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[SC2B] Drone and the Art of Defence - Page 5

Forum Index > News
121 CommentsPost a Reply
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Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 30 2010 00:53 GMT
#81
I agree completely. ZvZ is now a true coinflip compared to SC1 with the fail scouting that we have now. Drone counts were the primary way through which I determined the opponent's strategy in SC1, and now... Well.. Now I hate ZvZ. Boring, random, mass Roaches to victory.

And now I think I'll step out of this thread since I don't have the time to devote to some sort of mass argument that inevitably happens...
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
Tdelamay
Profile Joined October 2009
Canada548 Posts
March 30 2010 03:38 GMT
#82
One of these essential aspects is that there has to be a decent amount of viable strategies to avoid staleness and award creativity, and just as important as viable strategies is that there are enough potential reconnaissance options to allow a player to counter the myriad of possible strategies. Forcing players to guess, and most likely to guess incorrectly, leads to players blindly countering each other in ways that make for a thoroughly unentertaining game.


I concur with you. Great conclusion. Starcraft 2 needs to promote creativity while also allowing players to react to said creative strategy. WhiteRa and TLO match were perfect exemple. I hope this sort of play becomes standard. In the long run though, there's still two expansion to come, and the game won't really be finished till then. New units will probably change everything. An expansion also allows blizzard to add new strategies and improve other things.
This road isn't leading anywhere...
CursOr
Profile Blog Joined January 2009
United States6335 Posts
March 30 2010 04:36 GMT
#83
"All in" rewarded too much, making sure that NOT scouting isn't too much of an attractive option, and making sure that windows available for recon aren't too short or too long. Making sure that static defense (be it from structure buffs or high ground implementation) is strong enough to reward a multitude of build order options, while not being too over-powering to early "rush" style pressure tactics...

man, this is a lot to think about. Really well written article, that more than anything gives me insight as to how hard balancing a game like this really is. Thank you very much.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
jodogohoo
Profile Blog Joined March 2008
Canada2533 Posts
March 30 2010 04:55 GMT
#84
Blizzard is so lucky to have you guys : )
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 30 2010 05:04 GMT
#85
On March 30 2010 09:18 beetlelisk wrote:
Show nested quote +
On March 30 2010 07:15 Chill wrote:
On March 30 2010 06:38 beetlelisk wrote:
On March 30 2010 06:23 Chill wrote:
On March 30 2010 04:27 beetlelisk wrote:
Metagame is the real thing on which people should focus IMO.

Yes, I also agree people shouldn't focus on strategy and should focus on things outside the game. (I'm being sarcastic)

No, I just can't recall any examples where it's so crucial. In early game enemy units walk up ramps anyways, later it's more important how wide they are than just who's standing on a higher ground.
Units that abuse [edit] higher ground the most are Siege Tanks but they outrange anything that would like to shoot back anyways.

Maybe using terrain obstacles like cliffs is big enough without any sort of damage reduction, just avoiding flanking, especially done by melee units (with their new pathing) is big.
I have no idea if there is going to be any tension around sniping spotters. In this regard there better be some.

Maybe being a BW noob I'm not as attached to some things as others but I like your articles too.

I'm not being rude, but I've read your comment three times and I:
a) Can't see how it related to anything we were talking about;
b) Don't understand your point at all;
c) Are confident you don't understand what metagame means.

The solution to c) is to read my signature down there. I, however, don't have a solution for a) and b).

OK.
I've always understood metagame as overall builds, strategies and units you make more (or at all like Corsairs) in a mu.



You are close. Meta literally means "beyond." So the metagame is the game "beyond" the game, which means the predictions and guesses about what your opponent is going to do. It relates to build orders because the players are trying to guess what their opponent is likely to do based on past experience, what other players of that race do on that map, the opponenets personality, and other information that exists outside of the particular game they are playing.

So yes, the builds have something to do with it, but doing a build in a particular build is just a strategy. Trying to guess what build the opponent will do based on outside information is the metagame.

So what you want is more diverse possible strategies, which allow for a more rich metagame.
"I love noobies, they're so happy." -Chill
FragKrag
Profile Blog Joined September 2007
United States11567 Posts
March 30 2010 06:06 GMT
#86
Sick write up Drone!

