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On July 12 2013 04:28 Tppz! wrote: would be cool if the caster wouldnt eat popcorn. it makes horrible eating noises noone wants to hear. if you are hungry pls turn off your mic -.- unbearable to watch. sorry Busted!
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Sry, this is going to be a little bit of venting and I'm gonna post it, despite knowing most of my anger comes from me playing like shit, but here we go:
I really think that this game goes through way too many huge changes. It makes it frustrating to play and figure out Starbow. Every fix to a certain matchup is always a change to a core mechanic/dynamic of the game.
Like, Zerg is too strong: change larva spawn rate Zerg can take three bases too fast versus Protoss: change minerals in a way such that 3base zerg doesn't pay off anymore Terran can't go bio vs Protoss and Terran: introduce marauder W add an immortal as a core combat unit so that Protoss has a better early/midgame army. And then buff the stalker vs everything that the immortal was originally added.
Seriously, here is a list of units that noone has a real clue about. Why not get those right, before changing the game over and over again and you have to figure out how to use your 3basic units again? Or what your basic units even are?
List: Immortal - why is this in the game? Is there any unit that you would need it against? We don't want it to counter tanks and against ultras there are enough options in the protoss arsenal. It isn't even that great vs ultras and can't be, because you can mass produce immortals in ways were if it really hardcountered the ultra, ultras wouldn't even be viable at all. Sentinel - so, apart from the small bug that nullwards attack buildings, is this unit now finalized? Scout - haven't seen one, apart from one that I built on accident once Carrier - yeah... Arbiter - Ok, it is really good vs tanklines. Anything else? Anybody ever used them against Zerg? Any other purpose it fills apart from balancing out PvT groundplay in the lategame? Archon - seriously guys, how much do you use archons? You see them once in a while. But has anybody ever really done something with them apart from "it's lategame and those are easy to get, why not?". Banshee - what's it's purpose? Early harass unit? Yeah, sometimes someone builds one or two. Then they get killed and that's it. BC - ? Viper - who uses them? Defiler - I'd like to say I use them, but I don't. Why? Because I'm too busy figuring out whether I am able to kill my opponent with basic units, or not. Devourer - I guess they'd be pretty important if my opponent ever went BC or Carrier Guardian - I have thought about using them once or twice. But then again, I'm still busy figuring out when I can even combat my opponent open field. I don't feel like I have enough experience to find out when I need to go for a siege weapon or when I even can afford to do so. Not even going to start about whether a guardian would even be useful against a standard enemy composition.
oh lol... I even forgot that the ghost exists at all. That's how important that unit is right now. I guess it cloaked from my mind.
I can agree with some of the changes. I definitely agree with balancing and redesigning stuff. But I can't see why the fuck we don't fix the units we have first. Around a stable core game.
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On July 12 2013 06:07 SmileZerg wrote: I think Dragoons would suffice, but honestly after some of the games I saw today I don't see a real need for the Immortal either, I think we need to respec Stalkers to be anti-armor with low DPS vs Light units. The entire Zergling/Zealot/Lurker/Stalker dynamic is completely trashed with this bonus damage configuration, and (as far as I'm aware) the only reason we have it like this is to try and give the Immortal space to be the anti-armored unit... but again, why?
The arguments I've seen previously are that the Stalker was too good all-around for the amount of mobility it has, but if that's the case just smack its DPS with the nerf bat a little bit. I don't think we need to overspecialize it.
I think if you know what it was like previously, then you can see all these few signs of potential. For instance in the game between me and xiphias, where I played as toss he made some great hydra/lurker drop play. Now pre patch, I would have opted for only blink stalkers + reavers, and relatively easy i would have been able to hold it of as reavers in warp prism + blink stalkers are relatively mobile. However, instead I had quite a few problems as I mixed in immortals instead of reavers and then he abused the immobility of my army.
Was what he did imbalanced? Are immortals too bad? Is fast reaver tech still preferreable? Should stalker + zealtos be better vs hydras?
Well, all of those questions are stuff we are trying to answer with the test games today. The games aren't supposed to be absolutely brilliant or showing off some great dynamic between the new unit compositions - yet. But if you know what you are looking for, then you can compare how some of the dynamics have changed, what has become easier for protoss and harder for protoss for instance. I see all these few areas where the game definitely feels like it has a more sound fundamentals than prepatch. Does that mean the unit compositions work perfectly (or just decently) atm? Absolutely not, but those can be tweaked till we get the right balance and the right dynamic between the units.
So please don't judge us yet, or at least judge us compared to the prepatch dynamic (which I described in my long post).
Like, Zerg is too strong: change larva spawn rate Zerg can take three bases too fast versus Protoss: change minerals in a way such that 3base zerg doesn't pay off anymore Terran can't go bio vs Protoss and Terran: introduce marauder W add an immortal as a core combat unit so that Protoss has a better early/midgame army. And then buff the stalker vs everything that the immortal was originally added.
Seriously, here is a list of units that noone has a real clue about. Why not get those right, before changing the game over and over again and you have to figure out how to use your 3basic units again? Or what your basic units even are?
