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A thorough analysis of Force Fields - Page 38

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happyness
Profile Joined June 2010
United States2400 Posts
March 29 2011 19:28 GMT
#741
On March 29 2011 14:02 iCCup.Nove wrote:
Show nested quote +
On March 29 2011 12:46 teamsolid wrote:
http://www.justin.tv/kellymilkies/b/282503920
Interview with White-Ra @ 57:00

White-Ra also thinks Forcefields are too strong against Zerg, so he suggests the following change:

Forcefields should have a cooldown similar to the corruptor's corruption ability, rather than being mana based (or simply give the FF ability a long cooldown).

His reasoning behind that is that if you pump out sentries early on in the game like most P's do nowadays, you'll quickly save up 200 energy and then with even 5-6 sentries you can have 20+ forcefields which is way too strong.

I think that would be pretty much a genius change. If the Protoss really wants to completely split a Zerg army into like 5-6 different pieces they'll almost have to overcommit on sentries, which cost a ton of gas and reduces the dps of their army. Sentries are also quite good vs T, but it's mainly to trap a section of bio to let zealots close in or to block the ramp. Also, overmaking them leaves you quite weak to EMP and isn't nearly as powerful as vs Zerg.


This sounds like an amazing idea, make it similar to blink.


Well unfortunately then emp is useless vs sentries. So it would hurt terran but help zerg....

Also it would take away the choice toss has to make between FF, guardian shield, and hallucination. So sentries would be able to get that shield up every battle(again bad for terran)
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2011-03-29 19:39:58
March 29 2011 19:33 GMT
#742
Well they could have a cooldown but still require energy, I definately don't want to see the ghost/sentry micro game go away as that would just dumb down the game. Removing energy would also remove the zerg tactic to poke and force them to use up energy, which would also dumb down the game. Of course if the cooldown was the same duration as the FF, it would be the same as only allowing one FF at a time per sentry.

I also really like the massive queen idea because it actually adds depth to the game so zerg has to do something about the FFs instead of just nerfing them, adding depth to the game. Also cool how it would make FFs much easier to deal with defensively but not offensively unless you have insane creep spread. One thing I would be worried about is how well queens can handle void rays, but it might work out okay.
http://shroomspiration.blogspot.com/
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
March 29 2011 21:12 GMT
#743
On March 30 2011 04:33 Treemonkeys wrote:
I also really like the massive queen idea because it actually adds depth to the game so zerg has to do something about the FFs instead of just nerfing them, adding depth to the game. Also cool how it would make FFs much easier to deal with defensively but not offensively unless you have insane creep spread. One thing I would be worried about is how well queens can handle void rays, but it might work out okay.


It really annoys me that people make these suggestions from Zerg's point of view without considering some of the implications.

One implication here that annoys me is Phoenixes (Phoenicii?). Phoenix in PvZ are currently used mostly to pick up Queens and Drones. If Queens are massive, Phoenix will be used even less in favour of Void Rays, since then both Spore Crawlers and Queens would be immune to them, and only Drones would be able to be picked up. This would also reduce the value of Spore Crawlers, as why would anyone get Spore Crawlers when you can get moveable ones which can inject larva, spread creep, attack ground and so on?
Whathe
Profile Joined March 2011
United States60 Posts
Last Edited: 2011-03-29 21:14:48
March 29 2011 21:14 GMT
#744
On March 30 2011 06:12 SeaSwift wrote:
Show nested quote +
On March 30 2011 04:33 Treemonkeys wrote:
I also really like the massive queen idea because it actually adds depth to the game so zerg has to do something about the FFs instead of just nerfing them, adding depth to the game. Also cool how it would make FFs much easier to deal with defensively but not offensively unless you have insane creep spread. One thing I would be worried about is how well queens can handle void rays, but it might work out okay.


It really annoys me that people make these suggestions from Zerg's point of view without considering some of the implications.

One implication here that annoys me is Phoenixes (Phoenicii?). Phoenix in PvZ are currently used mostly to pick up Queens and Drones. If Queens are massive, Phoenix will be used even less in favour of Void Rays, since then both Spore Crawlers and Queens would be immune to them, and only Drones would be able to be picked up. This would also reduce the value of Spore Crawlers, as why would anyone get Spore Crawlers when you can get moveable ones which can inject larva, spread creep, attack ground and so on?


