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[ASL3] Ro16 Group D - Page 27

Forum Index > Brood War Tournaments
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-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 10 2017 02:30 GMT
#521
has anyone ever thought of doing a "community PTR" using modified maps to test these ideas for balance changes in-game?
vibeo gane,
SlayerS_BunkiE
Profile Blog Joined May 2009
Canada1717 Posts
May 10 2017 02:39 GMT
#522
On May 10 2017 11:01 darktreb wrote:
Show nested quote +
On May 10 2017 09:55 SlayerS_BunkiE wrote:
With the length of time I've spent on TL, I can make either or both of the following conclusions:
- TvZ is the most imbalanced matchup in BW history (in favor of T)
- Zerg is the whiniest race in BW history


As you noted, it's possible for both to be true!

But in all seriousness, ZvP has also been super broken for long periods of time (just not today), and Protoss has had by far the least success overall. But everyone else turns on Protoss players when they complain =P

Haha, sad but true... It's been suggested the reason Terran has seen so much success, especially pre-Bisu (in other words, pre modern BW), was because there aint enuf Protoss getting far in tournaments. They were having too much difficulty getting past the Zergs.
iloveby.SlayerS_BunkiE[Shield]
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
May 10 2017 03:08 GMT
#523
On May 10 2017 10:10 LRM)TechnicS wrote:
Show nested quote +
On May 10 2017 09:49 Dazed_Spy wrote:
If zvt is so hard for zerg, I would suggest first consider changing the maps from the exact same ones that have dominated for nearly a decade. If zerg cant keep up in the meta, fuck, design a natural thats a bit more abuseable for mutalisk? Any number of features that are pro zerg or experimental can be added in. Our current meta is "4 player map, easy to take natural, symmetrical, wide open center".

Maybe tis time go to back to deviating with map concepts a little.


+

Show nested quote +
On May 10 2017 09:54 Liquid`Drone wrote:
For a truly balanced map, look at tau cross!

TvZ: 67-67
ZvP: 64-64
PvT: 64-59

Might actually be something to how the bases are spread out. Tau cross doesn't give equal amount of bases to t and z; t only gets a 4th gas if they've already won the game, z can get 5 gas with 3 ground entry points total. Of course, it's also very possible that current meta mech switch would be kinda dominant.


Yeah, map design is definitely the way to go at first here. The challenge is that it will really take a whole lot of efforts, imagination, headaches and possibly luck for the teams of players and mapmakers to succeed in creating the desired maps. It really should involve a lot of collaboration between the players and the mapmakers imo.
Back in the day thats pretty much how it was. Map makers would make maps, who already understood the meta and how to work subtle changes, and then the pros would play it and address it. Things might be a bit more amateur now but im sure a similar thing happens and will happen with the introduction of new maps.
Never say Die! ||| Fight you? No, I want to kill you.
Terrorbladder
Profile Joined May 2014
2750 Posts
May 10 2017 03:18 GMT
#524
if you want some maps skewed against T just make 3p maps then. Other races just take the 3rd main+nat faster -> terran can't split map -> 1 main vs 2 mains late game -> T automatically has <50% to win every time
My dream is to fertilize two females at a time.
RKC
Profile Joined June 2012
2848 Posts
May 10 2017 03:41 GMT
#525
Been doing some research, and dug out the games of Fantasy v GGPlay in 2008 Incruit OSL. Insane set of games! So jaw-dropping seeing Terran rush to fac + port + armoury versus Zerg (as opposed to versus Protoss).

But I assume the meta has changed since then? Bio to mech switch being safer and deadlier?

How much does Terran mech play dependent on maps?

Would really appreciate if someone could give me a history lesson on dirty/disgusting Terran mech v Zerg
gg no re thx
Dante08
Profile Blog Joined February 2008
Singapore4179 Posts
May 10 2017 03:58 GMT
#526
On May 10 2017 11:39 SlayerS_BunkiE wrote:
Show nested quote +
On May 10 2017 11:01 darktreb wrote:
On May 10 2017 09:55 SlayerS_BunkiE wrote:
With the length of time I've spent on TL, I can make either or both of the following conclusions:
- TvZ is the most imbalanced matchup in BW history (in favor of T)
- Zerg is the whiniest race in BW history


As you noted, it's possible for both to be true!