I am considering whether to respond to this - But I feel like I have adressed those issues you brought up more than just a couple of times. So instead of repeating my self, I instead want to ask youthe question: Why do you think we have implemented the maurauder and the immortal. What are the purposes of those units and what dynamic are they supposed to create (once they gets correctly balanced)?
If you answer that the purpose of the maurauder is too just make bio stronger, then I haven't done a good enough job of explaining the nuances.
List: Immortal - why is this in the game? Is there any unit that you would need it against? We don't want it to counter tanks and against ultras there are enough options in the protoss arsenal. It isn't even that great vs ultras and can't be, because you can mass produce immortals in ways were if it really hardcountered the ultra, ultras wouldn't even be viable at all. Sentinel - so, apart from the small bug that nullwards attack buildings, is this unit now finalized? Scout - haven't seen one, apart from one that I built on accident once Carrier - yeah... Arbiter - Ok, it is really good vs tanklines. Anything else? Anybody ever used them against Zerg? Any other purpose it fills apart from balancing out PvT groundplay in the lategame? Archon - seriously guys, how much do you use archons? You see them once in a while. But has anybody ever really done something with them apart from "it's lategame and those are easy to get, why not?". Banshee - what's it's purpose? Early harass unit? Yeah, sometimes someone builds one or two. Then they get killed and that's it. BC - ? Viper - who uses them? Defiler - I'd like to say I use them, but I don't. Why? Because I'm too busy figuring out whether I am able to kill my opponent with basic units, or not. Devourer - I guess they'd be pretty important if my opponent ever went BC or Carrier Guardian - I have thought about using them once or twice. But then again, I'm still busy figuring out when I can even combat my opponent open field. I don't feel like I have enough experience to find out when I need to go for a siege weapon or when I even can afford to do so. Not even going to start about whether a guardian would even be useful against a standard enemy composition.
The problem with those units aren't that they haven't been changed enough (which you vent about). But rather too little, because they either still have boring design or are UP. Specifically regarding banshee, I don't think that is a fair example givin its role is similar in Sc2.
The reason Starbow is adding new stuff/changing stuff all the time, is because it is doing something that is much more ambitious than Blizzard. Blizzard is actually doing something that is very "smart" - they are rewarding fast paced action throughout the entire game. That measn that while the game won't have these epic positional battles, most of them will have just enough action to keep Sc2 as a relatively popular esports. Starbow is really reaching for the skyes by tring to make different playstyles, fast-paced and position viable and "fun" at once.
That is much more challenging than I think anyone (except for blizzard) could have imagined. It would definitely have been easier if Starbow had just tried to make positional play viable and then say screw "it" to all those fast paced units such as bio, blink stalkers etc.
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Sad to hear your upset, Jay.
Starbow is a work in progress and is by no means complete. I understand it can be hard to keep up with the discussions here in the thread, since there are quite a lot of posts made everyday. It is also hard to know what we are talking about if you/others are not online frequently and observe the games.
Many of the question you ask already have been answeared in many posts.
I also do not agree with your statement regarding that the game is changed over and over again.
The largest recent changes have been the Sentinel/Marauder/Immortal/Stalker. Exactly what else has been changed? Almost all stats of the core units have been the same for many weeks/months. Almost all spells/abilities have been the same for weeks now. (Since the large design patch in June.) When tweaks happen, it is very often in small numbers.
This is not because I want to fuck things up just for the sake of it. If I could I would do this in a basement in a closed environment together with a bunch of people who are interested in developing this. Then we could release it to the public and no one would have to see all the naked failures, attempts, tests, and ideas we try. This is a trial and error process that goes on in public on this forum, where everyone is free to participate in the development, and our attempts are even streamed!
Those who play this frequently at the moment seem to also enjoy the development process. Like identify problems, suggest solutions, discuss different ways to make the gameplay better and more fun. (And I know you like to discuss too!) But I imagine it is no fun to just join the game, have no idea what to build, get destroyed by players who play this more often and knows what works vs what.
You mention that some units are not used. That does not mean they have no purpose or that they suck. We are a small player pool. Every unit does not see play yet. Even if I made Ghosts kill everything in one shot, no one would notice it until finally someone tried the Ghost.
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Sorry Hider, you talk about Nuances of gameplay while raping everybody with pure macro with whatever you do and the losses you take are basically all just your own mistakes. You try bio in TvT, play against an opponent who is supergreedy first but don't punish him. Then he turtles but you don't outexpand him and instead build irratiate (why the fuck did you get that?), 4 dropships after seeing that you can't drop him and then head bang into a mine+tank army. That's how your losses look like. If you don't make like each and every of those mistakes, you win every game. This one TvT I have seen from you was basically nothing but adapting SC2 style bio vs mech play as well as possible (yeah, dropships and medics instead of medivacs). At that point you haven't played Starbow, you just tried if WoL/HotS works in Starbow.
Why the Immortal and Marauder were added you ask? Because... some people believe that certain gameplay will be achieved through them and it will be much easier to achieve that kind of gameplay with new units, instead of balancing the old ones. Well, all I know is that you are not happy with the immortal/marauder stats. So instead of balancing the old stuff, we now get stuck on figuring out and balancing the new stuff.
