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The Map Pool Menace
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No unit has suffered more from the ever evolving map pool than the Siege Tank. This is because the Siege Tank is a positional unit. It is very powerful when sieged up in a good position, yet very weak when caught out of Siege Mode. While all units suffer from bad positions and benefit from good ones, positional units like the Siege Tank or Broodlord take it to the extreme. Positional units lack mobility and they can seem unstoppable when in a good position but useless when caught in a bad position. This is the opposite of a unit like the Marine, who is very mobile and whose effectiveness doesn't swing as wildly in relation to it's positioning. Unfortunately as maps have changed, the viability of Siege Tanks has declined.
The early map pool featured small maps like Steppes of War, where a Siege Tank stationed in the middle of the map could hit the ramp of a natural. And with it's massive damage in siege mode, the Siege Tank dominated the game positionally on small maps, because a few Siege Tanks could control a wide swath of the map. You just needed to leapfrog your Tanks a few times to get across the map and literally siege up your opponents base. And the immobility of the Siege Tank wasn't a giant issue because on a small map there aren't as many places to move them because the map is small and because of the range the Siege Tank can fire in relation to the map size.
Siege Tanks in the middle of Steppes of War can actually hit the ramp of both naturals...
Small maps limit the area and positions a Tank user has to control, and so it is easy to see why Siege Tanks had their damage reduced from 60 to 50 versus armored and 35 to other units when maps were smaller. But the map pool today is vastly different. Maps have grown dramatically and a Siege Tank stationed in the middle is not even close to hitting the ramp of a natural. It follows then that a few Siege Tanks control a very small piece of the map due to map size. And thus due to larger maps Mech play based around the positional Siege Tank is much easier to exploit and not as effective because Siege Tanks have a much larger area to cover, and to cover the larger area they either have to move more and then their immobility restrains them, or they have to be spread thinner.
...but Entombed Valley is a different story. The Tanks are about two screen lengths away from hitting the natural.
Thin Tank lines combined with the damage nerf allow an opposing Protoss Warpgate army that has significant health and mobility to easily find a weakpoint in the Siege Tank line and exploit it. This has meant that deathball play has dominated TvP, because positional units like the Siege Tank simply aren't powerful enough to make up for their immobility on the current maps. If a Terran player wants to combat a Protoss deathball with Mech units, he has to form a deathball of his own, and then the mobile Protoss player's army can circumvent the Terran player because Siege Tanks have poor mobility.
Behind the firepower of Siege Tanks, TLO is successfully pushing back Hasuobs army, and ends up pushing directly into Hasuobs's main and kills his third.
But just a few minutes later, Hasuobs flanks the powerful Mech force using Warpgate units, and crashing through a thin defensive line he decimates TLO's economy. TLO lacked the mobility to return to his base and defend, and small numbers of Siege Tanks simply crumbled under the Gateway pressure.
Positional play offers many advantages to deathball play. First, it adds another thing for SC2 players to master, positioning. This raises the skill ceiling in an interesting way (far more interesting that drilling yourself to never stop building Probes early). Second, it adds variety to game play. Deathball play generally ends with both players building a big ball and smashing it against one another. For instance, most late game battles in WOL are very similar in ZvP, with a deathball of Broodlord/Infestor/Corrupter battling a Mothership/Colossus/Stalker/Archon deathball. Positional play adds variety because the position of the units will have just as much to do with the outcome as the unit choices themselves. Finally, positional play means more decisions are being made as players more carefully consider positioning and its consequences. And the more decisions being made means more chances for skill to show. TvT often shows off the advantages and variety of this interesting style play for viewers, as Terran players jockey for position with their Siege Tanks.