-----------
ROMANCE
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
March 29 2011 21:44 GMT
#745
On March 30 2011 06:12 SeaSwift wrote:
Show nested quote +
On March 30 2011 04:33 Treemonkeys wrote:
I also really like the massive queen idea because it actually adds depth to the game so zerg has to do something about the FFs instead of just nerfing them, adding depth to the game. Also cool how it would make FFs much easier to deal with defensively but not offensively unless you have insane creep spread. One thing I would be worried about is how well queens can handle void rays, but it might work out okay.


It really annoys me that people make these suggestions from Zerg's point of view without considering some of the implications.

One implication here that annoys me is Phoenixes (Phoenicii?). Phoenix in PvZ are currently used mostly to pick up Queens and Drones. If Queens are massive, Phoenix will be used even less in favour of Void Rays, since then both Spore Crawlers and Queens would be immune to them, and only Drones would be able to be picked up. This would also reduce the value of Spore Crawlers, as why would anyone get Spore Crawlers when you can get moveable ones which can inject larva, spread creep, attack ground and so on?


Sorry to annoy you but they are only thoughts, they don't really harm you. Wasn't even my idea.
http://shroomspiration.blogspot.com/
Zexlion
Profile Joined January 2011
United States12 Posts
April 11 2011 18:42 GMT
#746
Perhaps if they make FF last longer the closer the sentry is to a pylon. If a protoss is defending his base, there will be lots of pylons so the FF would last a long time and be very good defensively. If the protoss is attacking the enemy base without any pre-built pylons near, the FF wouldn't last long. Also, a protoss can't build a pylon on creep so that would prevent protoss from using the long lasting version of the FF on zerg territory.
ShadowReaver
Profile Joined March 2010
Canada563 Posts
April 11 2011 19:31 GMT
#747
The idea of FF was stupid in the first place. Watching a high level game where units are stuck down/up a ramp by a FF is dumb. It feels like something that should have been left in single player. I'm not sure what blizzard was thinking when they incorporated it in the game, it ruins micro mechanic and it just looks silly seeing unit stuck by force fields.
Owarida
Profile Joined April 2010
United States333 Posts
April 12 2011 17:56 GMT
#748
I wish they would make FF an upgrade from T3. Its easily the most overpowered and retarded spell in the game. It has no place in early game fights, or even mid game fights for that matter. So absurd all around.
Alejandrisha
Profile Blog Joined July 2010
United States6566 Posts
April 12 2011 18:02 GMT
#749
On April 13 2011 02:56 Owarida wrote:
I wish they would make FF an upgrade from T3. Its easily the most overpowered and retarded spell in the game. It has no place in early game fights, or even mid game fights for that matter. So absurd all around.


Ya for sure bro
get rich or die mining
TL+ Member
Holy_AT
Profile Joined July 2010
Austria978 Posts
April 12 2011 18:05 GMT
#750
FF should be changed to a channeled ability, 1 per sentry and sentry cant do anything else.
So toss can defend early game and still can throw down good forcefields but it cant be abused like forcefielding half of the screen.
GagnarTheUnruly
Profile Joined July 2010
United States655 Posts
April 12 2011 18:06 GMT
#751
On April 13 2011 02:56 Owarida wrote:
I wish they would make FF an upgrade from T3. Its easily the most overpowered and retarded spell in the game. It has no place in early game fights, or even mid game fights for that matter. So absurd all around.


So you're saying you want P to 4-gate every single game? Because the ability to FF is the only thing that protects P from early agression in PvT and PvZ.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-04-12 18:10:25
April 12 2011 18:09 GMT
#752
Sure, go ahead and take away forcefields... but give protoss stim packs for stalkers and zealots, and mobile shield batteries.

Actually, mobile shield batteries would be an awesome unit. Imagine how much more use you'd see out of warp prisms if they regenerated shields of units in their pylon energy grid while deployed?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Alejandrisha
Profile Blog Joined July 2010
United States6566 Posts
April 12 2011 18:28 GMT
#753
I see no analysis here. Only balance whining and design suggestions
get rich or die mining
TL+ Member
Rob28
Profile Joined November 2010
Canada705 Posts
April 12 2011 18:30 GMT
#754
From a caster perspective, toss are already screwed. I mean, infestors are rediculously useful to the zerg, and I can't tell you how much grief ravens give me in TvP. There's infested terrans, fungal, auto-turrets, emp... all of which require no research cost. Yes, they aren't T1 available, but with the amulet gone, FF is really the only dangerous spell toss has.

I highly suggest the zergs on here QQing over FF try and play a few matches as protoss then come back with the "suggestions".
"power overwhelming"... work, dammit, work!
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 12 2011 18:33 GMT
#755
There is too much CC in SC2, it doesnt fit a RTS game imo. SC:BW had very little CC and it often had a huge downside (arbiters crystalize made units unattackable), queens only slowed not stunned and were very high tech units.

