• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:01
CET 00:01
KST 08:01
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups A & B Preview1TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups A & B Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions BW General Discussion Terran 1:35 12 Gas Optimization
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Clair Obscur - Expedition 33 Should offensive tower rushing be viable in RTS games? Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Artificial Intelligence Thread Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1688 users

LotV Balance Update Preview - August 20 - Page 17

Forum Index > Legacy of the Void
507 CommentsPost a Reply
Prev 1 15 16 17 18 19 26 Next All
TheOneAboveU
Profile Blog Joined February 2011
Germany3367 Posts
Last Edited: 2015-08-21 09:10:23
August 21 2015 09:09 GMT
#321
After playing some games I still hate auto-inject.

My game-rhythm and flow are gone, I don't know what to do with my hands and I feel slower than normal, because injecting got my hand speed up in the early game. I practiced hard to get good at injecting and that has all been for nothing now... meh...
Also Queens are stopping to attack, because inject is their priority - could get quite annoying in tense situations.
Moderatoralias TripleM | @TL_TripleM | Big Dark Energy!
DBooN
Profile Joined May 2011
Germany2727 Posts
August 21 2015 09:09 GMT
#322
On August 21 2015 18:05 [PkF] Wire wrote:
I'll add that I'm very comfortable with removing injects because they added zero depth. In any circumstance, injecting is better than doing anything else. But the MULE/scan duality always felt interesting to me, and as a P player I know how chrono usage could be refined to the extreme. I wish they removed injects altogether (with boosted standard hatchery prod) but kept toned down versions of MULEs and chronos.

What about reducing the effect of injects while increasing the amount of larvae hatcherys spawn by themselves, so that inject is still in the game but there are situations where you actually have to make a decision and inject is not always the correct answer?
Big J
Profile Joined March 2011
Austria16289 Posts
August 21 2015 09:11 GMT
#323
On August 21 2015 18:05 [PkF] Wire wrote:
I'll add that I'm very comfortable with removing injects because they added zero depth. In any circumstance, injecting is better than doing anything else. But the MULE/scan duality always felt interesting to me, and as a P player I know how chrono usage could be refined to the extreme. I wish they removed injects altogether (with boosted standard hatchery prod) but kept toned down versions of MULEs and chronos.


Why isn't autoinject more interesting? It leaves the strategical depth around sniping queens and pulling queens for other tasks such as defense. It also is much easier to balance than just buffing hatcheries to a level where it competes with the 150mineral investment and build time (this is a huge component! Without the necessity to build queens you can rush a lair at and have mutas by 4mins!)

Additionally, nerfed inject means that it now has a bit of a a decision. I remember that back in 2011 and even in gasless ZvZ builds in 2013 I would sometimes use my first queen at the natural for a creep tumor. (something I eventually gave up on because 4drones is just better) With 2 larva injects (and mules/chrono gone) I can very well see such decisions making it a bit into the game.
Lunareste
Profile Joined July 2011
United States3596 Posts
August 21 2015 09:18 GMT
#324
On August 21 2015 18:09 TheOneAboveU wrote:
After playing some games I still hate auto-inject.

My game-rhythm and flow are gone, I don't know what to do with my hands and I feel slower than normal, because injecting got my hand speed up in the early game. I practiced hard to get good at injecting and that has all been for nothing now... meh...
Also Queens are stopping to attack, because inject is their priority - could get quite annoying in tense situations.


Then turn off auto-inject.
KT FlaSh FOREVER
MorDka
Profile Joined October 2012
Poland543 Posts
August 21 2015 09:18 GMT
#325
After playing some games on ladder with protoss I'm so sad that im about to cry, like srsly how the fuck can fuck the race so badly... this is insane... and the lower WG reserch is supposed to save us? or a 10 sec faster distruptor, that is even weaker now than before... I though i will have nice time playing with new distruptor and new changes but its unplayable thats how bad protoss is now... Playing protoss feels like playing football without legs i guees we have a nice looking ball....
GaliX
Profile Joined November 2010
Germany380 Posts
August 21 2015 09:21 GMT
#326
blizzard is trolling, not gonna play this game anymore


User was warned for this post
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 21 2015 09:28 GMT
#327
On August 21 2015 18:06 Big J wrote:
Show nested quote +
On August 21 2015 17:58 Sapphire.lux wrote:
On August 21 2015 17:44 Big J wrote:
On August 21 2015 17:37 Sapphire.lux wrote:
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

You responded to the specific characteristic of inject that you could not postpone them and double-use later with "but that was because". And I absolutly don't think that 2009-10 blizzard did that specifically for any purpose other than prevent two queens from injecting one hatchery. Given their reputation with implementing insane numbers (stim-marine dps, adept health, ultralisk armor) I'm 100% certain they had no clue that injects would make for 60% of zerg's production if done perfectly and around what monstrosity they would be balancing the game, i.e. what sort of gameplay this would induce.