Two things are required for positional Mech play based around the Siege Tank to function properly with the current maps in TvP. First, Siege Tanks have to do enough damage so opponents can no longer build a deathball, throw it at sieged up Mech army, and win. There should be no combination of ground units that can assault a well positioned, upgraded and sieged up 200/200 Mech army and win. The counter to a Mech force is to go around it, or force it out of position, because Siege Tanks are only strong when in siege mode. The second thing required is that small groups of Tanks with limited support needs to be an effective defensive force. If a Bio player outmaneuvers the main army of a Mech player and rushes a few Tanks defending an expansion, his attack force can take significant damage and lose units on the first volley. This is rarely the case versus Protoss because of the durability of Protoss Gateway units; they simple don't take critical damage from a single Tank shot. Furthermore a Protoss player can use Warpgates to attack different locations with large forces quickly, straining the limited mobility of Mech. Tanks simply lack both the mobility and firepower to respond to these kinds of attacks effectively.
This player was able to get my army out of position with Hellion harass and siege up an expansion of mine...
...but it didn't matter, my Immortals a-moved through him.
The solution is reduce the cooldown of the Siege Tank from 3.00 to 2.25-2.50 while reducing their damage versus light units to 30 (+2 per upgrade) from 35 (+3 per upgrade). Faster firing Tanks would have significantly more DPS in sustained battles, which allows them to crush deathballs. Also Mech wouldn't be as easy to exploit with Warpgates, as a small force of Tanks in a defensive position can now deal the damage necessary to push back small counter attacks along with the Mech changes I suggest later. However, we'd need to reduce Tank damage to light units slightly so Tank/Marine wouldn't be overwhelming versus Zergling/Baneling/Mutalisk. Faster firing Tanks means that Zerglings and Banelings would be easier to pick off, so this change reduces the overall splash damage of Tanks versus light units, and number of hits required to kill a Zergling. If that change isn't enough alone, Centrifugal Hooks could give Banelings +1 armor in addition to the speed boost (meaning Banelings wouldn't die in one tank shot).
But these improvements to the Siege Tank alone wouldn't be enough to make Mech play viable. There is another problem in WOL that needs to be addressed in HOTS that also limits the Siege Tank.
Counters.
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Attack of the Counters
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Day[9] once said in a Daily that you don't build Immortals to counter Roaches, you build Immortals so your opponent stops building Roaches, or doesn't build them in the first place.
This has been the problem with unit counters in WOL, they limit strategies and force players not to use certain units, rather than give players a way to deal with certain strategies or units. There are several styles of play which have limited use in WOL due to unit counters.
Let's start with Mech. In addition to the Siege Tank suffering from the larger maps and damage nerf mentioned, it suffers from simply being hard countered by the Immortal in TvP. The Immortal's Hardened Shields absorb the slow powerful Tank and Thor blasts with ease, while it's massive damage to armored units means that an Immortal is a perfect a-move counter to the Siege Tank and Thor. The Immortal must be changed for Tanks to be viable in TvP.
Even Dragon can't get Tanks to work in HOTS. These few Immortals cleaned up the rest of his Tanks.
The Ultralisk also suffers from the Immortal in ZvP, for the same reasons. So it is very important to adjust the Immortal for ZvP too, especially since Ultralisks aren't particularly effective versus other Protoss units like Archons or Zealots.
So here is what we can do. First, remove hardened shields and 50 hit points from the Immortal (so it has 100 shields and 150 hitpoints). This change emphasizes positional play in TvP, making Siege Tanks effective vs Immortals only when in Siege Mode. Next, adjust how it does damage, giving it two attacks that deal 24 damage (+2 per upgrade) each to armored units, and two attacks that deal 10 damage (+1 per upgrade) each to other units (it currently has one attack that deals 50 damage (+5 per upgrade) to armored units and 20 damage (+2 per upgrade) to other units). This slightly reduces both the base damage and upgraded damage it does to armored units, but it doesn't change the number of hits required to kill the majority of armored targets. Marauders would still die in three hits, Stalkers and Tanks in four, and Roaches in three if the Immortals have the +1 upgrade.
The exception is the Ultralisk. With +3 attack the new Immortal would deal 60 damage instead of 65 to armored targets. And an Ultralisk then, with 6 armor that takes 59 damage from the current Immortal (meaning it takes 9 shots to kill an Ultralisk), would only take 48 damage from the new Immortal (meaning it takes 11 shots to kill an Ultralisk) because we'd apply it's 6 armor twice. Finally, we'd remove 7 seconds from the Immortals build time (from 55 to 48), and change it's cost from 250/100 to 175/75 to compensate for it's reduced durability and firepower.
