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Why the Terran problems are not an imbalance issue - Page 3

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SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
September 10 2010 01:31 GMT
#41
Being a random player and seeing it from all three perspectives, I really approve of this post. It is not only a well thought-out and explained post, but it also remains fairly neutral in the discussion. Like I said I play all three races and I definitely see how each of the points is very true. Auto-repair is big thing for me because, in WC3 auto-repair did exist however it was balanced as every race could repair their structures, and specific units. In SC2 this is not the case, Protoss and Zerg cannot repair whatsoever the fact that Terran can, and that most of their units can be repaired in the first place indicates two things as far as I'm concerned. Firstly that Terran has a significant advantage in many situations as a result of being able to repair, and secondly that to gain said advantage the player should have to micro in order to get it. Auto-repair was fine in WC3 because all the races could do so, but in SC2 it simply isn't fair that not only can Terran repair 60 odd percent of their combat units, but that it can be done automatically for the Terran player and no cost to them other than extra SCVs.
i-bonjwa
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
September 10 2010 01:32 GMT
#42
On September 10 2010 10:26 avilo wrote:
I really do not like how nowadays threads are aimed at how to change the game, rather than play the game better =/

and btw, i applaud your slick naming of this thread to make it appear it's not a "balance thread." You name it "why it's not an imba issue" and then the thread is about things that appear imbalanced to you.

...

I really like how zerg got nerfed in the beta instead of terrans trying to play better(i.e. copying jinro ghost style)..
YEA.
You must be utterly retarded if seeing most of the tournaments ending up with 6 terrans in the top 8 makes you think it isnt a balance issue.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
shynee
Profile Joined April 2010
Canada180 Posts
Last Edited: 2010-09-10 01:37:29
September 10 2010 01:33 GMT
#43
Okay.. you can't just bring out all these issues. If they were all addressed, you wouldn't have a race left to fight with. The only thing I agree with is the sensor tower. To fix it, terran should simply be allowed only 1 sensor tower on the map at one time. Just like the mother ship.

Maybe fix one of two things, but not everything. Protoss is actually considered the strongest race in Korea, as most of you probably heard. Storm > Everything. Warp in anything > rally. Stop making these posts.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
September 10 2010 01:33 GMT
#44
On September 10 2010 10:30 taffy wrote:
So basically you're saying terran is overpowered, but the way to fix it is to make them click more?

Why not just fix the broken units?

Does calling it "overtuned" help you get more buy-in from terrans?


In my opinion Imbalance and Overpowered and many other common terms means that the unit numbers are wrong. Yes my definition might not be completely correct but we're dealing with different things here. I'm not even accusing the terrans of having stupidly powerful units because I think the units themselves for the most part are fine with a few minor tweaks needed here and there the same as Zerg and Protoss. But some of their core mechanics need some work so all of this whining and effort going into fixing the marauder damage numbers etc etc could be fixed in more elegant solutions that would fix more of the units at the same time by changing some of these core mechanics.

Why so confrontational? If you disagree with me spell out why.
blitzkrieger
Profile Joined September 2010
United States512 Posts
September 10 2010 01:33 GMT
#45
It would be nice to have indications for tech but in reality with the tank nerfs I really think the main problem is still the marauder being way too powerful for its cost. Maybe 8(+12) armored or 9(+9) armored would be a decent nerf. Or marauders have 100hp at start and require an upgrade to be 125 that cost a bit of gas 100/100.

I really think neo-steel frame should make medivacs go from 4 space to 8 space (aka 4 marines to 8 marines) and have a different look when upgraded. Or make medivacs slower. Just something.
synapse
Profile Blog Joined January 2009
China13814 Posts
September 10 2010 01:34 GMT
#46
On September 10 2010 10:31 lu_cid wrote:
Show nested quote +
On September 10 2010 10:26 avilo wrote:
I really do not like how nowadays threads are aimed at how to change the game, rather than play the game better =/

and btw, i applaud your slick naming of this thread to make it appear it's not a "balance thread." You name it "why it's not an imba issue" and then the thread is about things that appear imbalanced to you.