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On July 12 2013 07:46 Big J wrote: Sorry Hider, you talk about Nuances of gameplay while raping everybody with pure macro with whatever you do and the losses you take are basically all just your own mistakes. You try bio in TvT, play against an opponent who is supergreedy first but don't punish him. Then he turtles but you don't outexpand him and instead build irratiate (why the fuck did you get that?), 4 dropships after seeing that you can't drop him and then head bang into a mine+tank army. That's how your losses look like. If you don't make like each and every of those mistakes, you win every game. This one TvT I have seen from you was basically nothing but adapting SC2 style bio vs mech play as well as possible (yeah, dropships and medics instead of medivacs). At that point you haven't played Starbow, you just tried if WoL/HotS works in Starbow.
Why the Immortal and Marauder were added you ask? Because... some people believe that certain gameplay will be achieved through them and it will be much easier to achieve that kind of gameplay with new units, instead of balancing the old ones. Well, all I know is that you are not happy with the immortal/marauder stats. So instead of balancing the old stuff, we now get stuck on figuring out and balancing the new stuff.
What does that have to do with anything? Besides the irradiate thing, most of the thing you addresses feels like "armchair"-proing. Regarding the 4th base, if you watch the replay you can see that my scv got stuck behind supply depots and therefore didn't build the 4th that fast.
But, the point is this - Its not about winning or losing, it's about making rewarding fun playstyles. What Alpha did vs me, was IMO very intelligent, and I would have done similar things in his shoes (assuming I wanted to optimize my winning probabilities). But it just rewards players for turtling for 20 minutes, which is boring.
My loss vs xiphias actually felt really "right" as he just played better than I did (at least in the midgame), and I want to see more of that stuff. But I don't want to see any turret rings, and I have been arguing for such a long time, how I felt they are destroying both TvP and TvT - So basically that game just kinda "prooved" my point, and I think you should be identify with my little vent aftter the game.
But besides that, yes apparently we haven't done a good enough job of explaining why the maurauder and the immortal had to be introduced, but I think it would have been nicer of you if you asked trying to understand our thought proces, rather than though the more offensive tone you currently are using.
Below is a quote from my initial posts discussing what type of effect, my suggested stats will have on the gameplay dynamic (note; they slightly differ from the ones introduced); Please tell me the parts you are unsure about, whether you disagree with the desired dynamic or believe it could be obtained otherwise.
In PvZ this will make zealot + stalker a lot more cost efficient vs zerg lair units if they have the right unit composition and control. Stalkers are slightly less beefy (10 less HP), but deal more damage to hydras, lings and mutas (2 more to hydras, 4 more to lings and 2 more to mutas). Zealots will be more tanky once the upgrade is researched which allows it to work better as a tank. The immortal will have two roles in the matchup; 1) Target firing lurkers and 2) vs Ultralisks.
Overall this will make it less of a neccesity for protoss to rush to reavers in the midgame. At the same time it will reward a bit more micro and diverse unit composition.
In TvP bio heavy, it will grant the terran player "natural map control". Since the protoss want a mix between zealots, stalkers and immortals (and possibly sentinels), instead of just pure blink stalkers, his overall army will be much less mobile, and he can't just kite all day long against the terran player. Further, against dropplays he can't just blink 4-5 stalkers and deny the drop. Instead he will need to be careful about battling maurauders with stalkers and instead use stalkers to target the dropships while using the zealot or immortal to assist in the proces.
The addition of the maurauder will make pure bio viable in the midgame, but that is mostly in terms of an increased mobility advantage. We won't see the Sc2 type of gameplay where the protoss gateway army is laughable wihtout AOE support. Instead, protoss gateway will be farily even in terms of cost efficiency against the terran player in the early midgame and too a large extent the outcome will depend on micro. Regardless of who wins, I expect bio vs protoss (in the midgame) to be very fast paced and actionpacked. Later on in the game though, terran will and should have to transition to tanks which adds the whole positional element to the game.
In TvP mech, I believe the effect will be smaller (but still improve gameplay), and other changes are needed. Nevertheless, you will likely need more immortals than stalkers vs mech (to kill tanks), and you'll use stalkers to kill off vulturues. This will decrease the overall efficiency of the "surround-effect" for protoss, as immortals are worse at "preventing" than stalkers.
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On July 12 2013 08:02 Hider wrote:Show nested quote +On July 12 2013 07:46 Big J wrote: Sorry Hider, you talk about Nuances of gameplay while raping everybody with pure macro with whatever you do and the losses you take are basically all just your own mistakes. You try bio in TvT, play against an opponent who is supergreedy first but don't punish him. Then he turtles but you don't outexpand him and instead build irratiate (why the fuck did you get that?), 4 dropships after seeing that you can't drop him and then head bang into a mine+tank army. That's how your losses look like. If you don't make like each and every of those mistakes, you win every game. This one TvT I have seen from you was basically nothing but adapting SC2 style bio vs mech play as well as possible (yeah, dropships and medics instead of medivacs). At that point you haven't played Starbow, you just tried if WoL/HotS works in Starbow.
