 2017 09:45 VHbb wrote:
On August 21 2017 02:26 ihatevideogames wrote:
I can't understand people who non-ironically defend 1click-defense by shooting pylons.
Literally ANYTHING else is fine, they will figure it out, but the MSC absolutely HAD TO GO.


I never really understood the hate for the MSC, I actually quite enjoy using it, and I don't see how it could be considered overpowered - but clearly my opinion is partly biased by the fact that I play protoss, and partly by the fact that I'm low level.

Overall - it seems the hate for the MSC from Z and T is at such level that it will be hardly reintroduced, which I found kind of sad, since I don't read often many arguments against it (a part from "it absolutely HAD TO GO" which is not really an argument - and I'm not criticizing you specifically since you maybe had arguments in other posts, but it is often the case).

Perhaps without additional tool for early P defense (the shield battery nexus is quite a downgrade compared to photon-overcharge), the boost ability for the medivac could be removed.

I think it's pretty obvious why 1-click anti-everything defense is a bad thing for the game.
It allows toss to do silly stuff such as going proxy stargate while taking a fast 3rd.
Every time I saw a pro match where the toss just took a free 3rd when all he had was an Oracle and 2 Adepts I just facepalmed.
Or when 2 Pylons defended against 2 full medivacs worth of units, while the toss player had 0 actual units in his base.
It's just bad design that creates bad gameplay and it needs to go. Doesn't matter if toss suffers for a while because of it, find another solution, but design wise, it's bad for the game.


I disagree. I'm Z and I like the idea of the msc. Of course, when I try to cheese and fail because of it, I rage, but still I don't see why toss could'nt have such unit. I think it fits well in the race idea.
Though it is probably too strong, and not enough of a "tech choice". You have to build one so you can probe up and expand, and you don't even have to build so many units.
I actually would like to see the same changes to early game that they are planing, but with the msc still in place with 2 buffs :
- Cost (and build time ?) increase (+50% maybe) so that it is a huge investment
- higher supply cost.

You would have to choose between units (and interacting with opponents) or msc and macroing.


I'm P, and i find the MSC fit the race identity quite well too. As said earlier, i consider people who are saying it is "gimmicky" and "bad design" are only people talking about what they dislike, and is spread by a bunch of T & Z who thinks they are game designer.
A problem still present to me is that there is maybe too much reliance upon the MSC.Like the mine & the disruptor , on lower levels it's a bit too much " all or nothing".
Also i fear that the PvT become again a struggle to survive early on, like in the WoL era where T just felt overpowered because the match up was just completely struggling to see at which timing the MMM train is gonna be in your base.(A thing that just make me quit the game until mid HotS personnally)
I'm ok with the removal, but now i fail to see how Protoss won't be again only a turtling race.

The mine nerf is directed toward this match up i think, but make it more useless in TvZ which is kinda sad.
Also now medivac have the boost..

seemsgood
Profile Joined January 2016
5527 Posts
August 21 2017 12:29 GMT
#408
On August 21 2017 20:00 MockHamill wrote:
Show nested quote +
On August 21 2017 18:39 seemsgood wrote:

//Btw new unit tester is available:https://www.reddit.com/r/starcraft/comments/6v094l/unit_tester_for_balance_update/
Thor with repair drone takes about 30 sec to kill with one carrier.this one and sramble egg are my farvorite change right now.Cyclone's upgrade is shit tho.But may be because i played it wrong.


Problem with that scenario is the gas cost is 250 (Carrier) vs 400 (Thor+Raven). Each Raven you produce is almost a Carrier more he has, at least for gas cost which is the important factor late game.

But the real problem is mixed armies. Carrier/Immortals vs Tank/Hellbat/Thor means that the Thor can not engage the Carriers before the immortals are gone since they prevent the Thors from being able to focus down the Carriers. So Protoss gets damage output from both Carriers and Immortals while Terran only get damage output from tanks/hellbats for half the battle.

Which is why you are forced to go Vikings instead of Thor which means you auto-lose if Protoss has any splash at all.

Which is why you are forced to go BCs instead of Vikings since they are the only realistic counter to Carriers.

And that is the problem with the matchup. If Carriers had a working (not theoretical, working) counter besides BCs they matchup would be much healthier.

But the problem is that the 2 natural counters (Vikings and Thor) only works in theory, but not in practice.

Solution? Maybe remove 50 hitpoints from Carriers so that their counters actually work.


