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Why the Terran problems are not an imbalance issue - Page 11

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Ghad
Profile Blog Joined April 2010
Norway2551 Posts
September 10 2010 07:53 GMT
#201
Wouldn't disagree on making drop capability an upgrade.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2010-09-10 08:00:34
September 10 2010 07:59 GMT
#202
auto-repair really have no place in the game at all.


Err, why? Shields auto heal, zerg units autoheal, why shouldn't terran be able to auto repair their units and structures? Also, SCVs usually bug out if there's more than one thing nearby that needs repairing, like if SCVs take damage when they're repairing something, the other SCVs try and repair that SCV.

Also, SCVs die so fast that as long as they fix the targeting priority for units, the thor problem won't be a problem anymore.

EDIT: Also the point about making drop an upgrade is just silly. Why not then make Warp Prism drop/warp in mechanics both upgrades too?

I'd say if anything, you'd make the heal an upgrade because if you're going mech you really will never use the healing capabilities of the dropship.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
September 10 2010 07:59 GMT
#203
On September 10 2010 16:48 link0 wrote:
Show nested quote +
On September 10 2010 16:34 lololol wrote:
On September 10 2010 16:17 leve15 wrote:
On September 10 2010 15:43 sadyque wrote:
On September 10 2010 15:12 nitdkim wrote:
Add in Negative Damage!

SC1 dragoon 20 damage -10 to small

We currently have Damage + bonus to light/armored

What we really need is Damage - reduction to light/armored armor


We already have that.... Marauders do 20 dmg and 10 dmg reduction to light units...Just like dragoons actually.

dragoons with stim pack just came to my mind

and made me chuckle


Dragoons with stim... and a slowing attack.


And 55 less hp, no shield regen, slower movement speed, and can't shoot air. Otherwise, yea, the same unit.


And can be healed by medivacs, takes less place inside a dropship, kills buildings 30 times faster...
Revolutionist fan
Consummate
Profile Joined April 2010
Australia191 Posts
Last Edited: 2010-09-10 08:03:49
September 10 2010 08:02 GMT
#204
I support the idea behind an academy for stimpack/concussive shell/reaper upgrade. Not only does it nerf the very early marauder push against Protoss (which is pretty much unbeatable), but it also allows you to scout what they're doing. An early academy would obviously mean some bio push, compared to just seeing a tech lab and just having a guess.

I agree that the tech lab is flawed with how it allows so many new units to be built while giving all the crucial upgrades too.

Medivacs requiring an upgrade before being able to drop units is also a great idea.

SCVs being a higher priority when repairing is also good.

Bunker idea is good too.

Marauders however need an adjustment against Protoss for reasons everyone knows about.
lol
Parodoxx
Profile Joined May 2010
United States549 Posts
September 10 2010 08:03 GMT
#205
omg the medivac thing has been plaguing my mind for so long especially when you compare it to a warp prisom ,thanks for coming forward with this I didnt want to deal with the flames of TL
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
September 10 2010 08:06 GMT
#206
I pretty much always disagree with your points Raelcun...
I know you watch a lot pro replays but you're only very low Diamond yourself if I'm not mistaken (saw you rank 99 Diamond or so when casting).
If you think these are really all the issues and there's no imbalance...
Let's just say I heavily disagree with all your posts ;f
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
Omar91
Profile Joined April 2010
Angola620 Posts
September 10 2010 08:14 GMT
#207
So you are saying that Blizzard will have to completely change Terran, so that the other races don't QQ as much ?
vrok
Profile Joined August 2009
Sweden2541 Posts
Last Edited: 2010-09-10 08:16:43
September 10 2010 08:15 GMT
#208
On September 10 2010 16:59 Qikz wrote:
Show nested quote +
auto-repair really have no place in the game at all.


Err, why? Shields auto heal, zerg units autoheal, why shouldn't terran be able to auto repair their units and structures? Also, SCVs usually bug out if there's more than one thing nearby that needs repairing, like if SCVs take damage when they're repairing something, the other SCVs try and repair that SCV.

Medivacs auto-heal... Is that not enough for you? Terran needs auto-heal for mech/buildings too? And comparing with zerg regeneration is just LOL, completely unrelated. If you were talking about roach burrow heal you might have a point, but hey that actually requires an action and isn't automatic so never mind. Terran shouldn't be able to auto-repair because repairing something should be an action that requires your attention so you have to, you know, actually multitask, one of the most important skills a Starcraft game should require. It's part of the immobility of mech. It's not like you can't waypoint repair anyway if you really suck at multitasking. The repair behavior you're describing is not a bug, and only further shows why auto-repair should not be in the game.
"Starcraft 2 very easy game" - White-Ra
papaz
Profile Joined December 2009
Sweden4149 Posts
September 10 2010 08:16 GMT
#209
The medivac change seems really far fetched. So the medivac is just going to be a healer and then with the upgrade a drop ship?

