• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:53
CET 10:53
KST 18:53
  • 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 Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies0ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread Nintendo Switch Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1267 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
12621 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
4139 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
France24237 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
France24237 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
Replay Cast
09:00
WardiTV Mondays #65
CranKy Ducklings102
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Livibee 123
StarCraft: Brood War
Sea 2241
GuemChi 900
Bisu 890
Shuttle 637
Larva 378
Soma 343
Stork 252
Sharp 190
Killer 134
PianO 122
[ Show more ]
Leta 119
Rush 112
Yoon 46
Pusan 43
soO 37
yabsab 36
NotJumperer 33
ggaemo 31
Light 30
Mong 29
sorry 21
GoRush 18
ZerO 16
ajuk12(nOOB) 14
Sacsri 10
Terrorterran 7
Dota 2
XcaliburYe102
League of Legends
JimRising 457
Counter-Strike
olofmeister1452
Heroes of the Storm
Khaldor135
Other Games
summit1g9223
XaKoH 235
Mew2King75
nookyyy 44
ZerO(Twitch)4
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1627
• Stunt583
• HappyZerGling88
Upcoming Events
Wardi Open
2h 7m
Monday Night Weeklies
7h 7m
WardiTV Invitational
2 days
Replay Cast
2 days
WardiTV Invitational
3 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
4 days
Sparkling Tuna Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.