Don't get me wrong.Even with new ability i couldn't win shit against mass carriers with HIP mode.You could only effectively kill interceptors with splash and just like broodwar u trade gas for mineral until u kill protoss or getting starved resource to death.
I think it's better that way because straight up beating air units is just blank and lack of counter play due to siege tank is back to it's old form.They are protoss after all of course they must trade more cost effective.The problem in the current game is unlike broodwar protoss can tech up to sky army really fast due to they have all kind of mobility tools to delay terran's ground mech push with little effort while teching air stuff.Hope the new mule will solve this problem somehow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
August 21 2017 12:33 GMT
#409
On August 21 2017 20:17 Kenny_mk wrote:
Show nested quote +
On August 21 2017 19:00 LDaVinci wrote:
On August 21 2017 11:18 ihatevideogames wrote:
On August 21 2017 09:45 VHbb wrote:
On August 21 2017 02:26 ihatevideogames wrote:
I can't understand people who non-ironically defend 1click-defense by shooting pylons.
Literally ANYTHING else is fine, they will figure it out, but the MSC absolutely HAD TO GO.


I never really understood the hate for the MSC, I actually quite enjoy using it, and I don't see how it could be considered overpowered - but clearly my opinion is partly biased by the fact that I play protoss, and partly by the fact that I'm low level.

Overall - it seems the hate for the MSC from Z and T is at such level that it will be hardly reintroduced, which I found kind of sad, since I don't read often many arguments against it (a part from "it absolutely HAD TO GO" which is not really an argument - and I'm not criticizing you specifically since you maybe had arguments in other posts, but it is often the case).

Perhaps without additional tool for early P defense (the shield battery nexus is quite a downgrade compared to photon-overcharge), the boost ability for the medivac could be removed.

I think it's pretty obvious why 1-click anti-everything defense is a bad thing for the game.
It allows toss to do silly stuff such as going proxy stargate while taking a fast 3rd.
Every time I saw a pro match where the toss just took a free 3rd when all he had was an Oracle and 2 Adepts I just facepalmed.
Or when 2 Pylons defended against 2 full medivacs worth of units, while the toss player had 0 actual units in his base.
It's just bad design that creates bad gameplay and it needs to go. Doesn't matter if toss suffers for a while because of it, find another solution, but design wise, it's bad for the game.


I disagree. I'm Z and I like the idea of the msc. Of course, when I try to cheese and fail because of it, I rage, but still I don't see why toss could'nt have such unit. I think it fits well in the race idea.
Though it is probably too strong, and not enough of a "tech choice". You have to build one so you can probe up and expand, and you don't even have to build so many units.
I actually would like to see the same changes to early game that they are planing, but with the msc still in place with 2 buffs :
- Cost (and build time ?) increase (+50% maybe) so that it is a huge investment
- higher supply cost.

You would have to choose between units (and interacting with opponents) or msc and macroing.


I'm P, and i find the MSC fit the race identity quite well too. As said earlier, i consider people who are saying it is "gimmicky" and "bad design" are only people talking about what they dislike, and is spread by a bunch of T & Z who thinks they are game designer.
A problem still present to me is that there is maybe too much reliance upon the MSC.Like the mine & the disruptor , on lower levels it's a bit too much " all or nothing".
Also i fear that the PvT become again a struggle to survive early on, like in the WoL era where T just felt overpowered because the match up was just completely struggling to see at which timing the MMM train is gonna be in your base.(A thing that just make me quit the game until mid HotS personnally)
I'm ok with the removal, but now i fail to see how Protoss won't be again only a turtling race.

The mine nerf is directed toward this match up i think, but make it more useless in TvZ which is kinda sad.
Also now medivac have the boost..


And iam no race and msc fits protoss. While super tanks with 16 range would fit terran. Doesnt mean it fits the multiplayer aspect - The interraction with msc is very poor. Thats the key reason its a bad unit for multiplayer. Singleplayer? Sure, its a very strong unit which was what protoss identity was in broodwar and to some extent sc2, but just because it fits the theme of the race doesnt mean its a good unit for multiplayer.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
August 21 2017 13:20 GMT
#410
An idea commonly brought up is to make gateways in normal gateway mode to build units faster, in order to get units out on time.
John 15:13
VHbb
Profile Joined October 2014
692 Posts
August 21 2017 13:26 GMT
#411
On August 21 2017 21:33 Foxxan wrote:
Show nested quote +
On August 21 2017 20:17 Kenny_mk wrote:
On August 21 2017 19:00 LDaVinci wrote:
On August 21 2017 11:18 ihatevideogames wrote:
On August 21 2017 09:45 VHbb wrote:
On August 21 2017 02:26 ihatevideogames wrote:
I can't understand people who non-ironically defend 1click-defense by shooting pylons.
Literally ANYTHING else is fine, they will figure it out, but the MSC absolutely HAD TO GO.