Why the Immortal and Marauder were added you ask? Because... some people believe that certain gameplay will be achieved through them and it will be much easier to achieve that kind of gameplay with new units, instead of balancing the old ones. Well, all I know is that you are not happy with the immortal/marauder stats. So instead of balancing the old stuff, we now get stuck on figuring out and balancing the new stuff. What does that have to do with anything? Besides the irradiate thing, most of the thing you addresses feels like "armchair"-proing. But, the point is this - Its not about winning or losing, it's about making rewarding fun playstyles. What Alpha did vs me, was IMO very intelligent, and I would have done similar things in his shoes (assuming I wanted to optimize my winning probabilities). But it just rewards players for turtling for 20 minutes. At this point (if you have read just some of my previous posts) you should have known have much I dislike those types of games.
Of course it's armchair proing. That's the whole point I'm trying to make. That even the best of us is still playing pretty badly, especially after only a few days of having the marauder in the toolbox. You say you don't want that turretrings are viable? Then I have to ask, are they viable if you mass expand? Can you afford them if you are not allowed to open with 3base mech vs 3base bio? Yes, I don't want to see this kind of gameplay either, but what you do is that you jump to the conclusion that this viable because someone used it and won. For all I know 10turrets cost 1000k minerals - which is a full mining base you could get ahead if he invests into turrets for nothing.
In PvZ this will make zealot + stalker a lot more cost efficient vs zerg lair units if they have the right unit composition and control. Stalkers are slightly less beefy (10 less HP), but deal more damage to hydras, lings and mutas (2 more to hydras, 4 more to lings and 2 more to mutas). Zealots will be more tanky once the upgrade is researched which allows it to work better as a tank. The immortal will have two roles in the matchup; 1) Target firing lurkers and 2) vs Ultralisks.
Overall this will make it less of a neccesity for protoss to rush to reavers in the midgame. At the same time it will reward a bit more micro and diverse unit composition.
In TvP bio heavy, it will grant the terran player "natural map control". Since the protoss want a mix between zealots, stalkers and immortals (and possibly sentinels), instead of just pure blink stalkers, his overall army will be much less mobile, and he can't just kite all day long against the terran player. Further, against dropplays he can't just blink 4-5 stalkers and deny the drop. Instead he will need to be careful about battling maurauders with stalkers and instead use stalkers to target the dropships while using the zealot or immortal to assist in the proces.
The addition of the maurauder will make pure bio viable in the midgame, but that is mostly in terms of an increased mobility advantage. We won't see the Sc2 type of gameplay where the protoss gateway army is laughable wihtout AOE support. Instead, protoss gateway will be farily even in terms of cost efficiency against the terran player in the early midgame and too a large extent the outcome will depend on micro. Regardless of who wins, I expect bio vs protoss (in the midgame) to be very fast paced and actionpacked. Later on in the game though, terran will and should have to transition to tanks which adds the whole positional element to the game.
In TvP mech, I believe the effect will be smaller (but still improve gameplay), and other changes are needed. Nevertheless, you will likely need more immortals than stalkers vs mech (to kill tanks), and you'll use stalkers to kill off vulturues. This will decrease the overall efficiency of the "surround-effect" for protoss, as immortals are worse at "preventing" than stalkers. So, has this stuff become true "just from adding the immortal/marauder"? Or are we back to the start again, where we actually have to balance the stuff right to work out as intented? Something that would could have done with any of the units on the list I posted.
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On July 12 2013 08:17 Big J wrote:Show nested quote +On July 12 2013 08:02 Hider wrote:On July 12 2013 07:46 Big J wrote: Sorry Hider, you talk about Nuances of gameplay while raping everybody with pure macro with whatever you do and the losses you take are basically all just your own mistakes. You try bio in TvT, play against an opponent who is supergreedy first but don't punish him. Then he turtles but you don't outexpand him and instead build irratiate (why the fuck did you get that?), 4 dropships after seeing that you can't drop him and then head bang into a mine+tank army. That's how your losses look like. If you don't make like each and every of those mistakes, you win every game. This one TvT I have seen from you was basically nothing but adapting SC2 style bio vs mech play as well as possible (yeah, dropships and medics instead of medivacs). At that point you haven't played Starbow, you just tried if WoL/HotS works in Starbow.
Why the Immortal and Marauder were added you ask? Because... some people believe that certain gameplay will be achieved through them and it will be much easier to achieve that kind of gameplay with new units, instead of balancing the old ones. Well, all I know is that you are not happy with the immortal/marauder stats. So instead of balancing the old stuff, we now get stuck on figuring out and balancing the new stuff. What does that have to do with anything? Besides the irradiate thing, most of the thing you addresses feels like "armchair"-proing. But, the point is this - Its not about winning or losing, it's about making rewarding fun playstyles. What Alpha did vs me, was IMO very intelligent, and I would have done similar things in his shoes (assuming I wanted to optimize my winning probabilities). But it just rewards players for turtling for 20 minutes. At this point (if you have read just some of my previous posts) you should have known have much I dislike those types of games. Of course it's armchair proing. That's the whole point I'm trying to make. That even the best of us is still playing pretty badly, especially after only a few days of having the marauder in the toolbox. You say you don't want that turretrings are viable? Then I have to ask, are they viable if you mass expand? Can you afford them if you are not allowed to open with 3base mech vs 3base bio? Yes, I don't want to see this kind of gameplay either, but what you do is that you jump to the conclusion that this viable because someone used it and won. For all I know 10turrets cost 1000k minerals - which is a full mining base you could get ahead if he invests into turrets for nothing.
