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Why the Terran problems are not an imbalance issue - Page 13

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tofucake
Profile Blog Joined October 2009
Hyrule19257 Posts
September 10 2010 11:18 GMT
#241
I'm Terran and I approve this message.
Liquipediaasante sana squash banana
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
September 10 2010 11:21 GMT
#242
@Rabiator: Improving game balance through map design might work, but wouldn't a game where a greater variety of maps could be considered balanced be more fun to play and to watch?

@Everyone: I don't think Terran is overpowered. I don't think Zerg is underpowered. But I do think the way certain Terran and Zerg strengths/weaknesses interact is somewhat funky.

TL:NGTR: Early ZvT is a fragile matchup with a lot of very strong counters on both sides. If you exchanged the Terran's and Zerg's ability to scout in the early game, Terrans would be squealing just as hard as Zerg are now.

Consider Protoss, who are in the same boat as Zerg as far as scouting and Terran aggressive options are concerned. Zealots and Stalkers with a sprinkling of sentries make a robust, all-purpose early game army, and the quantity and balance of those units can be adjusted as required - a bit like roach/ling in early ZvP. Even though Terran has the same wide range of aggressive options and an even greater ability to deny early scouting than he does versus Zerg, the mere existence, even in principle, of that all-purpose Protoss army (plus the Protoss ability to wall off if he feels like it) acts to stabilise the matchup.

Now think about TvZ. Here, the race that is at an early-game scouting disadvantage also has no safe, general-purpose army or turtle-mode to fall back on. The unit counters in TvZ are so strong - on both sides - that a disproportionate advantage is enjoyed by the race with the better ability to scout and the better ability to turtle if he sees something he doesn't like.

Imagine you took away the Terran's ability to scan and gave it to the Zerg queen. It would be a farce. "Oh look, you are doing X, I shall safely expand." "Oh look, you are making reactored barracks, I shall make banelings and fast-tech to lair for infestors." And that's without the ability to cheaply wall-in meanwhile!

Obviously the famous Zerg one-structure-tech-switch ability would exacerbate the issue if positions were reversed like that. And certainly it goes some way towards redressing the balance as things stand, by enabling more reactive play in the mid-late game. But in the early game, Zerg doesn't have the economy to support tech-switching. Right now, it feels like a bit of a lottery - a lottery where the Terran gets to turtle up and change the numbers if I happen to get it right
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
September 10 2010 11:25 GMT
#243
Autorepair is a travesty :p agreed. At least the attack priority of them
Unentschieden
Profile Joined August 2007
Germany1471 Posts
September 10 2010 11:31 GMT
#244
1 Techlabs:
Yeah they are nice but in counter you need them for EVERY Production building and they are relativly fragile.

2 Sensor Tower.
Does nothing good Mapcontrol wouldn´t do either. Zerg get cheap creep tumours and Protoss Hallucinations.

3 Medivacs:
The other races Transports are just as good and in many points better. They are however underaprechiated. Especially since they have additional mobility options. Nydus Worms and Warp-in.

4 Auto-Repair.
Without it repair in combat with SCVs would work exactly like they did in BW: not worth the effort.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
September 10 2010 11:41 GMT
#245
SO what has to be addressed is to give terrans even more upgrades that makes terran weaker in the early game and stronger as the game progresses.

There is very weird logic afoot in sc2 where Zerg HAS to research upgrades for their units to even be remotely effective while the Terran has upgrades that strengthen already sick units. I really liked the suggestion to nerf medivac unit capacity and give them that back in the form of upgrades

I would suggest the following if I where not a terrible player:

Nerf marine hp by 10 and marauder hp by 20. Combat shields to 150/150 that gives both these units back 10 hp rather than the upgrade improving the unit, make the upgrades necessary for their units to be effective.

