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A thorough analysis of Force Fields - Page 21

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Co-lol-sus
Profile Joined December 2010
Bulgaria141 Posts
March 20 2011 15:40 GMT
#401
toss imba against himself, removes his own ability to micro



lol.

If you get an ad, skip to 7:30
"You hatchet faced nutmeg dealer!" - Stephen Douglas to debate opponent Abraham Lincoln
nukkuj
Profile Blog Joined March 2010
Finland403 Posts
Last Edited: 2011-03-20 15:51:35
March 20 2011 15:47 GMT
#402
Make FF only usable within pylon psi radius. This would enable Protoss to use it blocking ramp, but not to steamroll T/Z army regardless of where the fight happens.

Enabling burrowed movement for all units within creep would be cool too. This would still leave T helpless before getting medivac/ghost and those aren't strong solutions to the problem anyway, ghosts being just a gamble if you can hit EMP before FFs land and medivacs are fragile when picking up units from frontlines.

In order to split opponent's army in half like they do now, protoss would need to "slow-push" with pylons. It would give opponents more time to prepare for it.
thegamer
Profile Joined November 2010
47 Posts
Last Edited: 2011-03-20 16:01:54
March 20 2011 16:01 GMT
#403
On March 21 2011 00:47 nukkuj wrote:
Make FF only usable within pylon psi radius. This would enable Protoss to use it blocking ramp, but not to steamroll T/Z army regardless of where the fight happens.

Enabling burrowed movement for all units within creep would be cool too. This would still leave T helpless before getting medivac/ghost and those aren't strong solutions to the problem anyway, ghosts being just a gamble if you can hit EMP before FFs land and medivacs are fragile when picking up units from frontlines.

In order to split opponent's army in half like they do now, protoss would need to "slow-push" with pylons. It would give opponents more time to prepare for it.


That seems like a good idea, but I think it would completely undermine the sentry to a unit that will never be used.

I think it would be a good idea to add a cooldown to the FF so that toss players cant get like 5 sentries early game, then pool like 150 energy on each of them. That way they cant instantaneously cast 15 FFs under that circumstance and cut the opponent's army in half
pak150
Profile Joined September 2010
United States531 Posts
March 20 2011 16:19 GMT
#404
On March 19 2011 21:44 Rain.cz wrote:
i would make it on cooldown instead of energy


I agree — I'd make it a cooldown akin to a Thor (as opposed to a corrupter), available when the sentry spawns.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
March 20 2011 16:19 GMT
#405
On March 21 2011 00:47 nukkuj wrote:
Make FF only usable within pylon psi radius. This would enable Protoss to use it blocking ramp, but not to steamroll T/Z army regardless of where the fight happens.

Enabling burrowed movement for all units within creep would be cool too. This would still leave T helpless before getting medivac/ghost and those aren't strong solutions to the problem anyway, ghosts being just a gamble if you can hit EMP before FFs land and medivacs are fragile when picking up units from frontlines.

In order to split opponent's army in half like they do now, protoss would need to "slow-push" with pylons. It would give opponents more time to prepare for it.


Way to completely DESTROY a unit. If you want Sentries to never be used, full-stop, then yeah. Sure.

PvT early game: Sentries are vital to block ramp etc. If you make FF only useable in pylon radius then Protoss needs a Pylon right next to the ramp, easily snipeable and completely pointless. PvT early game is hard enough for P as it is.

Late game anything: Sentries would never be used. They would become redundant as soon as any engagements could be forced outside of P's base or near a proxy pylon.

How would you feel if FG was only useable on Creep, or Stim was only useable in your base? What a game-killing thought.

Nukkuj, I highly doubt you play Protoss, or not at a high level if you do. This idea is one of the typical ones that gives the community as a source of balance ideas a bad name.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
March 20 2011 16:25 GMT
#406
i don't know why this thread has a bunch of nerf suggestions from people who clearly don't know what they are talking about. i think if you really think forcefield is imbalanced you should try to clearly articulate and explain where that imbalance lies rather than giving a bunch of dumb nerf posts.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
TurtlePerson2
Profile Joined October 2010
United States218 Posts
March 20 2011 16:36 GMT
#407
Forcefields should be target-able and attack-able like PDD. That was they delay, but don't shut down. The immobility of everyone but Protoss' massive units means that breaking them with massive is not very viable.

