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[A] Starbow - Page 217

Forum Index > SC2 Maps & Custom Games
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Steelflight-Rx
Profile Blog Joined July 2007
United States1389 Posts
February 20 2013 00:50 GMT
#4321
Anyone want to play some starbow on NA? The chat is empty atm
yubee wrote: you know? it's a great night you should all smile no matter what harddships, because grass grows and the sky is blue and it's a good life.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
February 20 2013 01:17 GMT
#4322
--- Nuked ---
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
February 20 2013 01:25 GMT
#4323
--- Nuked ---
Hider
Profile Blog Joined May 2010
Denmark9377 Posts
Last Edited: 2013-02-20 03:43:44
February 20 2013 02:07 GMT
#4324
On February 20 2013 10:25 Laertes wrote:
I don't believe that Arbiters are OP. I really don't. I refuse to believe that they are because a few days before the tournament your build order was "OP". I believe that the arbiters aren't really that good, you were caught unawares and that's okay. The counter to arbiters are low cost fodder units like marines. Namely marines in fact. Arbiters won't able to stasis everything if you have enough marines. Think about it, they are reliant on other units to do their work. See if you can find solutions instead of qqing just cause you couldn't come up with the counter in the tournament.


First of all, stais is primarily a design related problem, so tweaking stats (aka balancing it) won't fix anything.
Marines isn't the answer when you go mech (you just can't make such a transition as a terran player). I lost over ten games in a row to arbiters, and I have come to the conclusion that the faster the protoss player gets arbiters the better he will do as it allows him to break positions efficiently and gain a better economy.
Again, remember, that this isn't about being "caught unaware". Sure if korean pro's started playing starbow they would be better at dealing with it, and for them the ability might not be overpowered.
But it's a poorly designed ability as it requires an assymetrical amount of skill to use it compared to when you play against it, and punishes small mistakes/suboptimal play from the terran player too hard.

Arbiters remind me a bit of infestors in wol as they were kind of neccesary to give zerg a chance of winning. The same thing probably is true about the arbiters in starbow, however the solution isn't to maintan a poorly designed ability (stasis and fungal), but to redesign them to give the opponent a change to remicro against it. Fungal was redesigned and so should stasis be.
Instead I suggested that toss should receive a new unit to replace the nullifer as this could bring increased diversity to the protoss army late game (rather than just relying on overpowered/poorly designed arbiters).
Danko__
Profile Joined January 2012
Poland429 Posts
February 20 2013 05:10 GMT
#4325
I'm not sure if statis is really so bad spell designwise. It's not like Fungal nor like vortex. Yes, it limits your control over units, but that doesn't mean you can't to anything after its cast. Your army is not just dead at end of duration. You still can regroup rest of your army to help these units. If anything needs to be changed with it then I guess it should be aoel/cast range/duration (longer one!). After all its latest tech of toss which can be used 1 by each expensive arbiter every 3 -4 mins? if toss is massing arbiters so badly you should be able to get couple of vessels to (along with turrets by siege lines) counter them.

Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 20 2013 05:37 GMT
#4326
And even more VOD's:

Recap of Doominator Vs Saftisch, Round 1.
+ Show Spoiler +




This took forever to make, so no more recaps I think....
aka KanBan85. Working on Starbow.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2013-02-20 06:29:42
February 20 2013 06:26 GMT
#4327
On reflection, late game, small 2 tank drops aren't any good because a decent protoss will warp in on reaction. Compare that to bw, where 2 dropped tanks on a fourth or something was a big deal because toss's units would be to walk all the way over, possibly with mines blocking the walk across the map.

Medium sized pushes are shut down by arbiters + some gateway units. This is most of the cause of Hider's frustrations. This leaves only room for the big 200/200 pushes.

Actually i would like to see medium sized drops which force the protoss out of position. For example drop 3 tanks and 6 vultures at the protoss's 4th on matchpoint, and then when the protoss responds to that you take up position in the center of the map. From there you can deny the top expansion. These are drops,not nesscearily to kill expos, but rather to attain a better position.

The point of this size of drop, is large enough to not be thwartable by a mere warp in, but small enough that it's ultimately expendable.
NukeD
Profile Joined October 2010
Croatia1612 Posts
February 20 2013 07:02 GMT
#4328
@Kabel, regarding your deathball worries

When people sugested fixing the pathing in a more dramatic way you more or less ignored them. The simplest solution is always the best one, as the Occam razor principle says. You tried fixing economy, aoe, defenders advantage, tweaking units, balance, while you missed out to fix the problem at its core. Offcourse its the pathing, its so blatantly obvious its the pathing. Just look at what Maverick has done with his SC2BW mod. There is no deathballs there, unit pathing (while not perfect) looks and feels far more natural and micro actually matters.