Also I don't think that injects were ever there to "balance out" anything as you put it. Otherwise the first thing they'd have removed in SC2 would have been Protoss self-constructing buildings, but that didn't happen either. Because blizzard never gave a shit about these kind of things, which is actually good because it doesn't matter. If the game is balanced it is equally hard. (unless of course it is balanced around randomness, then it's easier for the player who can just win by relying on randomness but also loses because of it)

There is an interview with a Blizz person, probably Dustin, that said exactly what i wrote. The macro mech were put in place because multiple building selection made macro to easy. I think Inject was the real focus, and Mules and Chrono were added just to compensate; of course, also to speed up production and so the game.


No that's not exactly what you wrote. What you gave as reasoning for the existance of inject was:
Show nested quote +
Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules.


And no, it was not that blizzard put in inject to make zerg harder and then added the others to compensate. That's just your own bias. They added macro mechanics in general because of BW players whining that the macro in the game for all races would be too easy with MBS.

My own bias lol. Using Mules and Chrono is very easy even for nobs let alone pros. The only real mechanical difficulty was for Zerg, and that's because without it there is a very sharp discrepancy between P/T and Z macro.
Head Coach Park: "They should buff tanks!"
Big J
Profile Joined March 2011
Austria16289 Posts
August 21 2015 09:29 GMT
#328
On August 21 2015 18:28 Sapphire.lux wrote:
Show nested quote +
On August 21 2015 18:06 Big J wrote:
On August 21 2015 17:58 Sapphire.lux wrote:
On August 21 2015 17:44 Big J wrote:
On August 21 2015 17:37 Sapphire.lux wrote:
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

You responded to the specific characteristic of inject that you could not postpone them and double-use later with "but that was because". And I absolutly don't think that 2009-10 blizzard did that specifically for any purpose other than prevent two queens from injecting one hatchery. Given their reputation with implementing insane numbers (stim-marine dps, adept health, ultralisk armor) I'm 100% certain they had no clue that injects would make for 60% of zerg's production if done perfectly and around what monstrosity they would be balancing the game, i.e. what sort of gameplay this would induce.

Also I don't think that injects were ever there to "balance out" anything as you put it. Otherwise the first thing they'd have removed in SC2 would have been Protoss self-constructing buildings, but that didn't happen either. Because blizzard never gave a shit about these kind of things, which is actually good because it doesn't matter. If the game is balanced it is equally hard. (unless of course it is balanced around randomness, then it's easier for the player who can just win by relying on randomness but also loses because of it)

There is an interview with a Blizz person, probably Dustin, that said exactly what i wrote. The macro mech were put in place because multiple building selection made macro to easy. I think Inject was the real focus, and Mules and Chrono were added just to compensate; of course, also to speed up production and so the game.


No that's not exactly what you wrote. What you gave as reasoning for the existance of inject was:
Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules.


And no, it was not that blizzard put in inject to make zerg harder and then added the others to compensate. That's just your own bias. They added macro mechanics in general because of BW players whining that the macro in the game for all races would be too easy with MBS.

My own bias lol. Using Mules and Chrono is very easy even for nobs let alone pros. The only real mechanical difficulty was for Zerg, and that's because without it there is a very sharp discrepancy between P/T and Z macro.