The point is this; bio isn't viable the "correct" way. When I make that statement I thinking in terms of a game designer, not as a player. (as a player I still don't think it is anywhere near close to viable, but it would indeed require mroe testing and more refinemint of builds. Nevertheless, that's not the point).
So, has this stuff become true "just from adding the immortal/marauder"? Or are we back to the start again, where we actually have to balance the stuff right to work out as intented? Something that would could have done with any of the units on the list I posted.
Please note - Nothing has come true yet. That's a matter of tweaking the stats, but I would argue that the fundamentls are in place now. This is a proces - Not a done product. Blizzard has alpha testing before they releases big stuff - Please see this as alpha/early beta testing rather than something that can yet compete with HOTS. Regarding other options than introducing immortal + maurader; Kabel actually tried to respond to that type of criticsm (in advance) through a post with a new suggestion of stats to the stalker. Please go back a couple of pages and read the discussion.
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i cant find this on the hots arcade NA is it there?
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On July 12 2013 10:45 AndreiDaGiant wrote: i cant find this on the hots arcade NA is it there? It is updated too frequently right now to be hosted on NA.
NA players like myself hop onto EU to play for now.
You are correct in looking on HOTS arcade, just wrong server.
This should probably be reflected in the op. Kabel can you do this?
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On July 12 2013 06:48 decemberscalm wrote:Show nested quote +On July 12 2013 04:28 Tppz! wrote: would be cool if the caster wouldnt eat popcorn. it makes horrible eating noises noone wants to hear. if you are hungry pls turn off your mic -.- unbearable to watch. sorry Busted!
whoops I think I ruined xhiphias stream XD. sry
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Don't worry about, I eat potato-chips all the time. First time someone's complained about it. Maybe we should both not eat crunchy suff while casting...
About nullward (it's called nullsphere (the unit) but it still says nullward on the sentinel, plz fix). PLEASE! make it do aoe dmg in a circular area around it! Right not some random direction get shot out of. And I really mean random. I move my queen into one and it shot out in the opposite direction. It is way too random. If you still want people to be able to micro around it you can let it start at it's core and then relatively slowly expand to a full circle. Not sure what the best radius should be. Maybe 2.5 ?
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On July 12 2013 08:19 Hider wrote:Show nested quote +On July 12 2013 08:17 Big J wrote:On July 12 2013 08:02 Hider wrote:On July 12 2013 07:46 Big J wrote: Sorry Hider, you talk about Nuances of gameplay while raping everybody with pure macro with whatever you do and the losses you take are basically all just your own mistakes. You try bio in TvT, play against an opponent who is supergreedy first but don't punish him. Then he turtles but you don't outexpand him and instead build irratiate (why the fuck did you get that?), 4 dropships after seeing that you can't drop him and then head bang into a mine+tank army. That's how your losses look like. If you don't make like each and every of those mistakes, you win every game. This one TvT I have seen from you was basically nothing but adapting SC2 style bio vs mech play as well as possible (yeah, dropships and medics instead of medivacs). At that point you haven't played Starbow, you just tried if WoL/HotS works in Starbow.
Why the Immortal and Marauder were added you ask? Because... some people believe that certain gameplay will be achieved through them and it will be much easier to achieve that kind of gameplay with new units, instead of balancing the old ones. Well, all I know is that you are not happy with the immortal/marauder stats. So instead of balancing the old stuff, we now get stuck on figuring out and balancing the new stuff. What does that have to do with anything? Besides the irradiate thing, most of the thing you addresses feels like "armchair"-proing. But, the point is this - Its not about winning or losing, it's about making rewarding fun playstyles. What Alpha did vs me, was IMO very intelligent, and I would have done similar things in his shoes (assuming I wanted to optimize my winning probabilities). But it just rewards players for turtling for 20 minutes. At this point (if you have read just some of my previous posts) you should have known have much I dislike those types of games. Of course it's armchair proing. That's the whole point I'm trying to make. That even the best of us is still playing pretty badly, especially after only a few days of having the marauder in the toolbox. You say you don't want that turretrings are viable? Then I have to ask, are they viable if you mass expand? Can you afford them if you are not allowed to open with 3base mech vs 3base bio? Yes, I don't want to see this kind of gameplay either, but what you do is that you jump to the conclusion that this viable because someone used it and won. For all I know 10turrets cost 1000k minerals - which is a full mining base you could get ahead if he invests into turrets for nothing. The point is this; bio isn't viable the "correct" way. When I make that statement I thinking in terms of a game designer, not as a player. (as a player I still don't think it is anywhere near close to viable, but it would indeed require mroe testing and more refinemint of builds. Nevertheless, that's not the point). Show nested quote +So, has this stuff become true "just from adding the immortal/marauder"? Or are we back to the start again, where we actually have to balance the stuff right to work out as intented? Something that would could have done with any of the units on the list I posted. Please note - Nothing has come true yet. That's a matter of tweaking the stats, but I would argue that the fundamentls are in place now. This is a proces - Not a done product. Blizzard has alpha testing before they releases big stuff - Please see this as alpha/early beta testing rather than something that can yet compete with HOTS. Regarding other options than introducing immortal + maurader; Kabel actually tried to respond to that type of criticsm (in advance) through a post with a new suggestion of stats to the stalker. Please go back a couple of pages and read the discussion.
