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If so then medivac should get the healing as upgrade not the transportation.
Sensor tower is just not starcraft like and should have gone from the beginning of the beta.
Tech labs are fine but the tech choices appearing with it so early are not. could be eaily solved with one more building after lab to get marauder, like a academy in BW.
Personally i think every good unit needs a weakness to get the overall balance. Marauders have good speed, armor, range, dps ... -> shorter range and they are good to go.
btw i play T
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Agree to a certain degree but I must say that the tanks not overshooting really is my biggest problem as a protoss but then again I don't really have protoss vs terran.
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Marauders are by far the most effective ground to ground unit in the game. Assuming your opponent doesnt go air, mass marauders will beat any unit composition you can come up with
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On September 10 2010 17:33 iCCup.Raelcun wrote: 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. I am not calling you biased, but every one of your threads comes to the same and totally wrong conclusion: Terran is IMBA. Maybe you could try and look at it from a different point of view: Zerg are SCREWED (because Protoss do not whine about Terrans, so Terrans arent IMBA actually).
The big question then becomes: Why are Zerg screwed? If you look at the big picture you will notice that any mid-to-late game fight where the Zerg has had time to get a good economy can actually go either way depending on the circumstances. So why are Zerg screwed? Its because they are the slowest race to get their engine rolling, but once it does it is actually very powerful. The reason why Zerg lose easily and fast to Terrans is the harrass by Reapers, Hellions and Banshees. Eliminate the harrass and you give the Zerg the time to prepare, very easy IMO. There are obviously two ways of doint it: a. larger maps or b. nerf the building times.
The second part of my "complaints" with the current situation is that the maps dont allow the Zerg to use their full potential in a battle due to tiny battlefields on constricting maps [of which Incineration Zone was the pinnacle].
Please, Raelcun, try to argue with my reasoning instead of talking about calling you "one sided", which the list of your "Terran is IMBA because ..." threads clearly supports. Why are the units or the buildings creating imbalance and not the map size? I know you had a thread about the maps too, BUT you only concerned yourself with the map features which do not matter for the early harrassment. Rush (and thus scouting) distance does however. Especially on the 4-player maps Lost Temple and Metalopolis the spawn positions can have a HUGE impact on the game because they are soo different. So what is wrong with my arguments?
P.S.: The BIG problem will not get fixed by Blizzard, because everyone is keeping on saying that "Terrans are OP" instead of saying "the current maps hurt Zerg too much due to the size". I would totally sign any petition saying that.
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agree with everything you said - nevertheless I think it could be simpliefied by just spelling one word:
versatility
with the exception of marauders vs buildings I couldn't think of any "special" unit or unit-combination of terran that were overpowered (in PvT, can't speak for zerg); but blizzard seems to have done a "too" good job at making terran-units useful; right now there simply isn't a "crappy" terran-unit or tech, they are all pretty good; MMM vs P? no discussion; marines/banshees/ravens? really good; tech to battlecruiser? works; ghosts? extremely good not just against HT but against zealot-balls as well because of the remove of shields; with this being said, the easy ability to tech-switch comes into play; again, I understand that this should be what defines terran as a race - we don't want 3 races that are basicly "the same";
but then the unit-compositions themselves need to be somewhat better "counterable" to "force" terrans to tech-switch more often: just to stick with the famous MMM against protoss; this works pretty much the whole time; if the protoss adds colossi the terran can add vikings; if the protoss adds high templar the terran can add ghosts; imo the initial unit shouldn't be so strong, meaning that the tech should be somewhat "delayed"....eg. an upgrade for EMP or vikings needing an upgrade to be able to fly; NOT an expensive one but simply something that "delays" the first initial switch
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You forgot the ridiculousness of Terran Static Defense
Bunkers are free. Turrets hit for like 250% their dps in BW against mutalisks of same health Planetary Fortresses spell zero harass on that particular expansion.
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another thing I forgot to mention:
there are currently two units that kinda screw up the concept of terran; the reaper and the hellion; terran were originally designed to be a strong but kinda immobile race; in BW if they wanted to harass, they had to do it with high, high micro (vulture); now the reaper and the hellion allow for a really "easy" harassment that even a bad player can do somewhat successfully - critically, neither requires an upgrade for higher speed; I never understood why reapers were given to terran in the first place; if you think about it, if you took away the whole reaper-unit terran wouldn't suffer in any matchup - in TvZ many Ts go for early hellions anyway; in TvP reapers are completely denied by an early stalker
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On September 10 2010 18:24 sleepingdog wrote: another thing I forgot to mention:
there are currently two units that kinda screw up the concept of terran; the reaper and the hellion; terran were originally designed to be a strong but kinda immobile race; in BW if they wanted to harass, they had to do it with high, high micro (vulture); now the reaper and the hellion allow for a really "easy" harassment that even a bad player can do somewhat successfully - critically, neither requires an upgrade for higher speed; I never understood why reapers were given to terran in the first place; if you think about it, if you took away the whole reaper-unit terran wouldn't suffer in any matchup - in TvZ many Ts go for early hellions anyway; in TvP reapers are completely denied by an early stalker
Small point, but reapers require nitro packs.
