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[D] Terran, TvP and game-design - Page 30

Forum Index > StarCraft 2 Strategy
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Xodushai
Profile Joined August 2010
Sweden174 Posts
October 04 2011 22:35 GMT
#581
Totally agree, TvP is the matchup I feel the most frustration over. Partly because of the stale and limitied options of units, and also because terrans in general needs better micro to match the toss.
CHOMPMannER
Profile Joined September 2011
Canada175 Posts
Last Edited: 2011-10-04 23:28:25
October 04 2011 23:28 GMT
#582
I agree with a lot of stuff you posted. But because Toss Gateway and Robo units scale up nicely together late game, transitioning into Mech as Terran isn't viable because you're always going to be behind on upgrades anyways.
http://www.ipstarcraft.com/ --iPCHOMP
xTrim
Profile Joined April 2011
472 Posts
October 05 2011 04:28 GMT
#583
Ok................................... I`ve read every single page since this thread started...

And there is only ONE ONE ONE thing I want to discuss regarding the match up....

Only a couple of people mentioned Sky terran.... We know, it`s not really developed nor will it be any time soon... But for instance...... Like an ultimate transition, in a game of many many bsaes, with sensorial towers and turrets and planetaries everywhere, you`d have upgraded ship stuff because of vikings...


What would happen if you, for instance put down 15 starports, a fusion core, get all your bio, load into 12 medivacs and drop 2 of them on each base, i dunno something like that, make a shitton of mules and sack svcs... then while this trade happens (drops, scvs, etc) reinforce with like 5 bcs, a couple of ravens, a shitload of banshees and some ghosts??

Is it just NOT possible?
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
October 05 2011 04:39 GMT
#584
On October 05 2011 13:28 xTrim wrote:
Ok................................... I`ve read every single page since this thread started...

And there is only ONE ONE ONE thing I want to discuss regarding the match up....

Only a couple of people mentioned Sky terran.... We know, it`s not really developed nor will it be any time soon... But for instance...... Like an ultimate transition, in a game of many many bsaes, with sensorial towers and turrets and planetaries everywhere, you`d have upgraded ship stuff because of vikings...


What would happen if you, for instance put down 15 starports, a fusion core, get all your bio, load into 12 medivacs and drop 2 of them on each base, i dunno something like that, make a shitton of mules and sack svcs... then while this trade happens (drops, scvs, etc) reinforce with like 5 bcs, a couple of ravens, a shitload of banshees and some ghosts??

Is it just NOT possible?


It's possible, but as with all SKY strategies (like carriers, BCs and Broodlords), there's a HUGE timing window where the opposing player can just push and destroy your entire economy and half of your starports too.
ChaosWielder
Profile Blog Joined April 2010
United States166 Posts
October 05 2011 05:10 GMT
#585
Feedback does limit the usefulness of mass energy(BC, Raven, Banshee) based armies.
HeyJude
Profile Joined July 2010
United States157 Posts
October 05 2011 05:29 GMT
#586
The OP mentioned "tanks" being what makes Terran exciting. I feel the complete opposite. I hate tanks. They make it virtually impossible to penetrate certain areas, the only unit in the game that does that actually. A tankless sc2 would be much more exciting, but maybe that's just me.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 05 2011 05:40 GMT
#587
On October 05 2011 04:24 Swwww wrote:
Show nested quote +
On October 05 2011 01:27 Squigly wrote:
On October 05 2011 00:53 Swwww wrote:
Main problem is that protoss is complimented far too much by the game engine itself.

EDIT: Yes I think they should buff DT"s they are not good enough atm.


Buff DTs? seriously? That would be like buffing the ghost.


I was being sarcastic. A DT with a DnD style cleave proc would literally break the game.


As was I, the Colossi drop filled that role well, since turrets could target them as well, but that was nerfed. Look at all the Protoss/Terran Patches, they were specific design decisions to make bio viable by the Lead designer himself!!

Thor Strike cannon nerf back to MP, Immortal range buff, ghost cost reduction, etc

This thread on design decisions (add new ability, bring back old units, etc) should have been dead since page 12. Lead designer, Dustin Browder specifically wants to bio viable in TvP. Why? Who knows? Change of pace from tanks everywhere? Make SC2 like Halo wars?
Cauterize the area
Deezl
Profile Blog Joined November 2010
United States355 Posts
October 05 2011 05:54 GMT
#588
HeyJude, what you just said is a great example of strategy. With tanks, you have to choose what parts of the map you want to lock down. But they have to unsiege to move them.

