• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:23
CEST 07:23
KST 14:23
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
GSTL Returns in 2026!13Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! SC4ALL: II Talent Announcement! Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread Iain M Banks Says He Has Cancer And Months To Live
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3646 users

Community Feedback Update - November 17 - Page 11

Forum Index > SC2 General
333 CommentsPost a Reply
Prev 1 9 10 11 12 13 17 Next All
Boggyb
Profile Joined January 2017
2855 Posts
Last Edited: 2017-11-20 19:18:45
November 20 2017 19:18 GMT
#201
On November 21 2017 03:40 StarscreamG1 wrote:
The siege mode gives on of the last "positional play" we have at SC2. It must be a troll.

Liberators are true positional play. Siege tanks with their nonsensical ability to fire in every direction without needing to readjust isn't really positional play. They should make it so siege tanks have the same sort of siege zone as liberators and instill true positional play and reward counter positioning.
RaFox17
Profile Joined May 2013
Finland4581 Posts
Last Edited: 2017-11-20 19:57:07
November 20 2017 19:54 GMT
#202
Shield batteries are gonna be great lategame. Neeb is playing PvP lategame with 50 batteries...
Edit: There could be situations where protoss can not be attacked and the will be in a stalemate.
bObA
Profile Joined May 2012
France300 Posts
Last Edited: 2017-11-20 21:38:56
November 20 2017 21:37 GMT
#203
On November 20 2017 04:50 FanaticCZ wrote:
Show nested quote +
On November 20 2017 01:55 xTJx wrote:
SH is bad design? Tell me about sitting in your base with siege tanks and turrets, being unattackable while trading mineral only units for workers the whole game.

And what's good design? Zerg having to bet everything on vipers to counter siege tanks? Or maybe some late game units that are all hard countered by ghosts? Please.


Way to make it a balance shitstorm. Siege tanks and turrets have been in the game since brood war and are the same design principle as any other unit. You spend resources to make it and it does damage.

Swarm host on the other is bought for some initial cost and then keeps making new units that do damage for free for the whole game whereas if you lose a siege tank, you have to make a new one.

The fact that there would have to be a different unit to make up for the hole after swarm hosts to counter turtle styles has been stated already.

It is a bad design. You lose resources if you lose any other unit. Not with locusts.



I totally agree with that.
When zerg makes infestors with infested terran and swarm hosts he can kill A LOT of units basically for free.
So why swarm hosts would not pay minerals for locusts as carriers for interceptors ?
franzji
Profile Joined September 2013
United States583 Posts
November 20 2017 22:43 GMT
#204
because if locusts costed money they would not be close to viable you fucking idiot.

User was temp banned for this post.
Aegwynn
Profile Joined September 2015
Italy460 Posts
November 20 2017 23:02 GMT
#205
On November 21 2017 06:37 bObA wrote:
Show nested quote +
On November 20 2017 04:50 FanaticCZ wrote:
On November 20 2017 01:55 xTJx wrote:
SH is bad design? Tell me about sitting in your base with siege tanks and turrets, being unattackable while trading mineral only units for workers the whole game.

And what's good design? Zerg having to bet everything on vipers to counter siege tanks? Or maybe some late game units that are all hard countered by ghosts? Please.


Way to make it a balance shitstorm. Siege tanks and turrets have been in the game since brood war and are the same design principle as any other unit. You spend resources to make it and it does damage.

Swarm host on the other is bought for some initial cost and then keeps making new units that do damage for free for the whole game whereas if you lose a siege tank, you have to make a new one.

The fact that there would have to be a different unit to make up for the hole after swarm hosts to counter turtle styles has been stated already.

It is a bad design. You lose resources if you lose any other unit. Not with locusts.



I totally agree with that.
When zerg makes infestors with infested terran and swarm hosts he can kill A LOT of units basically for free.
So why swarm hosts would not pay minerals for locusts as carriers for interceptors ?

Locusts are on timer, interceptors are permanent. Can't even believe i am actually reminding this...
Also, when marines bullets gonna cost minerals? They basically shoot for free all game long and it is really annoying.
GothGirlGames
Profile Joined September 2017
167 Posts
November 20 2017 23:06 GMT
#206
Sure it units but they designed to autodie quite fast because it really just a shot/attack.
It has some nice benifits but it also comes with the downside that they can be killed.

Also it all they got, they don't have a normal attack and the attack don't reach the target instantly.

Sure, you could make locust cost minerals and just increase the speed of making them, make it into a groundwalking zerg-carrier
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 20 2017 23:11 GMT
#207
On November 21 2017 08:02 Aegwynn wrote:
Show nested quote +
On November 21 2017 06:37 bObA wrote:
On November 20 2017 04:50 FanaticCZ wrote:
On November 20 2017 01:55 xTJx wrote:
SH is bad design? Tell me about sitting in your base with siege tanks and turrets, being unattackable while trading mineral only units for workers the whole game.

And what's good design? Zerg having to bet everything on vipers to counter siege tanks? Or maybe some late game units that are all hard countered by ghosts? Please.