I never really understood the hate for the MSC, I actually quite enjoy using it, and I don't see how it could be considered overpowered - but clearly my opinion is partly biased by the fact that I play protoss, and partly by the fact that I'm low level.

Overall - it seems the hate for the MSC from Z and T is at such level that it will be hardly reintroduced, which I found kind of sad, since I don't read often many arguments against it (a part from "it absolutely HAD TO GO" which is not really an argument - and I'm not criticizing you specifically since you maybe had arguments in other posts, but it is often the case).

Perhaps without additional tool for early P defense (the shield battery nexus is quite a downgrade compared to photon-overcharge), the boost ability for the medivac could be removed.

I think it's pretty obvious why 1-click anti-everything defense is a bad thing for the game.
It allows toss to do silly stuff such as going proxy stargate while taking a fast 3rd.
Every time I saw a pro match where the toss just took a free 3rd when all he had was an Oracle and 2 Adepts I just facepalmed.
Or when 2 Pylons defended against 2 full medivacs worth of units, while the toss player had 0 actual units in his base.
It's just bad design that creates bad gameplay and it needs to go. Doesn't matter if toss suffers for a while because of it, find another solution, but design wise, it's bad for the game.


I disagree. I'm Z and I like the idea of the msc. Of course, when I try to cheese and fail because of it, I rage, but still I don't see why toss could'nt have such unit. I think it fits well in the race idea.
Though it is probably too strong, and not enough of a "tech choice". You have to build one so you can probe up and expand, and you don't even have to build so many units.
I actually would like to see the same changes to early game that they are planing, but with the msc still in place with 2 buffs :
- Cost (and build time ?) increase (+50% maybe) so that it is a huge investment
- higher supply cost.

You would have to choose between units (and interacting with opponents) or msc and macroing.


I'm P, and i find the MSC fit the race identity quite well too. As said earlier, i consider people who are saying it is "gimmicky" and "bad design" are only people talking about what they dislike, and is spread by a bunch of T & Z who thinks they are game designer.
A problem still present to me is that there is maybe too much reliance upon the MSC.Like the mine & the disruptor , on lower levels it's a bit too much " all or nothing".
Also i fear that the PvT become again a struggle to survive early on, like in the WoL era where T just felt overpowered because the match up was just completely struggling to see at which timing the MMM train is gonna be in your base.(A thing that just make me quit the game until mid HotS personnally)
I'm ok with the removal, but now i fail to see how Protoss won't be again only a turtling race.

The mine nerf is directed toward this match up i think, but make it more useless in TvZ which is kinda sad.
Also now medivac have the boost..


And iam no race and msc fits protoss. While super tanks with 16 range would fit terran. Doesnt mean it fits the multiplayer aspect - The interraction with msc is very poor. Thats the key reason its a bad unit for multiplayer. Singleplayer? Sure, its a very strong unit which was what protoss identity was in broodwar and to some extent sc2, but just because it fits the theme of the race doesnt mean its a good unit for multiplayer.


Yep, in fact the tank was not erased from the terran race, but it was introduced in a form that works for multiplayer game. Why not do the same for the MSC?

My life for Aiur !
JimmyJRaynor
Profile Blog Joined April 2010
Canada17252 Posts
August 21 2017 13:28 GMT
#412
On August 21 2017 20:17 Kenny_mk wrote:
I'm P, and i find the MSC fit the race identity quite well too. As said earlier, i consider people who are saying it is "gimmicky" and "bad design" are only people talking about what they dislike, and is spread by a bunch of T & Z who thinks they are game designer.

its even better when they connect someone liking the MSC to having poor self esteem and how well designed video games build higher self esteem. ROFLMAO.

i'd rather peopel stick to the details of the game rather than relating some tiny detail in the game to the writings of Skinner, Artistotle and Ayn Rand.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Foxxan
Profile Joined October 2004
Sweden3427 Posts
August 21 2017 14:14 GMT
#413
On August 21 2017 22:26 VHbb wrote:
Show nested quote +
On August 21 2017 21:33 Foxxan wrote:
On August 21 2017 20:17 Kenny_mk wrote:
On August 21 2017 19:00 LDaVinci wrote:
On August 21 2017 11:18 ihatevideogames wrote:
On August 21 2017 09:45 VHbb wrote:
On August 21 2017 02:26 ihatevideogames wrote:
I can't understand people who non-ironically defend 1click-defense by shooting pylons.
Literally ANYTHING else is fine, they will figure it out, but the MSC absolutely HAD TO GO.


