TvP Lategame comment from Blizzard - Page 28
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Kare
Norway786 Posts
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SKYFISH_
Bulgaria990 Posts
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Killmouse
Austria5700 Posts
On May 04 2012 23:37 Fencer710 wrote: TvP is balanced, but it's not dynamic at all. It goes like this: T<P first 0-7 minutes because of cannon rush, 4gate, 3gate void, etc. T>P 8-12 minutes because of 1-1-1, marine/marauder/medivac timing, and capitalizing on any advantage Terran got from earlier on against pressure. T<P from 13 minutes until Terran gets enough vikings to nullify Colossus and enough Ghosts to nullify Templar and EMP the crap out of everything Protoss, at which point, T>P simply because of the amount of stuff Terran can abuse to his advantage such as nukes, PF's, and macro orbitals. This has some holes in it such as 2 barracks pressure which puts you in a much differnet spot, as well as extremely fast barracks and hellion rushes, but this is a general idea of what goes on in TvP. yeah totally agree, and when u kill the whole P army in the lategame, they can reinforce in 2 sec and kill your whole hurted army | ||
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Darksoldierr
Hungary2012 Posts
On May 05 2012 00:13 Kare wrote: Who says Terran is stronger then Protoss in the mid game? I think protoss is pretty damn good during the entire game in a PvT. Statistics, results, everything points toward the fact that Protoss has higher winrate in late game while Terran has higher in early - mid game, thus creating the 50% +- balance result | ||
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Snowbear
Korea (South)1925 Posts
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mcc
Czech Republic4646 Posts
On May 04 2012 23:35 Ccx55 wrote: Game design != balance Balance = game design Yes, I speak game design. I speak specifically about balance within game design. They are not separate, balance is only a sub-category. And I'm not talking about specific strategies, as you should be well aware of. I get the feeling you're starting to desperately scramble for counter-arguments, seeing as how there aren't many left. An "early game" strategy from protoss such as zealot rush or 4gate is definitely not viable vs a terran who wants to put pressure on. A "mid game" strategy such as 3 gate robo or zealot-archon will not work either vs a 3rax or 2rax pressure. The only hope you have is for the terran to make mistakes. A "late game" strategy such as 1-gate expand is much more viable, and the protoss cannot lose if the first attack is defended succesfully. See, don't see the strategies as individual "5 nexus FE", but rather as mid, early or late strategies. One race should not have the advantage over any other race in this sense. A race does not have to gain advantage in order to be diverse. Blizzard should understand this. I'm not calling this an easy fix. I'm saying it was stupid of Blizzard to construct the game like this in the first place without much thought process behind it. I know that balance is part of game design, but you are not talking balance. Balance (as used in this thread) is very specific issue of winrates. At the broadest it is an issue of winrates in different phases of the game. You are talking about diversity, this does not necessarily have anything to do with balancing the game and until you prove otherwise I see no reason to think it does. So my two questions remain. 1) How is what you talking about in any way related to the Blizzard statement ? In your last sentence you even directly say that you actually have nothing to say to the statement in the OP, you are just in general venting your frustration with SC2 design. 2) Why is this statement of yours "One race should not have the advantage over any other race in this sense." true ? Other than you saying so and how is it related to balance ? It might, but I doubt you have any compelling arguments on the latter and only vague instinctive ones on the former. | ||
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Jimmeh
United Kingdom908 Posts
When a maxed Protoss loses supply, e.g. goes from 200 to 190, they can instantly warp-in as the warpgates are not on cool down. However, both Terran and Zerg have to wait for the unit build time. This means that not only can the Protoss rebuild faster than you, but due to warpgate they can send those reinforcements to fight instantly if needed. The simple fact that there is no cool down is a huge deal in my opinion. Edit: If I'm wrong on this, i.e. warpgates do have a cool down when maxed, please let me know. | ||
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Leetley
1796 Posts
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klops
United States674 Posts
it's the fact that the matchup IS NOT FUN TO PLAY OR WATCH. the MU may look even but that's a result of T all-in'ing P majority of the time. | ||
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Kaesebrot
Germany128 Posts
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R3DT1D3
285 Posts
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SolidSMD
Belgium408 Posts
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scypio
Poland2127 Posts
On May 05 2012 00:44 R3DT1D3 wrote: In other words, Terran has to learn how to be super aggressive and win or get a large advantage before lategame. Meanwhile in Protoss-ville, all you have to do is defend properly. Yeah sounds pretty balanced. Let's just pretending pressuring and harassing without overdoing it and keeping up with upgrades is as easy for Terran as it is to sit in your base and use sentries/HT to deny pressure. At the same time let's modify the map pool so that pressuring and harassing is harder and let's reduce obs build speed, so it can see anything incoming & deny cloak banshees even faster. | ||
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BlueLanterna
291 Posts
On May 05 2012 00:49 SolidSMD wrote: I really like blizzards stance on this, PvZ has just the same scenario, if you don't put enough pressure on the zerg in the early/midgame they just go 200/200 roach and crush you, same goes for terran, if you go for the mobile army you shouldn't expect to just own a slow strong army in the lategame, that doesn't make any sense. Terrans are spoiled by their early game potential and don't face the fact that they should transition into something like biomech endgame, it wont be easy, but has a huge potential, i'm pretty sure, terrans tend to have a huge surplus of gas in endgame anyway. Why is it acceptable from a game design standpoint that one race is obligated to winning before the game becomes too long? I would gladly give up whatever "early game advantage" people decide that Terran has to get power in the later game, it's not fun to play matches to end them before the 15 minute mark. | ||
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HadeCiao
Guatemala81 Posts
Most of your unqualified and flaming comments are embarrsing and a shame for the TL community. | ||
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pedduck
Thailand468 Posts
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NHL Fever
Canada104 Posts
Assymetical design means all races have an equal chance to use their tools for victory and any stage of the game, but that these tools do not directly equate to one another or have exact parity counters. This is not assymetrical design, just bad design. | ||
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casualman
United States1198 Posts
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jj33
802 Posts
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VanillaSky
41 Posts
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