EMP should also break force fields.
torturis exuvias eunt
StateOfZerg
Profile Joined March 2011
31 Posts
Last Edited: 2011-03-20 16:41:14
March 20 2011 16:39 GMT
#408
On March 21 2011 01:25 mahnini wrote:
i don't know why this thread has a bunch of nerf suggestions from people who clearly don't know what they are talking about. i think if you really think forcefield is imbalanced you should try to clearly articulate and explain where that imbalance lies rather than giving a bunch of dumb nerf posts.


Guys, all forcefield need is a some tweaking. For a spell to disable an opponent's ability to micro and reinforce, we have to set limitations to it. As of now, forcefield comes too early in the game and is versatile enough to be used at all stages. Comparatively, fungal growth comes only mid-late game and is not that easy to amass.

IMO, retain a sentry's defensive posture early game but nerf its army dissection potential, a tweak that disallows forcefields to be placed on units and buildings would be needed. I know Protoss players will be all angry about it saying forcefields are hard to place already, but it is definitely needed for players of MC's level. Eventually the community and all protoss player's general skill will improve and this won't be such a big issue anymore.

The true strength in forcefield is dissection. When u split an opponent's army, u are forcing him to fight the battle or lose half his hard earned macro for nothing. It disregards the advantage of the opponent's better macro or army composition because, forcefields control the number of units attacking at once. For instance, in the third game of MC vs July, an almost pure sentry army was fighting a 12 hydra army. In theory, the sentries would get whipped apart. However, due to dissection, the hydras where only allowed to fight 1-2 at a time against MC's whole sentry army, limiting the amount of unit loss for MC and destroying July's so-called army advantage.

As of now, forcefield is INDEED too good for starcraft 2. It puts the ball in the protoss's ballpark. It is up to him to win/lose the game and does not level the playing field for Zergs. Restricting its usage to only empty hexes would mean, a high level player like july can micro his zerglings on the ramp to prevent forcefield construction from blocking his reinforcements. Now, with that change, Starcraft 2 can progress further into an esport as effective micro from both the Zerg and the Protoss can swing battles. Instead of the helpless situation July was in at the GSL finals.

Well, its either that or a 4 seconds forcefield, cause blizzard likes tweaking values lol. To all flamers who wanna post "OMG ZERG QQ ROFL", i'm a competitive random player and I just want to share my opinions cause I play both races and FF is indeed too punishing to the zerg.
BalZer
Profile Joined March 2011
Italy44 Posts
March 20 2011 16:44 GMT
#409
On March 21 2011 01:25 mahnini wrote:
i don't know why this thread has a bunch of nerf suggestions from people who clearly don't know what they are talking about. i think if you really think forcefield is imbalanced you should try to clearly articulate and explain where that imbalance lies rather than giving a bunch of dumb nerf posts.



they're probably not imbalanced, but they're terribly boring.
more gateway buffs and less FFs.
Uhnno
Profile Joined February 2011
Netherlands288 Posts
March 20 2011 16:50 GMT
#410
On March 21 2011 01:44 BalZer wrote:
Show nested quote +
On March 21 2011 01:25 mahnini wrote:
i don't know why this thread has a bunch of nerf suggestions from people who clearly don't know what they are talking about. i think if you really think forcefield is imbalanced you should try to clearly articulate and explain where that imbalance lies rather than giving a bunch of dumb nerf posts.



they're probably not imbalanced, but they're terribly boring.
more gateway buffs and less FFs.



Reading treads and comments like these are just completely enraging. If you buff gateway units you buff 4gate timing pushes. Compare the amount of whine against forcefields and 4gates.

