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4.12.0 Patch Notes

Forum Index > SC2 General
130 CommentsPost a Reply
Normal
TL.net ESPORTS
Profile Joined July 2011
4 Posts
June 09 2020 23:59 GMT
#1
Original Post: StarCraft2.com

GENERAL

  • The War Chest VI has been added in preparation for its global launch on June 11, PDT.
    • Play StarCraft II to unlock XP for the War Chest and gain access to over 100 new items including army-wide skins, sprays, emoticons, exclusive portraits, and a Co-op XP boost.
    • Purchasing the War Chest Complete Bundle grants you a special random race Broken World banner in StarCraft II, plus a Tal’darim Probe Pet in Diablo III, a Hearthstone Classic Card Pack, and a Heroes of the Storm rare Loot Chest. In addition, purchasing any War Chest Skin Bundle will grant you an immediate access to Ranked play.
    • Also, throughout the duration of the War Chest VI, players will be able to unlock free rewards, including classic StarCraft: Remastered skins for Command Center, Hatchery, and Nexus, with no additional purchase necessary.
  • 2020 Ladder Season 2 has started with Patch 4.12.0. Learn more about the Season 2 Ladder maps in our blog.

VERSUS BALANCE UPDATE

  • Terran
    • Widow Mine
      • Drilling Claws upgrade no longer grants burrowed Widow Mines invisibility while reloading. Instead, the existence of an Armory will grant burrowed Widow Mines invisibility while reloading.
      • The red laser attachment for Widow Mines will now communicate the existence of an Armory instead of the completion of the Drilling Claws upgrade.
  • Zerg
    • Queen
      • Anti-air weapon range decreased from 8 to 7.
    • Baneling
      • Weapon damage changed from 20 (+15 vs light) to 18 (+17 vs light).
    • Infestor
      • Microbial Shroud no longer requires an upgrade.
    • Creep Tumor
      • “Armored” attribute removed.
      • “Light” attribute added.
  • Protoss
    • Nexus
      • New ability: “Battery Overcharge”
        • Effect: Overcharges a target Shield Battery near a Nexus, increasing its shield restoration rate by 100% and allowing it to restore shields without consuming energy for 14 seconds.
        • Cost: 50 Energy
        • Cooldown: 60 seconds (shared by all Nexuses)
        • Range: Unlimited (the target Battery must be within range 8 of any friendly Nexus)
    • Oracle
      • Revelation energy cost decreased from 50 to 25.
      • Revelation cooldown increased from 2 seconds to 10 seconds.
      • Revelation duration decreased from 30 seconds to 15 seconds.
    • High Templar
      • Feedback range increased from 9 to 10.

BUG FIXES

  • Co-op Missions
    • General
      • Fixed an issue where Brutal+ and - players are able to queue for Weekly Mutations on Brutal+1 difficulty.
    • Commanders
      • Mengsk
        • The Emperor's Shadow's EMP Blast now properly drain all energy on Battlecruisers and Hybrid Dominators.
  • Versus
    • General
      • Fixed an issue where a Rich Vespene Geyser would show up as two Vespene Geysers in the production tab while observing a match.
      • Fixed an issue where a Spore Crawler's footprint incorrectly appeared in the editor.
      • Fixed an issue where the Shield Battery's shadow was visible while the structure was cloaked.
      • Fixed an issue where hallucinations were dealing damage to targets affected by the Raven's Anti-Armor missile.
      • Fixed an issue where you can see the enemy Adept's Shade complete in the fog of war.
      • The Widow Mine's Concealment button was updated with new art.
      • Fixed an issue where a Battery Overcharged Shield Battery would not auto-cast if it had too low energy.
      • The Shield Battery's pre-placement image will now change colors when it's within range of a Nexus for the Battery Overcharge ability.
      • Fixed an issue where the morphing creep tumor’s attribute was armored instead of light.
      • Fixed an issue where players could no longer earn the Infested Terror achievement.
    • Maps
      • Flashback LE
        • Setup team placement locations for 1v1 and 2v2 matches.
      • Ice and Chrome LE
        • Fixed an issue where the map info screenshot was displaying doodad selection arrows.
      • Pillars of Gold LE
        • Removed shrub vision from certain areas on the map.
      • Purity and Industry LE
        • Removed "disallow creep" in areas that were unintended.
        • Fixed an issue where the pathing did not match the terrain in a certain area.
        • Fixed an issue where a Reaper could jump into an unintended area.
      • Zen LE
        • Updated doodads on the map to improve visibility for burrowed Widow Mines in certain areas.
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TL+ Member
pvsnp
Profile Joined January 2017
7676 Posts
June 10 2020 00:11 GMT
#2
Fixed an issue where hallucinations were dealing damage to targets affected by the Raven's Anti-Armor missile.


Aww, that was one of my favorite bugs.
Denominator of the Universe
TL+ Member
pzlama333
Profile Joined April 2013
United States276 Posts
June 10 2020 00:35 GMT
#3
On June 10 2020 09:11 pvsnp wrote:
Show nested quote +
Fixed an issue where hallucinations were dealing damage to targets affected by the Raven's Anti-Armor missile.


Aww, that was one of my favorite bugs.


Ahh that bug. I remember I reported it in February and finally they fixed it.
breaker1328
Profile Joined March 2016
Canada295 Posts
June 10 2020 01:58 GMT
#4
Probably gonna be some proxy nexus shield battery shenanigans going on for a bit but of all the ways they could have pushed this change through, this is probably the best way to do it.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19219 Posts
Last Edited: 2020-06-10 02:02:45
June 10 2020 02:02 GMT
#5
I like everything except battery overcharge. The SC:R skins have me really excited for this warchest too. Time to grind!
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 10 2020 03:25 GMT
#6
I'm hyped for the new Warchest skins, especially classic skins for each race's town halls.
ㅇㅅㅌㅅ
Judgement
Profile Joined December 2010
Netherlands152 Posts
June 10 2020 06:51 GMT
#7
I like the changes, expect for the Battery one
"What good fortune for goverments that the people do not think."
plainsane
Profile Joined September 2010
Germany98 Posts
June 10 2020 07:41 GMT
#8
Widow. Mines. Every. Game. *sigh*
I'm going, i'm going!
Vision_
Profile Joined September 2018
861 Posts
June 10 2020 08:17 GMT
#9
On June 10 2020 16:41 plainsane wrote:
Widow. Mines. Every. Game. *sigh*


The "hellbat push" will be followed by a bunch of widow mines drop..

I don t know if the build order has been tested enought, i wasn t able to watch it as a viewer but for now, the mines drop

made in reaction (with a hidden medivacs) is already abused and common (on Eternal Empire for example).

I would like to see the cargo space of mines increase from 2 to 3 in order to limit this kind of playing.
followZeRoX
Profile Joined March 2011
Serbia1449 Posts
June 10 2020 08:59 GMT
#10
Strange there is no purifier buildings but ihanrii, same as primal>cerberus or umojan>tyrador
Zrana1
Profile Joined February 2017
Netherlands45 Posts
June 10 2020 09:11 GMT
#11
On June 10 2020 17:17 Vision_ wrote:
Show nested quote +
On June 10 2020 16:41 plainsane wrote:
Widow. Mines. Every. Game. *sigh*


The "hellbat push" will be followed by a bunch of widow mines drop..

I don t know if the build order has been tested enought, i wasn t able to watch it as a viewer but for now, the mines drop

made in reaction (with a hidden medivacs) is already abused and common (on Eternal Empire for example).

I would like to see the cargo space of mines increase from 2 to 3 in order to limit this kind of playing.


Yeah and so would every protoss player
xelnaga_empire
Profile Joined March 2012
627 Posts
June 10 2020 09:12 GMT
#12
I hope the new shield battery overcharge buff doesn't make PvsT worse at the top pro level. For the GSL Season 2 qualifiers, PvT was 76–34 (69.09%) as per Aligulac: http://aligulac.com/results/events/110098-GSL-2020-Season-2/.

I hope the changes by the balance team will help PvsT return close to 50%, rather than the 69% win rate by Protoss over Terran in the GSL Season 2 qualifiers.
Harris1st
Profile Blog Joined May 2010
Germany6841 Posts
June 10 2020 09:18 GMT
#13
On June 10 2020 16:41 plainsane wrote:
Widow. Mines. Every. Game. *sigh*


Time to play Terran I guess
Go Serral! GG EZ for Ence. Flashbang dance FTW
stilt
Profile Joined October 2012
France2747 Posts
June 10 2020 09:35 GMT
#14
A gsl tvt final and we are awarded with another T patch.
Decendos
Profile Joined August 2011
Germany1338 Posts
June 10 2020 09:43 GMT
#15
LOL cant believe they go through with the patch after results of last 6 weeks...unbelievable.

Time for a season of cheese and offrace :-D
SC-Shield
Profile Joined December 2018
Bulgaria817 Posts
Last Edited: 2020-06-10 09:44:50
June 10 2020 09:44 GMT
#16
On June 10 2020 18:18 Harris1st wrote:
Show nested quote +
On June 10 2020 16:41 plainsane wrote:
Widow. Mines. Every. Game. *sigh*


Time to play Terran I guess


Not a big deal, protoss always has an obs against +1 push. Widow mine drop will probably be unchanged, but it's still fine to get an obs. The shield buff might make PvP macro easier.
spenzer
Profile Joined June 2016
27 Posts
June 10 2020 09:44 GMT
#17
On June 10 2020 18:12 xelnaga_empire wrote:
I hope the new shield battery overcharge buff doesn't make PvsT worse at the top pro level. For the GSL Season 2 qualifiers, PvT was 76–34 (69.09%) as per Aligulac: http://aligulac.com/results/events/110098-GSL-2020-Season-2/.

I hope the changes by the balance team will help PvsT return close to 50%, rather than the 69% win rate by Protoss over Terran in the GSL Season 2 qualifiers.


Well you have to consider TY, Innovation and Cure were already qualified so 3 of the 4 strongest Terrans didn't played this qualifier. So imo this percentages have close to no value
SC-Shield
Profile Joined December 2018
Bulgaria817 Posts
June 10 2020 09:46 GMT
#18
On June 10 2020 18:44 spenzer wrote:
Show nested quote +
On June 10 2020 18:12 xelnaga_empire wrote:
I hope the new shield battery overcharge buff doesn't make PvsT worse at the top pro level. For the GSL Season 2 qualifiers, PvT was 76–34 (69.09%) as per Aligulac: http://aligulac.com/results/events/110098-GSL-2020-Season-2/.

I hope the changes by the balance team will help PvsT return close to 50%, rather than the 69% win rate by Protoss over Terran in the GSL Season 2 qualifiers.


Well you have to consider TY, Innovation and Cure were already qualified so 3 of the 4 strongest Terrans didn't played this qualifier. So imo this percentages have close to no value


And there was no protoss in TSL5 finals.
Nezgar
Profile Joined December 2012
Germany534 Posts
June 10 2020 09:50 GMT
#19
On June 10 2020 18:12 xelnaga_empire wrote:
I hope the new shield battery overcharge buff doesn't make PvsT worse at the top pro level. For the GSL Season 2 qualifiers, PvT was 76–34 (69.09%) as per Aligulac: http://aligulac.com/results/events/110098-GSL-2020-Season-2/.

I hope the changes by the balance team will help PvsT return close to 50%, rather than the 69% win rate by Protoss over Terran in the GSL Season 2 qualifiers.


High quality cherry picking right there.
Who cares about GSL Season 1 (47.7%) and TSL (51.90%) when you can just look at the ultimate testament to balance, GSL Season 2 Qualifiers.
We could also look at HSC (40%) or Aligulac overall, where it has been between 46.89% and 53.57% since April.
ejozl
Profile Joined October 2010
Denmark3341 Posts
June 10 2020 10:57 GMT
#20
Would love to see the Widow Mine change just cut, T is already OP, also Thor anti air vs Massive is still just kind of stupid.
As a Protoss this patch is pretty nice, but I would still like to see Zergs in tournaments.