That's what I mean with "your own bias".
JacobShock
Profile Blog Joined April 2012
Denmark2485 Posts
Last Edited: 2015-08-21 09:32:12
August 21 2015 09:31 GMT
#329
Zerg feels stupid easy now, I am borderline ashamed of playing that race. lol this cant go through, can it?
"Right on" - Morrow
Vanadiel
Profile Joined April 2012
France961 Posts
August 21 2015 09:35 GMT
#330
On August 21 2015 18:29 Big J wrote:
Show nested quote +
On August 21 2015 18:28 Sapphire.lux wrote:
On August 21 2015 18:06 Big J wrote:
On August 21 2015 17:58 Sapphire.lux wrote:
On August 21 2015 17:44 Big J wrote:
On August 21 2015 17:37 Sapphire.lux wrote:
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

You responded to the specific characteristic of inject that you could not postpone them and double-use later with "but that was because". And I absolutly don't think that 2009-10 blizzard did that specifically for any purpose other than prevent two queens from injecting one hatchery. Given their reputation with implementing insane numbers (stim-marine dps, adept health, ultralisk armor) I'm 100% certain they had no clue that injects would make for 60% of zerg's production if done perfectly and around what monstrosity they would be balancing the game, i.e. what sort of gameplay this would induce.

Also I don't think that injects were ever there to "balance out" anything as you put it. Otherwise the first thing they'd have removed in SC2 would have been Protoss self-constructing buildings, but that didn't happen either. Because blizzard never gave a shit about these kind of things, which is actually good because it doesn't matter. If the game is balanced it is equally hard. (unless of course it is balanced around randomness, then it's easier for the player who can just win by relying on randomness but also loses because of it)

There is an interview with a Blizz person, probably Dustin, that said exactly what i wrote. The macro mech were put in place because multiple building selection made macro to easy. I think Inject was the real focus, and Mules and Chrono were added just to compensate; of course, also to speed up production and so the game.


No that's not exactly what you wrote. What you gave as reasoning for the existance of inject was:
Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules.


And no, it was not that blizzard put in inject to make zerg harder and then added the others to compensate. That's just your own bias. They added macro mechanics in general because of BW players whining that the macro in the game for all races would be too easy with MBS.

My own bias lol. Using Mules and Chrono is very easy even for nobs let alone pros. The only real mechanical difficulty was for Zerg, and that's because without it there is a very sharp discrepancy between P/T and Z macro.

That's what I mean with "your own bias".


I don't know about why they added inject in the first place, but without it it is true that production of units/drones are extremely easy for zerg and without inject Zerg feels stupidly easy macro-wise.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 21 2015 09:39 GMT
#331
On August 21 2015 18:29 Big J wrote:
Show nested quote +
On August 21 2015 18:28 Sapphire.lux wrote:
On August 21 2015 18:06 Big J wrote:
On August 21 2015 17:58 Sapphire.lux wrote:
On August 21 2015 17:44 Big J wrote:
On August 21 2015 17:37 Sapphire.lux wrote:
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
On August 21 2015 16:48 Ars0n_ wrote:
My problem with this patch is blizzards argument that macro mechanics are tedious and make the game unnessacarily harder than it has to be. But, from my experience mules and chrono boost makes the game easier with than without. With terran you could lose some scv from harrass and put down a mule and not fall so far behind now that is not the case. Protoss sees and attack coming and chronos the units they need. Now the only race that got easier is zerg who DID have to require alot of attention to inject. Removing all the macro mechanics and making zerg auto inject makes the other races even OR HARDER while making zerg ALOT easier. Now zerg can put 100% of their attention on an all in and micro every unit they want to while back at home they get a constant flow of injects.



As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

You responded to the specific characteristic of inject that you could not postpone them and double-use later with "but that was because". And I absolutly don't think that 2009-10 blizzard did that specifically for any purpose other than prevent two queens from injecting one hatchery. Given their reputation with implementing insane numbers (stim-marine dps, adept health, ultralisk armor) I'm 100% certain they had no clue that injects would make for 60% of zerg's production if done perfectly and around what monstrosity they would be balancing the game, i.e. what sort of gameplay this would induce.

Also I don't think that injects were ever there to "balance out" anything as you put it. Otherwise the first thing they'd have removed in SC2 would have been Protoss self-constructing buildings, but that didn't happen either. Because blizzard never gave a shit about these kind of things, which is actually good because it doesn't matter. If the game is balanced it is equally hard. (unless of course it is balanced around randomness, then it's easier for the player who can just win by relying on randomness but also loses because of it)

There is an interview with a Blizz person, probably Dustin, that said exactly what i wrote. The macro mech were put in place because multiple building selection made macro to easy. I think Inject was the real focus, and Mules and Chrono were added just to compensate; of course, also to speed up production and so the game.