Dont get me wrong, i care about this mod and i would love to see it suceed but im affraid with current pathing it just doesnt stand out and feel different and complete as it should.
sorry for dem one liners
Chronopolis
Profile Joined April 2009
Canada1484 Posts
February 20 2013 07:26 GMT
#4329
While I don't nesscarily disagree with your point, SC2BW not having deathballs might be due to it being directly based off of bw, which has stats and abilities differences beyond the changing of pathing. In the above post, I already suggested why deathballing occurs in PvT, changing pathing would not change that.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
February 20 2013 08:02 GMT
#4330
Deathballs occur in BW, it is the nature of them that is different. You can engage the edge of a big army in BW and to a degree SC2BW with a small amount of units.

That, is due to pathing and unit groups.
NukeD
Profile Joined October 2010
Croatia1612 Posts
February 20 2013 09:54 GMT
#4331
Yeah deathballs do occur in BW, but they are not as clumped up as in SC2 or Starbow. Deathballs should exist in my opinion, it adds variety to the game, but not in the way where you can only see a bunch pf healthbars on top of eachothet. More importantly, as Decemberscalm mentioned, when they are not as clumped up, its possible to engage a deathball with smaller amount of units a d still hold ground.

And yes I agree there is a lot more to it why deathballs occur, I just suggested that the root of the problem is the pathing. Everything else, the units, economy etc, are factors that are build upon the pathing. You cant fix the later if you dont fix the former. If you try that then you get a bunch of odd and watered down solutions like Hellbats being biological, widow mines costing supply or siege tanks doing lower damage.
sorry for dem one liners
Big J
Profile Joined March 2011
Austria16289 Posts
February 20 2013 10:28 GMT
#4332
On February 20 2013 18:54 NukeD wrote:
Yeah deathballs do occur in BW, but they are not as clumped up as in SC2 or Starbow. Deathballs should exist in my opinion, it adds variety to the game, but not in the way where you can only see a bunch pf healthbars on top of eachothet. More importantly, as Decemberscalm mentioned, when they are not as clumped up, its possible to engage a deathball with smaller amount of units a d still hold ground.

And yes I agree there is a lot more to it why deathballs occur, I just suggested that the root of the problem is the pathing. Everything else, the units, economy etc, are factors that are build upon the pathing. You cant fix the later if you dont fix the former. If you try that then you get a bunch of odd and watered down solutions like Hellbats being biological, widow mines costing supply or siege tanks doing lower damage.


The pathing is the easy fix. And the most annoying one for the player.
In 2013 this is a very cheap fix to a game not offering enough strategic depth to promote spread out play.

What an RTS game has to get right to avoid deathball play is the action per production ratio.
Hider
Profile Blog Joined May 2010
Denmark9377 Posts
Last Edited: 2013-02-20 12:43:12
February 20 2013 11:02 GMT
#4333
On February 20 2013 14:10 Danko__ wrote:
I'm not sure if statis is really so bad spell designwise. It's not like Fungal nor like vortex. Yes, it limits your control over units, but that doesn't mean you can't to anything after its cast. Your army is not just dead at end of duration. You still can regroup rest of your army to help these units. If anything needs to be changed with it then I guess it should be aoel/cast range/duration (longer one!). After all its latest tech of toss which can be used 1 by each expensive arbiter every 3 -4 mins? if toss is massing arbiters so badly you should be able to get couple of vessels to (along with turrets by siege lines) counter them.



So I think you bring up two points;

1) You can always safe your stasis'ed units by bringing in the remaining of your units to help defend them.
2) You emp the arbiters.

There are two reasons why 1) isn't a valid argument. Lets assume that the terrran has split his units in 2-3 positions over the map in the late game (to defend like 5 expansions). At position x he has a a cuple of mines + a plantary, a couple of goliaths, and like 10 tanks to defend it. Without arbiters there would be no way the toss could break this expansion cost efficiently. However, with stasis he can stasis the goliaths + 5 of the tanks (assuming they are clumped up. Then he can easily kill the remainig tanks and the plantary including scvs.
Assuming the terran wasn't in it a lead prior to this, he will right now be quite a lot behind since that exchange didn't come out cost efficiently for the terran player and now he is behind in eco.