But given that I am horrible I really should just improve my game rather than make suggestions that won’t matter.
"Mudkip"
Arokh
Profile Joined May 2010
Switzerland23 Posts
September 10 2010 11:51 GMT
#246
Raelcun, you pointed out some characteristics of the terran race, that in combination make them strong (cost-effectivenes & flexibility of mentioned units/buildings) AND easier to use compared to strong things from the other races (APM argument). I myself cannot really weigh these points against the other races because I main terran and I'm not that good of a player. But I stick around in the TL-Forums alot and also watch alot of sc2 replays & streams (as I have beend doing for BW since 4 years). So I think I understand what you are saying and I also belive that a solution can not be number-based. I also belive that at some point (probably later then sooner) Blizzard will react with a meaningfull change (not just some number adjusting).

That being said... I just am really frustrated how so many people are complaining about EVERY thing of the Terran race. I understand, that there are imbalances around, but it can not be everything about the race (or at least I think). Seriously, since release I have heard complaints about:

Siege Tank damage (in sieged mode)
Siege Tank aiming AI
PDD energy-effectiveness
Thor anti air splash
Thor anti air range
Ghost EMP area (too big)
Marauder Concussive Shells (should be on cooldown)
Marauder combined with Stimpack
Reaper timing
Reaper speed
MULE macro advantage
MULE repair
Missile Turret (build time & damage)
Bunker Salvage ability
Viking range
Terrans are unscoutable until too late
even Supply Depots lower ability

and your points:
Sensor Tower strenght
Medivacs ambivalent uses
SCV auto repair
Tech Labs (flexibility of Terran tech routes)

I thank you for trying to deeper understand the probable imbalances of the game, and not just blaming it on some units. I really hope Blizzard does some meaningfull change rather sooner then later. I might even switch my race to Zerg just so that not EVERY-TL-Strategy post is about how my race is superior than the others...
"If you only "think" this, then be quiet, because you don't know. Making up hypothetical situations is not acceptable, and is a leading cause of stupid in the world." -Manifesto7
eu.exodus
Profile Blog Joined September 2010
South Africa1186 Posts
September 10 2010 12:18 GMT
#247
i dont think those points are all really all that valid. And this actually is one sided. Yes i am myself a terran player and no im not like some people that bitch about how op another race is everytime i lose. But yes even i think terran is op. But not in the ways mentioned. The sensor tower? You have to ask. What does it do that makes it so strong? It scouts the area around it. What about pro detectors that can scout your base and expansions sometimes undetected the whole match and can see exactly what is being built and and not only red dots on the map. What about overlords that can scout any area of the map with no real micro needed, can lay creep anywhere which can slow down and sometimes prevent expands and practically dont cost anything since they are basically flying supply depots that can be upgraded. Scvs being a problem because they can repair? If i remember it costs resources. And can be easily wiped out by a well placed psi storm or burrowed bling? toss buildings and units regenerate shields + zerg units regenerate on creep free of charge. Even if it is at a slower rate. Another thing. It cant be said that labs and reactors are an advantage. 1. They are flimsy. Taking out a tech lap limits the units that can be built there until it is rebuilt which forces a terran to build low level units or nothing at all until its rebuilt which gives you time to build beter units which can be done very quickly with p and z. My points about medivacs have already been mentioned. I do agree its a bit unfair that rauders can stim though. It effectively doubles an army for a few seconds. But when you look at how many units z can build at a time and how quickly you can get p units around the map i think its only fair.
6 poll is a good skill toi have
Sepp
Profile Joined May 2010
Netherlands22 Posts
September 10 2010 12:28 GMT
#248
Imo, one small adjustment other than nerfing damge or build time, pottentially could fix balance. I think, the problems other races have dealing with T, is that T has the ability to go every Tech without making any commitments early game.

My suggestion: just make lifting buildings cost a small amount of gas/mins, 25/25 for instance, or 0/50. This forces T to choose a Tech early game, and thus good scouting can make the difference.
In the current situation, even if you scout pertfectly and react acoordingly, T switches Tech without having made any real investments in their previous tech.

I don't think medivacs, auto repair, stimmed mauraders or whatever are the real problems, they can all be countered when scouted. Just force some commitment to a Tech pattern, that's all.
trevf
Profile Joined May 2010
United States237 Posts
September 10 2010 13:02 GMT
#249
So you want to eliminate timing drops?

So you think its fine that Zerg can simply spread creep and get FULL vision of everything on creep, AND post overlords all over the map but Terran having minimap blips after building a gas costly building is IMBA? kk...