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On September 10 2010 18:10 Rabiator wrote:Show nested quote +On September 10 2010 17:33 iCCup.Raelcun wrote: 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. I am not calling you biased, but every one of your threads comes to the same and totally wrong conclusion: Terran is IMBA. Maybe you could try and look at it from a different point of view: Zerg are SCREWED (because Protoss do not whine about Terrans, so Terrans arent IMBA actually). The big question then becomes: Why are Zerg screwed? If you look at the big picture you will notice that any mid-to-late game fight where the Zerg has had time to get a good economy can actually go either way depending on the circumstances. So why are Zerg screwed? Its because they are the slowest race to get their engine rolling, but once it does it is actually very powerful. The reason why Zerg lose easily and fast to Terrans is the harrass by Reapers, Hellions and Banshees. Eliminate the harrass and you give the Zerg the time to prepare, very easy IMO. There are obviously two ways of doint it: a. larger maps or b. nerf the building times. The second part of my "complaints" with the current situation is that the maps dont allow the Zerg to use their full potential in a battle due to tiny battlefields on constricting maps [of which Incineration Zone was the pinnacle]. Please, Raelcun, try to argue with my reasoning instead of talking about calling you "one sided", which the list of your "Terran is IMBA because ..." threads clearly supports. Why are the units or the buildings creating imbalance and not the map size? I know you had a thread about the maps too, BUT you only concerned yourself with the map features which do not matter for the early harrassment. Rush (and thus scouting) distance does however. Especially on the 4-player maps Lost Temple and Metalopolis the spawn positions can have a HUGE impact on the game because they are soo different. So what is wrong with my arguments? P.S.: The BIG problem will not get fixed by Blizzard, because everyone is keeping on saying that "Terrans are OP" instead of saying "the current maps hurt Zerg too much due to the size". I would totally sign any petition saying that.
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: - 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.
- 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.
From An Open letter on balance and maps http://www.teamliquid.net/forum/viewmessage.php?topic_id=140754¤tpage=4#70
On August 03 2010 10:12 Rabiator wrote:Show nested quote +On August 03 2010 06:08 iCCup.Raelcun wrote: The balance in Starcraft 2 seems good, but the maps suck
ROFL. Really! Trying to put the blame on something - ONE thing - other than the limited playing skills (adaptability / flexibility) of the players? Apparently whining about the racial balance is out and whining about the maps is in now, so lets focus on that thing now, eh? Not a good idea! You need to look at the whole picture and not one color / corner of it to be able to judge it. Its not that playing Terran is easy and gives you an auto-win button. The whole following arguments really sound like you think that Terran is only one strategy and that maps designed in different ways will stop benefitting Terran in general. Well that is wrong in so many ways as I will try to show below. More or less the whole OP is a disguised "Terran is OP" thread again, but the arguments have shifted from the units to the maps and still are one-sided. Just for reference here are the other threads "in the series": How to fix TvZ MechWhy Zerg is good
From How to fix TvZ Mech http://www.teamliquid.net/forum/viewmessage.php?topic_id=129070¤tpage=45#886
On June 22 2010 23:18 Rabiator wrote: The whole "balance" issue has much to do with the maps. On some maps some tactics by some races will work better than on other maps, but the opponent must realize this and change accordingly.
If on map A the Terran can have his sieged tanks on lots of high grounds with a good view of the apporaching pathways it is ridiculous to think that you can win there by rushing him with Zerglings. If you stick to "your standard strategy" and do not adapt it isnt the fault of the units or the map, but rather the fault of the player. No one would build only ground units on a pure island map is the extreme example for this, but there are subtle advantages to certain units on every map. Kulas Ravine for example favors the useage of Reapers, so you have to expect them; it is also nice for Colossi, blinking Stalkers or sieged Tanks. Expect them to be used and steer away from Zerglings or other stuff that is weak against them and change your strategy accordingly.
Every thread I make you disagree with me even if that means disagreeing with your past posts apparently. I have stopped taking you seriously sir, now kindly go away so that maybe some reasonable discussion can go on.
edit: for those too lazy to read the wall of text
Read those from bottom to top, he says maps are the problem when I say one terran mechanic needs fixing, not even damage the mechanic itself.
Then he follows it up in my map thread by saying that maps aren't the problem learn to play newb.
Then he follows that by saying the maps are the problem in this thread and that I should stop saying Terran is IMBA.
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On September 10 2010 18:24 sleepingdog wrote: another thing I forgot to mention:
there are currently two units that kinda screw up the concept of terran; the reaper and the hellion; terran were originally designed to be a strong but kinda immobile race; in BW if they wanted to harass, they had to do it with high, high micro (vulture); now the reaper and the hellion allow for a really "easy" harassment that even a bad player can do somewhat successfully - critically, neither requires an upgrade for higher speed; I never understood why reapers were given to terran in the first place; if you think about it, if you took away the whole reaper-unit terran wouldn't suffer in any matchup - in TvZ many Ts go for early hellions anyway; in TvP reapers are completely denied by an early stalker
Scout.
