|
On March 20 2011 03:10 clik wrote:Show nested quote +On March 20 2011 03:05 Stiver wrote: Making queens massive would fix FF, but kill stargate play.
Sorry, no graviton, no point. You act as if killing Overlords and Drones doesn't have any sort of effect on the Zerg.
I can tell you this right now, as a Zerg player if a toss hasn't killed my queen(s) with phoenix, I win the game.
|
The only change that should be made to FF is that it shouldn't be able to block ramps.
No reason the Zerg should have to do everything in their power to keep Sentries away from the bottom of the ramp...or lose the game. It's silly.
|
I have three accounts, originally it was intended to be one acct for each of the races, and I got diamond with all three, and then I switched to random on my main account and am still in diamond. I think sentries are fine as is, here's why:
1. Allows protoss to tech. Without sentries you can't stop a good 3 rax with just zealots and stalkers. Without sentries you can't stop a speedling + baneling bust. Without sentries you can't stop a 4 gate rush.
2. Sentries require energy to cast forcefield. This means a good emp can turn 12 sentries into pretty flowers. Fungal gets rid of sentries easy. Colossus can break forcefields, and templars can feedback the sentries.
3. Roaches can burrow and move out of the forcefields.
|
On March 20 2011 03:08 andrewwiggin wrote:Show nested quote +On March 20 2011 03:02 Disarm22 wrote:On March 20 2011 02:58 andrewwiggin wrote:On March 20 2011 02:45 Disarm22 wrote: "It doesn't matter how many forcefields you use, mass roaches > mass sentries. Also note that roaches, with the speed upgrade, destroys "mass sentries" even more. Note that the roach only costs 75 minerals and 25 gas, but it's that much more better in terms of strength."
Yes all true but when you get your ramp constantly FF'd you simply cannot gain strength in numbers. And, no protoss is going to go pure sentry. there will always be stalkers and possibly some zealots in the mix So think about the optimal reaction to a toss moving out against you with sentries. Perhaps keep your army on low ground only, hide army nearby not inside your base and trap them bw forces, be the aggressor and take the fight to a more open field forcing more ffield use and energy loss, research anti FF abilities like burrow if you see a very heavy sentry investment.. Seriously people. It's all about SCOUTING. Plain and simple. Anyone can beat anything when they know it's coming. LMAO July did scout and he did react. And gimme a break, Zerg cannot wall while T and P can. We cannot scout a 4 gate until you move out! Pls do not tell me to sac and overlord because no zerg can afford to do that at the 5 min mark. Lets say i do sac the overlord and i see the 4 gate but my overlord dies. Thats one less spine or slower upgrades Lol I wont give you a break. And it's called creative scouting. Keep a hidden drone in their base early, send normal drone to scout that player is expecting. Usually works for me. =/ . Use your hidden drone when necessary.
Maybe hiding a scout works at the silver and gold level...
|
I think there need to be more tools to deal with force fields, or these tools need to be more accessible. Slow units like queens, immortals, and siege tanks should be able to break them so players have some counterplay options instead of feeling helpless.
I also sort of feel like burrow movement as an upgrade shouldnt exist--once you research burrow why is the second upgrade necessary? 0 upgrades for force field... 2 upgrdes to partially counter?
|
On March 20 2011 02:52 eXigent Wrote I really like the idea of making Queens a massive unit, so they can negate forcefields on ramps etc. I think this would be the easiest way to change the dynamic of ZvP without affecting forcefield in any other matchup at all. As a side bonus, zerg players would probably bring 2-3 queens with them in battles to stop massive forcefielding, which would lead to alot of neat games / playstyles.
I totally would love to see that change happen.
Yeah I was thinking of the same thing. Zerg's only way to break ffs atm is the ultralisk, which comes out very late. The queen would be a nice early game help to the roach/hydra balls, additionally the queen is really slow off creep so it cannot be used offensively easily. It also very encourages better creep spread, so the queen can be supported. Also the queen is still easily sniped by stalkers or whatever.
Overall this change would allow the zerg player to use queen micro to counter force field ffs.
Also do remember though, massive queens would not be able to be lifted by phoenixs, which seems decent. It'll allow zerg to have more reliabe AA before really needing hydras or spores.
also yeah smart casting AI makes every thing easier and MBS too... warp gates would actually need some APM/hotkeys without MBS...it'll take some good hand speed.
|
On March 20 2011 02:48 Yamulo wrote: [ Burrow movement? i mean you completely go under the forcefeild and july never even used burrow more than once last night even though mc never made a robo, and he also attacked with his units in a clump which is a mistake you cannot make against MC....