So lets assume that the terran player groups a lot of his remainings forces to try and defend the stasis'ed units. However, the protoss player predicts it (which really isn't that difficult) and on the path towards the expansion the "remaining units" get stasis'ed which means that he can't actually defend the original stasis'ed units. The protoss player can now retreate and dominate other places at the map or he can continue fighting the terran army with like half of the forces always being stasis'ed.

2) I touched science vessel vs arbiters briefly in my original post. One of the design flaws of WOL was that it too often came down to one short moment. Battles were too often decided by having great unit control over 1 second rather than over the course of the whole game. The thing is that if you believe EMP should be the counter to stasis then we get the WOL dynamic where you either hit the EMP before stasis and wins or your stasis and tanks get stasis'ed before emp get off and you lose. This doesn't create very interesting games and this is why I suggest that stasis gets redesigned so that the terran player gets a second chance.

Secondly, you must remember as well that the terran player is split up over the whole map in the game. Having enough science vessel to cover all your tanks is practically impossible. Further, since this isn't WOL where you just have one deathball which you move back and fourth to defend multiple places, you can't pay as much position to all your unit groups the whole time. This means that some time the toss player will attack you with you being caught slightly unaware in the sense that you don't have time to get the emp off before stasis. In WOL you would always know exactly where your opponents army were in relation to your own army. In Starbow this is different and rightly so (because splitting up army is more entertaining to watch). However, stasis needs to be redesigned to make tvp balanced various equal skill levels.
With the current arbiter, tvp mech might be balanced at korena pro level, however, at 2-3 levels below it favors the protoss (assuming he gets arbiters).
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
February 20 2013 12:21 GMT
#4334
A few options here:

Shorten the range on stasis (Making it easier to EMP or use turrets to defend)
Make the arbiter acceleration or top speed slower (same as above)
Give the arbiter less HP (more fragile - easier to defend)

Change the mechanics of stasis slightly to allow more counterplay - like make stasis an AOE field on the ground that freezes units after a 2-3 second delay (lower the cost if the change is this drastical)

Change the techpath for arbiters (include templar archives AND fleet beacon). This will make arbiter timings hit a lot slower, and make them less of a midgame unit. Added benefit of letting the Terran player severely punish a Protoss that rushes arbiters.

Goliaths with 50% more stats and cost is adding to the problem of arbiters (easier to stasis). The same can be said to the spider mines being slightly worse than in BW. Buffs to these two units may give the Terran players a better buffer against Protoss.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
NukeD
Profile Joined October 2010
Croatia1612 Posts
February 20 2013 12:42 GMT
#4335
On February 20 2013 19:28 Big J wrote:
Show nested quote +
On February 20 2013 18:54 NukeD wrote:
Yeah deathballs do occur in BW, but they are not as clumped up as in SC2 or Starbow. Deathballs should exist in my opinion, it adds variety to the game, but not in the way where you can only see a bunch pf healthbars on top of eachothet. More importantly, as Decemberscalm mentioned, when they are not as clumped up, its possible to engage a deathball with smaller amount of units a d still hold ground.

And yes I agree there is a lot more to it why deathballs occur, I just suggested that the root of the problem is the pathing. Everything else, the units, economy etc, are factors that are build upon the pathing. You cant fix the later if you dont fix the former. If you try that then you get a bunch of odd and watered down solutions like Hellbats being biological, widow mines costing supply or siege tanks doing lower damage.


The pathing is the easy fix. And the most annoying one for the player.
In 2013 this is a very cheap fix to a game not offering enough strategic depth to promote spread out play.

What an RTS game has to get right to avoid deathball play is the action per production ratio.



Im not saying he should make it worse. Just make it different.
sorry for dem one liners
Hider
Profile Blog Joined May 2010
Denmark9377 Posts
Last Edited: 2013-02-20 12:54:58
February 20 2013 12:53 GMT
#4336
On February 20 2013 21:21 Zaphod Beeblebrox wrote:
A few options here:

Shorten the range on stasis (Making it easier to EMP or use turrets to defend)
Make the arbiter acceleration or top speed slower (same as above)
Give the arbiter less HP (more fragile - easier to defend)

Change the mechanics of stasis slightly to allow more counterplay - like make stasis an AOE field on the ground that freezes units after a 2-3 second delay (lower the cost if the change is this drastical)

Change the techpath for arbiters (include templar archives AND fleet beacon). This will make arbiter timings hit a lot slower, and make them less of a midgame unit. Added benefit of letting the Terran player severely punish a Protoss that rushes arbiters.