Really the Widow Mine should have a design rework, Hellbats are supposed to deal with mass Zealots and Lings, and Widow Mine should wreck stuff like Medivacs and always be stealthed, but I acknowledge this will take a bit more careful thinking.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2020-06-10 11:31:02
June 10 2020 11:08 GMT
#21
On June 10 2020 19:57 ejozl wrote:
Would love to see the Widow Mine change just cut, T is already OP, also Thor anti air vs Massive is still just kind of stupid.
As a Protoss this patch is pretty nice, but I would still like to see Zergs in tournaments.

Really the Widow Mine should have a design rework, Hellbats are supposed to deal with mass Zealots and Lings, and Widow Mine should wreck stuff like Medivacs and always be stealthed, but I acknowledge this will take a bit more careful thinking.


I agree that widow mines is designed for the "scene" and it s a punishing unit but all things considered, if you didn t watch carefully the upgrade was mandatory in too many "builds in TvZ" (regarding Clem) so the team decided to cut it in two parts in order to avoid this.
0x64
Profile Blog Joined September 2002
Finland4542 Posts
June 10 2020 11:09 GMT
#22
On June 10 2020 09:11 pvsnp wrote:
Show nested quote +
Fixed an issue where hallucinations were dealing damage to targets affected by the Raven's Anti-Armor missile.


Aww, that was one of my favorite bugs.


Reminds me in Broodwar 1.04 hallucination Corrupters would send real "violet" stuff on the enemies.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 10 2020 12:08 GMT
#23
I predict every Terran will open mine drop with a fast armory for a couple of weeks, then every Protoss will get an observer on time and mine drops will change back to the pre patch situation.
Penev
Profile Joined October 2012
28465 Posts
June 10 2020 12:08 GMT
#24
Infestor

Microbial Shroud no longer requires an upgrade.



game changer right there :p
I Protoss winner, could it be?
BonitiilloO
Profile Joined June 2013
Dominican Republic614 Posts
June 10 2020 12:29 GMT
#25
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.
How may help u?
sneakyfox
Profile Joined January 2017
8216 Posts
June 10 2020 12:59 GMT
#26
Is there any info on how the earnings from the Warchest are distributed? Will it bring extra moneys for tournament prize pools?
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
ilax30
Profile Joined November 2019
720 Posts
June 10 2020 13:09 GMT
#27
On June 10 2020 19:57 ejozl wrote:
Would love to see the Widow Mine change just cut, T is already OP, also Thor anti air vs Massive is still just kind of stupid.
As a Protoss this patch is pretty nice, but I would still like to see Zergs in tournaments.

Really the Widow Mine should have a design rework, Hellbats are supposed to deal with mass Zealots and Lings, and Widow Mine should wreck stuff like Medivacs and always be stealthed, but I acknowledge this will take a bit more careful thinking.


Yeah terran is so overpowered they choose to proxy and 1 base/2base all-in toss most of the time relying on mostly gambles instead of playing a straight up late game. Pretty weird for a race thats completely broken right?

Anyhow the shield battery change will help toss in stopping these pushes which involves a low unit count from both races meaning there will likely be more lategame TvP's in which toss have been looking very strong lately with the addition of blink dt's wrecking the terran every time they try to move out. So please sir, calm down and take a sip.
hiroshOne
Profile Joined October 2015
Poland425 Posts
June 10 2020 13:59 GMT
#28
R.I.P. Zerg.
Ultima Ratio Regum
freelifeffs
Profile Joined April 2018
97 Posts
June 10 2020 14:08 GMT
#29
On June 10 2020 21:29 BonitiilloO wrote:
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.


and you need to understand that you dont start a message with 'people need to understand' if you clearly dont understand anything yourself.
Gescom
Profile Joined February 2010
Canada3357 Posts
June 10 2020 14:14 GMT
#30
On June 10 2020 22:59 hiroshOne wrote:
R.I.P. Zerg.

Wowers. Between the widow mine change and the queen change I'm a little bit spooked.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
June 10 2020 15:08 GMT
#31
On June 10 2020 23:08 freelifeffs wrote:
Show nested quote +
On June 10 2020 21:29 BonitiilloO wrote:
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.


and you need to understand that you dont start a message with 'people need to understand' if you clearly dont understand anything yourself.


do tell, explain it to us then.
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2020-06-10 15:11:37
June 10 2020 15:09 GMT
#32
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).
ilax30
Profile Joined November 2019
720 Posts
June 10 2020 15:28 GMT
#33
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
June 10 2020 15:32 GMT
#34
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2020-06-10 15:43:02
June 10 2020 15:40 GMT
#35
On June 11 2020 00:32 GrandSmurf wrote:
Show nested quote +
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.


Lol what?

Banelings:
LITERALLY DIE on use
Can be split against
Require a speed upgrade to not get dumpstered by anyone doing any kind of splitting
Slower speed off creep
Cannot hit air
Are bad against Mech/Immortals/Marauders
Require Larva, which is the same resource as Drones
Require +2 attack to one shot workers
Have splash damage

Mines:
Can be used infinitely
Can be invisible and will automatically work with no player activation while underground
Massive Splash damage
Made out of a reactor
Can be used in literally any comp against literally any units at literally any time in the game and be useful
Cannot hit buildings
Friendly Fire
1 shot workers at any point in the game

Any comparison to Zerg for the sake of balance whine, you may as well use old BLord Infestor because I'd totally agree with you. Using banelings as an example is hilarious, given all of their natural weaknesses to balance out what they can do

On June 11 2020 00:28 ilax30 wrote:
Show nested quote +
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well


Never really considered friendly fire as such an enormous counter balance to make them a well designed unit, but that's a good point
freelifeffs
Profile Joined April 2018
97 Posts
June 10 2020 16:49 GMT
#36
On June 11 2020 00:08 GrandSmurf wrote:
Show nested quote +
On June 10 2020 23:08 freelifeffs wrote:
On June 10 2020 21:29 BonitiilloO wrote:
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.


and you need to understand that you dont start a message with 'people need to understand' if you clearly dont understand anything yourself.


do tell, explain it to us then.



whats there to explain? its obviously biased and idiotic thinking to say stuff like 'zerg doesnt need to worry about anything' and 'zerg doesnt need to think and can just always engage no matter how and what'. stuff like that is not productive for any kind of discussion and people who think like that have no right to tell others they 'need to understand' things first.
Cyro
Profile Blog Joined June 2011
United Kingdom20282 Posts
Last Edited: 2020-06-10 17:08:12
June 10 2020 17:07 GMT
#37
Widow mine change needs to go IMO, making one of the clearly worst designed units more dominant
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Rubicant1
Profile Joined October 2019
115 Posts
June 10 2020 17:23 GMT
#38
On June 11 2020 00:40 chipmonklord17 wrote:
Show nested quote +
On June 11 2020 00:32 GrandSmurf wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.


Lol what?

Banelings:
LITERALLY DIE on use
Can be split against
Require a speed upgrade to not get dumpstered by anyone doing any kind of splitting
Slower speed off creep
Cannot hit air
Are bad against Mech/Immortals/Marauders
Require Larva, which is the same resource as Drones
Require +2 attack to one shot workers
Have splash damage

Mines:
Can be used infinitely
Can be invisible and will automatically work with no player activation while underground
Massive Splash damage
Made out of a reactor
Can be used in literally any comp against literally any units at literally any time in the game and be useful
Cannot hit buildings
Friendly Fire
1 shot workers at any point in the game

Any comparison to Zerg for the sake of balance whine, you may as well use old BLord Infestor because I'd totally agree with you. Using banelings as an example is hilarious, given all of their natural weaknesses to balance out what they can do

Show nested quote +
On June 11 2020 00:28 ilax30 wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well


Never really considered friendly fire as such an enormous counter balance to make them a well designed unit, but that's a good point


Goddam, you dumpstered that guy into oblivion. But yeah, like BL/Infestor, Swarmhosts, etc (which were all rightly nerfed), mines are exponentially harder to play against than use, with no real counters, at all levels of play. Banelings would fall more into this category if they didn't die upon use--also, they're basically the only supply-efficient unit Zerg has in non-mirrors these days.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 10 2020 17:39 GMT
#39
The mine change does nothing if you get an observer or an oracle.

Terran and Zerg need to get detection why should Protoss be any different?
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
Last Edited: 2020-06-10 18:47:46
June 10 2020 18:47 GMT
#40
On June 11 2020 02:23 Rubicant1 wrote:
Show nested quote +
On June 11 2020 00:40 chipmonklord17 wrote:
On June 11 2020 00:32 GrandSmurf wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.


Lol what?

Banelings:
LITERALLY DIE on use
Can be split against
Require a speed upgrade to not get dumpstered by anyone doing any kind of splitting
Slower speed off creep
Cannot hit air
Are bad against Mech/Immortals/Marauders
Require Larva, which is the same resource as Drones
Require +2 attack to one shot workers
Have splash damage

Mines:
Can be used infinitely
Can be invisible and will automatically work with no player activation while underground
Massive Splash damage
Made out of a reactor
Can be used in literally any comp against literally any units at literally any time in the game and be useful
Cannot hit buildings
Friendly Fire
1 shot workers at any point in the game

Any comparison to Zerg for the sake of balance whine, you may as well use old BLord Infestor because I'd totally agree with you. Using banelings as an example is hilarious, given all of their natural weaknesses to balance out what they can do

On June 11 2020 00:28 ilax30 wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well


Never really considered friendly fire as such an enormous counter balance to make them a well designed unit, but that's a good point


Goddam, you dumpstered that guy into oblivion. But yeah, like BL/Infestor, Swarmhosts, etc (which were all rightly nerfed), mines are exponentially harder to play against than use, with no real counters, at all levels of play. Banelings would fall more into this category if they didn't die upon use--also, they're basically the only supply-efficient unit Zerg has in non-mirrors these days.


i dont feel particularly dumpster fired though :O.

banelings are more useful than ducttape. they will fix most issues without too much effort.
also, uses literally 3 times in one sentence. i cant take that seriously in any context. also since it not true.

and the only one who is balance whining was the poster i responded to.

ill concede i was being snarky and not entirely serious. i do take great pride in the fact he was probably frothing from the mouth when he posted that comment. heh.
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
Ben...
Profile Joined January 2011
Canada3485 Posts
June 10 2020 19:04 GMT
#41
I'm disappointed they didn't think this patch through more and try other changes. That battery change is probably going to have side effects that aren't currently known and already in my games of PvP it feels like things have gone too far. People are throwing down several batteries then playing super passive and turtling.

The mine change should not have gone through. It will have little or no impact at the top level but will have a negative effect for folks on ladder. Widow mine drops are already one of the worst things in the game from a gameplay perspective and their decision to encourage more of these drops is a poor choice. We want to get away from stupid coinflip strategies that decide entire games in under 10 seconds, not encourage them.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
Last Edited: 2020-06-10 19:09:53
June 10 2020 19:04 GMT
#42
On June 11 2020 01:49 freelifeffs wrote:
Show nested quote +
On June 11 2020 00:08 GrandSmurf wrote:
On June 10 2020 23:08 freelifeffs wrote:
On June 10 2020 21:29 BonitiilloO wrote:
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.


and you need to understand that you dont start a message with 'people need to understand' if you clearly dont understand anything yourself.


do tell, explain it to us then.



whats there to explain? its obviously biased and idiotic thinking to say stuff like 'zerg doesnt need to worry about anything' and 'zerg doesnt need to think and can just always engage no matter how and what'. stuff like that is not productive for any kind of discussion and people who think like that have no right to tell others they 'need to understand' things first.


granted, it is a bit of a hyperbole to state zerg have nothing to worry about. but lets be real here, they do have a rather care-free early game and can/could shrug off any harrasment pretty effortlessly and double expand.

edit: within reason ofc. notwithstanding certain all-ins.
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2020-06-10 19:17:43
June 10 2020 19:16 GMT
#43
On June 11 2020 03:47 GrandSmurf wrote:
Show nested quote +
On June 11 2020 02:23 Rubicant1 wrote:
On June 11 2020 00:40 chipmonklord17 wrote:
On June 11 2020 00:32 GrandSmurf wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.