This would help the Ultralisk in ZvP, and if Burrow Charge was removed and replaced with the ability for Ultralisks to walk over Zerglings, Broodlings, and Locusts, Ultralisks would be a viable and powerful alternative to Broodlords. Burrow Charge isn't working well, and even if it wasn't an upgrade it doesn't solve the DPS issues that Ultralisks have vs light units, and allowing Zerglings to attack while under Ultralisks could solve this.
The Colossus also needs to be rebalanced in order to make Mech viable. The Colossus is nearly a perfect a-move unit combining incredible firepower, long range, mobility, and significant health. Because of these strengths, it counters positional play. Colossus vs Siege Tank battles remind me of naval warfare, where the objective is to "Cross the T."
Imagine that the red ships above are a line of Siege Tanks, and the blue ships are Colossus. The Colossus can ball up and attack down the line from either the extreme right or left with their mobility and together battle an individual Siege Tank alone before the others can reposition. Even if the others do arrive in time, they won't have time to get into Siege Mode. This forces the Siege Tanks to ball up, and now the Colossus can simply walk around them, forcing the Tanks to unsiege, and the Colossus can engage before they resiege. For a long range AOE unit the Colossus is far too mobile for the firepower it has, especially when compared to a unit with similar firepower like the Siege Tank.
We can fix it by making the Colossus stronger and slowing it down. Let's add 100 base hitpoints to the Colossus, and extend it's range to 7 (10 upgraded). Let's also reduce its build time by 5 seconds to 70. And then let's give it around 1.2 movespeed, down from 2.25.
Now the Colossus is much slower, and is a positional unit itself. Terrans could track their movement and counter them with good Siege Tank and Viking positioning. The opportunity for a positional game between Terran Mech and Protoss Robo units is an exciting proposition. But a mobile Protoss army might now lack AOE, and thus the Archon will probably need to have it's DPS improved so Protoss can handle Zerglings, Broodlings, Locusts and Terran Bio effectively.
This change may also help PvP, which is dominated by Colossus play. Because Colossus annihilate everything on the ground with ease, and because Stalkers and Archons are an effective counter to Void Rays, late game PvP is one dimensional. Slowing the Colossus down would open up opportunities for Stargate and Warpgate units to exploit Colossus play with their mobility.
These changes would make Siege Tanks and Ultralisks much more effective vs Protoss, and would make late game PvP more interesting. Another style of play that has limited use due to counters is Stargate play. We'll explore that in the section titled "The Carrier Strikes Back."
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The Revenge of the Marine
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There is though, one last thing standing in the way of the Siege Tank receiving a damage buff.
The Marine.
"Been waitin' on you." Yeah, well I was waiting on my HOTS key.
Marines are strong the second you get them, they require no upgrades to be powerful, though they scale wonderfully with upgrades. And since they are a mineral only unit, you can combine this powerful all-purpose mineral unit with gas units from the Factory and/or Starport to create incredibly powerful timings attacks, such as the 1-1-1 or 1-1-2, or powerful pressure builds.
Thus, we can't simply buff the Siege Tank without risking early Tank/Marine or Tank/Marine/Banshee pushes becoming too powerful. The only option then, is to nerf the Marine.
Nerfing the Marine is very problematic though. Terran depends on the Marine in combination with Bunkers for early defense, especially for gasless economic openings. Furthermore, we want to avoid reducing the power of Bio in order to make Mech viable. Trading one for another doesn't make the game better, just different.
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An Old Hope
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There is hope though. There is one unit that can save Terran from the problems I outlined above.
The Medic.
"Did someone page me?" Yes, yes I did, we need you now more than ever baby.
Imagine for a moment how powerful a 2 rax pressure build (the Reactor-Tech lab version used in TvP) would be if Terran had access to Medics early. It would be incredibly overpowered is what you should be thinking.