Way to make it a balance shitstorm. Siege tanks and turrets have been in the game since brood war and are the same design principle as any other unit. You spend resources to make it and it does damage.

Swarm host on the other is bought for some initial cost and then keeps making new units that do damage for free for the whole game whereas if you lose a siege tank, you have to make a new one.

The fact that there would have to be a different unit to make up for the hole after swarm hosts to counter turtle styles has been stated already.

It is a bad design. You lose resources if you lose any other unit. Not with locusts.



I totally agree with that.
When zerg makes infestors with infested terran and swarm hosts he can kill A LOT of units basically for free.
So why swarm hosts would not pay minerals for locusts as carriers for interceptors ?

Locusts are on timer, interceptors are permanent. Can't even believe i am actually reminding this...
Also, when marines bullets gonna cost minerals? They basically shoot for free all game long and it is really annoying.


Scarabs are on a timer yet require minerals tbf, so while it's a pretty awful idea when it comes to swarm hosts it isn't generally unthinkable.
washikie
Profile Joined February 2011
United States752 Posts
November 20 2017 23:43 GMT
#208
On November 19 2017 11:03 BigRedDog wrote:
Someone posted that the problem for removing borrow fungal is that infestors will be targeted before they even engage in battle (tanks and templar's feedback).



This did not stop zerg from using them in the past before they got burrow cast.
"when life gives Hero lemons he makes carriers" -Artosis
GothGirlGames
Profile Joined September 2017
167 Posts
November 20 2017 23:45 GMT
#209
One is a small health small attack bug, the other a unkillable blastshot that would be like a fast disrubtor-attack now tho.
engesser1
Profile Blog Joined December 2016
264 Posts
November 21 2017 00:00 GMT
#210
I saw in my dream today morning cheaper marauder, factory and starport.
Maru, he is the reason why i'm still playing and watching sc2
jpg06051992
Profile Joined July 2015
United States580 Posts
November 21 2017 07:21 GMT
#211
First off I'm just gonna come out and say it, the mineral changes alone have made the game feel like it goes at a much better pace. Being able to actually breathe a bit on 3 bases for a second feels good, like really good.

Second, all of these changes are in the right direction although I do feel the Infestor is getting hit surprisingly hard with the nerf bat. Removing the burrow fungal is fine because even as a Zerg player I consider it pretty dumb, but they were given that ability for a reason, and that's because they get wrecked by pretty much anything, are armored so they take bonus damage from alot of stuff, and the unit model is huge and easy to target.

Adding that Fungal was already nerfed when they changed it from a root to a slow (justifiably but it's still a nerf) So I feel like removal of burrowed Fungal is more then sufficient, the other nerfs are just really heavy handed, especially the range, so now, to sum it all up for the good old Infestor..

Fungal no longer roots, has an even smaller radius, cannot be cast while burrowed, and is having it's range drastically reduced from 9 to 7? Call me crazy but thoat just seems like nerf after nerf after nerf, god forbid the unit actually be useful or anything like High Templars which are a staple caster in pretty much every match up for Protoss. They actually got buffed to be easier to handle while the Infestor get's shafted because why exactly? Were they like breaking the meta or something?
"SO MANY BANELINGS!"
bObA
Profile Joined May 2012
France300 Posts
Last Edited: 2017-11-21 07:23:59
November 21 2017 07:22 GMT
#212
On November 21 2017 08:06 GothGirlGames wrote:
Sure it units but they designed to autodie quite fast because it really just a shot/attack.
It has some nice benifits but it also comes with the downside that they can be killed.

Also it all they got, they don't have a normal attack and the attack don't reach the target instantly.

Sure, you could make locust cost minerals and just increase the speed of making them, make it into a groundwalking zerg-carrier


That what I meat.
Because timer and free seems to be unbalanced, maybe they could try no timer and mineral cost and see what happen.
But they still have to autodie or that will be way more imba lol
Charoisaur
Profile Joined August 2014
Germany16086 Posts
November 21 2017 08:18 GMT
#213
I wouldn't mind making fungal root again. Without burrow it's not nearly as punishing.
Many of the coolest moments in sc2 happen due to worker harassment
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-11-21 08:25:24
November 21 2017 08:24 GMT
#214
On November 21 2017 17:18 Charoisaur wrote:
I wouldn't mind making fungal root again. Without burrow it's not nearly as punishing.


The reason they changed it from 'root' to 'very slow' is to mitigate chain fungal-ing though, and this doesn't change design-wise even if the infestor can't burrow cast anymore. If they have to buff the infestor I'd rather have a different buff than returning to root.
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
November 21 2017 08:27 GMT
#215
The simple problem of SH is that those free units have huge DPS and can fly. In a straight up fight they will lose but they are not exactly slow, they can use the tunnel and they have flying units. This gives players frustration more than "SH is OP" - especially if the terrain favors this usage.

There's not a good way to balance SH IMO. The best way would be to remove them and replace them. While Oracle can be tuned around its attack(and in the end they can put the attack on some upgrade meaning an Oracle comes from SG without attack ability) as at this time this is the big problem.