What i get from your posts you want to be able to drop the opponent when he has a superior army to widdle him down to a point you can defeat his army and win. period? Turrets shouldnt be able to shoot down a dropships with 4shots?
since we keep getting into this "thats not the point" do me a favor and explain your thoughts. obviously i (maybe others) dont think in the same way you do about the drops.
on the surface you come off as "i should be able to drop anywhere and do dmg" anytime in the game. Im asking nicely, and please dont take offence, im a trollish personality sometimes.
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On July 12 2013 19:10 Izerman wrote:Show nested quote +On July 12 2013 08:19 Hider wrote:On July 12 2013 08:17 Big J wrote:On July 12 2013 08:02 Hider wrote:On July 12 2013 07:46 Big J wrote: Sorry Hider, you talk about Nuances of gameplay while raping everybody with pure macro with whatever you do and the losses you take are basically all just your own mistakes. You try bio in TvT, play against an opponent who is supergreedy first but don't punish him. Then he turtles but you don't outexpand him and instead build irratiate (why the fuck did you get that?), 4 dropships after seeing that you can't drop him and then head bang into a mine+tank army. That's how your losses look like. If you don't make like each and every of those mistakes, you win every game. This one TvT I have seen from you was basically nothing but adapting SC2 style bio vs mech play as well as possible (yeah, dropships and medics instead of medivacs). At that point you haven't played Starbow, you just tried if WoL/HotS works in Starbow.
Why the Immortal and Marauder were added you ask? Because... some people believe that certain gameplay will be achieved through them and it will be much easier to achieve that kind of gameplay with new units, instead of balancing the old ones. Well, all I know is that you are not happy with the immortal/marauder stats. So instead of balancing the old stuff, we now get stuck on figuring out and balancing the new stuff. What does that have to do with anything? Besides the irradiate thing, most of the thing you addresses feels like "armchair"-proing. But, the point is this - Its not about winning or losing, it's about making rewarding fun playstyles. What Alpha did vs me, was IMO very intelligent, and I would have done similar things in his shoes (assuming I wanted to optimize my winning probabilities). But it just rewards players for turtling for 20 minutes. At this point (if you have read just some of my previous posts) you should have known have much I dislike those types of games. Of course it's armchair proing. That's the whole point I'm trying to make. That even the best of us is still playing pretty badly, especially after only a few days of having the marauder in the toolbox. You say you don't want that turretrings are viable? Then I have to ask, are they viable if you mass expand? Can you afford them if you are not allowed to open with 3base mech vs 3base bio? Yes, I don't want to see this kind of gameplay either, but what you do is that you jump to the conclusion that this viable because someone used it and won. For all I know 10turrets cost 1000k minerals - which is a full mining base you could get ahead if he invests into turrets for nothing. The point is this; bio isn't viable the "correct" way. When I make that statement I thinking in terms of a game designer, not as a player. (as a player I still don't think it is anywhere near close to viable, but it would indeed require mroe testing and more refinemint of builds. Nevertheless, that's not the point). So, has this stuff become true "just from adding the immortal/marauder"? Or are we back to the start again, where we actually have to balance the stuff right to work out as intented? Something that would could have done with any of the units on the list I posted. Please note - Nothing has come true yet. That's a matter of tweaking the stats, but I would argue that the fundamentls are in place now. This is a proces - Not a done product. Blizzard has alpha testing before they releases big stuff - Please see this as alpha/early beta testing rather than something that can yet compete with HOTS. Regarding other options than introducing immortal + maurader; Kabel actually tried to respond to that type of criticsm (in advance) through a post with a new suggestion of stats to the stalker. Please go back a couple of pages and read the discussion. What i get from your posts you want to be able to drop the opponent when he has a superior army to widdle him down to a point you can defeat his army and win. period? Turrets shouldnt be able to shoot down a dropships with 4shots? since we keep getting into this "thats not the point" do me a favor and explain your thoughts. obviously i (maybe others) dont think in the same way you do about the drops. on the surface you come off as "i should be able to drop anywhere and do dmg" anytime in the game. Im asking nicely, and please dont take offence, im a trollish personality sometimes. /
Well, bio shouldn't be able to fight straight up against a mech'ing opponent. Instead, it needs to be able to force multitasking from the less mobile cost effective opponent. Right now the only tool really the bio player has is dropping. Counterattacking for instance, has received a significantly nerf compared to what it was in Sc2 due to spider mines, high ground advantages and just fewer tanks being required to defend. So instead, dropping must be a lot stronger than what it was in Sc2 (im thinking WOL here).