And that is why putting the Medic back into the game (with a cost around 25/50) is the solution. The Terran early game depends heavily on the raw power of Bio units to give power to their attacks, or to help them stay alive. If we added the Medic into the mix, we could slightly reduce the durability of unupgraded Marines in the early game because they could be healed. Then we could add Medic upgrades (for instance one could allow a single medic to heal two units at once, while another improves the rate they heal to the same as a Medivac) to give Terran Bio the same potency it has now in mid game and even more potency in late game. And any Medic upgrades could be added right to Tech Lab on the Barracks.
This would allow the Siege Tank to be buffed without having to worry about the 1-1-1 or early Tank/Marine pushes becoming overpowered, since early Marines wouldn't be as effective without support from Medics, and Terran players wouldn't have the gas to afford both Medics and Tanks on a single base. I am imagining the nerf to Marines to be something like reduce their base health by 5 to 40, but increase the health given by Combat Shields from 10 to 15 and increase the cost of Combat Shield to 150/150. This change makes a significant difference in the number of hits the Marine can take before dying to many early units. However, it very well could be too much or not enough. It might also ruin the viability of gasless expands, though I think this could be addressed with some changes to the Bunker.
Furthermore, the Medivac would lose it's ability to heal. Obviously Mech players do not utilize the healing provided by Medivacs, and if the Medivac cost 100/0 instead of 100/100, Terran Mech players could divert that valuable gas to Mech units rather than spend it on Medivacs if they want to be able to drop. Finally, Medivacs filled with Hellions wouldn't simply die immediately to Feedback, seeing as they have no way to drain their Energy. For Bio players, it would also mean Feedback isn't effective versus Drops, though they would have to fill 1 slot in their Dropship with a Medic if they wanted to retain the ability to heal dropped units.
The end result is more flexibility for both Bio and Mech players. Bio players will be able to build Medics from the Barracks and thus don't need to race to the Starport every game for Medivacs for healing if they don't plan to drop early. Instead they can go into Ghosts. It would also free up the Starport for more Viking production, and 6 Medics could do the healing of 12 Medivacs once upgraded, giving a buff to late game Bio. Finally, the Medic would give meaningful changes to Bio play for Terran players in HOTS. And this is important, because at the moment, Bio play is essentially unchanged except for the Reaper.
With the reintroduction of the Medic, Mech players can finally get the improved Siege Tank they need, while Bio players have a new support unit to play with.
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The Carrier Strikes Back
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One of the new additions to the Stargate is the Tempest. A long range Capital Ship that is supposed to give Protoss a way to handle Broodlords, allowing Vortex to be removed or changed to effect only ground units.
Unfortunately the Tempest doesn't do it's job, and the Vortex remains the only effective method for stopping a late game Zerg army. Vortex is bad for the game though because it creates situations where the game is decided by just a few actions. For Protoss landing a good Vortex and throwing in a bunch of Archons results in a win. However, if Protoss fails to land a good Vortex or if Zerg is able to Neural Parasite the Mothership before Vortex is fired then Brood/Infestor/Corrupter becomes unstoppable. Either way, the whole game boils down to Vortex.
One of my many attempts to use the Tempest versus Broodlords. Sadly, it didn't work...
...and then I died to mass Corrupter.
Removing Vortex requires two things. First, you need a unit that can effectively battle Broodlords at long range, and second, you need a unit to deal with mass Corrupters.
The solution to battling Broodlords at long range is the Carrier. If the Carrier had it's build time reduced from 120 seconds to 90 seconds, healed any hull damage (but not any shield damage) to Interceptors when they return to the Carrier, and was able to be microed the same way it was in Brood War (as LiquidTyler explains in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=369313), then it would be a great addition to Protoss late game and also counter Broodlords.
But why use the Carrier to counter Broodlords and not the Tempest? First, the Tempest simply doesn't have the DPS necessary to deal effectively with Broodlords, even with it's +30 damage upgrade. Consider that a single Viking does 14 DPS to Broodlords while a Tempest with Quantic Reactor does 18.8. Now two Vikings cost a total of 300/150 and do almost 10 more DPS to Broodlords than a single 300/200 Tempest. And the Tempest takes longer to build, requires more tech and has a tendency to overkill units, further reducing it's DPS.