I barely played any SC2 and I feel like that defense seems a bit weak . However, I do like that terran bunkers are more useful with the new marauder!
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
Iri
Profile Joined January 2010
150 Posts
March 30 2010 06:41 GMT
#87
Excellent, excellent article. I was actually inbound to make a post about how incomplete scouting seems right now and how difficult defense is without mass units, but this is a far more detailed and better explanation all around, and has a much more long-term perspective. I really, really hope Blizzard is paying attention to this.
Opportunities multiply as they are seized. -Sun Tzu
Phlatline
Profile Blog Joined December 2007
Croatia176 Posts
March 30 2010 06:52 GMT
#88
agree with ZvZ scouting. After ling+queen is out there is no way to find out your opponent is doing until you get Lair
29 fps
Profile Blog Joined March 2008
United States5725 Posts
Last Edited: 2010-03-30 07:36:12
March 30 2010 07:35 GMT
#89
great article.

just wondering, why cant you use overlords in zvz?

edit: oh overlords dont have the sight. its overseers that do.
4v4 is a battle of who has the better computer.
omninmo
Profile Blog Joined April 2008
2349 Posts
March 30 2010 09:54 GMT
#90
pvz is not as hard to scout as most might think.
its just that stargate builds haven't been "standardized" yet.
jackofclubs81
Profile Joined January 2010
United States196 Posts
March 30 2010 16:12 GMT
#91
give 25% high ground miss and the depots + 500 hp
vvSiegvv
Profile Joined March 2010
United States364 Posts
March 30 2010 18:08 GMT
#92
Great article! I agree that if nothing else static defense or a high ground advantage needs to be installed, look at PvP right now. Even though the warp gate research time was increased we still see most players using the 3 warpgate build, simply because with no high ground advantage/static defense it is almost impossible to hold off without copying the exact same build and having 3 warp gates yourself.
MutaDoom
Profile Blog Joined January 2009
Canada1163 Posts
March 30 2010 18:32 GMT
#93
On March 29 2010 22:23 Hot_Bid wrote:
Nice article!

Agree on a lot of points, especially ZvZ, that mu single handedly makes me not like playing Zerg.

I also think static D needs to be buffed and high ground needs to be changed.

I agree 100%. I'm a Zerg player, yet I hate ZvZ. It used to be my favorite matchup, too.
MutaDoom
Profile Blog Joined January 2009
Canada1163 Posts
March 30 2010 18:37 GMT
#94
On March 31 2010 01:12 jackofclubs81 wrote:
give 25% high ground miss and the depots + 500 hp

I am going to assume you meant 500hp, rather than the current +500(I believe making it 850?). We want to adjust defensive capabilities, not make depot walls invincible.
Kyuukyuu
Profile Blog Joined January 2009
Canada6263 Posts
March 30 2010 18:54 GMT
#95
On March 30 2010 16:35 29 fps wrote:
great article.

just wondering, why cant you use overlords in zvz?

edit: oh overlords dont have the sight. its overseers that do.


What? It's because a Queen can kill it
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-30 19:09:03
March 30 2010 19:00 GMT
#96
On March 30 2010 09:18 beetlelisk wrote:
Show nested quote +
On March 30 2010 07:15 Chill wrote:
On March 30 2010 06:38 beetlelisk wrote:
On March 30 2010 06:23 Chill wrote:
On March 30 2010 04:27 beetlelisk wrote:
Metagame is the real thing on which people should focus IMO.

Yes, I also agree people shouldn't focus on strategy and should focus on things outside the game. (I'm being sarcastic)

No, I just can't recall any examples where it's so crucial. In early game enemy units walk up ramps anyways, later it's more important how wide they are than just who's standing on a higher ground.
Units that abuse [edit] higher ground the most are Siege Tanks but they outrange anything that would like to shoot back anyways.

Maybe using terrain obstacles like cliffs is big enough without any sort of damage reduction, just avoiding flanking, especially done by melee units (with their new pathing) is big.
I have no idea if there is going to be any tension around sniping spotters. In this regard there better be some.

Maybe being a BW noob I'm not as attached to some things as others but I like your articles too.

I'm not being rude, but I've read your comment three times and I:
a) Can't see how it related to anything we were talking about;
b) Don't understand your point at all;
c) Are confident you don't understand what metagame means.