Lol what?

Banelings:
LITERALLY DIE on use
Can be split against
Require a speed upgrade to not get dumpstered by anyone doing any kind of splitting
Slower speed off creep
Cannot hit air
Are bad against Mech/Immortals/Marauders
Require Larva, which is the same resource as Drones
Require +2 attack to one shot workers
Have splash damage

Mines:
Can be used infinitely
Can be invisible and will automatically work with no player activation while underground
Massive Splash damage
Made out of a reactor
Can be used in literally any comp against literally any units at literally any time in the game and be useful
Cannot hit buildings
Friendly Fire
1 shot workers at any point in the game

Any comparison to Zerg for the sake of balance whine, you may as well use old BLord Infestor because I'd totally agree with you. Using banelings as an example is hilarious, given all of their natural weaknesses to balance out what they can do

On June 11 2020 00:28 ilax30 wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well


Never really considered friendly fire as such an enormous counter balance to make them a well designed unit, but that's a good point


Goddam, you dumpstered that guy into oblivion. But yeah, like BL/Infestor, Swarmhosts, etc (which were all rightly nerfed), mines are exponentially harder to play against than use, with no real counters, at all levels of play. Banelings would fall more into this category if they didn't die upon use--also, they're basically the only supply-efficient unit Zerg has in non-mirrors these days.


i dont feel particularly dumpster fired though :O.

banelings are more useful than ducttape. they will fix most issues without too much effort.
also, uses literally 3 times in one sentence. i cant take that seriously in any context. also since it not true.

and the only one who is balance whining was the poster i responded to.

ill concede i was being snarky and not entirely serious. i do take great pride in the fact he was probably frothing from the mouth when he posted that comment. heh.


Because you seem so interested in feelings, if you must know, I laughed out loud at how idiotic a statement it would be to call one of the best designed new units brought to SC2 (The Baneling) a badly designed unit. Because interestingly enough, balance =/= game design, a unit doesn't have to be OP to be poorly designed, and OP units that are well designed can have their numbers changed and be back to a good spot.

Interesting to say that Terran can make widow mines in any situation at any time is a false statement. Considering Bio Mine, Battle Mech, and standard mech heavily use mines, and they can be used against any composition that zerg or protoss makes at any time in the game as either harassers (because again they 1 shot workers at any time in the game) or as army units. But please, inform me of when mines aren't useful to a Terran?
Slydie
Profile Joined August 2013
1913 Posts
June 10 2020 19:27 GMT
#44
On June 11 2020 02:23 Rubicant1 wrote:
Show nested quote +
On June 11 2020 00:40 chipmonklord17 wrote:
On June 11 2020 00:32 GrandSmurf wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.


Lol what?

Banelings:
LITERALLY DIE on use
Can be split against
Require a speed upgrade to not get dumpstered by anyone doing any kind of splitting
Slower speed off creep
Cannot hit air
Are bad against Mech/Immortals/Marauders
Require Larva, which is the same resource as Drones
Require +2 attack to one shot workers
Have splash damage

Mines:
Can be used infinitely
Can be invisible and will automatically work with no player activation while underground
Massive Splash damage
Made out of a reactor
Can be used in literally any comp against literally any units at literally any time in the game and be useful
Cannot hit buildings
Friendly Fire
1 shot workers at any point in the game

Any comparison to Zerg for the sake of balance whine, you may as well use old BLord Infestor because I'd totally agree with you. Using banelings as an example is hilarious, given all of their natural weaknesses to balance out what they can do

On June 11 2020 00:28 ilax30 wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well


Never really considered friendly fire as such an enormous counter balance to make them a well designed unit, but that's a good point


Goddam, you dumpstered that guy into oblivion. But yeah, like BL/Infestor, Swarmhosts, etc (which were all rightly nerfed), mines are exponentially harder to play against than use, with no real counters, at all levels of play. Banelings would fall more into this category if they didn't die upon use--also, they're basically the only supply-efficient unit Zerg has in non-mirrors these days.


Did you ever try to play against banelings? Their main strength vs mines is that they are much more reliable and can be manually triggered. Mines have a delay and range, so it can be almost impossible to control where they go off.

I agree Mines are not a good solution to force Zergs to micro and Protoss to be attentive, though. Removing them for stronger tanks and/or helbats could be a better solution.
Buff the siegetank
mikedupp
Profile Joined May 2020
233 Posts
June 10 2020 19:38 GMT
#45
On June 10 2020 18:12 xelnaga_empire wrote:
I hope the new shield battery overcharge buff doesn't make PvsT worse at the top pro level. For the GSL Season 2 qualifiers, PvT was 76–34 (69.09%) as per Aligulac: http://aligulac.com/results/events/110098-GSL-2020-Season-2/.

I hope the changes by the balance team will help PvsT return close to 50%, rather than the 69% win rate by Protoss over Terran in the GSL Season 2 qualifiers.

do you take into consideration who the players are in your %? Because you could easily throw away a bunch of PvTs in this qualifier as mismatches.
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
June 10 2020 19:40 GMT
#46
On June 11 2020 04:16 chipmonklord17 wrote:
Show nested quote +
On June 11 2020 03:47 GrandSmurf wrote:
On June 11 2020 02:23 Rubicant1 wrote:
On June 11 2020 00:40 chipmonklord17 wrote:
On June 11 2020 00:32 GrandSmurf wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.


Lol what?

Banelings:
LITERALLY DIE on use
Can be split against
Require a speed upgrade to not get dumpstered by anyone doing any kind of splitting
Slower speed off creep
Cannot hit air
Are bad against Mech/Immortals/Marauders
Require Larva, which is the same resource as Drones
Require +2 attack to one shot workers
Have splash damage

Mines:
Can be used infinitely
Can be invisible and will automatically work with no player activation while underground
Massive Splash damage
Made out of a reactor
Can be used in literally any comp against literally any units at literally any time in the game and be useful
Cannot hit buildings
Friendly Fire
1 shot workers at any point in the game

Any comparison to Zerg for the sake of balance whine, you may as well use old BLord Infestor because I'd totally agree with you. Using banelings as an example is hilarious, given all of their natural weaknesses to balance out what they can do

On June 11 2020 00:28 ilax30 wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well


Never really considered friendly fire as such an enormous counter balance to make them a well designed unit, but that's a good point


Goddam, you dumpstered that guy into oblivion. But yeah, like BL/Infestor, Swarmhosts, etc (which were all rightly nerfed), mines are exponentially harder to play against than use, with no real counters, at all levels of play. Banelings would fall more into this category if they didn't die upon use--also, they're basically the only supply-efficient unit Zerg has in non-mirrors these days.


i dont feel particularly dumpster fired though :O.

banelings are more useful than ducttape. they will fix most issues without too much effort.
also, uses literally 3 times in one sentence. i cant take that seriously in any context. also since it not true.

and the only one who is balance whining was the poster i responded to.

ill concede i was being snarky and not entirely serious. i do take great pride in the fact he was probably frothing from the mouth when he posted that comment. heh.


Because you seem so interested in feelings, if you must know, I laughed out loud at how idiotic a statement it would be to call one of the best designed new units brought to SC2 (The Baneling) a badly designed unit. Because interestingly enough, balance =/= game design, a unit doesn't have to be OP to be poorly designed, and OP units that are well designed can have their numbers changed and be back to a good spot.

Interesting to say that Terran can make widow mines in any situation at any time is a false statement. Considering Bio Mine, Battle Mech, and standard mech heavily use mines, and they can be used against any composition that zerg or protoss makes at any time in the game as either harassers (because again they 1 shot workers at any time in the game) or as army units. But please, inform me of when mines aren't useful to a Terran?


you sure 'sound' angry for someone so amused

keep fighting brother !


One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
NinjaNight
Profile Joined January 2018
428 Posts
June 10 2020 20:05 GMT
#47
On June 11 2020 02:39 MockHamill wrote:
The mine change does nothing if you get an observer or an oracle.

Terran and Zerg need to get detection why should Protoss be any different?


easier and quicker for terran to fly an unseen mine drop into your base kill all your probes and win the game just cause you happened to be not looking and distracted by something else for a couple seconds
Vision_
Profile Joined September 2018
861 Posts
June 10 2020 20:13 GMT
#48
I do now understand nobody care about ideas in this forum...
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
Last Edited: 2020-06-10 21:00:59
June 10 2020 20:59 GMT
#49
Can confirm at Diamond 3 the widow mine change is a huge source of pain for me. I lost three games in a row against the same Terran player who just widow mine dropped me all the time (to their credit they did a good job sniping obs or my micro was sloppy and they got killed by the mines)

It’s super frustrating. Now I just proxy robo 4gate against Terran every game lately
SC-Shield
Profile Joined December 2018
Bulgaria817 Posts
June 10 2020 21:11 GMT
#50
On June 11 2020 05:59 Chocolate wrote:
Can confirm at Diamond 3 the widow mine change is a huge source of pain for me. I lost three games in a row against the same Terran player who just widow mine dropped me all the time (to their credit they did a good job sniping obs or my micro was sloppy and they got killed by the mines)

It’s super frustrating. Now I just proxy robo 4gate against Terran every game lately


This problem isn't any different from playing vs lurker zerg who snipes obs. You said it, you need to control your obs better.
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 10 2020 21:21 GMT
#51
On June 11 2020 06:11 SC-Shield wrote:
Show nested quote +
On June 11 2020 05:59 Chocolate wrote:
Can confirm at Diamond 3 the widow mine change is a huge source of pain for me. I lost three games in a row against the same Terran player who just widow mine dropped me all the time (to their credit they did a good job sniping obs or my micro was sloppy and they got killed by the mines)

It’s super frustrating. Now I just proxy robo 4gate against Terran every game lately


This problem isn't any different from playing vs lurker zerg who snipes obs. You said it, you need to control your obs better.


I've never had lurkers fly into my mineral lines between minutes 5 and 7 of a game, and then proceed to have those same lurkers snipe an obs using scan from a hatchery.

Mines are awful to play against, and don't feel like a great unit to be buffing in terms of having much hope of enjoying vs Terran matchups.
SC-Shield
Profile Joined December 2018
Bulgaria817 Posts
Last Edited: 2020-06-10 21:42:12
June 10 2020 21:41 GMT
#52
On June 11 2020 06:21 Ciaus_Dronu wrote:
Show nested quote +
On June 11 2020 06:11 SC-Shield wrote:
On June 11 2020 05:59 Chocolate wrote:
Can confirm at Diamond 3 the widow mine change is a huge source of pain for me. I lost three games in a row against the same Terran player who just widow mine dropped me all the time (to their credit they did a good job sniping obs or my micro was sloppy and they got killed by the mines)

It’s super frustrating. Now I just proxy robo 4gate against Terran every game lately


This problem isn't any different from playing vs lurker zerg who snipes obs. You said it, you need to control your obs better.


I've never had lurkers fly into my mineral lines between minutes 5 and 7 of a game, and then proceed to have those same lurkers snipe an obs using scan from a hatchery.

Mines are awful to play against, and don't feel like a great unit to be buffing in terms of having much hope of enjoying vs Terran matchups.


I don't know about zerg, but mines aren't much of a scouting problem in the current PvT meta. Protoss *always* has an obs before drop unless they're doing something sneaky. The meta is twilight into robo or robo 1st, so you have an obs anyway.
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
June 10 2020 21:51 GMT
#53
On June 11 2020 06:41 SC-Shield wrote:
Show nested quote +
On June 11 2020 06:21 Ciaus_Dronu wrote:
On June 11 2020 06:11 SC-Shield wrote:
On June 11 2020 05:59 Chocolate wrote:
Can confirm at Diamond 3 the widow mine change is a huge source of pain for me. I lost three games in a row against the same Terran player who just widow mine dropped me all the time (to their credit they did a good job sniping obs or my micro was sloppy and they got killed by the mines)

It’s super frustrating. Now I just proxy robo 4gate against Terran every game lately


This problem isn't any different from playing vs lurker zerg who snipes obs. You said it, you need to control your obs better.