...


This...

We're not in beta anymore. I don't think the game can be perfectly balanced at the moment without changing it drastically. Maybe they'll balance it after an expansion is released.


... In 2 years... great.
:)
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2010-09-10 01:38:55
September 10 2010 01:35 GMT
#47
#1 I think the tech labs actually have an animation, it sometimes shows when im watching replays. It just never does it in real time. The main issue I see here is that the same building is used for factory, rax and starport and basically every upgrade that comes out of it is ridiculously cheap for how good they are.
I guess a possible fix would be to let factories and rax share the tech lab but not the starport to give people more time to deal with banshees and the possibility of a BC repair rush.

#2 Agreed. Its like someone at blizzard HQ during development stages said... "in sc1 terran was the immobile race, lets give them something to help out with fending off drops" 2 weeks later marauders and medvacs got into the game and they just "forgot" to remove it. I have no words to describe how dumb i feel my opponent is when I actually manage to sneak in a warp prism into his base because he refused to build a 100/100 structure that is in no risk of dying, lasts the whole game and gives him so much tactical data.
I wouldn't even try to fix this unit, I'd remove it because it has absolutely no place in a fog of war RTS where the race is not forced to be immobile.

#3. Agreed but Id like to add the medvacs themselves aren't the real problem here. Its the fact that the units medvacs carry 98% of the time can kill buildings so fast it doesn't matter if I actually get there in time with some reinforcements. Marauder / marine kiting ends up killing whatever they want. I suppose you could remove medvacs, bring back medics and force terran to make dropships, but knowing blizzard that ain't gonna happen.

#4 Agreed. This is horseshit. I need not to describe how stupid it is to attack a PF or BC with 10 scvs beneath it. Probably the most upsetting part about fending off scv repair based rushes is that you usually end up taking so much damage that terran has a very large window to recover by using mules, dropping 3 bunkers at their front and be safe... thus giving them more chances to get back in the game with harras / drop play.
Simple fix. Only 1 scv can repair each building / unit. Done
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
September 10 2010 01:37 GMT
#48
On September 10 2010 10:35 Doko wrote:
#1 I think the tech labs actually have an animation, it sometimes shows when im watching replays. It just never does it in real time. The main issue I see here is that the same building is used for factory, rax and starport and basically every upgrade that comes out of it is ridiculously cheap for how good they are.
I guess a possible fix would be to let factories and rax share the tech lab but not the starport to give people more time to deal with banshees and the possibility of a BC repair rush.


@#1 they have an animation but it also displays an animation when a unit is being built instead of just making an upgrade.
Doko
Profile Joined May 2010
Argentina1737 Posts
September 10 2010 01:42 GMT
#49
That's true but not what i was referring to. Sometimes while watching a replay you'll see a similar animation to a yamato cannon building up energy at the tip of a battlecruiser but green colored. Its very noticeable, I've just never seen it during normal play
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
September 10 2010 01:43 GMT
#50
On September 10 2010 10:31 lu_cid wrote:
Show nested quote +
On September 10 2010 10:26 avilo wrote:
I really do not like how nowadays threads are aimed at how to change the game, rather than play the game better =/

and btw, i applaud your slick naming of this thread to make it appear it's not a "balance thread." You name it "why it's not an imba issue" and then the thread is about things that appear imbalanced to you.

...


This...

We're not in beta anymore. I don't think the game can be perfectly balanced at the moment without changing it drastically. Maybe they'll balance it after an expansion is released.


Wrong.

This is an online game.

Balance changes happen well after beta ends.

Better yet, we're in the early stages of retail, the prime time for balance changes to be made.

This is the time when Blizzard needs to be making core changes (like SCV auto-repair and creep mechanics) and leave these 5 second build time changes for later tweaks.

