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Active: 3222 users

Stalker Attack Delay - The Protoss Fix - Page 6

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axellerate
Profile Joined October 2010
Canada179 Posts
September 23 2011 21:48 GMT
#101
On September 24 2011 06:47 decaf wrote:
this would make 2 stalker pressure against zerg who didn't open gas first overpowered.



Normal stalkers can kite roaches and lings that don't have speed as is. The games fine.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
September 23 2011 21:51 GMT
#102
On September 24 2011 06:45 a176 wrote:


A dragoon that can fire as a fast a marine, brilliant.

It has nothing to do with attack speed, just the delay of the first attack.

windsupernova
Profile Joined October 2010
Mexico5280 Posts
September 23 2011 21:52 GMT
#103
Hmmm, I actually went and tried it with a Human friend and yeah it feels really nice and it really feels like I have more breathing room when I try to Micro against marines.

That being said, pros with good micro might make this too strong. I like it though I won´t lie
"Its easy, just trust your CPU".-Boxer on being good at games
branflakes14
Profile Joined July 2010
2082 Posts
September 23 2011 21:53 GMT
#104
I'd be very interested in seeing a statistic on the average overkill Stalkers have per Stalker that was attacking. I get the feeling it'd be worryingly high.
MattBarry
Profile Joined March 2011
United States4006 Posts
September 23 2011 21:56 GMT
#105
I don't see how this would be grossly overpowered in any way. Didn't BW Terran have to build a bunker due to dragoons anyway? It's a bit silly that it's impossible to take a gasless FE in PvT but relatively easy in TvP.

And besides, opening gas first against a 1-gate expo Protoss isn't very economically damaging.
Platinum Support GOD
PHILtheTANK
Profile Joined March 2011
United States1834 Posts
September 23 2011 21:56 GMT
#106
On September 24 2011 06:10 Amui wrote:
Show nested quote +
On September 24 2011 06:09 PHILtheTANK wrote:
I don't know about this. Yes it would be nice to have better control of stalkers but it would completely ruin pvt early game. The only viable opening for terran would be fast conc shell + marauder.


Or you could get a bunker......

1rax FE stops a zealot stalker poke by getting a bunker. This doesn't actually do much to change that. Every time a stalker goes in to shoot at the bunker it will still get shot x4 by marines. What it will allow is for stalkers to very effectively punish gasless zerg and terran builds. I personally don't think that's a bad thing, zergs and terran have been getting a bit complacent about protoss early pressure because quite frankly it isn't scary.


It doesn't punish gasless terran expands, it completely negates them. Sure you can build an in base cc and bunker your ramp but you will never be able to actually take your expansion before marauders.
Jieun <3
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
September 23 2011 21:57 GMT
#107
there was a dps comparision between hydra and marines where they remove the projectile speed from beta. removing it make hydra dominate marines while keeping it make marines > hydra. Changing stalkers like that is a huge buff and i dont think its necessary as a Protoss player.
Im daed. Follow me @TL_NB
KimJongChill
Profile Joined January 2011
United States6429 Posts
September 23 2011 21:58 GMT
#108
Sounds lovely.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
BlindSC2
Profile Joined January 2011
United Kingdom435 Posts
September 23 2011 21:59 GMT
#109
I would love this change, but IMO let 1.4 settle for now. It makes me wonder whether in the hands of someone like HuK, blink openings in PvZ/T could become a bit too powerful though

I know that they can already kite roaches/lings/marines right now to some good affect, but this could just allow a little too much wiggle room

Put it on the PTR!!
Wise men speak because they have something to say, fools; because they have to say something - Plato
PHILtheTANK
Profile Joined March 2011
United States1834 Posts
September 23 2011 22:02 GMT
#110
On September 24 2011 06:56 MattBarry wrote:
I don't see how this would be grossly overpowered in any way. Didn't BW Terran have to build a bunker due to dragoons anyway? It's a bit silly that it's impossible to take a gasless FE in PvT but relatively easy in TvP.