I've never had lurkers fly into my mineral lines between minutes 5 and 7 of a game, and then proceed to have those same lurkers snipe an obs using scan from a hatchery.

Mines are awful to play against, and don't feel like a great unit to be buffing in terms of having much hope of enjoying vs Terran matchups.


I don't know about zerg, but mines aren't much of a scouting problem in the current PvT meta. Protoss *always* has an obs before drop unless they're doing something sneaky. The meta is twilight into robo or robo 1st, so you have an obs anyway.

It would be less of an issue if obs didn’t get killed by the splash targetting ground units. It also does happen much earlier in the game and to react in time in practice you need detection and enough damage dealers by each mineral line to counter it (maybe not if your natural is not exposed via air). I suppose I can spend 300+ minerals at each base for cannons that provide sufficient coverage and get better at spotting drops but I’d rather rush every game than deal with widow mine bullshit.

It seems like you also need to get fast obs before you push otherwise your army will probably just die in transit or on arrival unless you are very careful.
RandomPlayer416
Profile Joined January 2019
84 Posts
June 10 2020 22:30 GMT
#54
Battery Overcharge is the most overpowered thing its not even close to fair how broken it is. 1 stalker can literally hold off 3 marauders. . . How is this balanced?
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
June 10 2020 23:07 GMT
#55
I'm not sure how much I like the idea of introducing an overcharge back to the game
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
ilax30
Profile Joined November 2019
720 Posts
June 10 2020 23:51 GMT
#56
On June 11 2020 07:30 RandomPlayer416 wrote:
Battery Overcharge is the most overpowered thing its not even close to fair how broken it is. 1 stalker can literally hold off 3 marauders. . . How is this balanced?


Just walk away for 14 seconds Kappa
RandomPlayer416
Profile Joined January 2019
84 Posts
Last Edited: 2020-06-11 00:42:31
June 11 2020 00:34 GMT
#57
On June 11 2020 08:51 ilax30 wrote:
Show nested quote +
On June 11 2020 07:30 RandomPlayer416 wrote:
Battery Overcharge is the most overpowered thing its not even close to fair how broken it is. 1 stalker can literally hold off 3 marauders. . . How is this balanced?


Just walk away for 14 seconds Kappa



The 14 seconds it gives delays any early 2 rax pressure giving them enough time for gateways to come online as well as additional batteries.

Its flat out broken and pretty much gaurantee's toss can remain greedy early game vs both races. I dont even want to think about how disgusting its going to make PvP.

edit:

Im 99% sure theyre going to come out and nerf it some how. Maybe the unit being healed cant move or attack while shields are regening? I dunno but something has to tone it down a little.
Alpharius
Profile Joined September 2018
Vietnam39 Posts
Last Edited: 2020-06-11 03:25:19
June 11 2020 01:49 GMT
#58
Battery overcharge doesn't seems to be very useful in PvZ, beside holding early aggression. It doesn't really take much effort to use an overseer to disable that battery.
Edit: I haven't tested it yet, does that ability work on shield battery??? And I'm not sure how useful it will be to hold all-in, considering any kind of zerg early all-in will involve a number of ravager.
xelnaga_empire
Profile Joined March 2012
627 Posts
June 11 2020 08:39 GMT
#59
On June 11 2020 09:34 RandomPlayer416 wrote:
The 14 seconds it gives delays any early 2 rax pressure giving them enough time for gateways to come online as well as additional batteries.

Its flat out broken and pretty much gaurantee's toss can remain greedy early game vs both races. I dont even want to think about how disgusting its going to make PvP.


I agree. They need to do something about the shield battery buff. As it stands right now, the shield battery buff is too strong.
thenanox
Profile Joined June 2010
Spain72 Posts
Last Edited: 2020-06-11 09:23:40
June 11 2020 09:23 GMT
#60
i feel that Battery overcharge is too specific for a SC2 ability, usually good abilities in SC2 tend to be general, and players find a way to make it work for specifics.. they never gonna find a proper balance for the nexus/mothership abilities. its being a hell
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 11 2020 09:57 GMT
#61
On June 11 2020 07:30 RandomPlayer416 wrote:
Battery Overcharge is the most overpowered thing its not even close to fair how broken it is. 1 stalker can literally hold off 3 marauders. . . How is this balanced?


It's also just a really poor design choice =/
After the pylon overcharge fiasco, I'm not sure how we're still getting these weird early game protoss defense spells.
Snakestyle11
Profile Joined December 2018
191 Posts
June 11 2020 10:02 GMT
#62
This game is slowly becoming like coop mode. So many dumb abilities and unit design lmao.
naughtDE
Profile Blog Joined May 2019
158 Posts
June 11 2020 10:31 GMT
#63
I am sad. I am still waiting for purifier building skins ... that and the widow mine buff... first warchest I gonna skip.
"I'll take [LET IT SNOW] for 800" - Sean Connery (Darrell Hammond)
BonitiilloO
Profile Joined June 2013
Dominican Republic614 Posts
June 11 2020 12:19 GMT
#64
On June 11 2020 04:04 GrandSmurf wrote:
Show nested quote +
On June 11 2020 01:49 freelifeffs wrote:
On June 11 2020 00:08 GrandSmurf wrote:
On June 10 2020 23:08 freelifeffs wrote:
On June 10 2020 21:29 BonitiilloO wrote:
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.


and you need to understand that you dont start a message with 'people need to understand' if you clearly dont understand anything yourself.


do tell, explain it to us then.



whats there to explain? its obviously biased and idiotic thinking to say stuff like 'zerg doesnt need to worry about anything' and 'zerg doesnt need to think and can just always engage no matter how and what'. stuff like that is not productive for any kind of discussion and people who think like that have no right to tell others they 'need to understand' things first.


granted, it is a bit of a hyperbole to state zerg have nothing to worry about. but lets be real here, they do have a rather care-free early game and can/could shrug off any harrasment pretty effortlessly and double expand.

edit: within reason ofc. notwithstanding certain all-ins.


thats what i wanted to say initially, sorry if i offended anyone, but zerg has a very EZ gameplay out, also maps help zerg a lot all fricking maps have a place to hide the ovi next to the natural...
How may help u?
royalroadweed
Profile Joined April 2013
United States8301 Posts
June 11 2020 13:16 GMT
#65
Didn't expect shield overcharge to be as strong as it is.
"Nerfing Toss can just make them stronger"
Tastyyyy
Profile Joined July 2018
Portugal95 Posts
June 11 2020 13:57 GMT
#66
So...since everyone keeps discussing widowmines and stuff...does anyone know how the gains from warchest will be distributed?
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2020-06-11 14:45:37
June 11 2020 14:25 GMT
#67
On June 11 2020 22:16 royalroadweed wrote:
Didn't expect shield overcharge to be as strong as it is.


I said repeatedly before the patch it would be to good and kill a lot of aggressive Terran builds, now proxy builds suck and toss can even more saftley pursue the fast third into 3 kinds of aoe strat that is really strong... not many people seemed to want to talk about it meanwhile there are all these people whining about widow mine change, even though if they do a normal build order with 2 obs it basically does not change anything from how widowmine worked pre patch. Yes if your bad and can’t have obs in second hotkey or deployed and you lose it you now might take a second round of shots but it really changes very little at least for toss, for zerg it’s a bit diffrent since typically Terran can defend the mines better vs muta ling bane so unless banes killed them they might now get a second round of shots. Based on the fact that if you were going to go a lot of mines you typically would grab drilling claws and still will I think this change probably gives Terran 2 to 3 extra mine hits per game, that can be impactful since a mine can hit a big bane clump and get 10-15 bane kills or it can be detrimental, zerg can outmicro it and kill a pack of marines with terran’s own mine, mines are so variable quite often this change has no or little impact for Terran. Occasionally it will matter.
"when life gives Hero lemons he makes carriers" -Artosis
unbreakableheart
Profile Joined July 2019
2 Posts
June 11 2020 18:12 GMT
#68
Let us see how many zergs will survive in the next GSL season.
followZeRoX
Profile Joined March 2011
Serbia1449 Posts
June 11 2020 19:50 GMT
#69
On June 11 2020 19:31 naughtDE wrote:
I am sad. I am still waiting for purifier building skins ... that and the widow mine buff... first warchest I gonna skip.


Same here. This war chest is attrocious.
Zerg skins are same as default but with 4 spikes added, terrans are just 120% brightness of regular ones, protoss is awful. I have all wc5 skins but have 0 desire to buy these.
Pentarp
Profile Joined August 2015
215 Posts
Last Edited: 2020-06-12 04:21:05
June 12 2020 04:20 GMT
#70
Protoss fanatics made so much noise about widow-mines that I never took a closer look at Battery Overcharge. Oh man o man.
Plogamer TL.net RedRocket B.net
Zanzabarr
Profile Joined October 2010
Canada217 Posts
June 12 2020 07:17 GMT
#71
It lasts 14 seconds and the cooldown is 1 minute.... can you not just force them to trigger it, back off, and re-engage in 14 seconds... or is this like proxy a-move in Gold league isn't working anymore style of whining.
M2
Profile Joined December 2002
Bulgaria4114 Posts
June 12 2020 07:37 GMT
#72
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 12 2020 07:41 GMT
#73
On June 12 2020 16:17 Zanzabarr wrote:
It lasts 14 seconds and the cooldown is 1 minute.... can you not just force them to trigger it, back off, and re-engage in 14 seconds... or is this like proxy a-move in Gold league isn't working anymore style of whining.


14 seconds does not matter much in gold. But good luck trying to go 2-base all-in on pro level after this change.

The good thing I guess is that it will be possible to see the real balance in macro games, when Terran can no longer all-in in order to avoid the late game.
SC-Shield
Profile Joined December 2018
Bulgaria817 Posts
Last Edited: 2020-06-12 09:23:31
June 12 2020 09:08 GMT
#74
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
June 12 2020 09:40 GMT
#75
The widow mine change seems like one of the most uninspired approaches to them so far. You... get an ability? When you build a building? It just feels not very "clicky upgrade gogo timing." Also it's incredibly difficult to communicate the change through tooltips or anything for a player picking up the game. Just kind of seems like a hack.
Nuda Veritas
naughtDE
Profile Blog Joined May 2019
158 Posts
June 12 2020 09:52 GMT
#76
On June 12 2020 18:08 SC-Shield wrote:
Show nested quote +
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..


It is not equivalent.
1. Widowmines deal extra dmg to shields. Probes aswell as drones have less hp then scvs on top of that, so the only race that doesn't have to suffer instant losses because of a second of not reacting correctly is terran -.- (they do so against disruptors and boy oh boy do they like it)
2. The second point is less about Worker harrass, but the unit in general. It does somewhat compare to an oracle stasis ward, as in it is invisible, you set it and you forgot about it. The only redeeming argument for the disruptor is, at least protoss had to look at the screen while winning the game in 1 shot, terran does not with widowmines. Also, while walking into a stasis ward at the wrong time can cost you the game, and a stasis ward on a mineral line can set you economically far behind, it feels less shitty when you at least get your units back after 21 seconds...yeah, widow mines should trigger the black hole ability the mothership once had, I'd be down for that.
"I'll take [LET IT SNOW] for 800" - Sean Connery (Darrell Hammond)
mierin
Profile Joined August 2010
United States4943 Posts
June 12 2020 10:16 GMT
#77
Mine changes and overcharge are awful. Though it will feel nice to rightfully feel like an underdog again after arguably years of being a little OP.
JD, Stork, Calm, Hyuk Fighting!
DrunkenJedi
Profile Joined November 2010
Germany175 Posts
June 12 2020 10:49 GMT
#78
Quick question: When T loses all their armories do reloading widow mines lose their cloak?
"Don't worry, I use Special Tactics this time, no problem."
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2020-06-12 10:54:39
June 12 2020 10:51 GMT
#79
On June 12 2020 18:52 naughtDE wrote:
Show nested quote +
On June 12 2020 18:08 SC-Shield wrote:
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..