This is basically how you remove the deathball, you make it "impossible" for one player to build stuff that rewards deathballing/turting (such as turret rings), and instead give the defendant the options to deal with dropships through unit interactions. I would argue that a mech'ing terran already has strong enough tools to defend against dropships without turret rings (goliaths, 1-2 tanks in the base and spider mines + vultures could possible deal drops). But since dropships in his base is basically the only way possible he can ever lose the game, he is always better off making a turret ring rather than relying on his own multitasking. When your 50-100% more cost effective in a straight up battle than your opponent, then investing 1k in turret rings to make sure the opponent has to fight you straight on, is easily optimal.
Think about this: Let's say the mech'ing terran was only allowed to build 1 turret per base and no vikings at all: I would argue that that would make the matchup much more awesome, less deathbally and more actionpacked. Isn't that what we all want? Or do we only want to see mech vs mech (BW nostalagia).
But the fact that we can make these arbitrary rules that likely wold lead to better gameplays, indidcates that there are design flaws. This is what annoys and frustrates me, and that is why bio clearly isn't viable the "correct way".
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well then.. how about giving banshees and such a disruptor ability like corsairs in broodwar to disable turrets for drops to be able to do dmg?
how about making goliaths against air so you can spurt into a tank line? im aware all the ideas are already tested but it seems like we have to do with one or the other..
btw.. is it a bug that workers act weird when the base is saturated? they seem to be unable to stack on one mineral..
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Well, this is the way I believe Bio vs Mech should work in my opinion:
Phase 1: Bio takes mapcontrol and tries to prevent Vultures from doing runbies and forces minefields at home. Phase 2: Bio reacts to a defensive mechplayer with greed (at least stay 1base up on the mech player), a greedy mechplayer with offense (drops, banshees or frontal pushes) and an offensive mechplayer with defense (siege tanks) or counterattacks (drops, runbies). While a Mechplayer should try to punish a greedy Bio player and play defensive against an aggressive Bio player, while trying to get a picture of the game with vultures (and maybe banshees). Phase 3: If Bio hasn't done so it transitions into biomech (or maybe bioair), while Mech tries to force frontal engagements and siege up Bio's expansions.
But that stuff needs figuring, whether it is viable or not. Meanwhile, nerfing turretrings down to the point where being in the defense for the whole game by default because half your army runs around at home to defend (and if you can't you lose then and there) just means that a bio player can now do both: play aggressive and greedy. It's ZvP "whack-a-mole" gameplay all over again.
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Unit test map "Starbow Tester" Updated!
I've been away for a couple of days.
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On July 12 2013 20:21 Big J wrote: Well, this is the way I believe Bio vs Mech should work in my opinion:
Phase 1: Bio takes mapcontrol and tries to prevent Vultures from doing runbies and forces minefields at home. Phase 2: Bio reacts to a defensive mechplayer with greed (at least stay 1base up on the mech player), a greedy mechplayer with offense (drops, banshees or frontal pushes) and an offensive mechplayer with defense (siege tanks) or counterattacks (drops, runbies). While a Mechplayer should try to punish a greedy Bio player and play defensive against an aggressive Bio player, while trying to get a picture of the game with vultures (and maybe banshees). Phase 3: If Bio hasn't done so it transitions into biomech (or maybe bioair), while Mech tries to force frontal engagements and siege up Bio's expansions.
But that stuff needs figuring, whether it is viable or not. Meanwhile, nerfing turretrings down to the point where being in the defense for the whole game by default because half your army runs around at home to defend (and if you can't you lose then and there) just means that a bio player can now do both: play aggressive and greedy. It's ZvP "whack-a-mole" gameplay all over again. Agreed.. thats gameplay i would like to see.
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Well i guess i will vent something that have (kinda) bothered me.
Fusion core tech...
People seem to outright willingly avoid it, even when it on paper seems like a good idea and a valueable addition to the army. It could just be to annoy me when i constant mention it(Which would be a perfectly valid reason), but i suspect that it might just be that Battlecruisers just can't add enough utility to warrant such a tech investment.
Now i will have to bring an apoligy. I was under the impression that BC damage had been upped to 22 damage per shot instead of 15. It may have been lost in the HOTS transition idk. That being said the new yamato can be devastating and it currently 2 shots stalkers. Stalkers in plural because multiple stalkers can be killed with just 2 shots.
So i would like to ask. What would it take for terrans to want to make the fusion core? Could any more buffs to the BC make it happen? Or should more utility be added to the tech?
I do feel there is "room" if you will. If we look at other races Ultra late-game tech there is more than one unit present. Fleet beacon gives both Carriers and Arbiters. Greater Spire gives both Guardians and Devourer. Also both is required for +2/+3 of their respective races Air upgrades.
