[D] Terran, TvP and game-design - Page 6
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SiaBBo
Finland132 Posts
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Big J
Austria16289 Posts
"I want to play Mech in TvP!" I really don't see why in TvX Terran should always be able to choose Mech, Bio or Biomech... I don't see Protoss complaining about: "I can't go Robo-Units only!" Also at the current state of the game, I don't like how Terrans can go pure Mech in TvZ, as Zergs have to adapt brutally to Terran then ("hey I went mass thor in the midgame, and you didn't go mass roach--> you lost"). | ||
Scila
Canada1849 Posts
Didn't set up your units well and didn't emp 90% of the Protoss casters in the late game, you also die. Not saying it's imbalanced, it's just very difficult to be 100% prepared for units compositions and large fights unless you're a pro. I ALWAYS get rolled over by Protoss late game as well. How are you supposed to EMP the sentries/HTs when they are behind the wall of Colossus/zealot/stalker? :D Siege tanks being viable would make this match up so much better. Would be awesome to just siege up a bunch of tanks and KNOW that Protoss can't just a-move into it with his ball of death. | ||
Anyx
Slovakia36 Posts
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PredY
Czech Republic1731 Posts
i'm not gonna quote all you guys (but one) i want to respond to since it'd take whole day On October 01 2011 11:50 mahnini wrote: i agree with a lot of this. also, shameless plug: http://www.teamliquid.net/forum/viewmessage.php?topic_id=213083 I remember reading this and i fully agreed about unit design (burrowing lurkers, sieging tanks and dropping reavers vs A move collosi, marauders) and tension of the game created by positioning. a lot of it comes down to game mechanics (12 units max, no smartcasting) so that's what we obviously can't expect blizzard to put in the game in 2010, but they should have learned about the great units that made BW so awesome to watch and play. Also i'm glad most of you got the point i was trying to make, and that's in most situations you're forced to make bio because there's no other way to play safe. And i think it's not too bad only if there was a way to transition out of it, just like in TvZ or TvT. But no, all you must do is to get more and more bio with support units (ghost/viking) according to what protoss makes and if you don't, you have no chance because you just can't outmicro protoss ball with collosus with no vikings. That was the point i was trying to make, obviously there's some micro in battles as thorzain said, target firing collosi with vikings, EMPing, some kiting. The thing is it's more down to the unit composition (viking-collo, ghost-HT). There's just no way to outmicro your opponent when you don't have the right "hard counter", unlike in TvZ (well even there it's hard due to easier control but still). Also heavy multitasking is required which is great, don't get me wrong. It's just even then, dropping and positional play means nothing in longer game due to warpgate mechanic. Also a fair argument was battles doesn't last too long, but that's a sitation in most of sc2 matchups but it's a fair point and i agree, the thing is tanks when sieging up an expansion it creates longer "battles" because there's something happening, and spectators waits for the opponent to run in and defend. The only thing when i watch korean TvP is "are they gonna battle now? no not, yet, ok. maybe now?" and then it's all lazers and EMP blurs and then one is trying to run away. Also as many stated, it's just my personal preference to play tanks. But it comes down to years of BW experience where playing mech was hard but the reward was high. In sc2 TvT it's quite similar (although with hellion nerf we'll see, still very strong tho). There's just nothing like that in TvP. | ||
RyLai
United States477 Posts
On October 01 2011 12:25 ZorBa.G wrote: After reading this thread, I agree SC2 may have it's problems in the T v P matchup... but people! Please remember the game is still relatively new. No one has any idea what HoTS will bring to us yet. Me personally, I am sick and tired of people comparing SC1 to SC2. When will people realise SC2 is a "different" game?!?! Just let go of SC1 already, yes the games were awesome to watch. but guess what, it's now outdated (graphics are crap and not easy on the eyes) and it's only a matter of time now until SC1 dies out. Honestly, it seems like you guys just want to turn SC2 into Broodwar...... if so, what is the point of having an SC2? EDIT: I'm actually a terran player and I do hope the return of a vulture like unit comes in Hots. Wouldn't it be awesome if hellions got the ability to reseach "Mines." We know what Dustin Browder is thinking with HotS "take out some units and add nothing". They said in an interview that they weren't sure about adding new units, but were thinking of removing some units. I hope to God they take out the Colossus, the Banshee, the Warp Prism or the Warp In mechanic, and Roaches (and replace them with something fucking decent or give back the old Hydras). And I don't mind SC2 basically turning into Broodwar. It means having a game as awesome as Broodwar without having an extra 50-100 APM spent solely on making sure your macro is going (clicking all your production buildings and making your workers mine) as well as not having to spend an extra 5-10 actions to make sure your units