Most people aren't even thinking when they talk about balance. Can we have a discussion instead of mindless raging of forcefields?
Archvil3
Profile Joined September 2010
Denmark989 Posts
March 20 2011 16:57 GMT
#411
I think the biggest problem with forcefields is not the actual strength of it. How overpowered it or isnt is up to debate but what really frustrates me is how it takes away an oponents ability to influence the result of a battle. With the tech available to terran and zerg in the early/mid game you have litteraly zero control of determining the outcome of a battle against a dozen sentries with plenty of energy. Once the battle is on it is entirely up to the protoss ability to use forcefields and that is extremely frustrating to 1. play against and 2. to watch on a pro level how the very best protoss in the world can dismantle any player without them being able to influence the outcome. Watching MC destroy his oponents is really cool but when you get the feeling that he became so good that no matter how good the zerg and terran player is, they simply reached the cap on how they can fare against his forcefields.

This may look somewhat bad now but I think it will be far worse in the future as the best protoss players are getting better and better. Being able to dictate the game like that is, regardless of actual strength, one of the biggest advantages you can achieve in the game.

If we are to look to change I think we need to look at what we can do to make the oponent influence the outcome more; how can we force mechanincs upon the oponent so that the forcefields become an advantage if done well but an advantage that can be negated if the oponent is doing even better?

The first thing that comes to mind is we could give forcefields hitpoints. If a forcefield is in the way you can shoot it down. In the heat of battle the new function of a forcefield would be to gain a temporary wall and to redirect incomming damage from your units to your forcefields. Being able to swiftly replace destroyed forcefields will make your forcefield wall as strong and functional as it is currently but is going to require better micro and reactions. The oponent can then actively influence the outcome of the battle by fast sniping key forcefields in the wall.

Another idea that pops up is to make forcefields a channeled spell, making the sentries unable to shoot or move while casting. If it does so or is destroyed the forcefield is instantly removed. This makes positioning of the sentries before battle a lot more significant and sniping sentries durring battle a lot more rewarding.

Either way I think we need to focus on solution where the players has a larger influence on battle; the current funtionality of forcefields, a-moving armies, the AI and so on are, balanced or not, not particularly fun to watch and as soon as you get anywhere near pro level not very fun to play.
Let thy speech be better than silence, or be silent.
Warrice
Profile Joined July 2010
United States565 Posts
March 20 2011 16:59 GMT
#412
forcefields are imbalanced because they single handedly render entire armies worthless, if a protoss has good forcefields he can good an excellent position for himself if he gets caught out in the open, he can make zerglings/banelings worthless( minigun vs Idra), he can forcefield away entire flanks.

I dont think forcefield would be as bad if units went around them on their own, people might think well just micro, yeah, you try it, see how it works they just put another forcefield down in the spot you tried to go around and you have to do it all over again.
DNA61289
Profile Joined August 2010
United States665 Posts
Last Edited: 2011-03-20 17:00:37
March 20 2011 17:00 GMT
#413
This entire thread is enraging, if you nerf sentries than you have to buff zealots and stalkers because protoss wont survive vs stim'd marines and marauders.

MC's build has never been seen before and July was playing completely passive the entire series. There are quite a few things that July could have done to stop MC's timing attack but hes not that great so he lost. Like for example he could have gotten burrow sooner and burrowed banelings at key chock points. MC's entire build revolves around having 10 plus sentires and sentries evaporate to banelings. So it was July's lack of experience vs that build that was his downfall not sentries and FF.
But yeah being a Korean gamer is very imba. If you're a non-korean gamer you have to balance your game playing with earning money and your real life. If you're Korean you just sit around playing games all day eating 2 cent ramyun and becoming gosu.
BalZer
Profile Joined March 2011
Italy44 Posts
March 20 2011 17:01 GMT
#414
On March 21 2011 01:50 Uhnno wrote:
Show nested quote +
On March 21 2011 01:44 BalZer wrote:
On March 21 2011 01:25 mahnini wrote:
i don't know why this thread has a bunch of nerf suggestions from people who clearly don't know what they are talking about. i think if you really think forcefield is imbalanced you should try to clearly articulate and explain where that imbalance lies rather than giving a bunch of dumb nerf posts.



they're probably not imbalanced, but they're terribly boring.
more gateway buffs and less FFs.