The reason they were nerfed is that Z didnt have any really good answers against them, thus limiting their options and removing strategy. But now the P matchup suffers from 'useless' tanks. Bio is the way to go, thus again limiting strategy.
Three hundred lives of men I have walked this world, and now I have no time.
Jcnorheim
Profile Joined June 2011
United States51 Posts
October 05 2011 06:14 GMT
#589
I disagree with the idea that tanks make games fun to watch. Personally, I prefer watching games where players are highly mobile. I agree that warp-in means that Protoss do not have a defender's advantage, which might be a problem.
APM is important when your buildings are sitting half the time
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 05 2011 06:31 GMT
#590
On October 05 2011 14:54 Deezl wrote:
HeyJude, what you just said is a great example of strategy. With tanks, you have to choose what parts of the map you want to lock down. But they have to unsiege to move them.

The reason they were nerfed is that Z didnt have any really good answers against them, thus limiting their options and removing strategy. But now the P matchup suffers from 'useless' tanks. Bio is the way to go, thus again limiting strategy.


You meant Z didn't have any answers for them...on steppes of war.
Sup
Zombo Joe
Profile Joined May 2010
Canada850 Posts
October 05 2011 06:45 GMT
#591
On October 05 2011 15:31 avilo wrote:
Show nested quote +
On October 05 2011 14:54 Deezl wrote:
HeyJude, what you just said is a great example of strategy. With tanks, you have to choose what parts of the map you want to lock down. But they have to unsiege to move them.

The reason they were nerfed is that Z didnt have any really good answers against them, thus limiting their options and removing strategy. But now the P matchup suffers from 'useless' tanks. Bio is the way to go, thus again limiting strategy.


You meant Z didn't have any answers for them...on steppes of war.


Even still, 50 damage meant that way more Zerglings would die to splash. Nerfing Tanks also made Marines not shit versus Tank lines.

I think Tanks just need to do the full 50 damage to shields at the very least. Zealots just take way too many hits and Archons are better siege breakers than Immortals. That or Goliaths, because Thors just don't cut it at all. Not only do they move slower than Tanks, their anti air attack is horrible against non-clumped air.
I am Terranfying.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 05 2011 06:57 GMT
#592
On October 05 2011 14:40 Hattori_Hanzo wrote:
Show nested quote +
On October 05 2011 04:24 Swwww wrote:
On October 05 2011 01:27 Squigly wrote:
On October 05 2011 00:53 Swwww wrote:
Main problem is that protoss is complimented far too much by the game engine itself.

EDIT: Yes I think they should buff DT"s they are not good enough atm.


Buff DTs? seriously? That would be like buffing the ghost.


I was being sarcastic. A DT with a DnD style cleave proc would literally break the game.


As was I, the Colossi drop filled that role well, since turrets could target them as well, but that was nerfed. Look at all the Protoss/Terran Patches, they were specific design decisions to make bio viable by the Lead designer himself!!

Thor Strike cannon nerf back to MP, Immortal range buff, ghost cost reduction, etc

This thread on design decisions (add new ability, bring back old units, etc) should have been dead since page 12. Lead designer, Dustin Browder specifically wants to bio viable in TvP. Why? Who knows? Change of pace from tanks everywhere? Make SC2 like Halo wars?


Why are you bashing Halo Wars? Have you played the game? The two are incomparable anyway.

I don't know why this thread was highlighted. The OP is unfocused and has no coherent thesis. The issues being discussed were, I thought, obvious to any student of either game design or SC2-BW comparison, and you would only get the what the OP means to be saying if you already got it. At a certain point, there's no way to "solve" the perceived "problems" unless you overhaul the very initial premises. I don't know why you wouldn't address this, otherwise you're just mourning repetitively. I would have preferred much more discussion about modal units (tanks, lurkers) and how that creates a better game (opinion, possible valid point).
Comprehensive strategic intention: DNE
PredY
Profile Joined September 2009
Czech Republic1731 Posts
October 05 2011 08:49 GMT
#593
i think we can just wait till blizzcon when they reveal new hots multiplayer stuff and then we can get back to this discussion
http://www.twitch.tv/czelpredy
ZorBa.G
Profile Joined July 2011
Australia279 Posts
October 05 2011 08:57 GMT
#594
What if Protoss got a special pylon which let them teleport? Like the nydus for zerg.....

We will just have to wait for HoTs to find out.....
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
October 05 2011 09:11 GMT
#595
As a Protoss, I absolutely agree with everything except warp gates.

Don't blame warp gates for the shitty design of the colossus and marauder. Don't blame warp gates that tanks are too good with SC2 AI. Blizzard is trying to bring in totally new things while clinging on to the old and it's not working. Either scrap the old (or at least drastically change it) or bring in something new that COMPLEMENTS the old.
lalala
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
October 05 2011 09:16 GMT
#596
On October 05 2011 13:28 xTrim wrote:
Ok................................... I`ve read every single page since this thread started...

And there is only ONE ONE ONE thing I want to discuss regarding the match up....

Only a couple of people mentioned Sky terran.... We know, it`s not really developed nor will it be any time soon... But for instance...... Like an ultimate transition, in a game of many many bsaes, with sensorial towers and turrets and planetaries everywhere, you`d have upgraded ship stuff because of vikings...


