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A thorough analysis of Force Fields - Page 11

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Quepp42
Profile Joined May 2010
United States96 Posts
March 19 2011 18:58 GMT
#201
doesn't roach burrow movement destroy heavy sentry play like this? sure, you might have a few less roaches because you spent gas on it, but if they have that many sentries their actual fighting power is somewhat low in the first place.
All it takes to fly is to throw yourself at the ground and miss.
Calm
Profile Joined September 2010
Canada380 Posts
March 19 2011 19:04 GMT
#202
With regards to all the ranp force-fielding suggestions, I am of the opinion that the maps are the problem. I think ramps like Scrap Station has and the destructable debris that Crevasse features would make all the difference neede for this matchup
tdt
Profile Joined October 2010
United States3179 Posts
March 19 2011 19:05 GMT
#203
Sit down and compare just how weak toss gateway units are compared to MM or RH. There is no comparison in BW Protoss used to be strong and expensive, now they are just expensive. Sentries level the playing field. OP in oGsMC's hands no doubt who builds like 12 with perfect placement but I think meta game will rise to confront MC. Ghosts for one and early mutas to destroy sentries behoind enemy lines. Just watch.
MC for president
Karthane
Profile Joined June 2010
United States1183 Posts
March 19 2011 19:12 GMT
#204
I really really like the use of forcefields in SMALL numbers, but i really think it gets rediculous when a toss can throw down 20+ forcefields in a single engagement. That puts the outcome of the battle PURELY in the tosses hands, and the Zerg just has to hope that the toss misplaces a few, but then again when you can throw down 20+ it doesn't matter if you misplace a few.

I really feel like it needs some sort of change, maybe have them be targetable with a small amount of health or make it so a single sentry can only throw down 1 every 10 seconds or so. I"m not sure, but i really feel like forcefield can solely change the tide of a battle and there isn't much a Zerg can do about it.
TheLink
Profile Joined January 2011
Australia2725 Posts
March 19 2011 19:14 GMT
#205
Problem #1
You can't retreat

Well first of all Terran can, load up in your medivacs and fly away. Seriously though whats wrong with Protoss having a little map control? you can't retreat from marauders or speedlings either. Just do what Protoss do and hide at the top of your ramp until you have a stronger army than he does, then you take map control for yourself.


Problem #2
No reinforcements from the main during a push

Easy answer here seems to be defend better, make units earlier, throw up more static defense I don't know. This is a problem with the 4-gate or the 6-gate and has very little to do with forcefield. Maybe these pushes are too strong, I don't know and I don't care.


Problem #3
It cuts your army in half

Well yeah thats kind of the point. If this is overpowered then by all means increase the cost of the sentry or something, Blizzard can do whatever they normally do to determine whether they want something nerfed. The worst thing you can do though is simply take away the sentry's ability to do this.


Problem #4
It reduces ability to micro whereas Brood War spells encouraged good control.

Ah, here we have a winner. I can cite precedent from Brood War though. Stasis Field would freeze half your tanks and they would then get surrounded and die. That's exactly the same principle as the forcefield operates under. I love forcefields though because they don't suddenly take your army away. They require both good placement as well as coddling a fairly fragile unit (sentries are sooooo much easier to kill than arbiters).
Only the weak link is strong enough to break the chain.
Durn
Profile Blog Joined July 2010
Canada360 Posts
March 19 2011 19:17 GMT
#206
I feel like I'd be a lot happier with FFs if you couldn't stack them. Like, if they were overlapping, you couldn't place the second one. It would reward much higher precision.
"Even if I lose 100 games, that's 100 different arrows pointing me in the wrong direction." - Sean Day[9] Plott
ChefStarCraft
Profile Blog Joined November 2010
Canada350 Posts
March 19 2011 19:19 GMT
#207
If ff cost more energy or had the slightest delay to allow a few more units past, rather then blocking them all, I think this could be a nice little fix to this.

It would still be possible to be grossly good with it, just will take some more focus placing ffs.
Why don't we see who is the wizard and play some one on one, I think you'll find me sympathetic to ya when I've won, It seems you've got the brawn to beat me if this was all it takes, But I've got skills to pay the bills and punish each of your mistakes.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45265 Posts
Last Edited: 2011-03-19 19:21:32
March 19 2011 19:21 GMT
#208
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.


So you can 7-roach rush us every game and auto-win? Oh, I see

Protoss need to be able to FF their ramp to stop early harrass against roaches and marines/marauders (especially with concussive shells)

I think if there were ever to be a nerf to forcefield, then making forcefields last for a shorter period of time would be the only justifiable nerf.

-Making them smaller would really make them useless (they wouldn't block anything, and they'd especially provide no defense on ramps against early pushes where they're necessary).
-Making them breakable (a.k.a. if they had hp) would make them useless in the mid-to-late game (think of how fast a 150-200 food army would kill off a few forcefields, regardless of the hp).
-Making them crushable by more units wouldn't work because of how frequently we already see so many units in SC2. Unless perhaps you made it like the archon, infestor, and siege tank?

That being said, I don't think forcefield needs to be nerfed at the moment anyway.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
WniO
Profile Blog Joined April 2010
United States2706 Posts
March 19 2011 19:31 GMT
#209
ffs are one of the coolest additions to sc2. it would be nice if they didnt last as long as they do though.
gosuRob
Profile Blog Joined August 2010
United States319 Posts
March 19 2011 19:31 GMT
#210
Some of you guys act like there is no possible way to beat this play... once people figure out a way to punish the sentry heavy play this too shall pass. Maybe a ton of spine crawlers and getting out mutalisks? Idk, MC is good and all but july just didn't really see it coming it seemed like.
Rules? There aren't many rules. You fight mean, you win mean. It takes a certain someone
IVN
Profile Joined October 2010
534 Posts
March 19 2011 19:37 GMT
#211
IMO FFs are perfectly balanced against Zerg. July lost because he never got his burrow and burrow movement on time. He lost, because MC is a better player, not because of FFs.
DusTerr
Profile Blog Joined January 2011
2520 Posts
March 19 2011 19:41 GMT
#212
On March 20 2011 04:31 WniO wrote:
ffs are one of the coolest additions to sc2. it would be nice if they didnt last as long as they do though.