SC2 is very well balanced, but there ARE issues and it makes little sense for Blizzard or anybody else to ignore them and act like they will go away.

Raelcuns post hits the right idea, 5 seconds here or 2 damage there isn't going to do anything, the base of the issues need to be addressed, not every individual unit that benefits from them.
As it turns out, marines don't actually cost any money -Jinro
Pekkz
Profile Joined June 2009
Norway1505 Posts
September 10 2010 01:44 GMT
#51
The most urgent one I would say is the auto repair. It makes planetary fortress unbreakable, aswell as repairing Thors/Bc's extreamply powerfull. They should be auto targeted when they repair.
[Silverflame]
Profile Joined March 2009
Germany640 Posts
Last Edited: 2010-09-10 01:46:22
September 10 2010 01:44 GMT
#52
Well, I am actually at the point to say that PvT is swinging into P's favor as the Metagame develops... a few weeks ago many P's struggled against T, but now with more Phoenix play and better timings for expanding and engaging the Terran HAS TO get perfect EMP's off or he HAS TO micro vikings better... Although in theory all the mentioned facts might be true, I experienced that P's are adapting to all the T's options better and better and at the same time T gameplay development kind of stays at one basic level... but thats only my feeling and opinion on that. Terrans are SO OP is no fact for me anymore and with the upcoming patch it will not getting easier at all.
Fav P Stork / Fav T Fantasy / Fav Z Hoejja
StormWeapon
Profile Joined July 2010
United States159 Posts
September 10 2010 01:45 GMT
#53
I for one, see no reason not to remove sensor towers all together or change their ability.
Like pushing back the fog of war in a certain (tested) radius, it would be powerful but less so compared to the semi-maphack they are now.

I have considered a number of ways to add/change tech structures, however, I don't really know what would be a sensible alteration. What compounds this is that I feel they should be the most adaptable/dynamic race when it comes to their tech paths.

Removing auto-casting is something I've wanted for awhile, not because of terran, it would simply increase the skill ceiling a bit. I would like to see some form it remain in regards to baneling mines and possibly other things I haven't thought of.
Tyrant Potato
228zip
Profile Joined April 2010
France36 Posts
Last Edited: 2010-09-10 01:47:06
September 10 2010 01:45 GMT
#54
About a sensor tower change, I think that modifying its permanent detection to a periodic one could be a good idea. Instead of seeing units through the fog at all times, the tower would autocast a "Scanner Sweep" every 5 seconds or so and show those scary exclamation marks. Given the speed of zerglings and mutalisks, a potential 5 second delay is huge; especially if the opposing player is able to know when the sweep is done. However, this does not encourage drop play with medivacs in TvT or TvP (assuming Warp Prism speed isn't researched), at least not more than with the current situation.

I'll also have to agree on the target priority issue. It's extremely frustrating to see thors or hydralisks shooting at medivacs while they need to be hitting the marines, and even more when zerglings are running around a thors surrounded by repairing SCVs.
And for the tech lab not showing when it's researching, I've been wondering why there's no animation for that ever since the start of the beta. You should be able to tell when your opponent is getting stim or cloak =/

Overall, a well constructed post with interesting points. Your idea of making it necessary for medivacs to have an upgrade to transport definitely deserves some attention; but I'll refrain on commenting on it due to my relative inexperience.

EDIT: Spelling.
arsenic
Profile Joined January 2009
United States163 Posts
September 10 2010 01:45 GMT
#55
Doko basically just said what I was about to say.

Sensor Towers need to just be removed because they detract so much from the whole idea of map control, map awareness and scouting which are all huge ideas in a fog of war type RTS. They're just... a bad idea.

Medivacs should have their abilities divorced and it'd be great to see the Medic and Dropship as separate units rather than combined. However, this would have some very serious implications depending on how quickly you could get Medics out, infantry would have to be retuned for that. It'd be a very difficult thing to implement. Also, Stim'ed Marauders kill buildings way too quickly for people to respond in many situations which makes the ease of acquiring "drops" even more ridiculous.