What would happen if you, for instance put down 15 starports, a fusion core, get all your bio, load into 12 medivacs and drop 2 of them on each base, i dunno something like that, make a shitton of mules and sack svcs... then while this trade happens (drops, scvs, etc) reinforce with like 5 bcs, a couple of ravens, a shitload of banshees and some ghosts??

Is it just NOT possible?


Sky terran play (is not viable btw, but this is not relevant for this discussion), is boring as well. Doesn't require any specific tactical mechanics like mech does.
NexCa
Profile Joined March 2011
Germany954 Posts
October 05 2011 09:51 GMT
#597
On October 01 2011 06:16 Thorzain wrote:
I feel that TvP IS really micro intensive. EMP everything, move your units out of storms, focus fire individual colossi with vikings and kite zealots if he's zealot heavy. And while you're kiting zealots you have to move back your ghosts so that they dont all get killed in the blink of an eye. All these things at the same time. It's freaking hard if you ask me!



This, and only this
Best Protoss Player 4 ever - Bisu[Shield] || http://www.teamliquid.net/forum/viewmessage.php?topic_id=326242 || THIS IS WHERE WE STAND, THIS IS WHERE THEY FALL, GIVE THEM NOTHING, BUT TAKE FROM THEM EVERYTHING ! || SKT FIGHTIIING
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2011-10-05 10:19:33
October 05 2011 10:17 GMT
#598
On October 05 2011 17:49 PredY wrote:
i think we can just wait till blizzcon when they reveal new hots multiplayer stuff and then we can get back to this discussion


It seems like it could be a more tanky bio unit. Which is the opposite of the ideology here


On October 05 2011 14:29 HeyJude wrote:
The OP mentioned "tanks" being what makes Terran exciting. I feel the complete opposite. I hate tanks. They make it virtually impossible to penetrate certain areas, the only unit in the game that does that actually. A tankless sc2 would be much more exciting, but maybe that's just me.


I think that's only because you don't really understand the role properly. Many people want lurkers back for the exact reason you stated. Tanks/Lurkers etc. control space and allow for dynamic play to happen because you have this support in the back allowing you to be aggressive. TvP often lands up in a 200 vs 200 dance where neither player wants to engage or do anything since they don't have this support in the back allowing them to be aggressive. A tankless SC2 just be a dancing game.
n0ise
Profile Joined April 2010
3452 Posts
October 05 2011 10:28 GMT
#599
On October 05 2011 13:28 xTrim wrote:
Ok................................... I`ve read every single page since this thread started...

And there is only ONE ONE ONE thing I want to discuss regarding the match up....

Only a couple of people mentioned Sky terran.... We know, it`s not really developed nor will it be any time soon... But for instance...... Like an ultimate transition, in a game of many many bsaes, with sensorial towers and turrets and planetaries everywhere, you`d have upgraded ship stuff because of vikings...


What would happen if you, for instance put down 15 starports, a fusion core, get all your bio, load into 12 medivacs and drop 2 of them on each base, i dunno something like that, make a shitton of mules and sack svcs... then while this trade happens (drops, scvs, etc) reinforce with like 5 bcs, a couple of ravens, a shitload of banshees and some ghosts??

Is it just NOT possible?


You just described my lategame TvP. Not BCs, cos they're ridiculously slow/bad vs feedback/stalkers/everything - but 3/0 banshees are, yes, quite strong.
Tonem
Profile Joined January 2011
Australia91 Posts
October 05 2011 10:32 GMT
#600
On October 05 2011 15:45 Zombo Joe wrote:
Show nested quote +
On October 05 2011 15:31 avilo wrote:
On October 05 2011 14:54 Deezl wrote:
HeyJude, what you just said is a great example of strategy. With tanks, you have to choose what parts of the map you want to lock down. But they have to unsiege to move them.

The reason they were nerfed is that Z didnt have any really good answers against them, thus limiting their options and removing strategy. But now the P matchup suffers from 'useless' tanks. Bio is the way to go, thus again limiting strategy.


You meant Z didn't have any answers for them...on steppes of war.


Even still, 50 damage meant that way more Zerglings would die to splash. Nerfing Tanks also made Marines not shit versus Tank lines.

I think Tanks just need to do the full 50 damage to shields at the very least. Zealots just take way too many hits and Archons are better siege breakers than Immortals. That or Goliaths, because Thors just don't cut it at all. Not only do they move slower than Tanks, their anti air attack is horrible against non-clumped air.


I like the idea of tanks doing full 50 damage to all shields however i can see this just making the 1-1-1 way too powerful. However, if there was another upgrade that was similar cost/build time to seige mode upgrade, then this would be a very specific change that could make mech viable in TvP without affecting other match-ups! [immortals hardened shield would still come into effect, however good terrans would obviously just focus fire other units with their tanks]

It wouldn't be too difficult to work this kind of upgrade into the lore either, just make some stuff up about how terran has developed these new upgraded tank shells designed specifically to penetrate protoss shields blah blah.

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