Reading treads and comments like these are just completely enraging. If you buff gateway units you buff 4gate timing pushes. Compare the amount of whine against forcefields and 4gates.

Most people aren't even thinking when they talk about balance. Can we have a discussion instead of mindless raging of forcefields?


if u dont want to buff gateway units and keep the FF status as it is now, u should give T and Z a real way to deal to forcefields. massive units come in the game too late compared to a T1,5 sentry. ghost are useful but when i have ghosts on the field i would give emp-priority to Templars instead of sentrys, and as a Z, dunno burrowed roaches are good but this thech is very slow to reach, maybe Blizzard should remove Tunneling Claws and give the possibility for burrowed roach to move when the Burrow research is complete.

see the video posted above. i dont like this style of playing. minigun is a great player but the state of the game force him to shutdown the baneling attack that's comin by completely sourrounding himself. is this the game we, as players and spectators, enjoy?
StateOfZerg
Profile Joined March 2011
31 Posts
March 20 2011 17:07 GMT
#415
On March 21 2011 02:00 DNA61289 wrote:
This entire thread is enraging, if you nerf sentries than you have to buff zealots and stalkers because protoss wont survive vs stim'd marines and marauders.

MC's build has never been seen before and July was playing completely passive the entire series. There are quite a few things that July could have done to stop MC's timing attack but hes not that great so he lost. Like for example he could have gotten burrow sooner and burrowed banelings at key chock points. MC's entire build revolves around having 10 plus sentires and sentries evaporate to banelings. So it was July's lack of experience vs that build that was his downfall not sentries and FF.


erm lol. Do you play zerg?
Sentient
Profile Joined April 2010
United States437 Posts
March 20 2011 17:08 GMT
#416
Can anyone confirm or deny something? When I see mass forcefields in games like the GSL finals, sometimes it seems like units get stuck and don't do anything. They don't move or even attack. They just sit there and twitch. Does this really happen or is it all in my head? If it does happen, I think that should be remedied; it's one thing for forcefields to block terrain, but it's another thing for them to prevent units from attacking targets within range.
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
March 20 2011 17:12 GMT
#417
We can just give FF's a 2 second cooldown...
so simple?
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
DarkPlasmaBall
Profile Blog Joined March 2010
United States46223 Posts
March 20 2011 17:24 GMT
#418
On March 21 2011 00:40 Co-lol-sus wrote:
toss imba against himself, removes his own ability to micro

http://www.youtube.com/watch?v=dJJ7XdeX3vo#t=7m30s

lol.

If you get an ad, skip to 7:30


That was actually a really smart move, considering the fact that IdrA had him surrounded anyway. iNcontroL likes to wrap himself in FFs sometimes too as a defensive maneuver.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
DNA61289
Profile Joined August 2010
United States665 Posts
March 20 2011 17:25 GMT
#419
erm lol. Do you play zerg?

no i do not, i play Potoss. Maybe you can give me some insight into why i may be wrong instead of saying lol.
But yeah being a Korean gamer is very imba. If you're a non-korean gamer you have to balance your game playing with earning money and your real life. If you're Korean you just sit around playing games all day eating 2 cent ramyun and becoming gosu.
ALPINA
Profile Joined May 2010
3791 Posts
March 20 2011 17:30 GMT
#420
The problem is the amount of forcefields toss can make. There should be a limit of 1 FF per sentry maximum - that way protoss players will need to actually think where to put forcefields and not spam them all over the place.

Solution would be to disallow sentry to cast a second FF until the first disappear.

Also giving Queen a massive type modifier would be a good change. That would also make dealing with phoenixes easier but void rays would do 20% more damage so phoenix/voidray combination would be still strong.
You should never underestimate the predictability of stupidity
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