So what do you think guys? Is this something worth exploring? I do have a few ideas i could share.
Alright venting over.
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I agree with Jay, you can't force bio into the game. As he already said, if enemy makes a turretring and goes mech, he can't push out until 150ish supply if the bio player plays it right, by that time you'll be economically ahead and added your own siegetanks. Showing players that you'll do this if they commit hard to defenses is the only way to make them play greedier and allowing you to outmultitask them if they are greedy. That's why we saw a slight edge to protoss in pvt, because the meching player is the one that needs to get shit done, play greedy enough to not die and put enough pressure on the protoss so he doesn't get too ahead. Pushing out with a mechball that isn't 200/200 and getting your ass caught in a sandwich is your fucking mistake, not the fault of the gamedesign. Also you cannot force multitasking in a game by design, if 2 players wish to sit on their asses till lategame and focus on their build instead of microing drops/banshees/ w/e, then you wont see action. The BW tvp didn't get figured out in a year, it took a long freeking time to get what they have at this moment.
Why am i so reluctant on getting bio really viable to attack straight on? I have seen soo many fucking WoLgames where someone like MVP just does a 10min medivac push vs some 2base toss, kill obs, massdrop in main and outright kill the toss. And i'm not talking about some scrub tosses, i can remember squirtle dying to this shit. Greediness should be punishable by drops, but if the player isn't playing greedy you shouldn't be able to do much damage, that's how it should be. Yesterday you caught me offguard with your massdrop before blink was complete, so i chose to fend that off with my reavers in fear of a snipe attack versus my third/loading up everything and dropping my third when i'd take my stalkers to my main. Then the problem arises that i had to babysit my reavers a lot more than you had to babysit your drops, giving you a big 'attention'-advantage to me. I wasn't able to get up some cannons meanwhile/finding my observers/seeing shit comming because i was too focused on the damn reavers, trying to clean up everything as costeffectively as possible. Now imagine if i had an extra reaver out and blink done, your first attack wouldn't have done much, leaving me much more attention, getting myself some extra cannons and a reaver as defense against counterattacks and actually moving out to take the fight back at you, from there on it's my stalker/reaverball vs your lurker/hydra, which we have seen a couple times does favor me if it draws out. This is what we can call the snowball effect, catching a player off guard and then capitalizing on it with multitasking until you pick me apart and push me to death. Compare this to games i play vs alpha, i see his drops coming, meaning he wont catch me off guard and making the games look 'onesided', this just means i was able to stop him from doing anything. People do seem to forget that a game gets decided by doing the following things correctly: dividing your attention, microing, macroing (my big weakness if i get distracted), map awareness and strategy. The last deciding factor for a game is balance. What you guys have been doing waay to much is looking at games, pointing out some games and saying 'race X wins that too much, this is a balance problem', the marauder and the immortal are not needed imo, just because the player playing race X was outperforming the other one in one of the topics (which can differ every game) doesn't mean that the balance (or the gamedesign) is at fault. There are ways to cover your weak topics with your better topics, like changing your strategy to cover your multitasking, an example of that is making more cannons or more turrets in your bases, this way your opponent cannot base his strategies purely on superior multitasking to force his win over you and has to rely on other topics to outperform you. Another example: your macro is your weak point but your micro is really good --> do a sneaky rush, in this situation it comes down to how well do you hide your rush/catch him off guard (an enemy that knows what's coming can mentally prepare himself on the upcoming battle and will perform much better) and use your micro to finish it, thus allowing yourself to have a lot less change to give away the game due to bad macro. (this happened a lot in sc2 as playing onebase isn't as easily punished as in starbow). The plat-ish level of play: knowing your micro isn't that good --> playing safe/turtlestyle, macro hard and roll over your opponent with outnumbering him. ...you can come up with a lot more. So my point is, you can weaken your strategy (making a lot of turrets) to cover your lack of multitasking, this is available in every game, but the only thing we need to make sure is: can the bioplayer capitalize on this weakness in strategy? Can he get enough econ/tanks out by the time his opponent is ready to move out. This needs a lot of testing and figuring out/tayloring builds/polishing builds to figure out, so it's normal that we haven't found ways yet to punish that sort of play. I'm pretty sure there are enough ways to punish something like that.
If we'd play the previous version of starbow for a lot longer, there might be players that would usually win regardless of the matchup, we'd see new trends dominating a matchup (maybe switching it in the other's favor) --> see WoL when people started using infestors...
As for your battlecruisers sumadin, you cannot force this unit into the game, unlike many other units (see ghost) that also don't see much screenplay, it is an extremely lategame unit and will require a game that is relatively even until lategame to have people consider making them. And knowing one of the matchups where we'd see such a game the easiest (TvT), we have a really strong goliath at the moment that will mow through any bc's with abusing its range. So i guess it will take a while for us to see it used.
I'm actually really glad Jay made these posts as i'm unable to get my points across cuz i'm not that good at english as hider is, i'd lose discussions purely because he'd outtalk me. (I see myself as a lesser form of johnny, he sometimes has good ideas but can't 'sell' em due to language barrier).
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