But in all seriousness, ZvP has also been super broken for long periods of time (just not today), and Protoss has had by far the least success overall. But everyone else turns on Protoss players when they complain =P

Haha, sad but true... It's been suggested the reason Terran has seen so much success, especially pre-Bisu (in other words, pre modern BW), was because there aint enuf Protoss getting far in tournaments. They were having too much difficulty getting past the Zergs.


After reading this thread I conclude Zergs are the whiniest race in BW.

Soulkey wins an epic game vs Flash --> Zerg players be like meh Flash fucked up

JD loses an epic game vs Last --> omg Terran imba how is Zerg supposed to play vs that.

If you have been following classicyellow's stats Flash and Last have been top 1-2 terran for ages and JD's ZvT is nowhere near good enough to beat them yet.
LRM)TechnicS
Profile Joined May 2008
Bulgaria1565 Posts
May 10 2017 04:22 GMT
#527
On May 10 2017 10:56 darktreb wrote:

I concede that the decision to back off in the middle of a crazy game is not an easy one, especially lacking full vision. The specific moment I think he needed to reconsider was when we he moved into the top left with only ~8 Mutas left, and there was a couple Goliaths, a few Factories, and a couple Turrets still. Without lings coming in (which he did not have), there was no circumstance in which staying there was going to be beneficial. But, it's still a very hard spur of the moment decision.


In this specific moment that you describe, whatever decision Jaedong or any zerg in his place would have took for these 8-10 mutas left, imho, would not have changed the winner of the game nor would have impacted the zerg player's chances of winning the game significantly. Claiming that Effort, Soulkey, Zero, Hero, Larva wins the game from then on while Jaedong in actuality didn't is (no offense but) borderline fairy-tale talk.

On May 10 2017 10:56 darktreb wrote:
...Come on man - you're gonna quote me except also cut off the second half of what I said? That's intellectually dishonest. I said relative to how he is one of the greatest players of all time. Jaedong's game sense is ...


Sure, prove it.
Enjoy the game
LRM)TechnicS
Profile Joined May 2008
Bulgaria1565 Posts
May 10 2017 04:32 GMT
#528
On May 10 2017 12:18 Terrorbladder wrote:
if you want some maps skewed against T just make 3p maps then. Other races just take the 3rd main+nat faster -> terran can't split map -> 1 main vs 2 mains late game -> T automatically has <50% to win every time


No, it should slightly favour z over t, p over z and t over p simultaneously... I think...
Enjoy the game
zaMNal
Profile Blog Joined November 2005
Mongolia385 Posts
Last Edited: 2017-05-10 05:12:40
May 10 2017 05:03 GMT
#529
ASL season 3 ZvT stats (ro24 and ro16):

Zerg 1-8 Terran

soulkey 0:1 mong
hero 0:1 ssak
hyun 0:1 last
larva 0:1 last
hyun 0:1 flash
shine 0:1 flash
effort 1:0 sea
jaedong 0:1 ssak
jaedong 0:1 last

edit: Will probably be something like 2-11 (shine 1:3 mong) or 3-15 (soulkey 1:3 flash/last) at the end of the season.
ZeroChrome
Profile Joined September 2010
Canada1001 Posts
May 10 2017 05:25 GMT
#530
On May 10 2017 14:03 zaMNal wrote:
ASL season 3 ZvT stats (ro24 and ro16):

Zerg 1-8 Terran

soulkey 0:1 mong
hero 0:1 ssak
hyun 0:1 last
larva 0:1 last
hyun 0:1 flash
shine 0:1 flash
effort 1:0 sea
jaedong 0:1 ssak
jaedong 0:1 last

edit: Will probably be something like 2-11 (shine 1:3 mong) or 3-15 (soulkey 1:3 flash/last) at the end of the season.


Also

Zerg 10-2 Protoss
Forward
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
May 10 2017 05:44 GMT
#531
On May 10 2017 11:30 -NegativeZero- wrote:
has anyone ever thought of doing a "community PTR" using modified maps to test these ideas for balance changes in-game?


I doubt there's enough interest from players to actually do solid testing. Players have to spend time doing other stuff. Same problem with SC2 PTR. No one will actually invest time into it.

On May 10 2017 12:41 RKC wrote:
Been doing some research, and dug out the games of Fantasy v GGPlay in 2008 Incruit OSL. Insane set of games! So jaw-dropping seeing Terran rush to fac + port + armoury versus Zerg (as opposed to versus Protoss).