So the Tempest is just an expensive version of the Viking, that can also hit ground units for 30 damage every 3.3 seconds (9 DPS). That doesn't make it worth it's cost.
To fix the Tempest, it's role needs to be defined. Is it going to be an anti-air only unit capable of dealing with Broodlords? In that case, it needs to be cheaper and cost less food like the Viking, (or else a Protoss player will end up with a bunch of flying paperweights versus ground units, which are what Tempests are now) but the last thing we need is more units that are situation specific hard counters that limit unit usage. But what if it was a long range siege unit? In that case it needs a faster attack speed, and it's damage it going to need to be reduced somewhat. And thus it would become a Battle Cruiser with a long range attack. Unfortunately, that would be overpowered.
The Carrier is better because it can fill the role of a long range siege unit without being overpowered. The fact it uses Interceptors means that even if you can't reach the Carrier to attack it, you can kill off the Interceptors and buy yourself time versus Carriers. So we'll see Carriers hitting Broodlords from afar, but Infestors, Corrupters and Hydralisks can pick off the Interceptors and attack the Carriers to protect the Broodlords, meaning the Colossus and Stalkers will need to close to push them back, exposing them to Fungal Growth, ect... That is an interesting battle with lots of dynamics, far better than a battle based solely around Vortex, and unless the Tempest receives Interceptors, than it won't be possible. Finally, the Carrier doesn't overkill and it is useful in other roles than simply countering Broodlords.
But the Tempest has a role in HOTS too. In WOL, the only thing that could stop mass Corrupters from decimating a Protoss army was a well placed Vortex. This is due to the fact that Protoss not only lacks a high DPS ground to air unit, but also a powerful and relatively cheap flying anti-air unit like the Corrupter or Viking. The Phoenix is strong versus light air units, but isn't effective versus armored targets. The Void Ray is too expensive, takes too long to build, and is too slow to be effective versus anything but massive air units.
The result of this is that a Zerg player can mass Corrupters and counter every unit (including the Carrier) that Protoss has except ones built from the Gateway and the Immortal. That leaves Protoss without an effective counter to Infestor/Broodlord, as Fungal Growth seizes even Blink Stalkers so they can't close and engage the Broodlords.
So let's return the Tempest to the role of an AOE anti-air unit, giving it 200 health and 120 shields, a movespeed of 2.75, a 6 range anti-air attack that deals 35 AOE damage to non-massive targets, and 20 damage to massive targets every 2 seconds. Finally we'll give it a ground attack that can hit single units for 25 damage every 1.5 seconds.
Instead of making the Tempest a unit built from the Stargate though, let's make it a transformation of the Phoenix that requires the Fleet Beacon. Phoenixes are currently used to scout, counter light air units and harass. They problem is that they are limited to these roles, and aren't particularly great at any of them. They are a very expensive scout and their effectiveness harassing is usually limited because they can't hit buildings and need energy to kill ground units. They do counter light air units well, but once they have handled the threat of opposing light air units, they are limited to their other roles, and because they are so expensive, it is generally more cost effective to counter Banshees and Mutalisks with Stalkers and High Templars. If they could transform into a Tempest (at a cost of 100-100 over 25 seconds) the same way Corrupters transform in Broodlords then it would add utility to the few Phoenixes a player usually builds early in PvZ. Finally, it could prevent Phoenix massing in PvP after both players open with a Stargate.
The Tempest would now easily handle a flock of Mutalisks, large numbers of Phoenixes or a swarm of Corrupters rushing forward. However, they would be weak versus massive flying units like the Battle Cruiser, Broodlord and Carrier. They would also be weak versus ground units, meaning that Zerg could counter them with Hydralisks or Infestors. Thus, the role of a powerful flying anti-air unit for Protoss that can deal with mass Corrupters has been filled, allowing us to finally remove Vortex.