It is not equivalent.
1. Widowmines deal extra dmg to shields. Probes aswell as drones have less hp then scvs on top of that, so the only race that doesn't have to suffer instant losses because of a second of not reacting correctly is terran -.- (they do so against disruptors and boy oh boy do they like it)
2. The second point is less about Worker harrass, but the unit in general. It does somewhat compare to an oracle stasis ward, as in it is invisible, you set it and you forgot about it. The only redeeming argument for the disruptor is, at least protoss had to look at the screen while winning the game in 1 shot, terran does not with widowmines. Also, while walking into a stasis ward at the wrong time can cost you the game, and a stasis ward on a mineral line can set you economically far behind, it feels less shitty when you at least get your units back after 21 seconds...yeah, widow mines should trigger the black hole ability the mothership once had, I'd be down for that.


It's called asymmetric balance. It's not equivalent because it's not supposed to be equivalent, it's supposed to be asymmetric. And balanced. Last I checked, Protoss winrates are more or less fine against Terran. Widow mines and all.

Now if you were talking about a Zerg unit, say banelings, you might have more of a point. And whoa, what a surprise, this patch nerfed banelings. Funny how that works.
Denominator of the Universe
TL+ Member
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 12 2020 10:54 GMT
#80
On June 12 2020 18:08 SC-Shield wrote:
Show nested quote +
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..


This is a terrible argument though.
Oracles are deflected by a single turret (or instantly killed by none other than a mine), and take three shots per SCV you want to kill.
A mine drop can fly in over a cannon and a stalker, drop mines, normally get the medivac out, and have 10 probes dead effectively the second you hear anything resembling an attack alert.
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 12 2020 10:55 GMT
#81
On June 12 2020 19:49 DrunkenJedi wrote:
Quick question: When T loses all their armories do reloading widow mines lose their cloak?


Yes, it seems so.
They have a red indicator light to show that an armory exists, and it goes away if the Terran no longer has any armories.
Z3nith
Profile Joined October 2017
485 Posts
June 12 2020 11:11 GMT
#82
On June 12 2020 19:55 Ciaus_Dronu wrote:
Show nested quote +
On June 12 2020 19:49 DrunkenJedi wrote:
Quick question: When T loses all their armories do reloading widow mines lose their cloak?


Yes, it seems so.
They have a red indicator light to show that an armory exists, and it goes away if the Terran no longer has any armories.


That could make for some interesting interactions.
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2020-06-12 12:00:21
June 12 2020 11:56 GMT
#83
the problem is equivalent to the banelings,

WM are cheap, small cost supply and punishing cause they hits multiple while they could fire once (as a spell.. BW)

Banes are punishing and small cost supply units but the most expensive units anyway, WM or Banes you haven t so much to do to use it...
naughtDE
Profile Blog Joined May 2019
158 Posts
June 12 2020 12:39 GMT
#84
On June 12 2020 19:51 pvsnp wrote:
Show nested quote +
On June 12 2020 18:52 naughtDE wrote:
On June 12 2020 18:08 SC-Shield wrote:
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..


It is not equivalent.
1. Widowmines deal extra dmg to shields. Probes aswell as drones have less hp then scvs on top of that, so the only race that doesn't have to suffer instant losses because of a second of not reacting correctly is terran -.- (they do so against disruptors and boy oh boy do they like it)
2. The second point is less about Worker harrass, but the unit in general. It does somewhat compare to an oracle stasis ward, as in it is invisible, you set it and you forgot about it. The only redeeming argument for the disruptor is, at least protoss had to look at the screen while winning the game in 1 shot, terran does not with widowmines. Also, while walking into a stasis ward at the wrong time can cost you the game, and a stasis ward on a mineral line can set you economically far behind, it feels less shitty when you at least get your units back after 21 seconds...yeah, widow mines should trigger the black hole ability the mothership once had, I'd be down for that.


It's called asymmetric balance. It's not equivalent because it's not supposed to be equivalent, it's supposed to be asymmetric. And balanced. Last I checked, Protoss winrates are more or less fine against Terran. Widow mines and all.

Now if you were talking about a Zerg unit, say banelings, you might have more of a point. And whoa, what a surprise, this patch nerfed banelings. Funny how that works.


You completely missed the point. Sure TvP is fine from a winrate standpoint, does not mean disruptors or widowmines are fun to play against. In the OP I answered too, SC-Shield compared widow mines to oracles and that only makes sense if you remember the old oracles that 2 shot workers. They got nerfed...widow mines got buffed and they are one of the 3 most hated units.
"I'll take [LET IT SNOW] for 800" - Sean Connery (Darrell Hammond)
Andi_Goldberger
Profile Joined July 2018
Germany1608 Posts
June 12 2020 12:52 GMT
#85
I dont understand why they buffed the mine when it is used in every matchup except TvT. It was in a fine spot, now its stronger for no reason
~~~~~
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 12 2020 12:55 GMT
#86
On June 12 2020 21:52 Andi_Goldberger wrote:
I dont understand why they buffed the mine when it is used in every matchup except TvT. It was in a fine spot, now its stronger for no reason


Don't forget that at some point in its history they also made it faster to produce, so one reactored factory can pump out more of the things than when mines were originally added in HotS, and it's not like they were bad then either.

Cyro
Profile Blog Joined June 2011
United Kingdom20282 Posts
June 12 2020 13:45 GMT
#87
On June 12 2020 21:39 naughtDE wrote:
Show nested quote +
On June 12 2020 19:51 pvsnp wrote:
On June 12 2020 18:52 naughtDE wrote:
On June 12 2020 18:08 SC-Shield wrote:
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..


It is not equivalent.
1. Widowmines deal extra dmg to shields. Probes aswell as drones have less hp then scvs on top of that, so the only race that doesn't have to suffer instant losses because of a second of not reacting correctly is terran -.- (they do so against disruptors and boy oh boy do they like it)
2. The second point is less about Worker harrass, but the unit in general. It does somewhat compare to an oracle stasis ward, as in it is invisible, you set it and you forgot about it. The only redeeming argument for the disruptor is, at least protoss had to look at the screen while winning the game in 1 shot, terran does not with widowmines. Also, while walking into a stasis ward at the wrong time can cost you the game, and a stasis ward on a mineral line can set you economically far behind, it feels less shitty when you at least get your units back after 21 seconds...yeah, widow mines should trigger the black hole ability the mothership once had, I'd be down for that.


It's called asymmetric balance. It's not equivalent because it's not supposed to be equivalent, it's supposed to be asymmetric. And balanced. Last I checked, Protoss winrates are more or less fine against Terran. Widow mines and all.

Now if you were talking about a Zerg unit, say banelings, you might have more of a point. And whoa, what a surprise, this patch nerfed banelings. Funny how that works.


You completely missed the point. Sure TvP is fine from a winrate standpoint, does not mean disruptors or widowmines are fun to play against. In the OP I answered too, SC-Shield compared widow mines to oracles and that only makes sense if you remember the old oracles that 2 shot workers. They got nerfed...widow mines got buffed and they are one of the 3 most hated units.


Pre buff

On May 19 2020 01:17 Cyro wrote:
Poll: How do you feel about Widow Mines?

(Vote): Love
(Vote): Neutral
(Vote): Hate


"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
stilt
Profile Joined October 2012
France2747 Posts
June 12 2020 14:00 GMT
#88
I actually vastly prefer wm over siege tank which is kind of a super boring unit and don't provide as much as micro interaction in zvt.
Andi_Goldberger
Profile Joined July 2018
Germany1608 Posts
June 12 2020 14:11 GMT
#89
On June 12 2020 23:00 stilt wrote:
I actually vastly prefer wm over siege tank which is kind of a super boring unit and don't provide as much as micro interaction in zvt.

I do aswell. They were already meta tho. It was a fine unit. This change just makes the game more frustrating for no reason
~~~~~
Beelzebub1
Profile Joined May 2015
1004 Posts
June 12 2020 16:09 GMT
#90
We'll have to see how it goes, but these are a slew of pretty serious nerfs to Zerg and I'm sure the win rates will show us how the state of the game really is in the coming weeks.

Shroud is very strong, and not requiring an upgrade is insane, but the Queen nerf combined with the bane nerf might make Zerg feel very brittle against air play and holding bio pushes. Not that Zerg wasn't probably overtuned, but this might under tune them.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 12 2020 16:24 GMT
#91
I must applaud Blizzard for the mine change. It was a small change but it improved the matchup. First time in years TvP feels fair to play.
Decendos
Profile Joined August 2011
Germany1338 Posts
Last Edited: 2020-06-12 16:41:42
June 12 2020 16:35 GMT
#92
On June 13 2020 01:09 Beelzebub1 wrote:
We'll have to see how it goes, but these are a slew of pretty serious nerfs to Zerg and I'm sure the win rates will show us how the state of the game really is in the coming weeks.

Shroud is very strong, and not requiring an upgrade is insane, but the Queen nerf combined with the bane nerf might make Zerg feel very brittle against air play and holding bio pushes. Not that Zerg wasn't probably overtuned, but this might under tune them.


Shroud is very strong? You do need it only in late game maybe and there an upgrade isn't the problem.

Infestors just suck they need IT back to do something in midgame for example Vs tanks or to harass. Just don't make it hit air or less dmg to air.
Andi_Goldberger
Profile Joined July 2018
Germany1608 Posts
June 12 2020 18:09 GMT
#93
On June 13 2020 01:35 Decendos wrote:
Show nested quote +
On June 13 2020 01:09 Beelzebub1 wrote:
We'll have to see how it goes, but these are a slew of pretty serious nerfs to Zerg and I'm sure the win rates will show us how the state of the game really is in the coming weeks.

Shroud is very strong, and not requiring an upgrade is insane, but the Queen nerf combined with the bane nerf might make Zerg feel very brittle against air play and holding bio pushes. Not that Zerg wasn't probably overtuned, but this might under tune them.


Shroud is very strong? You do need it only in late game maybe and there an upgrade isn't the problem.

Infestors just suck they need IT back to do something in midgame for example Vs tanks or to harass. Just don't make it hit air or less dmg to air.