The terran is an immobile race and doing it more immobile and forcing an upgrade to give some mobility is not the way to go.

Omar91
Profile Joined April 2010
Angola620 Posts
September 10 2010 08:18 GMT
#210
On September 10 2010 17:15 vrok wrote:
Show nested quote +
On September 10 2010 16:59 Qikz wrote:
auto-repair really have no place in the game at all.


Err, why? Shields auto heal, zerg units autoheal, why shouldn't terran be able to auto repair their units and structures? Also, SCVs usually bug out if there's more than one thing nearby that needs repairing, like if SCVs take damage when they're repairing something, the other SCVs try and repair that SCV.

Medivacs auto-heal... Is that not enough for you? Terran needs auto-heal for mech/buildings too? And comparing with zerg regeneration is just LOL, completely unrelated. If you were talking about roach burrow heal you might have a point, but hey that actually requires an action and isn't automatic so never mind. Terran shouldn't be able to auto-repair because repairing something should be an action that requires your attention so you have to, you know, actually multitask, one of the most important skills a Starcraft game should require. It's part of the immobility of mech. It's not like you can't waypoint repair anyway if you really suck at multitasking. The repair behavior you're describing is not a bug, and only further shows why auto-repair should not be in the game.


So your problem isn't with Auto-Repair, it's with auto-casting ? Yeah I think It should be taken out of the game probably.
Teeny
Profile Joined March 2010
Austria885 Posts
September 10 2010 08:18 GMT
#211
Good post but the only thing that bothers me the most are Medivacs. They are borderline OP in their current state and i hope they get tweaked in some way like upgrades to make them shuttles or make the heal an upgrade/remove the healing ability and bring the medic(would love this).
Medivacs and sensor towers are kinda OP right now and in my opinion and i hope they will look at this.
x7i
Profile Joined July 2010
United Kingdom122 Posts
September 10 2010 08:19 GMT
#212
very good op, its missing one point however, da MULE

oh and there remains issue of dragoons with stim... and slowing attack... just cheaper and half the size.
Bair
Profile Joined May 2010
United States698 Posts
September 10 2010 08:20 GMT
#213
On September 10 2010 17:14 Omar91 wrote:
So you are saying that Blizzard will have to completely change Terran, so that the other races don't QQ as much ?


Or a change needs to be made with zerg/protoss so they are as well designed and synergetic as terran currently is. Protoss is pretty good but zerg just feels like they took a ton of good ideas and threw them together, then nerfed them because they were too good, but did so in a way that lacked foresight or common sense.
In Roaches I Rust.
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
September 10 2010 08:26 GMT
#214
On September 10 2010 10:01 EvasivE wrote:
with the insane amount of options and most terran players very rare deviation from the norm is what makes people not care for or respect terran players.


Such a shitty argument. Why should terran players have to so goddamn innovative to get the same respect as the run of the mill 4 gater and fast hatch zerg?
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
Wargizmo
Profile Joined March 2010
Australia1237 Posts
September 10 2010 08:28 GMT
#215
On September 10 2010 15:27 Floophead_III wrote:
Easy way to fix terran: Marauders no longer have stim.

Done.

The rest of the game can be rebalanced slightly around that.


Maybe not remove stim but I do think they should lose 25 hp instead of 20 to bring it in line with the marine (lose 1/5 of hitpoints)

BTW has anyone noticed that marauders are the ONLY unit that's actually better in multi player than in the campaign.
Information is not knowledge. Knowledge is not wisdom. Wisdom is not truth. Truth is not beauty. Beauty is not love. Love is not music. Music is best. - Frank Zappa
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
September 10 2010 08:33 GMT
#216
I would just like to point out that the thread on battle.net forums has more positive responses and reasonable discussion going on than in here. Started out well on this thread but now it's a bunch of you guys going off on completely unrelated topics -.-

So heres a few general responses

@Rabiator and others, Rabiator especially who likes to call me biased in every thread I make. I am a commentator when I talk about game balance I'm not interested from a personal sense seeing as I have played barely 30 ladder games in almost 2 months with less than that in all of phase 2. I want to see this game succeed and I have seen other good games fail due to poor reaction to base mechanics being off. If Blizzard continues to just tweak the small unimportant numbers like attack damage, build time by small amounts I doubt the real problems are going to get fixed.

@Random people bitching about Medivac drops, talking about how much Medivacs cost you to tech to is unrelated. This is a cost you are going to eat in your build orders anyways because a bio ball in the midgame without Medivacs is just plain stupid. The main issue is that you do not have to make a decision to go for drops because the ability to heal is required and the decision is made for you by the game. Blizzard loves to go on about making decisions well how about adding another one in relation to Medivacs hmm?