But I assume the meta has changed since then? Bio to mech switch being safer and deadlier?

How much does Terran mech play dependent on maps?

Would really appreciate if someone could give me a history lesson on dirty/disgusting Terran mech v Zerg


Fantasy started a phase of direct to mech play back in around 2009 I think iirc. But Zerg's solved it essentially. Direct mech is too slow to begin with.
Gak2
Profile Joined September 2010
Canada418 Posts
May 10 2017 05:54 GMT
#532
On May 10 2017 02:41 darktreb wrote:
People are making this into a false dichotomy between "BW is perfectly balanced on every map" and "JD deserved to lose for not playing perfectly".

TvZ probably isn't "perfectly" balanced right now. Jaedong didn't play that great, especially past the 20 minute mark. Both can be true - I think both are true.

What's definitely true is that Jaedong could have won this game had he played better, and not in "everything perfect god mode" ways, but in ways that are completely reasonable to expect for an elite Zerg player. I bet Effort, Soulkey, Zero, perhaps hero, and perhaps Larva (when not on stage) win that game if they get into the position Jaedong did right after the late game Muta switch.

Nobody thinks BW is balanced on every map. But better players can beat worse players most of the time, on most maps. The thing is though, Last is the better player right now. Using this of all games as the prime example of TvZ imba is asinine. There are so many better examples.

I've been watching Jaedong since 2006. One of Jaedong's weaknesses has always been his propensity for aggression (which is also one of his greatest strengths), and relatively mediocre game sense / late game decision making for a person who is probably the second greatest player of all time. Jaedong generally wins off of a combination of hyper aggression, and amazing mechanics. He was always able to scrape advantages other players couldn't, both because they didn't have the mechanics, and because they didn't have the balls.

The problem is this playstyle is so damn effective that Jaedong never developed quite as good of "sloppy game" game sense. He still won a ton of these games because he was almost always the better player, and superior mechanics and killer instinct are still worth a lot in a sloppy game. But as soon as it looks like "attack attack attack" will work, his natural instinct is to go with that route, even if there's a better route.

In this game, that situation came up after the Muta switch. He got a lot of value out of the Mutas, but he could have gotten FAR more value out of them by keeping them alive instead of throwing them away at the top left. If he keeps ~10 Mutas alive and harasses / flanks with them constantly, while taking both mineral only bases and perhaps even 3 o'clock, then he probably wins. This would have been Soulkey's instinct, and probably Effort's and Larva's as well.

This is the stable way to win ZvT on Circuit Breaker once you have a brief late game advantage, because if you take both Mineral only bases, not only is the 6 o'clock gas buffered a bit, but each harass is proportionally less damaging for the very straightforward reason that when an expo is harassed when you're on 6-7 base, it's less damaging than when you're on 4-5 base.

Once Jaedong lost the Mutas, all of a sudden Last could again march all the way down to the high ground outside of one of the mineral only bases. There was very little flanking, partly because Jaedong couldn't afford it having burned like 2000 / 2000 on Mutas. For all of Jaedong's great Lurker drop harass in the beginning of the late game, where was a Defiler and a Lurker under swarm to interrupt the flow of Terran units?

All of this is very hard to do, but what is also getting ignored is how great Last played after the 20 minute mark. It definitely wasn't a great game by him in the first 20 minutes, but whereas a lot of Terrans would have crumbled or gotten passive, Last kept pumping out units and kept going to the high ground. It's really scary to move out as Terran when you don't have the full death ball put together, but Last kept doing it super effectively (though again would have been less effective with the threat of Mutas).

Also, while Vultures are super strong, it does take a ton of work to lay mines over and over again. This is why the mineral only bases on CB benefit Zerg more than Terran. For Zerg, it just means infinity cracklings, which take very little effort to use. You can throw 6-24 cracklings at some expo on A-move in the late game and there's a decent chance they do damage. Sure they might all blow up to one mine, but Terran has to keep laying those mines.

Problem is, Jaedong just never stabilized those mineral-only bases, in spite of the advantage they provide for Zerg in late game ZvT.

Now you might say, "Jaedong badly wanted to kill top left, because if he doesn't it's really hard". I agree. But throwing Mutas only doesn't work. Mutas do like no damage to buildings, and as long as there are a few Factories up there, eventually enough 3-3 Goliaths will pop. It's like in PvT, as soon as the Zealots die, pull back the Dragoons. Here, as soon as you're down to just Mutas, pull them back because they are 10x more valuable as harass / flank / just being annoying, than slowing chipping away at Factories while Goliaths come out 3 at a time. This is a very straightforward concept. I'm not saying I "know better" than Jaedong - he surely knows this too, but his attack instincts are just too much sometimes in the heat of a game.