But I am no designer of SC2 units so what do I know. All I know is that "free units" are getting me pissed from WoL and "can't attack me through the waves of broodlings"
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
engesser1
Profile Blog Joined December 2016
264 Posts
November 21 2017 11:59 GMT
#216
watch this shit, Inno vs alpha full protoss.
Maru, he is the reason why i'm still playing and watching sc2
JackONeill
Profile Joined September 2013
861 Posts
November 21 2017 12:57 GMT
#217
It's crazy to me how blizzard seems to want to have mech work in TvP (buffing the upgrade costs of tech lab upgrades) when it's so blatantly obvious that the mine nerf, the raven nerf and the stalker buff make it pretty much terrible.

Also increase shield battery cost won't change the fact that shield battery + photon canon combo get extremely cancerous late game. I'd suggest to have the shield battery auto casting on units only to have protoss manually micro-manage the batteries on canons to avoid spamming 10 batteries behind 10 canons.
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
Last Edited: 2017-11-21 13:33:35
November 21 2017 13:30 GMT
#218
On November 21 2017 20:59 engesser1 wrote:
watch this shit, Inno vs alpha full protoss.

Next time he will be sure to see his whole base I guess

C'mon, it's a learning phase of the game. In HotS such players lost to 2gate zealot rush in PvZ.

On November 21 2017 21:57 JackONeill wrote:
It's crazy to me how blizzard seems to want to have mech work in TvP (buffing the upgrade costs of tech lab upgrades) when it's so blatantly obvious that the mine nerf, the raven nerf and the stalker buff make it pretty much terrible.

Also increase shield battery cost won't change the fact that shield battery + photon canon combo get extremely cancerous late game. I'd suggest to have the shield battery auto casting on units only to have protoss manually micro-manage the batteries on canons to avoid spamming 10 batteries behind 10 canons.


The biggest problem of mech in TvP is the vP. Protoss as a race is a hardcounter to mech. Whenever I meet a mech player on ladder I just scream of pure joy. The only time I lose is when I scout horribly and fail
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
BigRedDog
Profile Joined May 2012
461 Posts
November 21 2017 13:58 GMT
#219
Easy fix for shield battery is to have them only provide shields for units, not buildings.
Big Red Dog!
FanaticCZ
Profile Joined December 2011
Czech Republic287 Posts
November 21 2017 14:40 GMT
#220
On November 21 2017 22:30 deacon.frost wrote:
Show nested quote +
On November 21 2017 20:59 engesser1 wrote:
watch this shit, Inno vs alpha full protoss.

Next time he will be sure to see his whole base I guess

C'mon, it's a learning phase of the game. In HotS such players lost to 2gate zealot rush in PvZ.

Show nested quote +
On November 21 2017 21:57 JackONeill wrote:
It's crazy to me how blizzard seems to want to have mech work in TvP (buffing the upgrade costs of tech lab upgrades) when it's so blatantly obvious that the mine nerf, the raven nerf and the stalker buff make it pretty much terrible.

Also increase shield battery cost won't change the fact that shield battery + photon canon combo get extremely cancerous late game. I'd suggest to have the shield battery auto casting on units only to have protoss manually micro-manage the batteries on canons to avoid spamming 10 batteries behind 10 canons.


The biggest problem of mech in TvP is the vP. Protoss as a race is a hardcounter to mech. Whenever I meet a mech player on ladder I just scream of pure joy. The only time I lose is when I scout horribly and fail


I fail to see how that would help him in that game :D
INnoVation is the GOAT!
Prev 1 9 10 11 12 13 17 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft512
Nina 129
ProTech66
FoxeR 57
StarCraft: Brood War
Rain 3720
GuemChi 2129
PianO 301
Noble 76
Icarus 10
Dota 2
The International25673
Gorgc9926
Fuzer 200
NeuroSwarm87
Counter-Strike
summit1g6748
Super Smash Bros
hungrybox915
C9.Mang0189
Mew2King54
Other Games
Maynarde136
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH286
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki34
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota2826
League of Legends
• Rush1279
• Stunt888
Upcoming Events
Escore
4h 37m
PiG Sty Festival
6h 37m
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
Big Brain Bouts
10h 37m
Nicoract vs Neeb
TriGGeR vs ShoWTimE
CranKy Ducklings
1d 4h
PiG Sty Festival
1d 6h
herO vs Krystianer
Solar vs Cure
IPSL
1d 10h
Sparkling Tuna Cup
2 days
PiG Sty Festival
2 days
Maru vs Shameless
Reynor vs TriGGeR
IPSL
2 days
OSC
2 days
[ Show More ]
Afreeca Starleague
3 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
3 days
The Patches Monday
3 days
Afreeca Starleague
4 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
4 days
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
5 days
The PondCast
6 days
KCM Race Survival
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-08-13
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
Escore Tournament S3: W7
RSL Revival: Season 6
PiG Sty Festival 8.0
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
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 © 2026 TLnet. All Rights Reserved.