please dont give IT back, they have been either super OP or super useless at all times. Try another ability maybe, just not IT.
~~~~~
Decendos
Profile Joined August 2011
Germany1338 Posts
June 12 2020 18:12 GMT
#94
On June 13 2020 03:09 Andi_Goldberger wrote:
Show nested quote +
On June 13 2020 01:35 Decendos wrote:
On June 13 2020 01:09 Beelzebub1 wrote:
We'll have to see how it goes, but these are a slew of pretty serious nerfs to Zerg and I'm sure the win rates will show us how the state of the game really is in the coming weeks.

Shroud is very strong, and not requiring an upgrade is insane, but the Queen nerf combined with the bane nerf might make Zerg feel very brittle against air play and holding bio pushes. Not that Zerg wasn't probably overtuned, but this might under tune them.


Shroud is very strong? You do need it only in late game maybe and there an upgrade isn't the problem.

Infestors just suck they need IT back to do something in midgame for example Vs tanks or to harass. Just don't make it hit air or less dmg to air.

please dont give IT back, they have been either super OP or super useless at all times. Try another ability maybe, just not IT.


Yeah another useful ability for midgame would also be great. For a lair tech unit they are just 100 percent useless. Could also be a hive tech unit and no difference lol. Give them something to be a choice in midgame. For example shroud reduces all singe target damage not only air damage.
Freeborn
Profile Joined July 2010
Germany421 Posts
June 12 2020 19:16 GMT
#95
I have been saying for ages that fungal should be empowered as a universal ability disable. That would make it quite useful...
Freeborn
Profile Joined July 2010
Germany421 Posts
June 12 2020 19:17 GMT
#96
But first give protoss gateway units more oomph.
sparklyresidue
Profile Joined August 2011
United States5523 Posts
June 12 2020 22:05 GMT
#97
widow mine build time decreased 1.5s plz
Like Tinkerbelle, I leave behind a sparkly residue.
pvsnp
Profile Joined January 2017
7676 Posts
June 12 2020 22:58 GMT
#98
On June 13 2020 04:17 Freeborn wrote:
But first give protoss gateway units more oomph.


Sure, just remove warpgate.
Denominator of the Universe
TL+ Member
Snakestyle11
Profile Joined December 2018
191 Posts
June 12 2020 23:45 GMT
#99
On June 13 2020 07:58 pvsnp wrote:
Show nested quote +
On June 13 2020 04:17 Freeborn wrote:
But first give protoss gateway units more oomph.


Sure, just remove warpgate.



I always thought warpgate should be redesigned.

Warpgate should be a hero building ( can only have one of at a time). Starts with 4 charges, with an upgrade to make it 6 charges.

Gateways should be the main production. If protoss can have insane defender advantage with shield batteries, then they should not negate defender advantage of their opponent with warp prism and infinite instant warp ins. You could def tweak gateway units if needed, and maybe allow gateways to be able to make immortals. Then remove recall or add counter play like back when it was mothership core (u could actually stop them from recalling by killing mama core or abducting it).

Maybe then ZvP would be more like ZvT bio when players trade armies many times without it being game over for one side.

Really wish they would try to make ZvP have less seemingly 1 sided stomps where one army just rolls for the win. Right now armies avoid each other for a long time trying to kill workers, then theres one battle and its GG.
Freeborn
Profile Joined July 2010
Germany421 Posts
June 13 2020 11:14 GMT
#100
All you need to do is to put warpgate a bit later in the tech tree and then make sure that warp ins are slow and units take extra damage when warping in.
That should balance it .

Then remove forcefield or replace with a slowing ability and now we can have good gateway units.
Let's have stalkers with proper damage and adepts with maybe survivability (armor) or manual shade triggering. Or maybe even give all of them +1 armor.
Stalkers should be fragile but do damage, could have less starting range but +1 range in the lategame... So many options...

People also like to forget how ridiculously imba mmm still is:
- Anti air & ground
- fast airborne with boost
- insane dps with stim
- self sustaining healing
- can be comboed with ghosts for anti caster and instant 30%+ health of protoss

Tactically it's superior to any other composition in the game.
sznapa
Profile Joined November 2004
Czech Republic8 Posts
June 13 2020 13:43 GMT
#101
yea! -.-
ilax30
Profile Joined November 2019
720 Posts
June 13 2020 14:41 GMT
#102
On June 13 2020 20:14 Freeborn wrote:
All you need to do is to put warpgate a bit later in the tech tree and then make sure that warp ins are slow and units take extra damage when warping in.
That should balance it .

Then remove forcefield or replace with a slowing ability and now we can have good gateway units.
Let's have stalkers with proper damage and adepts with maybe survivability (armor) or manual shade triggering. Or maybe even give all of them +1 armor.
Stalkers should be fragile but do damage, could have less starting range but +1 range in the lategame... So many options...

People also like to forget how ridiculously imba mmm still is:
- Anti air & ground
- fast airborne with boost
- insane dps with stim
- self sustaining healing
- can be comboed with ghosts for anti caster and instant 30%+ health of protoss

Tactically it's superior to any other composition in the game.


The thing with bio is it scales with how good the player is. Even high gm players eat ruptors shots and storm, dont know how to move their army properly and dont have the apm to two prong well enough to get most out of the bio army.

So yes it can look broken and superior to every other composition when you see Clem play against zerg, split insanely well while at the mean time having a drop in the natural. But there is a reason only a few players in sc2 can control that army well enough. And most terran are just looking for a timing to end the game against both toss and zerg before it enters the lategame. As nearly every terran isnt comfortable fighting with a huge bio ball in the lategame against the splash which both zerg and toss lategame armies provide
Tastyyyy
Profile Joined July 2018
Portugal95 Posts
June 13 2020 15:53 GMT
#103
On June 13 2020 23:41 ilax30 wrote:
Show nested quote +
On June 13 2020 20:14 Freeborn wrote:
All you need to do is to put warpgate a bit later in the tech tree and then make sure that warp ins are slow and units take extra damage when warping in.
That should balance it .

Then remove forcefield or replace with a slowing ability and now we can have good gateway units.
Let's have stalkers with proper damage and adepts with maybe survivability (armor) or manual shade triggering. Or maybe even give all of them +1 armor.
Stalkers should be fragile but do damage, could have less starting range but +1 range in the lategame... So many options...

People also like to forget how ridiculously imba mmm still is:
- Anti air & ground
- fast airborne with boost
- insane dps with stim
- self sustaining healing
- can be comboed with ghosts for anti caster and instant 30%+ health of protoss

Tactically it's superior to any other composition in the game.


The thing with bio is it scales with how good the player is. Even high gm players eat ruptors shots and storm, dont know how to move their army properly and dont have the apm to two prong well enough to get most out of the bio army.

So yes it can look broken and superior to every other composition when you see Clem play against zerg, split insanely well while at the mean time having a drop in the natural. But there is a reason only a few players in sc2 can control that army well enough. And most terran are just looking for a timing to end the game against both toss and zerg before it enters the lategame. As nearly every terran isnt comfortable fighting with a huge bio ball in the lategame against the splash which both zerg and toss lategame armies provide


This guy is right, thats for sure. Bio is incredibly hard to control for low tear players. Its really hard to keep spliting, while getting marauders at the frontline and landing emps while you have to siege wm/tanks/liberators etc...
Freeborn
Profile Joined July 2010
Germany421 Posts
June 13 2020 16:16 GMT
#104
I have been playing terran every now and then and the only thing you need to learn to play half decent terran in diamond is to mmm micro and stutterstep.
And if you make an early ghost you have almost won... (Okay to be fair I'm not sure if it's still enough in diamond but in plat it is )

It's really not that hard, it may become almost impossible lategame if you try to fight with a huge army but that's not how you are supposed to use it.

As you say it scales with player skill but it's already effective to use at lower skill levels and the problem is the other races and especially protoss does not have anything that can scale with skill like that.
Speedlings are the the closest in utility to mmm IMO.

And protoss players can't even scale effectiveness with superior multitasking because protoss armies still suck when split up and not using AoE and unit synergies + warpin reinforcements.
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
June 13 2020 21:18 GMT
#105
I wish they'd consider making the radius bigger for some units. It would be a very cool change that could have nice effects on how splash units could be balanced.


Maybe not this much but you get the idea:

https://tl.net/forum/starcraft-2-hots/381747-death-ball-bigger-radius-better-looking
maru G5L pls
RandomPlayer416
Profile Joined January 2019
84 Posts
June 14 2020 02:17 GMT
#106
On June 14 2020 06:18 neptunusfisk wrote:
I wish they'd consider making the radius bigger for some units. It would be a very cool change that could have nice effects on how splash units could be balanced.


Maybe not this much but you get the idea:

https://tl.net/forum/starcraft-2-hots/381747-death-ball-bigger-radius-better-looking


Thats actually a really good idea and would add balance without making any changes to units.

I'd say anything bigger than a marine should have some kind of invis radiance to prevent total clumping. Same with protoss, anything bigger than a zealot / adept has some kind of invis radius to it.
Cyro
Profile Blog Joined June 2011
United Kingdom20282 Posts
June 14 2020 05:12 GMT
#107
I'd argue that marines need it the most! It would help a lot of their problems (vulnerability to splash, weakness in small numbers but scaling to extreme strength when balled up tightly)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Slydie
Profile Joined August 2013
1913 Posts
June 14 2020 17:27 GMT
#108
Blink and WP use has a very high skill cap as well, as AlphaStar has shown us. FFs and storms come close, but ye, protoss players have fewer ways to really impress a viewer than the other races, unfortunately. They tend to rely more on trickery.
Buff the siegetank
naughtDE
Profile Blog Joined May 2019
158 Posts
June 14 2020 20:46 GMT
#109
On June 15 2020 02:27 Slydie wrote:
Blink and WP use has a very high skill cap as well, as AlphaStar has shown us. FFs and storms come close, but ye, protoss players have fewer ways to really impress a viewer than the other races, unfortunately. They tend to rely more on trickery.

I disagree. I don't find Terran players impressive, it is all hands no brains. That is like being into an awesome violin player, I am more impressed by the composer that is dead since 300 years. Stats ability to basically play quick "trickeries", or chess with a 200ms round timer is the most impressive thing I ever witnessed in Sc2. Or SoS or Has and even Nony on Ladder, to come up with a unique approach to the game and to not just do the same as every other player of the race 0.5% better.

User was warned for this post.
"I'll take [LET IT SNOW] for 800" - Sean Connery (Darrell Hammond)
Cyro
Profile Blog Joined June 2011
United Kingdom20282 Posts
Last Edited: 2020-06-14 22:05:27
June 14 2020 22:05 GMT
#110
protoss players have fewer ways to really impress a viewer than the other races, unfortunately


Don't agree with this, P has way more than its fair share of tight and unique timings - but the lower-end casters don't pay attention to any of it.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
BerserkSword
Profile Joined December 2018
United States2123 Posts
Last Edited: 2020-06-15 03:42:29
June 15 2020 03:41 GMT
#111
On June 13 2020 23:41 ilax30 wrote:
Show nested quote +
On June 13 2020 20:14 Freeborn wrote:
All you need to do is to put warpgate a bit later in the tech tree and then make sure that warp ins are slow and units take extra damage when warping in.
That should balance it .

Then remove forcefield or replace with a slowing ability and now we can have good gateway units.
Let's have stalkers with proper damage and adepts with maybe survivability (armor) or manual shade triggering. Or maybe even give all of them +1 armor.
Stalkers should be fragile but do damage, could have less starting range but +1 range in the lategame... So many options...

People also like to forget how ridiculously imba mmm still is:
- Anti air & ground
- fast airborne with boost
- insane dps with stim
- self sustaining healing
- can be comboed with ghosts for anti caster and instant 30%+ health of protoss

Tactically it's superior to any other composition in the game.


The thing with bio is it scales with how good the player is. Even high gm players eat ruptors shots and storm, dont know how to move their army properly and dont have the apm to two prong well enough to get most out of the bio army.

So yes it can look broken and superior to every other composition when you see Clem play against zerg, split insanely well while at the mean time having a drop in the natural. But there is a reason only a few players in sc2 can control that army well enough. And most terran are just looking for a timing to end the game against both toss and zerg before it enters the lategame. As nearly every terran isnt comfortable fighting with a huge bio ball in the lategame against the splash which both zerg and toss lategame armies provide


You’re acting as if this doesn’t apply to Protoss and Zerg comps too. Zerg and Protoss armies scale with how good the players are too lol.

The only difference is that bio is the most versatile and most cost efficient composition in the game (unless 200/200 mech or mass BC) and to top it off moves extremely fluidly.
TL+ Member
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2020-06-15 03:47:54
June 15 2020 03:45 GMT
#112