Goliaths with 50% more stats and cost is adding to the problem of arbiters (easier to stasis). The same can be said to the spider mines being slightly worse than in BW. Buffs to these two units may give the Terran players a better buffer against Protoss.


Generally I don't think tvp is protoss favored. I would say that in the hypotheical world where arbiters would not be used the matchup would probably favor terran (at master level at least). However, arbiters are so strong (at master level) that it gives the protoss an advantage. I think your suggestion by tweaking stats (shorten range, decrease acceleration) will make it slightly easier for the terran player to deal with them (thus making the de design flaw of arbiters less severe), however it will still be about the "one moment". Everything will still be about emp vs stasis, and even if we manage to make it 50vs50 at master level, the nerf of stasis will probably make it terran favored at korean pro level. Obivously neither of us are that good, but I still think that with proper design we can get pretty close to 50vs50 at all skill levels.

Therefore I do not think that Stasis should be "balanced", rather I propose to redesign it, so that the punishment for not getting an emp of is less severe.

I also do not suggest that mines should be buffed and the tech patch to arbiters to be delayed. Delaying when arbiters come into the game will of course give terrans some opportunities for a late midgame attack which could make the game more dynamic, however late game will still be the same, and I rather have all units to be well designed, rather than just most of them.

Mines are already very strong and is probably an ability that is slightly easier to use than to play against (but the assymetry is not signifcant enough for me to warrant a change). So I don't think they should be buffed.

In my suggestion I argued that the freeze should be after roughly 5 seconds, as 2-3 seconds isn't enough for siege tanks (assuming they have to be unsieged and then move out of the area).
Perhaps this would make the arbiter somewhat bad against non siege tanks units, so it's possible that further or another kind of change is neccesary.
Hider
Profile Blog Joined May 2010
Denmark9377 Posts
Last Edited: 2013-02-20 14:52:38
February 20 2013 13:35 GMT
#4337
I thought of an idea regarding the replacement for the nullifier. If we look at protoss's two other late game options against mech they have arbiters and carriers. Both late game units works similarly in the way that they give the toss an opportunity to break siege tanks, however, neither increases the amount of multitasking in the game and actually increases the deathball phoenomen.

So I thought of making the replaced nullifier work completely different from carriers and arbiters. Instead of making protoss's army stronger in a fight, I want to make it even more mobile. So I thought of perhaps giving it a passive ability with increased movement speed (like 25%) in a small area around the unit. It should probably have some kind of second ability which would be awesome and skill intensive as well, but in this post I will just focus on the movement speed ability.

By giving the unit a passive ability it will have the effect of scaling rather badly (since having twice the amount of units won't increase the movement speed by 1.25*1.25, the maximum benefit from any number of that unit will be 25%).
So in order to get maximum effect of the passive ability you will have to spread them out all of the units along your army, so most of your army will benefit from the increased movement speed. This will mean that it will require an increased amount of skill to use it along your deathball (rather than having different unit groups all over the map).

So lets think about how it will work vs a mech'ing terran through the various stages of the game. Even though the unit could be accesible in the midgame it will be close to useless vs a terran on 3 bases since there typically are only 2 attack paths on most maps which can be somewhat easily covered. However, when the teran gets on 4 bases there will often be 3-5 attack paths and typically what will happen is that the terran will try to position his tanks + mines in two different groups. Today, the protoss can't break a terran on 4+ bases if he plays "well" (which a terran player at master level should capable) of, unless he uses arbiters. Since the gateway army isn't that fast, the terran can almost always defend all 4 attack paths by just having tanks at two positions, since some of the attack paths are somewhat close to each other. So when he sees the protoss army attacking he can always reposition his army to defend all positions efficiently.

However, with the passive movement speed of this unit, the protoss units can now move fast enough to engage positions efficiently before the terran have time to reposition him self. This (I believe) will make the game even more multitaskbased in the game which I believe creates very interesting games.

Regarding plantaries; Sure its possible that you can break a plantetary with no support with like 40 supply of 3/3 units in the late game, but I still would prefer that you could do damage with just 10-20 supply of units. Also I believe that plantaries make DT harass very weak. 1 turret and a plantary is basically enough for the terran to not have to worry about dt's at all in the game which is kinda sad as it decreases the amount of multitasking required.

Secondly, what about zergs. Can they break a plantary with just 40 supply of units?