And then there is one last thing to do. The Mothership needs another spell to replace Vortex. I suggest a spell called Transferance. This spell would cost 50 energy, last 60 seconds and would link the shields of the Mothership and up to 3 nearby massive units (Archons, Colossus or Carriers). Any damage taken to a linked unit would be divided across the 4 units. Thus to deal hull damage to any of the 4 units, you'd have to break through the total combined shields of the 4 units first. This would be an interesting spell for Protoss players to use. They could greatly enhance the survivability of their Mothership by linking it to three Archons. Alternatively, the 350 shields of the Mothership could enhance the survivability of nearby Carriers or Colossus.
These changes make Stargate units more powerful and viable in the late game, while allowing us to remove Vortex.
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The Return of the Warhound
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The final pieces of the puzzle necessary to make Mech work is to re-introduce the Warhound (or Goliath), introduce the Flaming Betty, give Mech a better way to repair, and remove the Widow Mine, Thor and Hellbat.
Yes, this puzzle has a lot of pieces, it is for ages 10 and up.
Let's start with the new Warhound. While Tanks have the role of anti-armored and general AOE damage vs. ground units on lockdown, Tanks will obviously need support vs. light units and air units. The Hellion gives Terran AOE damage versus light units, and this is effective versus Zerglings because they can kill a line of them in two shots. However it isn't as effective versus Zealots because the overall DPS of Hellions isn't high enough handle Zealots effectively. So one of the roles of the new Warhound is an anti-light unit.
I've been testing a unit that costs 150/75 and 2 food, has 175 HP, 2 armor, moves at 2.45, and does 25 damage (+3 per upgrade) every second to a single light unit, and 10 damage (+1 per upgrade) to other units. With 2 armor, the Warhound is particularly resistant to Zealots with their two attacks, and you'll note their overall DPS done to light units is the more than stimmed Marauders do to armored units. You'll also note however that this unit won't simply steam roll everything in it's path. It will won't be cost effective versus Roaches, Ultralisks, Tanks, Marauders, Stalkers or Immortals. But it will be effective versus Zealots, Sentries, Marines, Hellions, Hydralisks and Zerglings. See the chart below for more information.
Also the Warhound would provide anti-air capability for Mech, with two attacks doing 10 damage each every 1.5 seconds, with 8 range. The Warhound would have an upgrade at the Tech Lab that would give these attacks AOE damage (similar to the upgrade in the WOL campaign that gave Vikings AOE damage) to help handle Mutalisk balls. Unlike the Thor, but similar to the Marine, the Warhound provides a highly mobile all-purpose anti-air unit for Mech. This allows Warhounds to provide necessary anti-air coverage for spread out Tank lines.
Warhound Test Results:
+ Show Spoiler +
All of these tests were completed with no upgrades, unless specified.