No that's not exactly what you wrote. What you gave as reasoning for the existance of inject was:
Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules.


And no, it was not that blizzard put in inject to make zerg harder and then added the others to compensate. That's just your own bias. They added macro mechanics in general because of BW players whining that the macro in the game for all races would be too easy with MBS.

My own bias lol. Using Mules and Chrono is very easy even for nobs let alone pros. The only real mechanical difficulty was for Zerg, and that's because without it there is a very sharp discrepancy between P/T and Z macro.

That's what I mean with "your own bias".

Funny how you highlight that but not the part where i said "Using Mules and Chrono is very easy even for nobs let alone pros." Bias much? lol
Head Coach Park: "They should buff tanks!"
ETisME
Profile Blog Joined April 2011
12516 Posts
August 21 2015 09:41 GMT
#332
Zerg macro definitely should feel easier but the main macro mechanics for zerg is creep spread, production with creep spread is just as easy as other race macro
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Dingodile
Profile Joined December 2011
4137 Posts
Last Edited: 2015-08-21 09:43:47
August 21 2015 09:42 GMT
#333
producing units at zerg is as afk as T and P now. Exactly this is supposed to be. I really hated to inject DURING a fight, otherwise P and T outmacroing Z easily at Lategame.
Grubby | ToD | Moon | Lyn | Sky
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-08-21 09:48:27
August 21 2015 09:44 GMT
#334
On August 21 2015 18:35 Vanadiel wrote:
Show nested quote +
On August 21 2015 18:29 Big J wrote:
On August 21 2015 18:28 Sapphire.lux wrote:
On August 21 2015 18:06 Big J wrote:
On August 21 2015 17:58 Sapphire.lux wrote:
On August 21 2015 17:44 Big J wrote:
On August 21 2015 17:37 Sapphire.lux wrote:
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
[quote]


As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

You responded to the specific characteristic of inject that you could not postpone them and double-use later with "but that was because". And I absolutly don't think that 2009-10 blizzard did that specifically for any purpose other than prevent two queens from injecting one hatchery. Given their reputation with implementing insane numbers (stim-marine dps, adept health, ultralisk armor) I'm 100% certain they had no clue that injects would make for 60% of zerg's production if done perfectly and around what monstrosity they would be balancing the game, i.e. what sort of gameplay this would induce.

Also I don't think that injects were ever there to "balance out" anything as you put it. Otherwise the first thing they'd have removed in SC2 would have been Protoss self-constructing buildings, but that didn't happen either. Because blizzard never gave a shit about these kind of things, which is actually good because it doesn't matter. If the game is balanced it is equally hard. (unless of course it is balanced around randomness, then it's easier for the player who can just win by relying on randomness but also loses because of it)

There is an interview with a Blizz person, probably Dustin, that said exactly what i wrote. The macro mech were put in place because multiple building selection made macro to easy. I think Inject was the real focus, and Mules and Chrono were added just to compensate; of course, also to speed up production and so the game.


No that's not exactly what you wrote. What you gave as reasoning for the existance of inject was:
Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules.


And no, it was not that blizzard put in inject to make zerg harder and then added the others to compensate. That's just your own bias. They added macro mechanics in general because of BW players whining that the macro in the game for all races would be too easy with MBS.

My own bias lol. Using Mules and Chrono is very easy even for nobs let alone pros. The only real mechanical difficulty was for Zerg, and that's because without it there is a very sharp discrepancy between P/T and Z macro.

That's what I mean with "your own bias".


I don't know about why they added inject in the first place, but without it it is true that production of units/drones are extremely easy for zerg and without inject Zerg feels stupidly easy macro-wise.

And that's the whole point of the change. Let me be clear, I've played a lot of Terran in the past 3years and my main motive has always been because the race allowed me to focus much harder on controlling my units. (Protoss allows that too, but with Protoss being on the map has always been strategically iffy)

If blizzard brings this to zerg with this patch I couldn't be happier. Whose macro is easier or harder in the end I don't care, what I care about is HOW the macro part plays out. And I definitely think that being able to postpone your barracks explosion and mule dropping for nothing but an opportunity cost to focus a little longer on unit control is much more pleasant than "DO IT NOW OR LOSE OUT ON UNITS FOREVER"-injects.