I really do think it's an awesome spell (as ). I also think GS and hallucination are underused - pretty much I <3 sentries (if I ever switch to toss it's b/c of them).

That being said.. I can't stand the way can just spam click and split up an opponents force into little pieces (and then watch while the AI makes any retreating units run into the wall and act confused).

needs FF to defend early pressure, and I feel blocking ramps is fine - IF there was a change to FF, reduce the range from 9 to 6.
latan
Profile Joined July 2010
740 Posts
March 19 2011 19:42 GMT
#213
I'd like someone to comment on my thought that forcefield could be changed so they can't be casted on top of units or other forcefields. i think this would change a lot because it wouldn't be able to split armies apart so easily and it would also bring some way for the opponent to try to stop the forcefield usage.
IVN
Profile Joined October 2010
534 Posts
March 19 2011 19:46 GMT
#214
On March 20 2011 04:42 latan wrote:
I'd like someone to comment on my thought that forcefield could be changed so they can't be casted on top of units or other forcefields. i think this would change a lot because it wouldn't be able to split armies apart so easily and it would also bring some way for the opponent to try to stop the forcefield usage.

FFs would be outright useless.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45265 Posts
March 19 2011 19:48 GMT
#215
On March 20 2011 04:42 latan wrote:
I'd like someone to comment on my thought that forcefield could be changed so they can't be casted on top of units or other forcefields. i think this would change a lot because it wouldn't be able to split armies apart so easily and it would also bring some way for the opponent to try to stop the forcefield usage.


That pretty much means that you can't cast forcefields against Zerg during a battle (good luck throwing them down *between* zerglings) and how are you going to split any Zerg or Terran armies? That would be removing the offensive capabilities of FF, so I disagree with that suggestion. If a Protoss player overlaps FFs, then he's just wasting energy, so it's actually worse for him
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
GiygaS
Profile Blog Joined September 2010
Canada1043 Posts
March 19 2011 19:51 GMT
#216
What if FFs, by one sentry, could only be put down if in a psionic matrix? Like, if a sentry is within a pylon, it can place as many ffs as he wants. But if not, the sentry can only be placed one at a time. Twilight council upgrade to get rid of this limitation.
AKA gigyas, gigas, giygas khan, giyga khan, giyga...
IVN
Profile Joined October 2010
534 Posts
March 19 2011 19:55 GMT
#217
On March 20 2011 04:51 GiygaS wrote:
What if FFs, by one sentry, could only be put down if in a psionic matrix? Like, if a sentry is within a pylon, it can place as many ffs as he wants. But if not, the sentry can only be placed one at a time. Twilight council upgrade to get rid of this limitation.

What if the Sentry had no FFs, but instead had 200 hp and made 20 dmg + 15 vs armored? (same firing rate as now)
neo_sporin
Profile Blog Joined August 2010
United States516 Posts
March 19 2011 19:58 GMT
#218
I have always thought in the current SOTG for MOST levels of play that FF is balanced because so many protoss seemed incredibly bad (by bad i mean not awesome) with their forcefields. It always appeared to be an ability that once people started to figure it out it would be ridiculously awesome and MC has shown it. I think this is one of those balance items that will be difficult to address as protoss at all competitive levels (High Diamond+) NEED FF to compete, however in the hands of a pro its ridiculously strong. The only success I've had at the high diamond/low master level is to continually poke in with zerglings in the early game to attempt to get them to waste a few FF but that cant really be done against 12 sentries.

I personally like the 1FF per sentry fix but think maybe there should be an upgrade allowing for more? Though this wouldnt really help in a ramp block situation as you only need 1 FF out.


To summarize, yes FF is crazy strong at the highest levels but is a required ability so unlike all the other nerfs, it cannot be simply removed. I don't have an answer as to what should be done.
eluv
Profile Joined August 2010
United States1251 Posts
March 19 2011 20:00 GMT
#219
So I'd like to point out a real inconsistency in a lot of these posts. For months, on and off people have been complaining about a lack of "Overpowered' spells in Starcraft. The examples people brought up in BW were often things like dark swarm, irradiate, BW psi storm, stasis field etc.

This could be the start of exactly what you've been asking for. A spell that seems absolutely ridiculous, and will take time to develop counters too. With that in mind, the thing you should all be asking for isn't for a nerf to FF, but rather some sort of micro based answer for zerg. Is that adding a spell to overseers to disable casters? Is that giving burrow movement to more units like zerglings and hydras? I don't know, but what I do know is the last thing SC2 needs is more nerfs.
"Yes I fucked my way to the GSL partnership" - Sundance
Stiver
Profile Joined April 2010
Canada285 Posts
March 19 2011 20:02 GMT
#220
On March 20 2011 04:37 IVN wrote:
IMO FFs are perfectly balanced against Zerg. July lost because he never got his burrow and burrow movement on time. He lost, because MC is a better player, not because of FFs.


Okay dude, seriously. Start a game as zerg, and count how long it takes to get a bunch of roaches + burrow + roach speed + tunneling claws.

Do it. Now compare that number with how fast a 4gate/6 gate comes.

Okay great. That is why July just never seemed to bother. It is impossible.
"The most difficult thing in the world is to know how to do a thing and to watch someone else do it wrong without comment."
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