On June 15 2020 12:41 BerserkSword wrote:
Show nested quote +
On June 13 2020 23:41 ilax30 wrote:
On June 13 2020 20:14 Freeborn wrote:
All you need to do is to put warpgate a bit later in the tech tree and then make sure that warp ins are slow and units take extra damage when warping in.
That should balance it .

Then remove forcefield or replace with a slowing ability and now we can have good gateway units.
Let's have stalkers with proper damage and adepts with maybe survivability (armor) or manual shade triggering. Or maybe even give all of them +1 armor.
Stalkers should be fragile but do damage, could have less starting range but +1 range in the lategame... So many options...

People also like to forget how ridiculously imba mmm still is:
- Anti air & ground
- fast airborne with boost
- insane dps with stim
- self sustaining healing
- can be comboed with ghosts for anti caster and instant 30%+ health of protoss

Tactically it's superior to any other composition in the game.


The thing with bio is it scales with how good the player is. Even high gm players eat ruptors shots and storm, dont know how to move their army properly and dont have the apm to two prong well enough to get most out of the bio army.

So yes it can look broken and superior to every other composition when you see Clem play against zerg, split insanely well while at the mean time having a drop in the natural. But there is a reason only a few players in sc2 can control that army well enough. And most terran are just looking for a timing to end the game against both toss and zerg before it enters the lategame. As nearly every terran isnt comfortable fighting with a huge bio ball in the lategame against the splash which both zerg and toss lategame armies provide


You’re acting as if this doesn’t apply to Protoss and Zerg comps too. Zerg and Protoss armies scale with how good the players are too lol.

The only difference is that bio is the most versatile and most cost efficient composition in the game (unless 200/200 mech or mass BC) and to top it off moves extremely fluidly.


That's asymmetrical balance for you. Bio is strong to make up for Terran's other weaknesses. Alternatively, Terran has other weaknesses to make up for bio's strength. Likewise for Protoss and Zerg.
Denominator of the Universe
TL+ Member
Slydie
Profile Joined August 2013
1913 Posts
June 16 2020 07:10 GMT
#113
On June 15 2020 05:46 naughtDE wrote:
Show nested quote +
On June 15 2020 02:27 Slydie wrote:
Blink and WP use has a very high skill cap as well, as AlphaStar has shown us. FFs and storms come close, but ye, protoss players have fewer ways to really impress a viewer than the other races, unfortunately. They tend to rely more on trickery.

I disagree. I don't find Terran players impressive, it is all hands no brains. That is like being into an awesome violin player, I am more impressed by the composer that is dead since 300 years. Stats ability to basically play quick "trickeries", or chess with a 200ms round timer is the most impressive thing I ever witnessed in Sc2. Or SoS or Has and even Nony on Ladder, to come up with a unique approach to the game and to not just do the same as every other player of the race 0.5% better.

User was warned for this post.


TvT has been very close to PvP in terms of buildorder luck and early game trickery at times, and I did not enjoy it. I don't have any reason to claim one race is more strategically advanced than others atm.

Yes, you probably have to know Protoss better than me to appreciate the skill of some of the timings, but I am not saying they have never impressed me! WP pickups, blink magic, razor sharp forge timings, storm drops and FF-doungnuts are all great things to watch.
Buff the siegetank
followZeRoX
Profile Joined March 2011
Serbia1449 Posts
June 16 2020 11:33 GMT
#114
On June 15 2020 07:05 Cyro wrote:
Show nested quote +
protoss players have fewer ways to really impress a viewer than the other races, unfortunately


Don't agree with this, P has way more than its fair share of tight and unique timings - but the lower-end casters don't pay attention to any of it.


Exactly. Like everything is up to 1 good storm or disruptor shot. There is way more. Rotti brings up good points.
Vision_
Profile Joined September 2018
861 Posts
June 17 2020 20:47 GMT
#115
On June 14 2020 11:17 RandomPlayer416 wrote:
Show nested quote +
On June 14 2020 06:18 neptunusfisk wrote:
I wish they'd consider making the radius bigger for some units. It would be a very cool change that could have nice effects on how splash units could be balanced.


Maybe not this much but you get the idea:

https://tl.net/forum/starcraft-2-hots/381747-death-ball-bigger-radius-better-looking


Thats actually a really good idea and would add balance without making any changes to units.

I'd say anything bigger than a marine should have some kind of invis radiance to prevent total clumping. Same with protoss, anything bigger than a zealot / adept has some kind of invis radius to it.


It could be a good idea if the size of units wasn t directly a part of the unit characteristic.. Ultralisk have problem to walk on the battlefield between buildings, Thors need space to move and deal damage...

If you want to resolve the "marines split" #pgm, you have to tweaks Banes. There s some way to do it, many ideas without not changes so much banes but it s an issue if you modify too many unit sizes. Starbow seems also to include a new pathfinding but i don t know if the code doesn t have issues on the latency overall.
Lexender
Profile Joined September 2013
Mexico2625 Posts
June 18 2020 11:28 GMT
#116
This idea that bio is this unbeatable comp of cost eeficiency has been proven to be false.

In case no one remembers the last time bio was nerfed they had to roll back the change because bio became too weak. So stop deluding yourselves.
Nakajin
Profile Blog Joined September 2014
Canada8988 Posts
June 18 2020 11:35 GMT
#117
On June 18 2020 20:28 Lexender wrote:
This idea that bio is this unbeatable comp of cost eeficiency has been proven to be false.

In case no one remembers the last time bio was nerfed they had to roll back the change because bio became too weak. So stop deluding yourselves.


I actually don't remember, what was the patch?
Writerhttp://i.imgur.com/9p6ufcB.jpg
Lexender
Profile Joined September 2013
Mexico2625 Posts
June 18 2020 22:32 GMT
#118
On June 18 2020 20:35 Nakajin wrote:
Show nested quote +
On June 18 2020 20:28 Lexender wrote:
This idea that bio is this unbeatable comp of cost eeficiency has been proven to be false.

In case no one remembers the last time bio was nerfed they had to roll back the change because bio became too weak. So stop deluding yourselves.


I actually don't remember, what was the patch?


The patch where they split the marauder attack in 2, it was even that big of a nerf and it still was rolled back.
Cyro
Profile Blog Joined June 2011
United Kingdom20282 Posts
Last Edited: 2020-06-19 09:23:25
June 19 2020 09:09 GMT
#119
On June 19 2020 07:32 Lexender wrote:
Show nested quote +
On June 18 2020 20:35 Nakajin wrote:
On June 18 2020 20:28 Lexender wrote:
This idea that bio is this unbeatable comp of cost eeficiency has been proven to be false.

In case no one remembers the last time bio was nerfed they had to roll back the change because bio became too weak. So stop deluding yourselves.


I actually don't remember, what was the patch?


The patch where they split the marauder attack in 2, it was even that big of a nerf and it still was rolled back.


Specifically - because of the ultralisk armor interaction. Ultras have 4 base armor so their effective DPS against them dropped sharply when that applied twice.

They lost their ability to trade dominantly against ultralisks but other unit interactions didn't change in very important ways AFAIK.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Lexender
Profile Joined September 2013
Mexico2625 Posts
June 19 2020 09:40 GMT
#120
On June 19 2020 18:09 Cyro wrote:
Show nested quote +
On June 19 2020 07:32 Lexender wrote:
On June 18 2020 20:35 Nakajin wrote:
On June 18 2020 20:28 Lexender wrote:
This idea that bio is this unbeatable comp of cost eeficiency has been proven to be false.

In case no one remembers the last time bio was nerfed they had to roll back the change because bio became too weak. So stop deluding yourselves.


I actually don't remember, what was the patch?


The patch where they split the marauder attack in 2, it was even that big of a nerf and it still was rolled back.


Specifically - because of the ultralisk armor interaction. Ultras have 4 base armor so their effective DPS against them dropped sharply when that applied twice.

They lost their ability to trade dominantly against ultralisks but other unit interactions didn't change in very important ways AFAIK.


Also it made bio too weak in TvP, chronoing +1 armor, zealots 1 base armor and guardian shield (2 armor).
RandomPlayer416
Profile Joined January 2019
84 Posts
June 23 2020 19:58 GMT
#121
I really hate what they have done to Vikings. I refuse to play standard TvT games because of it literally 3 rax marine SCV every single game

I feel like the Viking is the absolute worst unit in the Terran army but youre forced to make so many of them in every single match up. They should at worst be even with corruptors 1on1 considering how borken mass corruptors actually are. Their air attack needed a buff, not hte ground transformation. Literally every TvT is either a doom drop or mass viking / liberator push (which can't be stopped if youre ever behind a single viking).

I think if air upgrades are even you need 8/9 vikings to 1 shot a brood lord. Which means you need 18-20 vikings just to engage a broodlord army supported by infestor / hydra / corruptor.

Same goes for colossus, you need about 4 vikings per colossus (depending on the stalker count) to even consider engaging in the fight. Building vikings isnt a problem but the immediate tech switches ruin you even if you win the fight and have a good number of vikings remaining.

I dunno if this bothers anyone else but it really pisses me off because thors are somehow useless vs air armies.
bela.mervado
Profile Joined December 2008
Hungary381 Posts
June 23 2020 21:14 GMT
#122
.. because thors are somehow useless vs air armies.


o.O
On my level thors are really good against air, especially in the high impact mode (11 range).
Since the brood lord range nerf (range really is 10 now, broodling leash range 12->9)
and the thor damage/cooldown changes (~+20% dps) they seem to do very well against capital ships/slow massive air units.
RandomPlayer416
Profile Joined January 2019
84 Posts
June 23 2020 23:22 GMT
#123
On June 24 2020 06:14 bela.mervado wrote:
Show nested quote +
.. because thors are somehow useless vs air armies.


o.O
On my level thors are really good against air, especially in the high impact mode (11 range).
Since the brood lord range nerf (range really is 10 now, broodling leash range 12->9)
and the thor damage/cooldown changes (~+20% dps) they seem to do very well against capital ships/slow massive air units.


Ya and what level is that?

Because even at mid Diamond rank, zergs are blinding cloud / abducting and neural parasiting thors with ease because theres a million broodlings out.

Thors Vs Battle Cruisers. Theres this thing called Yamato Cannon.

Thors vs Carriers: Everything loses to Carriers.
RandomPlayer416
Profile Joined January 2019
84 Posts
June 23 2020 23:24 GMT
#124
[QUOTE]On June 24 2020 08:22 RandomPlayer416 wrote:
[QUOTE]On June 24 2020 06:14 bela.mervado wrote:
[QUOTE].. because thors are somehow useless vs air armies.[/QUOTE]

o.O
On my level thors are really good against air, especially in the high impact mode (11 range).
Since the brood lord range nerf (range really is 10 now, broodling leash range 12->9)
and the thor damage/cooldown changes (~+20% dps) they seem to do very well against capital ships/slow massive air units.[/QUOTE]

Ya and what level is that?

Because even at mid Diamond rank, zergs are blinding cloud / abducting and neural parasiting thors with ease because theres a million broodlings out. Even properly micro'd mutalisks completely WRECK Thors.

Thors Vs Battle Cruisers. Theres this thing called Yamato Cannon.

Thors vs Carriers: Everything loses to Carriers.
bela.mervado
Profile Joined December 2008
Hungary381 Posts
June 24 2020 00:21 GMT
#125
On June 24 2020 08:24 RandomPlayer416 wrote:
Show nested quote +
On June 24 2020 06:14 bela.mervado wrote:
.. because thors are somehow useless vs air armies.


o.O
On my level thors are really good against air, especially in the high impact mode (11 range).
Since the brood lord range nerf (range really is 10 now, broodling leash range 12->9)
and the thor damage/cooldown changes (~+20% dps) they seem to do very well against capital ships/slow massive air units.


Ya and what level is that?

Because even at mid Diamond rank, zergs are blinding cloud / abducting and neural parasiting thors with ease because theres a million broodlings out. Even properly micro'd mutalisks completely WRECK Thors.

Thors Vs Battle Cruisers. Theres this thing called Yamato Cannon.

Thors vs Carriers: Everything loses to Carriers.


my zerg is 4.xk and I'm proud of it although I mainly play 2v2s,
and I do respect Thors.

about Thors vs BCs .. hmm
I'd refer you to GSL 2020 S1 semifinals Cure vs Inno game 2

what a game
Inno seems to be having some fun using Thor Raven against BC Tank in the late game.
<spoilers: Inno wins this one>

against Carriers you have to shift right click on the big ships, otherwise Thors will shoot the small ships.

if you struggle in a matchup just post a replay in the terran help me thread,
there still is an amazing community here and the high master-gm people will help you with a few useful tips.
RandomPlayer416
Profile Joined January 2019
84 Posts
June 24 2020 04:05 GMT
#126
On June 24 2020 09:21 bela.mervado wrote:

my zerg is 4.xk and I'm proud of it although I mainly play 2v2s,
and I do respect Thors.

about Thors vs BCs .. hmm
I'd refer you to GSL 2020 S1 semifinals Cure vs Inno game 2
https://www.youtube.com/watch?v=-1gIP-Je7x4
what a game
Inno seems to be having some fun using Thor Raven against BC Tank in the late game.
<spoilers: Inno wins this one>

against Carriers you have to shift right click on the big ships, otherwise Thors will shoot the small ships.

if you struggle in a matchup just post a replay in the terran help me thread,
there still is an amazing community here and the high master-gm people will help you with a few useful tips.