Versus Other Ground Units
1 Warhound vs 1 Siege Tank (Tank Mode) = Tank left with 88 HP
1 Warhound vs 1 Marauder (No Stim) = Warhound left with 13 HP
3 Warhounds (spread out) vs 1 Ultralisk = Ultralisk left with 181 HP
6 Warhounds (clumped) vs 2 Ultralisks = 2 Ultralisks left with 29 and 500 HP
1 Warhound vs 1 Roach = Warhound left with 63 HP
1 Warhound vs 2 Roaches = 2 Roaches left with 31 and 145 HP
1 Warhound vs 1 Queen (on creep) = Warhound left with 91 HP
1 Warhound vs 1 Immortal (current or suggested) = Immortal left with 40 shields, full HP
1 Warhound vs 1 Stalker = Warhound left with 19 HP
2 Warhounds vs 2 Stalkers = 1 Warhound left with 91 HP
Versus Light Ground Units
1 Warhound vs 3 Marines (with Combat Shield, No Stim) = Warhound left with 103 HP
2 Warhounds vs 8 Marines (with Combat Shield, No Stim) = 1 Warhound left with 83 HP
1 Warhound vs 1 Hellion = Warhound left with 159 HP
1 Warhound vs 1 Hydralisk (with Grooved Spines) = Warhound left with 135 HP
1 Warhound vs 6 Zerglings (with Metabolic Boost) = Warhound left with 40 HP
2 Warhounds vs 12 Zerglings (with Metabolic Boost) = 2 Warhounds left with 49 and 58 HP
1 Warhound vs 1 Zealot (with Charge) = 1 Warhound left with 115 HP
1 Warhound vs 2 Zealots (with Charge) = 1 Zealot left with 4 HP
1 Warhound (with +3/+3) vs 2 Zealots (with Charge and +3/+3/+3) = Warhound left with 31 HP
8 Warhounds vs 16 Zealots (with Charge) = 3 Warhounds left with 49, 61 and 103 HP.
Versus Air Units
1 Warhound vs 1 Voidray = Voidray left with 0 Shields, 90 HP
2 Warhounds vs 2 Voidrays = 1 Voidray left with 60 Shields, Full HP.
1 Warhound vs 1 Banshee = Warhound left with 15 HP.
1 Warhound vs 1 Mutalisk = Warhound left with 133 HP.
3 Warhounds vs 1 Battlecruiser (No Yatamoto) = Battlecruiser left with 14 HP.
Now one might say, "doesn't the Hellbat give Terran what it needs versus Zealots?" Well, the Hellbat presents a lot of problems that the Warhound doesn't. First, it only costs minerals, and now again Terran has a powerful mineral only unit from one tech tree that can combined with gas units from another tree. Thus, a Bio player could easily incorporate Hellbats into their builds and we have the same problem we ran into with Marines being combined with Mech units. And the fact that Hellbats can be healed due to their Biological status just exacerbates the problem, and I've seen a lot of players simply adding Hellbats into Terran Bio, which leaves Protoss with even fewer options to deal with MMMGV + Hellbat because Zealots aren't nearly as effective even when the only upgrade the Hellbats have is Blue Flame.
The Hellbat is also too cost effective for a mineral only unit. It is not only an effective main line fighter but it still harass very effectively. Furthermore, when dropped from Medivacs Hellbats easily wipe out a mineral line in a few shots with it's wide arc of fire. Think pre-nerf Blue Flame Hellions!
Dragon cleared out this mineral line in no time...
So now to a unit that will solve a problem that Terran Mech players have had since Brood War, and combined with the Warhound, make the Hellbat and Widow Mine unnecessary. Swan's Flaming Betty (or it could be called the Perdition Turret).
You should be hearing the country music from single player when Swan gives you a new toy...
The purpose of introducing the Flaming Betty to multiplayer is to give Terrans a powerful anti-light AOE attack, a unit that encourages positional play, and a fixed anti-ground defensive structure that doesn't cost gas as Planetary Fortresses do, or food as Widow Mines do.
Every Hellion would be able to put down one permanent Flaming Betty Turret, that would build itself automatically over 10 seconds (so it can't be used offensively and be thrown down in battle or in a mineral line and immediately do damage), have 150 HP, 2 armor, 5 range, and would do the same damage as Hellions and would benefit from the Blue Flame upgrade. It would also have a wider arc of fire similar to Hellbat, be classified as Armored and Mechanical, be able to be repaired by SCVs, and it would not be able to hit air units.
There are many consequences to having this unit in multiplayer. First, it can be used as an anti-ground static defense to help protect Mech players from all-ins and attacks during any stage of the game, the same way Bunkers are used for Bio players. See a powerful attack coming? Throw down some Flaming Bettys!
Flame on!
Also they could be used to protect Siege Tank positions from Zerglings, Zealots and Marines, encouraging positional play. Just like a field of Spider Mines, a bunch of Flaming Bettys in an area is also going to slow the advance of your opponent, giving your Tanks time to fire or reposition.
Siege Tanks think Betty is hot.
Finally, they could be used to defend bases from ground units in the place of Planetary Fortresses for bases that aren't at risk from being attacked by a large army, but are at risk from Zergling run-bys, drop play, or Zealot Warp-ins. This would allow more gas to go into the Mech army itself.
Safe and Sound.
So why is the Flaming Betty better than the Widow Mine?
First, they don't cost supply, gas, or Factory build time, things that are important to Mech players.