Wow I agree with everything you said. I'd like to add that I think Soulkey vs Flash pretty much proved that you don't have to be on even bases with terran when they're in mech mode. Zerg seems to be able to go full sauron on 4 or 5 bases anyway, and adding more just gives additional avenues for vultures to harass. Once terran gets more bases, zerg has to really exploit the 2 weaknesses I see in mech: rebuilding siege tanks takes pretty damn long, and multipronged harass/attacks are very hard to handle.

The muta switch is such a powerful card in a zerg's hand that I don't think there's any reason to not get +1 air attacks which is super cheap. Maybe +2 even. 3/3 tanks have 4 armor, which makes unupgraded mutas do 5 damage. +1 is +20% damage in that case. Jaedong would've cleaned up much faster when he did his tech switch.

I agree with you that he shouldn't have thrown away his mutas on the top left. But the main reason this didnt work was because he had no reinforcements. This is because Last was brilliantly intercepting the reinforcements with vultures, and kiting them into spider mines. What was left of jaedongs reinforcements was like 2 heavily damaged ultras and a pitiful amount of zerglings (artosis mistakenly thought this was gonna be a huge army). This is definitely where jaedong lost the game. If you check, he went from 140 to 100 supply here.

Speaking of which, it was spider mines that seemed to be Jaedong's bane today. I think zergs need to perfect clearing mines because terrans are very good at mining the map any chance they get. I think a handful of mutas (maybe 5) on permanent vulture/spider mine duty is necessary. Soulkey did something like this vs Flash, where his mutas lived for most of the game and they kept doing work. Furthermore, overlord drops just bypass mines entirely, so I'm glad we're seeing them more and more but I think they can be further abused. Eventually, I'd like to see multi pronged overlord attacks + macroing a new army + sending overlords back + loading up the new army + reinforcing, which seems very APM intensive but i'm sure the koreans can do it.

All in all, I really don't think TvZ mech is imbalanced right now. Zergs just need to decisively figure out how to handle it, and practice execution. The only thing I think might still be imbalanced in TvZ is the difficult of holding a 3rd for zerg I think Shine vs Flash showed a very promising build against it but that's another topic
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2017-05-10 06:10:15
May 10 2017 06:00 GMT
#533
I'm not sure why people insist on talking about individual games like the Soulkey game or the Jaedong game as proof of imbalance or proof of balance.

Jaedong made a lot of mistakes yeah. Literally every Starcraft player will make mistakes. Soulkey played a great game against Flash. Yes that happened. But you look at overall win rate and it's still TvZ Terran favoured. You can't say "It's balanced fine because Jaedong could have played better". Of course he could have. But that doesn't mean the matchup's balanced.

And yes, ZvP is Zerg favoured, I don't think anyone's denying that.
Farkinator
Profile Joined August 2010
United States283 Posts
May 10 2017 06:15 GMT
#534
This thread really reminds me of the Korean Map Stats blog by artosis, but without incontrol and nony careening in to completely derail the discussion.
Get some bases, smash some faces.
YASHSHAKAR
Profile Joined April 2017
United States75 Posts
May 10 2017 06:33 GMT
#535
On May 10 2017 01:56 TheNewEra wrote:
Show nested quote +
On May 10 2017 01:47 Ej_ wrote:
Looks like TvT finals again :x

you think Mong or sSak are going to get to the final over Bisu?


As much I was impressed by Mong from day 3, i wouldnt bet money on him beating Bisu if they faced off. However, both players are in top form.

I love R8 Bo5 format because we really get to witness the clash of minds. The dominant player will usually show forth in the end.
My wallet for Aiur
RKC
Profile Joined June 2012
2848 Posts
May 10 2017 06:35 GMT
#536
On May 10 2017 15:15 Farkinator wrote:
This thread really reminds me of the Korean Map Stats blog by artosis, but without incontrol and nony careening in to completely derail the discussion.