And as Doko said, just limit the number of SCV's that are able to repair a unit. There's really no reason that a Terran player should be able to repair units or structures that quickly.
TheDna
Profile Joined March 2010
Germany577 Posts
September 10 2010 01:45 GMT
#56
Good read. Always thought about the medivac as a problem. Drop should be an upgrade for 200/200 just like Overlord drop too.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 10 2010 01:47 GMT
#57
For a Terran imbalance thread, this one is really really well done.
Administrator~ Spirit will set you free ~
Cranberries
Profile Joined July 2010
Wales567 Posts
September 10 2010 01:48 GMT
#58
A Medivac heals 13.5 HPS.

A Stalker deals 10/14 (Armoured) damage every 1.44 seconds. (A DPS of 6.94r/9.7r).

This gives a problem where 2 Stalkers (250/100) against 1 Marine and 1 Medivac would lose because the Stalker's combined DPS is (6.94 x 2 ) 13.88r meaning that against the 13.5 HPS the Stalkers are dealing (13.88r - 13.5 hps) 0.388r DPS. Against a Marine without combat shields (45 hp) this would cause the 2 Stalkers (note we're dealing with 250/100 against 150/100) to take 118.4 seconds to kill the Marine (assuming the Medivac never runs out of energy). If you were to target the Medivac first, however, it would take (150/17.4(-2[+1 armour reducing 1 damage from both Stalker attacks])) 8.6 seconds followed by a further 3.2 seconds to kill the Marine for a total of 11.8 seconds. In this 11.8 seconds, however, the Marine is dealing 6.97 dps (factoring in the -1 damage from the Stalker armour). In the 11.8 seconds it takes to kill both the Medivac/Marine [assuming you target the Medivac first) the Marine deals 82.2 damage.

This is the problem I find, as Protoss, against Terran. If both armies are equal the Protoss gets absolutely crushed because of the insane healing of the medivac. With proper control, from the Terran player, it takes 3 Stalkers to do enough damage to negate the healing effect of 1 Medivac against 1 Marine. While the Medivac is healing, however, the Terran army is at full strength because it's not losing numbers.

As Protoss, therefore, you are forced into a stalling game where any early pressure/drops can easily tilt the flow of the game into the Terran's favour. Today in the GSL we saw Tester against JSL and in game 1 (on Scrap Station) Tester was ahead in food the entire game and had teched to both Colossi and High Templar, yet because of the strength of the Terran army and the food difference not being as big as it needed to be Tester could never attack head on until a drop was made in his base - at which point it was either a "go for the kill" or "retreat and lose the game". A game where you are ahead the entire time should not ever result in a stalemate where you cannot kill your opponent after he makes numerous mistakes because of the strength of a healing unit.

Oh, and that was a Marine. A Marauder can kill 2 Stalkers and bring a third Stalker to 20~ health without Stimpack and the Medivac healing it.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
September 10 2010 01:48 GMT
#59
I actually rarely use sensor towers myself. I rely more on my game sense and unit positioning, and no its not a brag comment. If you watch alot of top level T, like gom stuff u don't see sensor towers until really late like 3 baseish since you need every once of resources towards units.
Coaching for 1v1 and Team games at Gosucoaching.com
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
September 10 2010 01:48 GMT
#60
On September 10 2010 10:10 drewbie.root wrote:
you forgot planetary fortresses :D

also i wouldn't complain if medvacs were 125 minerals 125 gas, i think that would be reasonable

I think this is a nice suggestion. Medics in SC:BW were 50/25. Medivacs are more than double that, did you really think the drop capability comes "for free"? Since dropships were 100/100 in BW, I think the cost could be increase a bit more, but dropping capability is certainly not free at the moment.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
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