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A thorough analysis of Force Fields - Page 9

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tdh.
Profile Joined November 2010
Denmark3 Posts
March 19 2011 17:46 GMT
#161
How about making forcefields a channeling spell. That should create some interesting situations where one player is trying to reach critical sentries and one is trying to defend them. The sentry would probably need to be buffed in other ways to make up for the nerf.
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
March 19 2011 17:48 GMT
#162
On March 19 2011 21:07 shadowboxer wrote:
Show nested quote +
On March 19 2011 20:19 STALLONEZONE wrote:
So I guess since theres about 50 threads complaining about FF today, MC won huh?
Thanks for spoiling the finals for me with your aspergers TL.net


+ Show Spoiler +
There's no way you honestly thought July was going to win. There wasn't a soul on the planet that did.


On topic, forcefield should be given at the very least a cooldown when used per sentry. So if you had 3 sentries you couldn't theoretically throw down 4 forcefields per sentry if you had the energy for it, you could throw down exactly 3. Forcefields are 100% necessary for gateway units and with this change you can still block chokes, you can still punish someone for engaging badly, but you can't entirely save yourself from making stupid mistakes or cut a late game army in half with your deathball + 8 sentries that you got 6 minutes into the game.

A huge problem for zerg in particular is that when they lost lurkers, they lost choke/position control. This is what tanks give terran and what sentries give protoss. Protoss gets to engage safely because you control a point of the map and then just forcefield them away and retreat if you can't beat their army. Or you can completely defend a small choke with a significantly smaller force than your opponents.

I feel like Terran can deal with forcefields just fine(baiting w/ stim, ghosts w/ emp, drops to abuse mobility) but Zerg literally don't have an answer to them unless Protoss makes A LOT of mistakes.

Give Zerg something to defend against forcefields or at least a reliable way to apply pressure to a sentry heavy build and forcefields are perfectly fine.


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....
~~~Liquid Fighting (SC2)~~~
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
March 19 2011 17:52 GMT
#163
Would you say reavers, vultures, tanks, ... were balanced in bw? At some point you have to accept that things are often balanced because all races have "op" things that compensate for eachother. If you nerf every powerful unit/spell this would just be a more visually pleasing version of rock/paper scissors.
Valor is a poor substitute for numbers.
1Eris1
Profile Joined September 2010
United States5797 Posts
March 19 2011 17:52 GMT
#164
On March 20 2011 02:48 Yamulo wrote:
Show nested quote +
On March 19 2011 21:07 shadowboxer wrote:
On March 19 2011 20:19 STALLONEZONE wrote:
So I guess since theres about 50 threads complaining about FF today, MC won huh?
Thanks for spoiling the finals for me with your aspergers TL.net


+ Show Spoiler +
There's no way you honestly thought July was going to win. There wasn't a soul on the planet that did.


On topic, forcefield should be given at the very least a cooldown when used per sentry. So if you had 3 sentries you couldn't theoretically throw down 4 forcefields per sentry if you had the energy for it, you could throw down exactly 3. Forcefields are 100% necessary for gateway units and with this change you can still block chokes, you can still punish someone for engaging badly, but you can't entirely save yourself from making stupid mistakes or cut a late game army in half with your deathball + 8 sentries that you got 6 minutes into the game.

A huge problem for zerg in particular is that when they lost lurkers, they lost choke/position control. This is what tanks give terran and what sentries give protoss. Protoss gets to engage safely because you control a point of the map and then just forcefield them away and retreat if you can't beat their army. Or you can completely defend a small choke with a significantly smaller force than your opponents.

I feel like Terran can deal with forcefields just fine(baiting w/ stim, ghosts w/ emp, drops to abuse mobility) but Zerg literally don't have an answer to them unless Protoss makes A LOT of mistakes.

Give Zerg something to defend against forcefields or at least a reliable way to apply pressure to a sentry heavy build and forcefields are perfectly fine.


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....



6 gate timings usually hit before you can get burrow movement (you'll usually only have speed and burrow). MC's timings were later, but he often opened with something like DT's for example, that through off July's timings
Known Aliases: Tyragon, Valeric ~MSL Forever, SKT is truly the Superior KT!
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
March 19 2011 17:52 GMT
#165
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.
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
March 19 2011 17:52 GMT
#166
On March 19 2011 21:54 Willes wrote:
Just look at progames and compare expanding speed beetween P and Z, you know the answer, the P simply can safeexpand as fast as the Z can, because of FF.
FF is a really great feature which makes the game fun to watch, but early FF combined with warpintech is just so strong in the earlygame.
Z has hard times with trying to expand faster then the P, the 1st expand is pretty safe because of FF, and while expanding as fast Z the P can pressure alot because he isnt cutting eco, and all this results from FF and warpin.

Suggestions to reduce this problem:
- reduce the earlygame quantity of FF
- higher techtime for FF
- higher techtime for warpins


mfg

if that was the case i would 15 nexus every game.... NO july could have hatch firsted 90% of those games but he chose not too...... How can P nexus before a hatchery unless we go 15 nexus which i should tell you is probably the riskiest build on the planet..... I mean you saw how july knew exactly how to handle it with his hydra drop..... As for higher tech time for Forcefeild, i do not want to get all inned MORE by terran and this would certainly encourage it.
~~~Liquid Fighting (SC2)~~~
Disarm22
Profile Joined January 2011
United States151 Posts
March 19 2011 17:54 GMT
#167
Any one who watched the finals has to agree to some extent that burrow movement would not have been enough
Cliiiiiiide!
soupchicken
Profile Joined October 2010
United States322 Posts
Last Edited: 2011-03-19 18:08:23
March 19 2011 17:58 GMT
#168
Meh, TSL is starting there's plenty of time to worry about FFs in the future. Time for some epic matches.
andrewwiggin
Profile Joined September 2010
Australia435 Posts
March 19 2011 17:58 GMT
#169
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.
Jayrod
Profile Joined August 2010
1820 Posts
March 19 2011 18:00 GMT
#170
On March 19 2011 21:27 jeremysaint wrote:
this is one of those subjects i wish the community could get a panel of expert opinion on. i think FF is totally broken, thought so in the beta, thought so now. i am also not a pro player, and i think my opinion is totally irrelevant. i might even be wrong. i am just not qualified to say whether at an expert level FF is broken because i am not an expert player.