So this InControl chap tends to get out of control?
gg no re thx
YASHSHAKAR
Profile Joined April 2017
United States75 Posts
May 10 2017 07:20 GMT
#537
On May 10 2017 14:25 ZeroChrome wrote:
Show nested quote +
On May 10 2017 14:03 zaMNal wrote:
ASL season 3 ZvT stats (ro24 and ro16):

Zerg 1-8 Terran

soulkey 0:1 mong
hero 0:1 ssak
hyun 0:1 last
larva 0:1 last
hyun 0:1 flash
shine 0:1 flash
effort 1:0 sea
jaedong 0:1 ssak
jaedong 0:1 last

edit: Will probably be something like 2-11 (shine 1:3 mong) or 3-15 (soulkey 1:3 flash/last) at the end of the season.


Also

Zerg 10-2 Protoss


This... We had TONS of toss when this thing started.. Many have failed Aiur, and have succumed to the zerg swarm.


But now that "The day of the terrans" has just taken place, there might actually be hope for the vegabond race after all. Best would have to defeat soulkey first tho.

And Bisu lol well.. Bisus gonna bisu..

Cant wait to see more action!
My wallet for Aiur
Terrorbladder
Profile Joined May 2014
2750 Posts
May 10 2017 07:57 GMT
#538
Also no one batted an eye when, after qualifiers, there were only 6 terrans in the main 28-player draw
My dream is to fertilize two females at a time.
RKC
Profile Joined June 2012
2848 Posts
May 10 2017 08:10 GMT
#539
On May 10 2017 14:44 neobowman wrote:
Show nested quote +
On May 10 2017 11:30 -NegativeZero- wrote:
has anyone ever thought of doing a "community PTR" using modified maps to test these ideas for balance changes in-game?


I doubt there's enough interest from players to actually do solid testing. Players have to spend time doing other stuff. Same problem with SC2 PTR. No one will actually invest time into it.

Show nested quote +
On May 10 2017 12:41 RKC wrote:
Been doing some research, and dug out the games of Fantasy v GGPlay in 2008 Incruit OSL. Insane set of games! So jaw-dropping seeing Terran rush to fac + port + armoury versus Zerg (as opposed to versus Protoss).

But I assume the meta has changed since then? Bio to mech switch being safer and deadlier?

How much does Terran mech play dependent on maps?

Would really appreciate if someone could give me a history lesson on dirty/disgusting Terran mech v Zerg


Fantasy started a phase of direct to mech play back in around 2009 I think iirc. But Zerg's solved it essentially. Direct mech is too slow to begin with.


How did Zergs solve it? Go 2base hydra or muta?

How is bio-mech better than pure mech?

(Sorry about the stream of questions, really curious to know!)
gg no re thx
Terrorbladder
Profile Joined May 2014
2750 Posts
Last Edited: 2017-05-10 09:08:23
May 10 2017 09:07 GMT
#540
On May 10 2017 17:10 RKC wrote:
Show nested quote +
On May 10 2017 14:44 neobowman wrote:
On May 10 2017 11:30 -NegativeZero- wrote:
has anyone ever thought of doing a "community PTR" using modified maps to test these ideas for balance changes in-game?


I doubt there's enough interest from players to actually do solid testing. Players have to spend time doing other stuff. Same problem with SC2 PTR. No one will actually invest time into it.

On May 10 2017 12:41 RKC wrote:
Been doing some research, and dug out the games of Fantasy v GGPlay in 2008 Incruit OSL. Insane set of games! So jaw-dropping seeing Terran rush to fac + port + armoury versus Zerg (as opposed to versus Protoss).

But I assume the meta has changed since then? Bio to mech switch being safer and deadlier?

How much does Terran mech play dependent on maps?

Would really appreciate if someone could give me a history lesson on dirty/disgusting Terran mech v Zerg


Fantasy started a phase of direct to mech play back in around 2009 I think iirc. But Zerg's solved it essentially. Direct mech is too slow to begin with.


How did Zergs solve it? Go 2base hydra or muta?

How is bio-mech better than pure mech?

(Sorry about the stream of questions, really curious to know!)
They'll go greedy, so when Terran maxes out with a pure mech army Zerg is already sitting behind 5 bases and can Sauron Zerg the T to death. That's what I remember from watching in Kespa days. Bio-mech is better because a MnM army is more mobile and T won't have to cede map control to Z (mech is slow, no map control from beginning). Having a bio army roaming around the map keeps Z's 3rd timing in check and also means Z will need to spend gas on building Mutas and Lurkers -> cost the Z more gas
My dream is to fertilize two females at a time.
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