Second, they can't be used effectively offensively. I've seen a lot of people using Widow Mines offensively, whether it be running them into the mineral line of an opponent, or blocking expansions with them (like a burrowed Zergling).
Now you see em...
...now you don't.
This might not seem like a big deal, but Widow Mines are built far in advance of any other cloaked or burrowed unit, and mines can stop expansions from going down, and can simply force a player to not collect resources until the mines are cleared, which can be game ending and forces earlier detection.
Third, the Flaming Betty doesn't have such a drastic effect on detection because it isn't cloaked. Widow mines have limited the variety of builds a player can do early, even with Spore Crawlers not requiring an Evolution Chamber and the MSC granting detection. The Flaming Betty does not limit the builds of other races, and we can return detection to a point where the Banshee and Dark Templar can do their job effectively.
Fourth, Flaming Bettys will be used because they are free. The Widow Mine takes up time from the Factory, and due to their expense, supply cost and potential to do very little damage, they may see limited usage in some game.
Fifth, the Flaming Betty has a predictable effect on the game. The Widow Mine deals so much damage that some games simply end in a very anti-climatic fashion if a ball of units comes close to a pack of mines. And in other games the mines will be detected and sniped off and the investment will be a complete waste. This is not a good mechanic because gives the game a coinflippy feel that it doesn't have to have. With the Flaming Betty players won't be praying their opponent doesn't have Widow Mines, or crossing their fingers than their opponent runs their units into a bunch of Widow Mines. The Flaming Betty's effect is predictable, and you won't see whole armies being killed if a player forgets to bring their Observer or Overseer with their army.
AiHonor's switch into mass Tempests caught MorroW off guard, forcing him to go for Honor's base with his army to buy time because he no an anti-air except seven Widow Mines. Thankfully, MorroW positioned his Mines in just the right spot, killing 7 of 12 of Honor's bunched up Tempests as they tried catch MorroW's army. Two of three in the picture with almost no health are about to die, finished off from the Widow Mine on the left which is firing it's rocket in the picture. A very anti-climatic ending to an epic game.
Finally, the Flaming Betty doesn't hit air units or cloaked units. This is key, because the obvious counter to a style of play that emphasizes holding positions is to build units that are extremely mobile to find weak points and outmaneuver your opponent. The Widow Mine deals a lot of damage to everything that comes into range, whether it be a flying unit or a cloaked unit, limiting the obvious counter to positional play.
The power of Mech should not come from the Widow Mine, it should come from the Siege Tank. The Siege Tank should hit hard, not the Widow Mine. If Siege Tanks do enough damage then Mech will work. If they don't, then we'll constantly be looking for something that will do big damage and that we can combine with Siege Tanks so we can say "See Siege Tanks work when you use them with X!" X being the very hard hitting Warhound that was removed or Widow Mine. And in both cases, the Widow Mine and Warhound are better used alone or with other Terran play styles, than in conjunction with Siege Tanks in TvP.
And then the last piece of the puzzle is that Mech play needs a better way to repair their units. Thus, the seldom used auto-turret should be replaced with the Mech repair spell from the single player Science Vessel. Not only would this make it easier for Mech players to repair, but also gives them a way to repair units that doesn't cost resources. No other playstyle in the game is burdened by having to spend resources to repair units.
So now not only is Bio revitalized with the Medic in HOTS, but Mech now has the Warhound, Hellion, and Flaming Betty supporting Siege Tanks. This gives Mech players a viable core of units to use against every race, and these units emphasize positional play, rather than deathball play.
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Closing Thoughts
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I started writing this as a piece on why Siege Tanks needed to be more powerful for Mech to work, and how to remove Vortex. But because units are dependent on each other and nothing exists independently, you can't responsibly buff Siege Tanks or remove Vortex without reworking other areas of the game, which in turn effects other areas of the game. And so I ended up writing a piece longer than my college thesis.
I've given a lot of thought to each race, and also to what makes SC2 fun, and believe the above changes would add significantly to each race. However, the changes I've suggested are almost certainly not perfect, but at the very least I hope they spur new ideas and help improve HOTS.