1. Not only is the video is in chinese, therefore, I have no idea what it is on about, I did not find it particularly watchable due to its editing, nor is it informative.
2. Having, despite that, watched this whole video, it did not demonstrate, to me, the assertion that the Tempest’s range is some problematic interaction. It shows a Protoss who knows how to use their units?
seriously
A major part of this? The Tempests are pretty mediocre for a long time after their initial snipe, which happens not because the Corruptors are weak, but because there is twice as many resources of Tempest than Corruptor and the Tempests still are recalled out, one nearly dying. At 12:30 and 14:40, Corruptors are zoned… by Storm and Archons. Woah, a unit gets countered. Like how the Ultralisks are functionally immune to the Storm. At 15:25, the Corruptors have no trouble swooping in from below where the Archons can’t reach, and just snapping down a Tempest? like. actually.
At 15:45, 16:45, 17:50, 18:25, 18:45, when the Corruptors actually just go in, they have no problem just slaughtering all the capital ships in that fight. They do end the fight rather damaged … and it’s because they sat in storm or archon range to do it. The Tempests are immaterial: This video demonstrates that High Templar and Archons counter Corruptor balls.
The ending fight at 19:15 being sped up makes it nearly impossible to tell what’s going on due to the compression, but there are seven corruptors, four ultralisks, a no-energy viper, four lurkers; against four stalkers, a templar, three archons, an immortal, four tempests, and a mothership.
To be blunt, it overall demonstrated to me the exact opposite of what your argument is. It showed me a Protoss who leveraged the synergy of their units and prevented the Zerg from splitting them apart?
3. I am only particularly interested in your own opinions and feelings; and a video is a cop out. This video has no argument and as evidence I find it demonstrates the exact opposite of your point.
The Tempest’s stats have been basically unchanged:
August 2020: Addition of anti-structure upgrade.
September 2023: Acceleration 2.1 → 4.2, model and radius reduced by 10%.
November 2024: Supply cost 5 → 4, Air range 14 → 13.
So bzzzzt. Don’t lie like this. Yes the acceleration change is very important for how the unit handles and makes it significantly stronger because it can hit-and-run reasonably.
Cyclones do exist and work great at smaller counts. It doesn’t scale up too well, certainly. Thors also actually work quite well because they can compete with their range, have high base and significant bonus damage, and are able to take hits from the ship! Finally, the Marine actually works against the Tempest very well, due to how the Tempest shoots single big shots.
Yes, Thors die to Immortals and Marines and Vikings die to Storm/Archon. But look, that’s the same situation as with the Corruptors. Two armies made up of units that counter units in the other army working together to make a synergetic composition.
Yes. That’s because it preserves units, which can then go and attack if the defense is held, which ought to leave the base vulnerable.
Think of the Shield Battery like the Bunker. You pay money to preserve your units. It makes up for not being able to solo-counter units very well by letting you form a counter-offensive with what you do have.
If the Queen is healing units, the Queen is not injecting larva. Yes, I’m aware people build multiple Queens, but that means they, once again, paid specifically extra money to get that feature. This is nice and parallel? Chrono Boost lets you have more units while Energy Recharge on a battery lets you have more healing and both cost energy.
I fundamentally disagree that the larger area by itself is a problem for these units.
The combination of larger area and potential damage is, though. I think it’s extremely awful.
I also do not mean a burst heal effect, I mean “you do not need to immediately pull workers to start performing repairs”, ie. It’s okay for the 400 HP Thor to take 200 damage before you repair it, because that will take an amount of time, unlike dealing 50 damage to the 55 HP Marine.
Carriers don’t heal. That’s not part of their function.
Yamato, due to disabling the BC’s weapons, may frequently not be what you want it to be doing. It’s not a great choice for an auto-cast ability, because if it’s properly intelligent then it makes the unit start getting close to its maximum level of effectiveness without taking player attention, and that’s an essential part of how this game’s unit interactions have ended up being shaped; that you cannot be in all places.
Also I am, again asking:
Genuinely, why. Not to trap, not for nonsense, but curiousity on your logic.
but perhaps adjusting balance by removing the bonus tag on its ground attack or reducing its HP by 10, which would equal the version before LotV.
This is a change that has half of a why. Lower cost coupled with a stat drop. But why is this counter nerf the one you think is appropriate?