And besides, opening gas first against a 1-gate expo Protoss isn't very economically damaging.


The issue is there isn't a problem in pvt with gasless fast expands.... there is there a problem with 1-1-1 and ghosts.... why change something that there's nothing wrong with.
Jieun <3
eloist
Profile Joined September 2010
United States1017 Posts
September 23 2011 22:02 GMT
#111
On September 24 2011 06:34 Iamyournoob wrote:
I really believe that anything that rewards micro or skill is a great addition to SC2.

Microable units actually that you can get a lot out of, if you are good enough, is a mean to overcome balance issues. Terran units have great micro potential, so that good terrans can make them even more powerful than they already are.

Giving the stalker the possibility to profit more from skill is a good way to race the skill ceiling of SC2 which it badly needs.

Some say it might force speedling openers every game from zerg or kill certain terran openers... Why is this a bad thing???

When I watch BW, the basic builds in any match up are pretty much the same and still BW is the best competitive RTS ever created. It is the execution and the nuances that made BW what it is now - not the fact that you had a game of dice rolling at the start of each game which build players would go.

SC2 does not need a raised skill ceiling for micro. Maybe when protoss players actually start to send zealots in first, we can talk.

Removing the attack delay does not increase the micro skill ceiling for stalkers at all. Just like how the delay makes using hellions against lings non-trivial.
nath
Profile Blog Joined May 2010
United States1788 Posts
September 23 2011 22:05 GMT
#112
On September 24 2011 05:54 Whitewing wrote:
Show nested quote +
On September 24 2011 05:38 coddan wrote:
Of all Protoss units, Stalkers is hardly the one that needs a buff. With 1.4 I doubt they're going to need anything for a foreseeable future.


Yeah, why buff the unit with the worst DPS/cost ratio in the entire game?

because it already has mobility, blink, and retainability vs zerg en masse. it hits both ground and air and isn't meant to be a good dps unit. its meant to be a unit with shit dps that is a 'jack of all trades' and good en masse with blink vs zerg.
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
Buddhist
Profile Joined April 2010
United States658 Posts
September 23 2011 22:06 GMT
#113
I played the map, and this change is actually very minor. You still have to stop your stalkers for a considerable amount of time to allow them to fire, even if they technically have 0 attack delay. Same for sentries. If you move them too quickly, even if you see the bubbles on the target, you will cancel the damage from going through.

If blizzard had implemented this change, I think no one would have noticed the differences except at maybe high level PvP, and people who are particularly sensitive to annoying little delays.
Xyik
Profile Blog Joined November 2009
Canada728 Posts
September 23 2011 22:06 GMT
#114
People have to realize a buff like this obviously needs to be compensated, probably by nerfing blink. Stalkers are a fine unit as they are but whether they are fun to use as they are now is to be debated. Marines are much more fun to handle precisely because of the fast stutter-stepping potential. Stalkers are the type of unit you have to be so careful with despite them still being a core part of any protoss army (precisely because Blizzard decided to make a core-unit also a harass unit. The stalker is a bit like the muta - versatile and mobile but not a good unit for engagement). They don't really have any potential to be a 'fun' unit like marines or speedlings or reapers where careful use reaps huge rewards.Marines / speedlings / reapers are fragile but can do great dps / kite units / snipe buildings well with high-level control. Being able to stutter-step makes a huge difference, but having perfect stalker control doesn't give the user a huge advantage.
PHILtheTANK
Profile Joined March 2011
United States1834 Posts
September 23 2011 22:06 GMT
#115
On September 24 2011 07:02 eloist wrote:
Show nested quote +
On September 24 2011 06:34 Iamyournoob wrote:
I really believe that anything that rewards micro or skill is a great addition to SC2.

Microable units actually that you can get a lot out of, if you are good enough, is a mean to overcome balance issues. Terran units have great micro potential, so that good terrans can make them even more powerful than they already are.

Giving the stalker the possibility to profit more from skill is a good way to race the skill ceiling of SC2 which it badly needs.

Some say it might force speedling openers every game from zerg or kill certain terran openers... Why is this a bad thing???