The sad thing is most people will probably agree with the post because it has pictures and italics and cries for Terran nerfs.
eu.exodus
Profile Blog Joined September 2010
South Africa1186 Posts
September 10 2010 13:20 GMT
#250
On September 10 2010 22:02 trevf wrote:
So you want to eliminate timing drops?

So you think its fine that Zerg can simply spread creep and get FULL vision of everything on creep, AND post overlords all over the map but Terran having minimap blips after building a gas costly building is IMBA? kk...

The sad thing is most people will probably agree with the post because it has pictures and italics and cries for Terran nerfs.


lol i hear that! But then again. Check any sc2 forum and see the same thing. Im actually getting annoyed with reading the same bs on every blog.
6 poll is a good skill toi have
alkampfer
Profile Joined May 2010
116 Posts
Last Edited: 2010-09-10 13:27:36
September 10 2010 13:24 GMT
#251
Terran is IMBA we all know, blizzard knows... it's a matter of WILL to balance things now or not.

Maybe they don't want to balance and leave things as they are because the game is called wings of liberty... they'll balance zerg in heart of swarm and protoss in legacy of the void.

LOL
Gemini_19
Profile Joined June 2010
United States1261 Posts
September 10 2010 13:29 GMT
#252
I just want EMP nerfed
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
shawabawa
Profile Joined May 2010
United Kingdom417 Posts
September 10 2010 13:30 GMT
#253
I think the ease of drops for terran, especially when combined with even small numbers of stimmed marauders is the most imbalanced thing right now.

I think protoss clearly has it the worst when it comes to drops, warp prisms just take up too much time from robo facs, and are too expensive and vulnerable. The warp in mechanic is nice, but definitely doesn't make up how difficult it is to get enough warp prisms to do a threatening drop, not to mention you pretty much have to get speed if you don't want to lose them all to vikings.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-09-10 13:37:28
September 10 2010 13:33 GMT
#254
On September 10 2010 20:51 Arokh wrote:
That being said... I just am really frustrated how so many people are complaining about EVERY thing of the Terran race. I understand, that there are imbalances around, but it can not be everything about the race (or at least I think). Seriously, since release I have heard complaints about: [...]


lol that's kinda the point....while zerg's options are really limited in ZvT and protoss' options being at least decimated to the point where it's either colossi or HT (unless you count void rays in) terrans have extremely many viable strats;
I do NOT think that any of these strats is "overpowered" by itself, but the easy tech-switch and the "un-scoutability" of these strats overall is the problem; if we look at GSL, only one korean terran-player has lost a TvP and this was a relatively unknown terran facing tester...probably the strongest protoss in the world right now;
obviously this doesn't say much about balance, it's just a couple of games: nevertheless it gets interesting if we analyze HOW all these terran-players managed to beat their protoss-counterparts; if we take a closer look we see that most of these wins come down to:

a) timing pushes that are
b) nearly always carried out differently

we have seen:
1.) early marauder nexus-sniping
2.) early battlecruiser + scv-repair + MM
3.) banshees + raven + marines
4.) tanks + marines
5.) mass-marines
6.) mid-game MMM + viking

now obviously not every strat can be "imbalanced", claiming so would be ridiculous; imbalanced is the sheer variety of "workable" stuff that always requires a near perfect response; the protoss may get an early robo for scout + immortal, but then he gets overrun by banshees or probably just mass-marines if the ramp is big ([s]crap station); the protoss may go for pure warpgate, but this obviously isn't viable against standard-MMM; etc. etc.