it would be awesome to have a discussion among experts on this subject. if there already has been such a discussion, i wish i could find it.

barring that, i would love to hear viable counters to FF. i think julyzerg would probably also love to hear some viable counters to FF.

ultra/baneling drop/burrow/broodlord/muta-based armies/not attacking head on and coming from multiple angles/forcing small battles all over the map/harassment style play
Jayrod
Profile Joined August 2010
1820 Posts
March 19 2011 18:02 GMT
#171
On March 20 2011 02:54 Disarm22 wrote:
Any one who watched the finals has to agree to some extent that burrow movement would not have been enough

what about crevasse? July lost most of his army just seconds before burrow finished then reinforced with 10 burrow roaches which was not going to be enough no matter what. If he didn't engage until burrow finished it woulda been different.
Disarm22
Profile Joined January 2011
United States151 Posts
March 19 2011 18:02 GMT
#172
On March 20 2011 02:58 andrewwiggin wrote:
Show nested quote +
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
Cliiiiiiide!
mmdmmd
Profile Joined June 2007
722 Posts
March 19 2011 18:03 GMT
#173
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.
bearhug
Profile Joined September 2010
United States999 Posts
March 19 2011 18:04 GMT
#174
Another possible solution is to make the forcefields be placed on empty ground only where there is no units or buildings, i.e., like the auto turrets from Ravens. In this way, forcefields are still useful as defensive tools, at the same time it's abusive offensive usage is under proper control.
We are dusts in the vast cosmic arena. Need to make the most out of life when we still have it.
Stiver
Profile Joined April 2010
Canada285 Posts
March 19 2011 18:05 GMT
#175
Making queens massive would fix FF, but kill stargate play.

Sorry, no graviton, no point.
"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."
dmillz
Profile Joined November 2010
Canada270 Posts
March 19 2011 18:05 GMT
#176
I posted this in the other thread because I did not see this one...

I'm not combing through all the pages in this thread to check, so I hope this hasn't been mentioned...if so +1! What I think would be a good solution is to simply add HP to FF. A large amount would be good, maybe 500? It would require a lot of testing to find a balanced number. If people are finding this is too much of a nerf another possibility would be to have FF start with HP, say 500 again, then have an upgrade available that makes them invulnerable like they are now.
StateOfZerg
Profile Joined March 2011
31 Posts
March 19 2011 18:06 GMT
#177
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
andrewwiggin
Profile Joined September 2010
Australia435 Posts
March 19 2011 18:08 GMT
#178
On March 20 2011 03:02 Disarm22 wrote:
Show nested quote +
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.
soupchicken
Profile Joined October 2010
United States322 Posts
March 19 2011 18:09 GMT
#179
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.


That won't work vs. MC. Or anyone decent for that matter...
clik
Profile Joined May 2010
United States319 Posts
March 19 2011 18:10 GMT
#180
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.
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