When I watch BW, the basic builds in any match up are pretty much the same and still BW is the best competitive RTS ever created. It is the execution and the nuances that made BW what it is now - not the fact that you had a game of dice rolling at the start of each game which build players would go.

SC2 does not need a raised skill ceiling for micro. Maybe when protoss players actually start to send zealots in first, we can talk.

Removing the attack delay does not increase the micro skill ceiling for stalkers at all. Just like how the delay makes using hellions against lings non-trivial.


Good protoss players do send their zealots in first, stop with this trash.
Jieun <3
TENTHST
Profile Joined December 2010
United States204 Posts
September 23 2011 22:06 GMT
#116
Protoss has a 57% winrate versus Zerg on the NA M/GM level.

I dont think they are in need of any more buffs.
Appendix
Profile Joined July 2009
Sweden979 Posts
September 23 2011 22:09 GMT
#117
On September 24 2011 06:57 NB wrote:
there was a dps comparision between hydra and marines where they remove the projectile speed from beta. removing it make hydra dominate marines while keeping it make marines > hydra. Changing stalkers like that is a huge buff and i dont think its necessary as a Protoss player.


I think you mean the one where someone changed the hydras stats to exactly match those of the marines, the only difference being the projectile speed. It just showed that having instant damage as opposed to a slower projectile makes a big difference in a straight up fight. It didn´t say anything about balance between hydras and marines.

I think this change would be fun, allowing for more magical moments in games. It lessens the artificial limits and gives more pure mechanical ones.
Fig
Profile Joined March 2010
United States1324 Posts
September 23 2011 22:10 GMT
#118
On September 24 2011 06:43 lotrscwow wrote:
i would be fine if they did this with stalkers if they also did it with roaches and hydras

This! Why not just bring the other races up to be on par with terran? How is the marine the only unit of the bunch that is allowed to have smart firing and instant damage? There was a topic a long time ago that took a group of 10 hydras vs 10 marines, made all of their damage/cooldown/range/hp/armor stats the same, so basically they are the same unit. Except for one thing. The hydras had their projectile spit attack animation still, while the marines had their insta bullets. Guess what happens? The marines annihilate the hydras, winning with more than half still left over.

This change doesn't even give stalkers that, it just makes it so they have no lag time between when you tell them to fire and when they fire, which is what the marine does. It would still be worse than the marine's mechanics of bullets instantly appearing in the enemy unit's head. Why not make the game more micro intensive by adding this to roaches/hydras/stalkers. Terrans are doing well because of lots of little advantages like these adding up. Why not put everyone on an even playing field for just one of them?
Can't elope with my cantaloupe
ZenithM
Profile Joined February 2011
France15952 Posts
September 23 2011 22:11 GMT
#119
As much as I would like this change, I don't think that it will ever be implemented. If anything the trend is to nerf stalkers (blink nerf).

Although I don't think that it would affect low level play that much because it's quite an intensive micro anyway.
In PvT, it would only help against marine pressure/all in before stim and to maybe *really* force a bunker (or even several of them).
In PvZ, it's a bit the same, Protoss could pressure gasless zerg expands more but nothing too silly, right?
In PvP, with the Immortal buff, you can't kite perfectly immortals, so I feel that it would be fine. Before 1.4, I think that "Stutter stalkers" could outmicro perfectly an 5-range immortal. However that would make PvP an even more stalker-centric matchup (except if there is somehow a metagame shift after the patch)

Overall, this wouldn't be that critical of a change (irrelevant for low level, rebalancing a bit for high level), but I don't think that Blizzard wants protoss to be able to pressure the other 2 races early on, that's just the design of their game. And they don't want stalkers to be too good obviously, their concept is to be a jack-of-all-trades master-of-none kind of unit.
DNA61289
Profile Joined August 2010
United States665 Posts
September 23 2011 22:11 GMT
#120
I tested it and unless you have perfect micro a roach can still get a hit on a stalker. People are completely overreacting to a small change like this.
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.
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