at this point the tech-lab comes into play: unless you go for 1 gate into robo (or go for phoenixes) it is completely impossible to predict which tech-route the terran will choose; and by going 1 gate robo you have already limited your options

recently socke had great success by going early phoenixes: although I admire his playstyle, it is really crucial to deal a good amount of harassment-damage to justify their cost; basicly you can't kill anything with phoenixes vs T; vs zerg you can at least kill overloards and deny their mass-expos; but T doesn't rely on early expansions, so going phoenixes vs T is a very tricky task; you will never be able to attack until late-game when you have HT, because there won't be any immortal-support; also if you don't manage to pin the T in his base you may just lose against a marine/marauder-push

unit-wise there are currently three problems
a) marauders vs buildings - the rate how fast they snipe anything is ridiculous and forces counter-all-ins
b) medivacs having both heal and drop without research; as being said, there is no real punishment for choosing a drop-based play
c) EMP without research: doesn't make any sense; why do other races need to invest money and time at researching useful stuff while T get the EMP right away; think about it this way: do you think ANYBODY would have complained if EMP had required a research in the first place?
"You see....YOU SEE..." © 2010 Sen
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
September 10 2010 13:33 GMT
#255
I'm someone has pointed out that you've missed mules and the awesomeness of econ advantage especially when casting 8 on a gold patch at once >_<
FlashDave.999 aka Star
nailertn
Profile Joined September 2010
48 Posts
September 10 2010 13:45 GMT
#256
1. Are you truly claiming that tech switch is easier for terran than for zerg or that it is harder to tell what's coming? Apparently floating magically turns your barracks into factories and eggs have printed on top what's going to pop from them.

2. Are you truly claiming that sensor towers are a better tool for map awareness than creep / mobile floating farms? Or that you can't "counter" them? Here is a thought, kill them. They aren't exactly invisible and cost more than an initial 25 energy to reproduce.

3. I am not even sure why I am replying but how is drop play harder in any way for the other races? You make it sound like it comes for free because medivacs are already in the terran game plan whereas overlords / lair / warp tech are some unorthodox route. It is not an additional perk, it is part of the reason medivacs are there to begin with. If you want drop play include it in your game plan and pay its price just like everybody else does.

4. Again you make it sound like SCVs come for free or that auto repair takes less APM than shield regen. Regardless of race if two equal sized armies clash but one of the players brings all his workes to the battle in addition guess who is going to win? This is not a terran specific thing. What IS though is the choice to repair instead of acting as cannon fodder but then of course you forgo the added DPS. I will admit that attack priority is a problem, but that is about it.

I am not in any way implying terran has it the hardest, I am saying for every random fact you pulled there are similar mechanics for the other races that make it equal in the end. Funny how terran is imbalanced here and protoss is imbalanced on the asian servers. If anything this signals that Blizzard needs to have a look at zerg. Even out the curve so they are stronger early game and you have a pretty balanced game.
Therick
Profile Blog Joined April 2010
Norway324 Posts
September 10 2010 13:46 GMT
#257
man why so much terran hate, you bunch of racists.

Oh well i guess,

[image loading]

User was temp banned for this post.
Lift. Laugh. Love. <3
babolatt
Profile Blog Joined September 2010
Canada312 Posts
September 10 2010 13:58 GMT
#258
So judging by this thread, every Terran unit is OP?
"Alright, Lets poop out a daily" Day9
nafta
Profile Joined August 2010
Bulgaria18893 Posts
September 10 2010 14:00 GMT
#259
On September 10 2010 22:45 nailertn wrote:


4. Again you make it sound like SCVs come for free or that auto repair takes less APM than shield regen. Regardless of race if two equal sized armies clash but one of the players brings all his workes to the battle in addition guess who is going to win? This is not a terran specific thing. What IS though is the choice to repair instead of acting as cannon fodder but then of course you forgo the added DPS. I will admit that attack priority is a problem, but that is about it.



Attack priority is not A problem it's THE problem.And when you have mules you can afford to send 4/5 scv-s.Don't you think it is fucking ridiculous how scv-s can just surround a planetary fortress and you have to manually target them otherwise your army melts?Not to mention thor rushes when you can't even click the scv because it gets covered by the thor(you have to like zoom in and rotate screen to find them lol).....

Also PLEASE don't even try to compare shield regen to auto repair.
babolatt
Profile Blog Joined September 2010
Canada312 Posts
September 10 2010 14:03 GMT
#260
On September 10 2010 23:00 nafta wrote:

And when you have mules you can afford to send 4/5 scv-s


How many probes can a protoss afford to send due to chronoboost?
"Alright, Lets poop out a daily" Day9
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