Too lazy to respond to the rest of the nonsense going on here. Kind of sickening that the general response on battle.net was better than on TL.
hdkhang
Profile Joined August 2010
Australia183 Posts
September 10 2010 08:33 GMT
#217
On September 10 2010 16:25 Rabiator wrote:
Show nested quote +
On September 10 2010 16:19 hdkhang wrote:
On September 10 2010 14:39 Rabiator wrote:
On September 10 2010 14:05 hdkhang wrote:
On September 10 2010 13:43 Rabiator wrote:
Yet another "ohh Terran is IMBA" thread in Raelcuns series. Its the frigging MAP SIZE which give Zerg a hard time and NOT one of the units or abilities or costs of Terran units or buildings. Even Tasteless and Artosis talk about "oh there was a Protoss autumn map season in BW" and say that this has existed in BW already; sadly they FAIL at coming to the conclusion that its the same for SC2 and keep on whining about Terrans being IMBA just like Raelcun here.

There are two things which "nerf the Zerg" and both are caused by tiny maps from Blizzard:
  1. Early rushes cause havoc in the economy of the Zerg. With larger maps (or at least starting locations which are further apart) that would not be a problem, not even a Protoss proxy Gate rush, because the Probe needs to travel as well.
  2. Immobility of Terran (and Protoss) armies can NOT be exploited by going around it, because there are too often only one or two close pathways to get from one base to the other. Prime examples are Steppes of War, Metalopolis and Kulas Ravine. No space to surround an enemy in the middle means any mobility advantage is impossible to use. A much better example of a map is Delta Quadrant, but that one has other problems.


Please Raelcun ... dont try to overanalyze the game and try to find "the solution" in some detail. The real problem is much larger than units or buildings (but sadly not large enough). I hope the very rare words of wisdom from Tastosis help convincing you.


Yet another Rabiator "it's all about the maps" post.

And my reasoning is wrong, because ... ???? [I really would like to know]

Nothing has changed with the influence of maps. Why else do you think that Zerg have so much success on Scrap Station? Because its a huge rush distance and they do not get harrassed as efficiently on the map as on other much smaller maps. Here are two threads on TL which give DATA on the topic:
Rush distance comparison
EU Diamon map-specific Race win-%

Desert Oasis has the biggest [ground] rush distance by far, BUT the natural expansion there is wide open and can be killed easily. Since Zerg need a good economy more than the other races they are screwed.

Blistering Sands and Scrap Station have the longest rush distances, what a coincidence that Zerg have the biggest success on these maps.

The rush distance is not all, the mobility/immobility of the races SHOULD have an influence too, but a few tanks on Steppes of War can control the center and even though Zerg can beat that sometimes it doesnt mean it is fair. Zerg SHOULD be able to surround the enemy and be able to get the Banelings into the MMM ball from the side so they get the Marines and not the Marauders in front, but that isnt possible on most maps. Only Delta Quadrant has a really open center, but there are different issues with that map due to the number of cliffs which are accessible for Reapers and Blink Stalkers very easily and which create a "backdoor through a solid rock".

Please ARGUE your own point of view next time. I have given my data and where are yours?


The data you used to build your conclusion is not the problem, the problem is your conclusion is an oversimplification.

Lets use a car analogy. Three cars, a small sports car, great in coners but has poor max speed. A muscle car, great on straights but poor in corners. The third car is an allrounder, neither great or bad at either.

So we build some tracks, one track is basically an oval, the muscle will dominate. Another track is filled with twists and turns and very few places to open up the throttle, the sports car wins. A third track has a bit of both and here they all do relatively the same. The allrounder maintains a reasonable pace beating the muscle in corners, but losing on straights, and losing to the sports car in corners but winning on straights. The muscle loses to both in corners but beats out both in the straighter sections. Likewise the sports car loses to both in the straights but beats both in the corners.

So you say, GREAT! The solution is simple, just make sure there are only ever tracks which have an even distribution of twists/turns as well as straights. In other words - the ideal map. It will solve all the balance issues no problems.

But there is a problem. The problem is assuming that all the cars have equal opportunity to shine and that ones weakness in one area is compensated for by it's strength in another, or that it's mediocrity in one area is offset by it's lack of any real weakness in any other.


You are not including one thing in your car analogy: Fuel efficiency. The allrounder probably has the lowest fuel consumption and it would win against both others in a race designed to challenge that feature of the cars. All I want to say is: Analogies only work so far ... please contradict my reasoning for "bigger maps = Zerg maps" [or rather "tiny Blizzard maps screw Zerg"] directly. Thank you in advance.