I just don't really think the plantary has any postiive effect on the gameplay (besides making terran more noob friendly), even though it is less severe than in WOL. So I would prefer that it just got removed.
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2013-02-20 15:12:03
February 20 2013 15:05 GMT
#4338
There are two reasons why 1) isn't a valid argument. Lets assume that the terrran has split his units in 2-3 positions over the map in the late game (to defend like 5 expansions). At position x he has a a cuple of mines + a plantary, a couple of goliaths, and like 10 tanks to defend it. Without arbiters there would be no way the toss could break this expansion cost efficiently. However, with stasis he can stasis the goliaths + 5 of the tanks (assuming they are clumped up. Then he can easily kill the remainig tanks and the plantary including scvs.
Assuming the terran wasn't in it a lead prior to this, he will right now be quite a lot behind since that exchange didn't come out cost efficiently for the terran player and now he is behind in eco.


If you are defending then you can easly presplit your tanks. Stacking 5 of them in one place is quite bad and quite easy to avoid at any level of play when defending (unless aoe is really broken). Its just mistake which can be easly avoided once we will have more experience.

So lets assume that the terran player groups a lot of his remainings forces to try and defend the stasis'ed units. However, the protoss player predicts it (which really isn't that difficult) and on the path towards the expansion the "remaining units" get stasis'ed which means that he can't actually defend the original stasis'ed units. The protoss player can now retreate and dominate other places at the map or he can continue fighting the terran army with like half of the forces always being stasis'ed.


You can reinforce with your more mobile forces with different routes. You are supposed to have lots of turrets lategame (with insane range). You dont need to move all your other tanks. Just fly in with vessels, emp, bring vultures and snipe zealots, or at least bate them out/kill some before tanks unfreeze.

2) I touched science vessel vs arbiters briefly in my original post. One of the design flaws of WOL was that it too often came down to one short moment. Battles were too often decided by having great unit control over 1 second rather than over the course of the whole game. The thing is that if you believe EMP should be the counter to stasis then we get the WOL dynamic where you either hit the EMP before stasis and wins or your stasis and tanks get stasis'ed before emp get off and you lose. This doesn't create very interesting games and this is why I suggest that stasis gets redesigned so that the terran player gets a second chance.


Battles often are decided by one bad step, or one bad decision. Loosing 2 stalkers earlygame to 3 mines can be lethal. Moving your army into vs siege line will always cost you a lot. Misscalculating can cost you half of your army or more. Games are often won by one big mistake. And also, hiting emp is not win when you are defending. It will only stop attacking toss. He will be able to come back later. Also, if you wont hit EMP, you can delay toss in other ways. You can cast nerve jammers as well. Loosing part of army or/and base is big blow, but you still cant compare it to loosing your whole army to one vortex which can be used basically once.

Secondly, you must remember as well that the terran player is split up over the whole map in the game. Having enough science vessel to cover all your tanks is practically impossible. Further, since this isn't WOL where you just have one deathball which you move back and fourth to defend multiple places, you can't pay as much position to all your unit groups the whole time. This means that some time the toss player will attack you with you being caught slightly unaware in the sense that you don't have time to get the emp off before stasis. In WOL you would always know exactly where your opponents army were in relation to your own army. In Starbow this is different and rightly so (because splitting up army is more entertaining to watch). However, stasis needs to be redesigned to make tvp balanced various equal skill levels.
With the current arbiter, tvp mech might be balanced at korena pro level, however, at 2-3 levels below it favors the protoss (assuming he gets arbiters).


You shouldnt complain about that. Vessels are cheaper, earlier tech and emp cost less energy. Also, terran have best maphacks in game. Its not like you CANT predict your opponents movement. Scans, floating buildings, 9 range turrets AND sensor towers makes defending MUCH easier.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2013-02-20 15:18:04
February 20 2013 15:09 GMT
#4339
So I thought of perhaps giving it a passive ability with increased movement speed (like 25%) in a small area around the unit.
This ability, promote the death ball, kabel want to avoid this.
I think we should make the mech less strong in positioning and more strong while mobile. In exchange must nerf the radius of stasis and the amount of units.
If make units pushability (by marverk mod), maybe is necessary balanced all spash damage ability.
Hider
Profile Blog Joined May 2010
Denmark9377 Posts
Last Edited: 2013-02-20 15:38:25
February 20 2013 15:36 GMT
#4340
If you are defending then you can easly presplit your tanks. Stacking 5 of them in one place is quite bad and quite easy to avoid at any level of play when defending (unless aoe is really broken). Its just mistake which can be easly avoided once we will have more experience.