The solution to c) is to read my signature down there. I, however, don't have a solution for a) and b).

OK.
I've always understood metagame as overall builds, strategies and units you make more (or at all like Corsairs) in a mu.

Article says
Show nested quote +
The lack of a real high ground advantage is far from the only example of defense being weakened though... Units in Sc2 generally deal more damage faster than they did in BW.

Instead of damage reduction, units on a higher ground (or ramps) can't be shot at all if there is no spotter around and they aren't standing too close to the edges. I'm not sure about those on ramps, I think I read they are flashing when they shoot but without a vision nothing can shoot back?
This makes it harder to abuse for units with lower range and nearly impossible if there is anything to give a vision on the higher ground.

My point is does it matter as much as in BW with all these new units giving new possibilities, with more stress on micro than macro? Aren't openings and unit mixes more important now?
I'm asking that partly because to be honest, I'm not going to miss games where not much but threats happens for longer periods of time. I like fast paced games and I don't mean just rushes and all ins by that.

Making "proper" counters (for example adding Banelings) to deflect attacks instead of relying on higher ground or few Sunkens is something I'm going to like more and I don't mean not making any defenses at all. Maybe there is just no need as big as in BW.

I hope it makes sense this time.


Have you read the earlier news post almost exclusively dedicated to the high ground topic at all?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=116142

On March 31 2010 03:32 MutaDoom wrote:
Show nested quote +
On March 29 2010 22:23 Hot_Bid wrote:
Nice article!

Agree on a lot of points, especially ZvZ, that mu single handedly makes me not like playing Zerg.

I also think static D needs to be buffed and high ground needs to be changed.

I agree 100%. I'm a Zerg player, yet I hate ZvZ. It used to be my favorite matchup, too.

I think I'm like the only person in the world who enjoys zvz now...I honestly though BW zvz was incredibly boring. Maybe it's just the novelty of sc2 that's got me. I don't at all feel like it's all about roaches, I think it's very interesting how the timing of all the ups is now much more important, burrow micro, nydus hit/run backstabs, muta/hydra transitions, no 24/7 overlord spotter all early game, etc.

Or maybe it's just because sc2 zvz is the only place I can beat players better than myself lol
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
riptide
Profile Blog Joined July 2007
5673 Posts
March 30 2010 19:48 GMT
#97
Just wanted to point out that the new patch does basically what Drone suggested -

o Missile Turret
+ The damage has been changed from 7+7 armored to 12.

o Photon Cannon
+ Life and Shield values have been increased from 125/125 to 150/150.

o Spine Crawler
+ Damage has been increased from 20+10 armored to 25+5 armored.
+ Attack period decreased from 2.2 to 1.6.

o Spore Crawler
+ The cost has been decreased from 100 to 75.

All of the above obviously make static defence more viable. Nice to see Blizzard listening to the community!

AdministratorSKT T1 | Masters of the Universe
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
March 30 2010 20:54 GMT
#98

well put.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
bendez
Profile Joined February 2010
Canada283 Posts
Last Edited: 2010-03-30 22:42:20
March 30 2010 22:36 GMT
#99
People needs to stop saying that scanning COSTS minerals. By your logic, when I spend my spawn larva on units, I'm losing minerals since I could have used those larva for drones. When I chrono boost a building, I'm losing minerals since I could have used it on nexus. Scan gives you an instant scout on a huge radius, as well as revealing stealth units. You really need to stop bitching about scan. Other than that, good read.
pachi
Profile Joined October 2006
Melbourne5338 Posts
March 30 2010 22:47 GMT
#100
On March 31 2010 07:36 bendez wrote:
People needs to stop saying that scanning COSTS minerals. By your logic, when I spend my spawn larva on units, I'm losing minerals since I could have used those larva for drones. When I chrono boost a building, I'm losing minerals since I could have used it on nexus. Scan gives you an instant scout on a huge radius, as well as revealing stealth units. You really need to stop bitching about scan. Other than that, good read.


MULEs are pure minerals because they are not subject to worker saturation and thus are still worth minerals later in the game. While not building Probes/Drones is obviously costing some potential income, they don't have a quantifiable benefit and the benefit of extra mining workers is negligible (possibly even negative effect) after hitting 2+ workers per patch.
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
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