The response to your link to the data was that I had no issue with the data, the problem I had was your overly simplistic conclusion from the data (which by the way is wrong and I'll get to that later). The second portion of my post regarding the car analogy was a means to show you the general flaw in designing a map around the existing stengths and weaknesses of the races. I don't think the maps are good, but I don't think fixing them will fix the matchups either.

As for your "fuel efficiency" rebuttal, that's not part of the simplified analogy, or do you really want to get into the whole, tires tread being worn out, ease with which a driver can master the car, and all other manner of intricacies. The point of an analogy is not to have a 100% like for like scenario, it is simply a means of making it easier to get a point across... to be honest I really hate hate hate analogies, but a lot of people seem to like them and so I sometimes use them.

In any case, if you are referring to fuel efficiency as a means for drawing some kind of comparison to mineral/gas efficiency it is really a non issue. The point of a race is to win, just as it is the point of a game. If I expend more minerals/gas to win, I don't have a problem with that so long as the ease with which I can acquire the additional minerals/gas can in some way offset that. Just like I don't care about fuel efficiency in a race if my car has enough fuel to win the race via a larger fuel tank.

As to your supposed data supporting your claim that balance is a largely map based issue, consider that the data does not reveal any details as to the individual matchups themselves. I.e. a protoss win is a protoss win, regardless of whether it is against a terran, zerg or another protoss opponent. The small variances between the wins for each race on each map can be influenced by FOTW/M etc. You would never expect the maps to ever have a 50% chance of winning (not least due to this being a sample and not the entire population) since I doubt the AMM will match opponents based on which map they have success in in order to even it out.

If you still don't see how your conclusion is an oversimplification, I will explain in detail further, but as it stands, you cannot draw the conclusion you have made based on the data you supplied.
sevink
Profile Joined September 2010
United States1 Post
September 10 2010 08:38 GMT
#218
Anyone else see this? http://eu.battle.net/sc2/en/forum/topic/566438705 supposedly its the newest internal build. A friend just sent a link, check out the Zerg buffs, really interesting.

User was warned for this post
Never say die
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
September 10 2010 08:42 GMT
#219
On September 10 2010 17:38 sevink wrote:
Anyone else see this? http://eu.battle.net/sc2/en/forum/topic/566438705 supposedly its the newest internal build. A friend just sent a link, check out the Zerg buffs, really interesting.


Zerg

Queen

• Spawn larva energy cost decreased from 25 to 20.

• New ability: Nest- binds Queen to targeted Hatchery, casting spawn larva every 50 seconds. Cannot attack or use abilities while nested.


Same fake notes with some of the already confirmed changes mixed in to make them seem more believable.
ShadowIord
Profile Joined August 2010
Spain32 Posts
Last Edited: 2010-09-10 08:55:07
September 10 2010 08:43 GMT
#220
On September 10 2010 10:28 KhAlleB wrote:
Show nested quote +
On September 10 2010 10:25 MegaBUD wrote:
On September 10 2010 10:18 KhAlleB wrote:
On September 10 2010 10:03 MegaBUD wrote:
Medivac cost 100/100... and are light units with low hp... compare that to toss warp in...


you must be trolling...

medivac is one the drop mechanic who got the more HP, warp prisme is a paper plane...

Doesnt have a shield... and cant regen hp... but yeah you can repair it... with a cost...

warp prism can power up your canon... and you can warp in units...

Blizz wont make major change till next expension...

The only thing they gonna do is play with the number, they had the whole beta to do thing... and they barely did anything.


yea true 200min for a moving pylon who can power up max of 2 canon explain his low hp, you forgot the 1 armor tho, how many time we see a medivac get out when if it was a warp prisme he would be dead 2 time ? i think that would not be that bad to remove the 1 armor


You forgot the fact that you can warp units inside, so u pay 200min for a movile pylon who can power u 2 cannons (or maybe more, i never try it), who transport units and who can warp units as example, DT or HT, so..... we pay 100/100 (I shall remember u than gas is more valeable than min) for a heal transport.

I think is fine as it is.

I do not agree with a Tech lab nerf, we have to pay for the addon for each building, which is a 50/25 (or 50/50) extra cost.

Zerg = 1 S. pool = 250 min (extra worker) = ?¿?¿ lings
Toss = 4 gates = 600 min = 4 gate units (mid-late game means ANY gate unit).
Terran = 4 Racks = 600 min = 4 marines
Terran = 4 Racks + 4 Tech labs = 800/100 4 racks units

Apply that to factories and space ports

I think is fine as it is.

But i must also aggre that Sensor towers shall have a minor nerf, maybe small area o a directional scan, price is ok. Zergs can use overlords "almost" as sensor towers and there is no complain -_-
Rock n' roll
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