Sorry but youre comparing a top player in the world to a 4k mmr player and expect the results to be the same? It doesn't work. Nothing you see in the GSL is the same as a game between 4k mmr players.

The last thing in the world I am going to do is seek or accept advice from someone literally exactly the same skill as me and doesnt play Terran.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2020-06-24 06:34:50
June 24 2020 04:49 GMT
#127
On June 24 2020 04:58 RandomPlayer416 wrote:
I really hate what they have done to Vikings. I refuse to play standard TvT games because of it literally 3 rax marine SCV every single game

I feel like the Viking is the absolute worst unit in the Terran army but youre forced to make so many of them in every single match up. They should at worst be even with corruptors 1on1 considering how borken mass corruptors actually are. Their air attack needed a buff, not hte ground transformation. Literally every TvT is either a doom drop or mass viking / liberator push (which can't be stopped if youre ever behind a single viking).

I think if air upgrades are even you need 8/9 vikings to 1 shot a brood lord. Which means you need 18-20 vikings just to engage a broodlord army supported by infestor / hydra / corruptor.

Same goes for colossus, you need about 4 vikings per colossus (depending on the stalker count) to even consider engaging in the fight. Building vikings isnt a problem but the immediate tech switches ruin you even if you win the fight and have a good number of vikings remaining.

I dunno if this bothers anyone else but it really pisses me off because thors are somehow useless vs air armies.


I play random in masters 2 and I think that thor AA is super scary, Thors dominate air units since a player going thors in large numbers is usually meching they often have at least +2 upgrade advantage over air units, their range in high impact makes it so nothing can effectively kite them any more and they do an insane amount of burst damage and sustained anti air dps.

Yes vipers can counter thors but vipers are also not a cheep unit and their is counter micro from the terran side if thors+vikings focus fire the vipers as they try to cast spells they can be killed before the spells go off. In addition adding ghosts to your army, or focus firing tanks can prevent neural parasite from wrecking your thors.

In tvp I think thors are a bit worse, not because they dont wreck air units (they do with proper micro) but because their is not a good answer for mech vs high counts of disruptors paired with thors. Thors are really really slow so they have to rely on zoning units to deny disruptors, even if you split your thors you will always take hits. since toss has alot of strong ways to counter both tanks and libs in the supper late game thier is a sort of psuedo timer on any ground based mech army. I think you have to secure enough economy and tempo you can safely switch to bcs, or you have to do a big viking switch to clear out tempests.

thier was a game between clem and showtime where the extreme strength of mass disruptor+temepst vs a thor heavy army was showcased



I will concede however that yes in tvp and tvz vikings kind of suck they are a unit you have to build, not a unit you want to build, corruptors although stronger also used to suffer from the same lack of utility after a successful fight until they were given the current version of caustic spray. vikings are actually just quite strong in tvt, as you mentioned. But they are not a bad unit you have to make they are straight up a strong unit that you have the option to mass. Air control is so strong due to spotting, and latter the strength of ranged libs vs tanks. You can chose to not mass them however, even gsl finalists like cure prioritize medivacs over vikings and this style can be quite good at times since it gives your marines more sustain and your army more mobility. I think vikings are still the stronger tvt option but its dam hard to use a viking tank marine army compared to a medivac heavy one. if you get caught out of position vikings are useless compared to medivacs, they are only good if your tanks are sieged up in the right locations.

additionally landed vikings vs mech armys are actually pretty strong, the + to mech is a significant amount vs other terrans it just realy does not do much for them in tvp or tvz, in tvp zelots tank to many shots for it to matter and shred vikings.

in tvz I think the main thing is that unlike tvt zerg has 2 spell casters that both have fantastic aoe spells that hit air, this just makes vikings not scale well at all, you only make them if you are forced to as a response to broolords or vipers blinding cloud.

Also with regard to people who hate tvt, have you played the other races mirrors? terran has by far the best mirror. It feels like an actual match up vs the other races rather than some sort of cheese or droning minigame like pvp and zvz do. TVT is by far andaway a more complex and interesting mu than pvp has ever been, zvz can be interesting but for most of us noobs its just a ling bane into roach fest that rarely if ever goes into the more interesting late game stage.
"when life gives Hero lemons he makes carriers" -Artosis
RandomPlayer416
Profile Joined January 2019
84 Posts
June 24 2020 15:29 GMT
#128
On June 24 2020 13:49 washikie wrote:
Show nested quote +
On June 24 2020 04:58 RandomPlayer416 wrote:
I really hate what they have done to Vikings. I refuse to play standard TvT games because of it literally 3 rax marine SCV every single game

I feel like the Viking is the absolute worst unit in the Terran army but youre forced to make so many of them in every single match up. They should at worst be even with corruptors 1on1 considering how borken mass corruptors actually are. Their air attack needed a buff, not hte ground transformation. Literally every TvT is either a doom drop or mass viking / liberator push (which can't be stopped if youre ever behind a single viking).

I think if air upgrades are even you need 8/9 vikings to 1 shot a brood lord. Which means you need 18-20 vikings just to engage a broodlord army supported by infestor / hydra / corruptor.

Same goes for colossus, you need about 4 vikings per colossus (depending on the stalker count) to even consider engaging in the fight. Building vikings isnt a problem but the immediate tech switches ruin you even if you win the fight and have a good number of vikings remaining.

I dunno if this bothers anyone else but it really pisses me off because thors are somehow useless vs air armies.


I play random in masters 2 and I think that thor AA is super scary, Thors dominate air units since a player going thors in large numbers is usually meching they often have at least +2 upgrade advantage over air units, their range in high impact makes it so nothing can effectively kite them any more and they do an insane amount of burst damage and sustained anti air dps.

Yes vipers can counter thors but vipers are also not a cheep unit and their is counter micro from the terran side if thors+vikings focus fire the vipers as they try to cast spells they can be killed before the spells go off. In addition adding ghosts to your army, or focus firing tanks can prevent neural parasite from wrecking your thors.

In tvp I think thors are a bit worse, not because they dont wreck air units (they do with proper micro) but because their is not a good answer for mech vs high counts of disruptors paired with thors. Thors are really really slow so they have to rely on zoning units to deny disruptors, even if you split your thors you will always take hits. since toss has alot of strong ways to counter both tanks and libs in the supper late game thier is a sort of psuedo timer on any ground based mech army. I think you have to secure enough economy and tempo you can safely switch to bcs, or you have to do a big viking switch to clear out tempests.

thier was a game between clem and showtime where the extreme strength of mass disruptor+temepst vs a thor heavy army was showcased

https://www.youtube.com/watch?v=9ClIGKlJP70&t=2346s

I will concede however that yes in tvp and tvz vikings kind of suck they are a unit you have to build, not a unit you want to build, corruptors although stronger also used to suffer from the same lack of utility after a successful fight until they were given the current version of caustic spray. vikings are actually just quite strong in tvt, as you mentioned. But they are not a bad unit you have to make they are straight up a strong unit that you have the option to mass. Air control is so strong due to spotting, and latter the strength of ranged libs vs tanks. You can chose to not mass them however, even gsl finalists like cure prioritize medivacs over vikings and this style can be quite good at times since it gives your marines more sustain and your army more mobility. I think vikings are still the stronger tvt option but its dam hard to use a viking tank marine army compared to a medivac heavy one. if you get caught out of position vikings are useless compared to medivacs, they are only good if your tanks are sieged up in the right locations.

additionally landed vikings vs mech armys are actually pretty strong, the + to mech is a significant amount vs other terrans it just realy does not do much for them in tvp or tvz, in tvp zelots tank to many shots for it to matter and shred vikings.

in tvz I think the main thing is that unlike tvt zerg has 2 spell casters that both have fantastic aoe spells that hit air, this just makes vikings not scale well at all, you only make them if you are forced to as a response to broolords or vipers blinding cloud.

Also with regard to people who hate tvt, have you played the other races mirrors? terran has by far the best mirror. It feels like an actual match up vs the other races rather than some sort of cheese or droning minigame like pvp and zvz do. TVT is by far andaway a more complex and interesting mu than pvp has ever been, zvz can be interesting but for most of us noobs its just a ling bane into roach fest that rarely if ever goes into the more interesting late game stage.



I'm not gonna argue about thors anymore, my main issue was the viking which you addressed. My point is TvT has basically flushed out mech as a viable strat simply with the ground attack buff. This means that you're countered by BIO and Mass air and once you go Mech its almost impossible to transition out unless you're playing a 30minute game and upgrading your bio the whole time while building 10 raxes and 8 starports just to cover your ass. I'm diamond with all races despite only playing Terran (rolls eyes) and ya I will literally insta quit a ZvZ and Cannon rush PvP no matter what so TvT is probably the most playable but easily the most annoying.

I will say one more thing about thors. You mentioned that a large number of thors is hard to deal with and I agree with you there. However it takes much longer to accumulate a large number of thors to the point where your opponent fears them. They also usually have 5/6 bases and can easily afford to build counter units at will.

Anyways I just think they should of buffed viking Air to Air vs BIO, rather than buff ground to ground vs mech. Thats all I'm really saying.

TLDR; Vikings too effective vs Terran, not effective enough vs Zerg, balanced vs protoss.
RandomPlayer416
Profile Joined January 2019
84 Posts
July 20 2020 14:29 GMT
#129
I dont mean to double post but its been almost a month.

Just wondering how people are feeling about TvP? All my early aggression builds have been put to rest from battery overcharge. I really cannot win a game vs protoss that lasts longer than 5minutes because its almost impossible to 2rax snipe the natural now.

What builds do protoss players hate to face? I'm willing to try anything because no I just leave games vs protoss.
Zzoram
Profile Joined February 2008
Canada7115 Posts
July 20 2020 14:51 GMT
#130
On July 20 2020 23:29 RandomPlayer416 wrote:
I dont mean to double post but its been almost a month.

Just wondering how people are feeling about TvP? All my early aggression builds have been put to rest from battery overcharge. I really cannot win a game vs protoss that lasts longer than 5minutes because its almost impossible to 2rax snipe the natural now.

What builds do protoss players hate to face? I'm willing to try anything because no I just leave games vs protoss.


The worst thing that can happen to a Protoss is to have their army sitting at the natural expansion or third base, and then being hit by siege tanks out of nowhere and seeing liberation zones form at the edge of the base.

If you can get siege tanks, ideally also liberators, and a ball of bio to just outside a Protoss base and siege up just out of his vision before he notices, then use your bio to drag him into siege tank and liberator firing zone, you’ll win almost every time. If he catches you on the map before you siege, you’ll probably lose.
RandomPlayer416
Profile Joined January 2019
84 Posts
August 03 2020 18:26 GMT
#131
On July 20 2020 23:51 Zzoram wrote:
Show nested quote +
On July 20 2020 23:29 RandomPlayer416 wrote:
I dont mean to double post but its been almost a month.

Just wondering how people are feeling about TvP? All my early aggression builds have been put to rest from battery overcharge. I really cannot win a game vs protoss that lasts longer than 5minutes because its almost impossible to 2rax snipe the natural now.

What builds do protoss players hate to face? I'm willing to try anything because no I just leave games vs protoss.


The worst thing that can happen to a Protoss is to have their army sitting at the natural expansion or third base, and then being hit by siege tanks out of nowhere and seeing liberation zones form at the edge of the base.

If you can get siege tanks, ideally also liberators, and a ball of bio to just outside a Protoss base and siege up just out of his vision before he notices, then use your bio to drag him into siege tank and liberator firing zone, you’ll win almost every time. If he catches you on the map before you siege, you’ll probably lose.



unfortunately there is no strategy you can use that can put you ahead or put protoss in a bad spot. The matchup is literally impossible to win as a Terran player UNLESS the protoss makes a huge mistake and loses before the 5minute mark.

TY proved this by doing the exact same build every single game vs parting because there is no other way to win. You cannot early pressure effectively because of shield batteries and how OP they are. Its just not possible.

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