So you have 10 tanks and split 5 of them into two groups. This is quite normal, and splitting them into 4+ groups is an almost impossible tanks when you have you your army in many different places at once. This definitely isn't easily avoidable.

You can reinforce with your more mobile forces with different routes. You are supposed to have lots of turrets lategame (with insane range). You dont need to move all your other tanks. Just fly in with vessels, emp, bring vultures and snipe zealots, or at least bate them out/kill some before tanks unfreeze.


If you actually can afford mass turrets (compared to just some turrets) either 1) The game/map is badly designed as turtle play is too easy (blue storm or w/e it is called is one example of that), or 2) the toss has failed and hasn't harassed/army traded enough. On most maps there is no way a terran should be able to afford more than a couple of turrets here and there, and rightly so, because ultra turtle play creates boring games.

But lets assume that after you reinforce you do everything perfectly. You reinforce with science vessels, emp the arbiters to he can't block the path with arbiters, and then what?
The toss just retreats. Remember at this point he has already killed an expansion + a handfull of workers and 5 tanks. And this is assuming that you do get emp off before science vessel. Again, what if your slightly too late with your emp off the science vessel and he manages to stasis your science vessel and then a part of your retreating force? This isn't as easy as you make it out to be, and definitely punishes the "1 second mistake too severe".

Battles often are decided by one bad step, or one bad decision. Loosing 2 stalkers earlygame to 3 mines can be lethal. Moving your army into vs siege line will always cost you a lot. Misscalculating can cost you half of your army or more. Games are often won by one big mistake. And also, hiting emp is not win when you are defending. It will only stop attacking toss. He will be able to come back later. Also, if you wont hit EMP, you can delay toss in other ways. You can cast nerve jammers as well.


So moving your army into a siege line will primarily make your army lose shield and only a cuple of units, but after you realize your mistake you can retreat. This will have turned the game from a 50vs50 to 45-55 typically. Half of your army doesn't get freezed and die because of that splitsecond mistake. If the opposite is indeed the case, then I would definitely suggest a couple of changes to make small mistakess less severe. But at this point I have not seen any game where a protoss player lost cus he lost like 2 stalkers to mines early on.

Also a splitsecond mistake hardly kills you early game (like 4gate vs 4gate did in WOL). However, remember as well that early game it is alot easier to avoid splitsecond mistake since you only need to have your attention of one groups of units typically.

Btw, remember that science vessel gets freezed as well from stasis which mean you can't cast nerve jammer..

You shouldnt complain about that. Vessels are cheaper, earlier tech and emp cost less energy. Also, terran have best maphacks in game. Its not like you CANT predict your opponents movement. Scans, floating buildings, 9 range turrets AND sensor towers makes defending MUCH easier.


Not sure why you want to use the phrase complain. This is merely an observation; That controlling all units perfectly is alot more difficult when your more spread out than when you just have one deathball, which basically means that the punishment for nonperfect control should be less severe. You had sensor towers and scans as well in WOL.

What do you mean about vessels being cheaper? Are you suggesting that the mech'ing terran should build like 6+ science vessel and spread them out preemptively all over the map do cover all tank lines?

The problem isn't that to defend 2 positions efficiently in tvp mech, that is somewhat easy, as can be shown on a map like blue storm. The problem is when there are more attack paths than that and you need to reposition your army constantly, and attacking with mech is likely too mechancially challenging as well which simply incentivizes heavy turtle play. If you have to mass turrets every where when you move forward the game will become too slow and less action-oriented than what we should strive for.
Tanks should be slow and immobile, and player should be incentivized to slow push with tanks. However, there is a thin line between pushes being too slow and creating boring games (which will happen if you need to build turrets everywhere), and the immobility of tanks to be a great thing (as it allows the opponent to outmultiask the meching terran).

It seems to me that you wan't tvp to be about hitting emp's vs hitting stasis. I find that to be a somewhat boring gameplay, as it reminds too much of WOL. I want the game to be about the protoss player multitasking and outmicroing the shit ouf the terran player over 35 minutes to win. The terran on the other hand needs to be a strategical master and defend insanly well at multiple locations at once. I think these kind of games are the most entertaining games.
"1 second mistakes" shouldn't change the outcome from more than 50vs50 to 0.45vs0.55, and I hope Kabel agrees with me on this one.

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