I never really understood the hate for the MSC, I actually quite enjoy using it, and I don't see how it could be considered overpowered - but clearly my opinion is partly biased by the fact that I play protoss, and partly by the fact that I'm low level.

Overall - it seems the hate for the MSC from Z and T is at such level that it will be hardly reintroduced, which I found kind of sad, since I don't read often many arguments against it (a part from "it absolutely HAD TO GO" which is not really an argument - and I'm not criticizing you specifically since you maybe had arguments in other posts, but it is often the case).

Perhaps without additional tool for early P defense (the shield battery nexus is quite a downgrade compared to photon-overcharge), the boost ability for the medivac could be removed.

I think it's pretty obvious why 1-click anti-everything defense is a bad thing for the game.
It allows toss to do silly stuff such as going proxy stargate while taking a fast 3rd.
Every time I saw a pro match where the toss just took a free 3rd when all he had was an Oracle and 2 Adepts I just facepalmed.
Or when 2 Pylons defended against 2 full medivacs worth of units, while the toss player had 0 actual units in his base.
It's just bad design that creates bad gameplay and it needs to go. Doesn't matter if toss suffers for a while because of it, find another solution, but design wise, it's bad for the game.


I disagree. I'm Z and I like the idea of the msc. Of course, when I try to cheese and fail because of it, I rage, but still I don't see why toss could'nt have such unit. I think it fits well in the race idea.
Though it is probably too strong, and not enough of a "tech choice". You have to build one so you can probe up and expand, and you don't even have to build so many units.
I actually would like to see the same changes to early game that they are planing, but with the msc still in place with 2 buffs :
- Cost (and build time ?) increase (+50% maybe) so that it is a huge investment
- higher supply cost.

You would have to choose between units (and interacting with opponents) or msc and macroing.


I'm P, and i find the MSC fit the race identity quite well too. As said earlier, i consider people who are saying it is "gimmicky" and "bad design" are only people talking about what they dislike, and is spread by a bunch of T & Z who thinks they are game designer.
A problem still present to me is that there is maybe too much reliance upon the MSC.Like the mine & the disruptor , on lower levels it's a bit too much " all or nothing".
Also i fear that the PvT become again a struggle to survive early on, like in the WoL era where T just felt overpowered because the match up was just completely struggling to see at which timing the MMM train is gonna be in your base.(A thing that just make me quit the game until mid HotS personnally)
I'm ok with the removal, but now i fail to see how Protoss won't be again only a turtling race.

The mine nerf is directed toward this match up i think, but make it more useless in TvZ which is kinda sad.
Also now medivac have the boost..


And iam no race and msc fits protoss. While super tanks with 16 range would fit terran. Doesnt mean it fits the multiplayer aspect - The interraction with msc is very poor. Thats the key reason its a bad unit for multiplayer. Singleplayer? Sure, its a very strong unit which was what protoss identity was in broodwar and to some extent sc2, but just because it fits the theme of the race doesnt mean its a good unit for multiplayer.


Yep, in fact the tank was not erased from the terran race, but it was introduced in a form that works for multiplayer game. Why not do the same for the MSC?


They are exactly doing that, they are removing the mscore and letting it be a msmothership instead purely. Its a one of a kind unit while very very powerful.
aQuaSC
Profile Joined August 2011
717 Posts
Last Edited: 2017-08-21 15:09:43
August 21 2017 14:35 GMT
#414
On August 21 2017 22:28 JimmyJRaynor wrote:
i'd rather peopel stick to the details of the game rather than relating some tiny detail in the game to the writings of Skinner, Artistotle and Ayn Rand.

Makes me think about all those Waxangel and others' articles about SC1/SC2 with tons of forced "wise" words that nobody uses, like if they were writing them for their own pleasure and raising their self esteem.

Or thinking they are on a mission to bring gospel to the common folk
TL+ Member
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2017-08-21 15:32:10
August 21 2017 15:19 GMT
#415
On August 21 2017 22:28 JimmyJRaynor wrote:
i'd rather peopel stick to the details of the game rather than relating some tiny detail in the game to the writings of Skinner, Artistotle and Ayn Rand.


That amuses me.

You, by your own words started an "abstract discussion about self esteem building" and noted that Branden > Skinner in a thread about Photon Overcharge.

If you are trolling, well done sir, the terrible spelling mistakes should have made that clear to me long ago.