On August 21 2015 18:39 Sapphire.lux wrote:
Show nested quote +
On August 21 2015 18:29 Big J wrote:
On August 21 2015 18:28 Sapphire.lux wrote:
On August 21 2015 18:06 Big J wrote:
On August 21 2015 17:58 Sapphire.lux wrote:
On August 21 2015 17:44 Big J wrote:
On August 21 2015 17:37 Sapphire.lux wrote:
On August 21 2015 17:31 Big J wrote:
On August 21 2015 17:26 Sapphire.lux wrote:
On August 21 2015 17:18 Hag wrote:
[quote]


As mentioned several times, the problem with larva inject is that you can only use one per time on a base. so when a terran or protoss has to defend an all-in and returns to his macro, he can use several mules or chronos at once. A zerg can only do one inject, the rest of the queen energy is "wasted".

I agree with this, as far as the macro mechs alone, Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules. Now Terran and Protoss still have base management, manage reactors, add extra production buildings of different types, etc, but Zerg has almost nothing to do, spread creep maybe. I don't know, playing Zerg feel extremely dumb now.

Really? You think there was a reason behind this? Really? After all these years you still think that blizzard implemented injects exactly like they were with a specific reasoning? Really?
100% they just put in an ability and prevented it to be double-injected without any other considerations.

Not sure what you're getting at as i'm still having my coffee, but yeah i think they introduced inject to bring some skill to Zerg macro, and now it's gone. I even remember Dustin or someone from Blizz saying they introduced macro mechs because multiple building selection made macro stupid easy.

You responded to the specific characteristic of inject that you could not postpone them and double-use later with "but that was because". And I absolutly don't think that 2009-10 blizzard did that specifically for any purpose other than prevent two queens from injecting one hatchery. Given their reputation with implementing insane numbers (stim-marine dps, adept health, ultralisk armor) I'm 100% certain they had no clue that injects would make for 60% of zerg's production if done perfectly and around what monstrosity they would be balancing the game, i.e. what sort of gameplay this would induce.

Also I don't think that injects were ever there to "balance out" anything as you put it. Otherwise the first thing they'd have removed in SC2 would have been Protoss self-constructing buildings, but that didn't happen either. Because blizzard never gave a shit about these kind of things, which is actually good because it doesn't matter. If the game is balanced it is equally hard. (unless of course it is balanced around randomness, then it's easier for the player who can just win by relying on randomness but also loses because of it)

There is an interview with a Blizz person, probably Dustin, that said exactly what i wrote. The macro mech were put in place because multiple building selection made macro to easy. I think Inject was the real focus, and Mules and Chrono were added just to compensate; of course, also to speed up production and so the game.


No that's not exactly what you wrote. What you gave as reasoning for the existance of inject was:
Zerg had by far the most difficult time, but that was so because Terran and Protoss had a lot more base management to do on top of Chrono and Mules.


And no, it was not that blizzard put in inject to make zerg harder and then added the others to compensate. That's just your own bias. They added macro mechanics in general because of BW players whining that the macro in the game for all races would be too easy with MBS.

My own bias lol. Using Mules and Chrono is very easy even for nobs let alone pros. The only real mechanical difficulty was for Zerg, and that's because without it there is a very sharp discrepancy between P/T and Z macro.

That's what I mean with "your own bias".

Funny how you highlight that but not the part where i said "Using Mules and Chrono is very easy even for nobs let alone pros." Bias much? lol

So your overall standpoint is that it's equally hard? Otherwise I don't see why you would even bring this up. If I missread I'm sorry, but to me it sounded like you wanted to say that zerg is now too easy.
[PkF] Wire
Profile Joined March 2013
France24235 Posts
August 21 2015 09:46 GMT
#335
On August 21 2015 18:11 Big J wrote:
Show nested quote +
On August 21 2015 18:05 [PkF] Wire wrote:
I'll add that I'm very comfortable with removing injects because they added zero depth. In any circumstance, injecting is better than doing anything else. But the MULE/scan duality always felt interesting to me, and as a P player I know how chrono usage could be refined to the extreme. I wish they removed injects altogether (with boosted standard hatchery prod) but kept toned down versions of MULEs and chronos.