Forcfields, marauder slows and fungal are 3 spells that for me makes SC2 a far inferior game - they bring nothing to the table - its negative gameplay -- it removes micro from your opponent and it leaves no excitement factor for the spectator.
"trash micro but win - its marine" MC commentary during HSC 4
ThaZenith
Profile Blog Joined October 2010
Canada3116 Posts
April 12 2011 18:54 GMT
#756
I'd agree that something with force-fields has to change. But I'm not nearly experienced enough to suggest anything.
susiederkins
Profile Joined March 2011
United States87 Posts
April 12 2011 19:07 GMT
#757
On April 13 2011 03:30 Rob28 wrote:
From a caster perspective, toss are already screwed. I mean, infestors are rediculously useful to the zerg, and I can't tell you how much grief ravens give me in TvP. There's infested terrans, fungal, auto-turrets, emp... all of which require no research cost. Yes, they aren't T1 available, but with the amulet gone, FF is really the only dangerous spell toss has.

I highly suggest the zergs on here QQing over FF try and play a few matches as protoss then come back with the "suggestions".



In what universe? I'm sorry you don't get to warp in 8 army-killing high templar with storm instantly available anymore, and have to actually wait a few seconds. You still have feedback which is amazing, and all the sentry spells which are amazing. Fungal growth is very good now, but collosi have the same range so it's hard to get it off without getting your big fat caster unit (seriously, why are the other casters so small while the infestor is so freakin big?) with 90 health slaughtered (ps, did I mention feedback? Wheres my spell to stop your caster?). Infested terran is only occasionally useful. Ravens are extremely powerful, I'm with you there, but to say toss is screwed solely on the basis that high templar don't have storm energy when they warp in anymore is disingenuous at best.


Also, "no research cost" is misleading, and you know it. Sentries with FF are the only ones that really require "no research cost." The other spellcasters you need a specialized building for, and not something like the cyber core that you would absolutely have to get no matter what anyway.
susiederkins
Profile Joined March 2011
United States87 Posts
April 12 2011 19:12 GMT
#758
On March 29 2011 12:56 jayt88 wrote:
Show nested quote +
On March 29 2011 06:33 Logo wrote:
On March 29 2011 05:43 Mailing wrote:
As someone said, remove or weaken sentry attack.

The reason these stupid ass sentry/stalker rushes keep happening is because sentries are actually damn strong. They have one less DPS than a stalker. They BEAT MUTALISKS in battle.

When you got 4 stalkers and 7-9 sentries firing, roaches even with their armor die quite quickly.

If you watch the Moon vs Squirtle games at IEM, Moon drops like 16 hydra in his base and 8-10 sentries are able to kill them quite fine -.-


Even before the stalkers...

6 sentries (300/600) that trap units will deal (per duration/round of FFs that keep the units trapped)...

-540 damage to 0 armored units.
-450 damage to +1 armored units.

That's...

-385 minerals worth of zerglings
-225/75 worth of roaches

Without having a single dps unit and P having the potential to take 0 damage in return.

The reason why I think sentry dps/hp is the best point to focus on is because it shouldn't drastically change PvT or PvP where the sentry isn't used in such high #s early on and is a much less significant part of a P's early game DPS compared to ZvP. It also allows for a P to hold 1 base almost as well vs early aggression vs Z (or anything really), but opens up a vulnerability if they try to move out or pump pure sentries early on.


Sigh, if you're a zerg that can get your 385 minerals worth of lings stuck in FFs then you should just quit the game. A reason why FFs are so important is due to the ridiculous speed of the zerg army. Please post a replay of yourself surrounding that army of units with FFs and killing all of them with your 6 sentries. FFs do not last forever btw.



Why does it have to be lings? He mentions roaches...


I think we're all familiar with Idra v Cruncher recently?
oGm`REM
Profile Joined March 2011
United States870 Posts
April 12 2011 19:15 GMT
#759
Forcefields is what makes Protoss Protoss in SC2.
oriGinal Mixers '99 - www.smiteam.net
theBOOCH
Profile Joined November 2010
United States832 Posts
April 12 2011 19:18 GMT
#760
Seriouslsy... who bumped this, lol.
Some of the suggestions are ridiculous. Please, if you're going to make a suggestion. Explain IN-DEPTH what kind of effect that would have on the game. Not just that it would make a fight go one way of another, but how it affects timing and strategy and all that other good stuff.
If all you're offering is Dos Equis, I will stay thirsty thank you very much.
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