Regardless, the uneducated or willfully ignorant will always struggle to ground their viewpoints in logic that has been refined over centuries because they simply don't know, and as GI Joe tells us, knowing is half the battle. There is a reason so many people in poorly educated areas cling to religion ignorantly (ignorant in that they don't actually understand their chosen religion). In fact, you advocated a learning technique in that thread that was akin to teaching people stoves were hot and not to touch them, by having them touch hot stoves... even suggested the best lessons you learned in life were learned the hard way.

Excellent. You "common folk" amuse me. As an educated educator, I can say there are far better teaching techniques that don't result in sick burns. But some people don't know any better. And everyone thinks their life lessons have made them better.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17252 Posts
Last Edited: 2017-08-21 16:28:33
August 21 2017 16:21 GMT
#416
if Mech is too powerful the first thing they need to do is change the MULE/Gas mechanic in some way. I don't want the Thor and/or Tank weakened because gas is easier to obtain. Keep the Tank and Thor strong.
On August 22 2017 00:19 BronzeKnee wrote:
Show nested quote +
On August 21 2017 22:28 JimmyJRaynor wrote:
i'd rather peopel stick to the details of the game rather than relating some tiny detail in the game to the writings of Skinner, Artistotle and Ayn Rand.


That amuses me.

You, by your own words started an "abstract discussion about self esteem building" and noted that Branden > Skinner in a thread about Photon Overcharge.

If you are trolling, well done sir, the terrible spelling mistakes should have made that clear to me long ago.

Regardless, the uneducated or willfully ignorant will always struggle to ground their viewpoints in logic that has been refined over centuries because they simply don't know, and as GI Joe tells us, knowing is half the battle. There is a reason so many people in poorly educated areas cling to religion ignorantly (ignorant in that they don't actually understand their chosen religion). In fact, you advocated a learning technique in that thread that was akin to teaching people stoves were hot and not to touch them, by having them touch hot stoves... even suggested the best lessons you learned in life were learned the hard way.

Excellent. You "common folk" amuse me. As an educated educator, I can say there are far better teaching techniques that don't result in sick burns. But some people don't know any better. And everyone thinks their life lessons have made them better.

its only a response to your comment. u brought it up, not me. statistically speaking , i wonder how often the person calling "troll" is the actual troll.... "he who smelt it.. dealt it". and branden is still better than skinner in the area of self esteem building.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Kenny_mk
Profile Joined May 2015
50 Posts
Last Edited: 2017-08-21 21:02:37
August 21 2017 21:01 GMT
#417
.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
August 21 2017 22:01 GMT
#418
The test map is enjoyable. I need to hit strong players to see how difficult it has really become to handle early game aggression without a msc, but so far I find getting more units in the early game works just fine.

Recall is VERY abusive imo, especially lategame, on Nexi and or Mothership alike. The new stalker feels strong, monitoring blink timings again might become a necessity. I like the new overcharge, although making it 25 energy (like it was in HotS) would maybe make it more flexible.

Overall, promising. The interesting thing is that in the end, the game doesn't change much for people like me who already played blink colossi vT. So it's a "major" patch since the msc gets removed, but the overall feel of the game is preserved, this is good imo.
weikor
Profile Blog Joined March 2011
Austria580 Posts
August 21 2017 22:13 GMT
#419
Its definitley a step in the right direction.

I was a big fan of the WOL early gameplay - where terran vs protoss was more alike a game of chess - which opening he went with - and what units you responded with. Against the 1/1/1, you went with something like immortals or even fast colossus, against bio pushes you had to be prepared with sentries / gateway units. Cloaked banshees were always a thing to watch against - you needed a robo and stalkers.

That kind of depth got cut with the MSC, it was - "oh hes beeing agressive, i guess my MSC control needs to be above shit".
VHbb
Profile Joined October 2014
692 Posts
August 21 2017 22:13 GMT
#420
On August 22 2017 07:01 [PkF] Wire wrote:
The test map is enjoyable. I need to hit strong players to see how difficult it has really become to handle early game aggression without a msc, but so far I find getting more units in the early game works just fine.

Recall is VERY abusive imo, especially lategame, on Nexi and or Mothership alike. The new stalker feels strong, monitoring blink timings again might become a necessity. I like the new overcharge, although making it 25 energy (like it was in HotS) would maybe make it more flexible.

Overall, promising. The interesting thing is that in the end, the game doesn't change much for people like me who already played blink colossi vT. So it's a "major" patch since the msc gets removed, but the overall feel of the game is preserved, this is good imo.


How do you feel with the 4s delay associated with the recall ability?
Does it feel too long, or sounds like a fair time?
My life for Aiur !
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