Why isn't autoinject more interesting? It leaves the strategical depth around sniping queens and pulling queens for other tasks such as defense. It also is much easier to balance than just buffing hatcheries to a level where it competes with the 150mineral investment and build time (this is a huge component! Without the necessity to build queens you can rush a lair at and have mutas by 4mins!)

Additionally, nerfed inject means that it now has a bit of a a decision. I remember that back in 2011 and even in gasless ZvZ builds in 2013 I would sometimes use my first queen at the natural for a creep tumor. (something I eventually gave up on because 4drones is just better) With 2 larva injects (and mules/chrono gone) I can very well see such decisions making it a bit into the game.

Because it's an automated task and it opens all sorts of doors I wanna leave closed. And with how Proleague still forbids automated worker rally at start of the game, do you really think they'll be comfortable with autoinjects ? This is a very dangerous idea.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2015-08-21 09:47:37
August 21 2015 09:47 GMT
#336
While people talk about macro changes the biggest change was Disruptor that is now OP as hell. 0% chance it stays like this.
From what I seen, Disruptors make Mech pointless
[PkF] Wire
Profile Joined March 2013
France24235 Posts
Last Edited: 2015-08-21 09:49:51
August 21 2015 09:49 GMT
#337
On August 21 2015 18:47 -Archangel- wrote:
While people talk about macro changes the biggest change was Disruptor that is now OP as hell. 0% chance it stays like this.
From what I seen, Disruptors make Mech pointless

Far too early to tell. Disruptors still don't hit air, allowing you to pick siege tanks up. And you can focus it, hence killing the energy ball. I think it should be fine, modulo balance tweaks. Design is far better than the invulnerable bullshit.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 21 2015 09:53 GMT
#338
To be clear, i'm not saying inject was fun, not even slightly. But there needs to be some new macro mechanic added to Zerg to bring some sort of skill to this aspect of the race. Maybe make creep spread more difficult or add something new; not as tedious and punishing as inject. Or maybe it will be fine, but that's just my reaction now.
Head Coach Park: "They should buff tanks!"
MorDka
Profile Joined October 2012
Poland543 Posts
August 21 2015 09:55 GMT
#339
On August 21 2015 18:47 -Archangel- wrote:
While people talk about macro changes the biggest change was Disruptor that is now OP as hell. 0% chance it stays like this.
From what I seen, Disruptors make Mech pointless

So distruptor was imposible to kill before now you can kill it and you tell me that it's op now? seems right!
Bojas
Profile Joined December 2010
Netherlands2397 Posts
August 21 2015 09:55 GMT
#340
Hahahaha I played one game as Zerg, I'm not really good at Zerg but it's ridiculously easy now to have literally perfect creep spread and macro. If it stays like this we will all be either playing ZvZ or Zerg units would be nerfed into the ground to keep it balanced. Either way the skill cap is lowered to the ground. Happy now low level players?
Prev 1 15 16 17 18 19 26 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft375
ProTech126
JuggernautJason119
StarCraft: Brood War
Shuttle 572
White-Ra 246
Artosis 157
NaDa 21
Dota 2
PGG 145
Counter-Strike
Foxcn232
Other Games
gofns4923
Grubby4560
fl0m518
shahzam363
summit1g252
C9.Mang088
ViBE84
Livibee74
PPMD19
Chillindude18
fpsfer 5
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• Hupsaiya 74
• RyuSc2 52
• musti20045 34
• davetesta18
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 48
• HerbMon 5
• Michael_bg 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21180
League of Legends
• imaqtpie3059
• TFBlade1097
Other Games
• WagamamaTV448
Upcoming Events
PiGosaur Cup
1h 59m
RSL Revival
10h 59m
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
12h 59m
GuMiho vs MaNa
herO vs ShoWTimE
Classic vs TBD
WardiTV Korean Royale
12h 59m
CranKy Ducklings
1d 10h
RSL Revival
1d 10h
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
1d 12h
Cure vs Reynor
IPSL
1d 17h
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
1d 20h
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
2 days
[ Show More ]
RSL Revival
2 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
2 days
WardiTV Korean Royale
2 days
BSL 21
2 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
2 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
2 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Korean Royale
4 days
The PondCast
5 days
Replay Cast
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.