On the game on crevasse for example, he never even had the chance to get burrow movement
If you actually watched the game speed and burrow just got finished (and don't tell me he should of gotten tunneling claws before speed because roaches are dog shit diarrhea without it) right when MC got there.
This is a stupid argument. you should of said he should of upgraded hydra range and went hydra ling
|
On March 20 2011 03:11 ZasZ. wrote: The only change that should be made to FF is that it shouldn't be able to block ramps.
No reason the Zerg should have to do everything in their power to keep Sentries away from the bottom of the ramp...or lose the game. It's silly.
Do that, and you break other matchups too, as well as zvp.
And Rememebr... Sentries are expensive spell casters. but they are extremely weak and immobile combat units. There are tradeoffs here for the toss who decides to use sentry you know.
|
On March 20 2011 03:06 StateOfZerg wrote:Show nested quote +On March 20 2011 03:03 mmdmmd wrote: Maybe FF's design is not the problem here? It's the ability to easily cast unstoppable perfect surrounds. IMHO everything the smart casting AI doing now can be done with a bit of training, especially when we are talking about Pro training here. That is especially true. Forcefields are here to stay and they are a good concept. Thing is, its too perfect. We have to set limitations. No forcefields on units and buildings. That levels the playing fields between the races as the opponent can now counter forcefields with micro if its not done pre-emptively
Exactly. That's what I said: FF should be place on empty ground only. Hi 5.
|
Lets watch TSL and see if MC shows us more FF play :D
|
Anyway stupid to argue the point here. Let the game evolve/ play itself out. If Protoss win rates become incredibly tipped, then blizzard will do something about it.
But I have faith in sc2 players.
|
just give zergs some way to defend against them, FFs are not so broken vs terran to be quite frank, maybe make FFs last shorter on creep so at least zerg can have some defenders advantage? just throwing ideas there
|
Go ahead and nerf FF, just make stalkers stronger than marauders.
|
Honestly FF needs some fixing. Wether it be increasing the cost so you can't constantly FF ramps to defend or offensively to stop a zerg from ever saving his expo. I dunno Im not a amazing player.
+ Show Spoiler +MC basically won with FF. Sure they were good and MC was the better player but they gave more than just a little advantage everygame. Also note the TSL game 1 of Tyler vs Strelok. FF won the game
|
On March 20 2011 03:22 andrewwiggin wrote: Anyway stupid to argue the point here. Let the game evolve/ play itself out. If Protoss win rates become incredibly tipped, then blizzard will do something about it.
But I have faith in sc2 players.
The win ratio is relative to both the skill level of the players and the design of the game. For example, if I use a race X and get a %50 win ratio vs another race Y, does that means X v Y is balanced? Not necessarily. Because I might be ''less skilled'', and the race X is just too good so that I can get a %50 ratio vs ''more skilled'' race Y players. And it's hard to determine whether I'm less or more skilled than my opponents at the first place. The only way to tell whether that X v Y is balanced or not is via the highest level matches: because we can assume that at the highest level the top players have roughly equal skills. If top players from race X constantly beat top players from race Y, then there is something wrong in the game design.
|
It's that stupid "cup" of FF's that make them so good. The units can't retreat and then Zealots block the front and just completely rip apart armies.
|
Meh, TSL is starting there's plenty of time to worry about FFs in the future. Time for some epic matches.
Agreed.
|
mc is just gonna smash through everyone in the tsl, i dont think anyone knows how to abuse ff and timings better than mc. From a spectators point of view it looks really dumb.
|
It isn't forcefields that are the problem. The problem is that protoss micro scales better than zerg micro. One can't easily micro melee units (lings), low range units (roaches) or slow units (hydras).
Zerg needs a tier 1 unit equivalent to the sentry -- just like ghost vs high templar battle.
|
Without FF's protoss would never win a game. They are a very expensive, necessary support unit. Try holding off terran rushes without them, or baneling busts. Someone could start a thread saying that banelings are op vs marines, but they are a necessary unit. Infact, banelings kill zealot sentry openeings anyway. I see IdrA do it all the time. Maybe people should play more than they make "op" threads.
Com'on guys, the game is not figured out yet Contribute ideas more than you, well, do what is going on here <3
|
|
|
|