Build a couple of crawler and defense is done (1 on each side of the minerals) for the initial harrass reaper, then move them to the front.
Put a queen on the ramp, so it cant get through, to deny early helion harrass, then move those spine crawler i spoke before to the ramp and voila!.
So whats the problem?
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agree with the op.
to all terrans, especially our beloved rabiator: stop blaming zerg skills or maps when there are OBVIOUS issues in the game mechanics. given the number of options a zerg has compared to that of a terran should let you come to one conclussion: zerg is not very well designed. terran has a dozen of gimmicks the other races can only dream of (sensor tower, upgrades to armor/range of buildings, ...) that just give the race more options to choose from. zerg play is pretty linear whereas terran has a lot of options at ANY time in the game. where those tech labs, medivacs and orbital commands come into play. terrans get all the counters to invisible units or air for free within their standard tech path limiting the amount of usefull strategys against a terran drastically. if you cannot see this you are just blind and ignorant.
rabiator should be forced to stay out of discussion threads. seriously, why do you let him ruin every discussion thread with good ideas spamming his biased opinions?
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I like some of the OP's points. But i reckon Sensor towers are nice, I like them. Encouraging turtling, slow push terran.
Perhaps Medivacs should only be able to carry 2 marauders of space when first built and need an upgrade to carry the 4. This way terran can do some drops, but is not as strong early. But terran can still do drops later.
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the fact that medivacs can drop without an upgrade has ALWAYS bothered me. it probably isn't in the focus of a lot of people because soooo few terrans drop effectively. I still wait for boxers official switch to sc2 when he drops in 4 places at once and abuses cliffs etc. then everyone will be complaining about medivacs 100%.
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Scout.
Build a couple of crawler and defense is done (1 on each side of the minerals) for the initial harrass reaper, then move them to the front.
Put a queen on the ramp, so it cant get through, to deny early helion harrass, then move those spine crawler i spoke before to the ramp and voila!.
So whats the problem?
the problem is, that I'm a protoss-player - and just from watching TvZ-streams I get angry at how easy the terran-player can keep the zerg contained
seriously, do terrans even "know" how it feels to fight in their own bases in the early game if they don't stupidly allow zerg-run-bys?
On September 10 2010 19:28 heishe wrote: the fact that medivacs can drop without an upgrade has ALWAYS bothered me. it probably isn't in the focus of a lot of people because soooo few terrans drop effectively. I still wait for boxers official switch to sc2 when he drops in 4 places at once and abuses cliffs etc. then everyone will be complaining about medivacs 100%.
concerning a GSL-game: + Show Spoiler +I would've complained yesterday in game 1 of tester where tester was CLEARLY the better player but just got dropped the hell out of him....but I was afraid of warning/temp-ban
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it just seems like everything they have could use a slight nerf haha
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I think the sensor tower could be changed into a sonar like "ping" ability. You wouldn't see all the movement everytime it just would push a circle from the sensor tower and detect all units that are moving and show them once (maybe even detecting only moving units at all, that would actually make it very micro intensiv to avoid sensor towers). Then after a few seconds they would show them again (similar to the motion sensor in alien vs. predator 1, well I think it worked that way - long time ago). That would make them slightly less effective because you could outmaneouver them (the ping has to be shown on the minimap) but maybe that would mess up the minimap overview in general.
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Perhaps something like it pings 1 unit coming into the sonar every 5 seconds (doesn't show units moving, only shows when an enemy enters it)
Would be interesting to watch a probe ping the Sonar so some void rays can quickly get thru the sonar undetected. Rather than every unit just showing up on the sonar till it leaves
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Really good post raelcun. I've though of a lot of these myself, but never really put them all together to realy get at how together they make terran seem so strong. Very god post, and I agree with everything.
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Completely agree, but i think that marauder is a polymorphed dragoon disguised as a terran. And it needs changes.
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Tech Labs. I'm okay with that. It seems like it's just sort of their thing. If you want to nerf it, I'd just add a build time to when you reattach it somewhere. But I doubt that'd do anything other than just annoy people.
Medivacs. I take this as just being a part of their racial identity. It's true that it's very strong. But on the same token it is a Tier 3 (or 2.5) unit. I don't mind it being a strategy that you are forced to be aware of. I don't really think forcing an upgrade on a drop would change anything as it's not like Medivac drop is a rush strategy.
Sensor Towers. They seem extremely expensive, and thus alright.
Auto-repair. I could see this being an issue for PvZ with Thors, but it doesn't seem super-huge. Plus, it kinda seems like it would just be taking an axe to a strategy.
My adjustments would be.
Tech-lab. Add an attach time when you switch.
Medivac. Requires Tech-lab.
Sensor Tower. Ground units only.
Auto-repair. Fungal Growth prevents repairing.
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