are doing what you want them to do (because of the retarded pathing and AI). But that would likely create some imbalances... So I guess a brand new game isn't so bad either... If only they could get SC2:BW to work properly. On October 01 2011 06:45 willsterben wrote: reading this thread feels like you guys somehow forgot that tvp is the most broken matchup in the game in favor of terran. how about you slow down a little. the point op was trying to make is that he doesn't like bio and thinks mech is cooler. guess what, i prefer bio. and lots of people do as well. i think bio is way cooler to watch than boring tank sieging bullshit. it needs adjustments on both sides at certain points in the game sure but why the HELL would you want to scratch bio altogether and watch people siege tanks and go afk instead of sick micro maneuvers and gosu multitasking everywhere? WHY? also LOL at anyone thinking mech is 'not viable' when there is goody who literally does nothing except what i described above and wins. you might think people would have enough of all that OH HE SIEGED HIS TANKS I GUESS WE AREN'T GOING TO SEE ANYTHING IN THE NEXT 30 MINUTES watching tvt all day erry day in gsl. To be honest, I found TvP in BW to look boring as eff to watch as well simply because you HAD to mass an army in order to engage, and before you did that, you needed to be sure you were safe so you set up this giant Tank line and slow pushed across the map with Spider Mines and Tanks at the speed of a slug on superglue. TvT was a little more interesting... But in SC2's TvZ, if they siege their Tanks (unless it's at a gold base in the middle of the map with access to every other base on the freakin' map), it doesn't necessarily mean the game is going to be stagnant for the next 30 minutes. On October 01 2011 11:59 kidcrash wrote: Sorry I don't have much time to elaborate on my thoughts before I have to run but I feel like the marine is too all purpose, especially compared to BW match ups. I don't really get why they got rid of the marine range upgrade from BW and gave it to the marine pre-baked. To me that's like giving zerglings the speed upgrade default. Now I know there are already too many upgrades in the tech lab but I don't see why marines get a free ride with getting 5 range right off the bat. Maybe adding an upgrade in the reactor for upgrading 4 range to 5? Then to compensate maybe we can give the siege tank some of its damage they nerfed in some of the earlier patches? That way early game terran bio wouldn't be so dominating but late game would be buffed to make up for it. Any thoughts? Yeah... Simple thoughts... We're going to make PvT even easier in the early game! You want to 1 Rax FE without gas? YOU DIE TO STALKERS! LOLOLOLOLOLOL Stalkers come in, pokes the range 5 Marines in the Bunker (4+1), and just laughs as the better pathing and AI allows the Stalkers to simply be clicked onto the Bunker to safely harass it. Unless the range upgrade finishes really quickly for relatively low cost (otherwise Terran can never FE vs Protoss due to the low gas count from 1 Rax FE and 14 CC). If you nerf the Marine, early game Terran will be near impossible unless they get a massive buff elsewhere or nerf the Protoss or Terran starts cheesing the fuck out of Protoss (and gets nerfed again; annnnd we're back to 40 hp 4 range Marines!). You're focusing on your bias against the Marine (you're a Zerg player huh?) and ignoring how even now in TvP, they aren't that great of a unit. Granted, they're much better than they were in BW, but the only reason they're good is their straight up DPS, which is nice to have against the beefy ass Protoss units, but they're also squishy as eff and straight up die to Storms and Colossi. However, players like EG.PuMa have shown that heavy Marine compositions CAN work IF AND ONLY IF you have Ghosts and your opponent went for Templar-based play (since you EMP or Snipe the High Templar before they can Psi Storm you, removing their splash damage [aside from Archons which should be weakened with several EMPs] and allowing you to use the sheer DPS of the Marine to deal with the Protoss units. I've tried Marines+Ghosts+Vikings+Medivacs in a game on Taldarim once, and it should've been a victory if my Barracks weren't improperly rallied, leaving me with 30 Marines at home and wondering why my Supply was so high but my army size was so small... It would've helped a lot when I pushed his main while he had no units... -.- Marines are good, but it's still very sketchy to use a heavily Marine-based play in TvP... You need to play it very well for it to work. But this illustrates a bit of how useless the Marauder is... It's only good against Stalkers, Hydras (oddly enough they're reasonable against them), Roaches, Infestors?, Ultralisks?, Siege Tanks, and Thors (somewhat). Sure, you can use them to kite Zealots, but the units behind the Zealot wall will still be doing damage to your units. Might as well have them be Marines and clear up the Zealots a bit faster eh? Or is this a testament to how freakin' good Marines are? A little bit of both... (Thank God MarineKing opened our eyes!) The big problem right now with buffing the Tank is that 1-1-1 would be more difficult to deal with... Do we really want that? Nerf Marines and buff the Tank... Then we have an issue with early game PvT where Protoss can harass like mad until a Siege Tank with Siege or that Marine range upgrade finishes. On the other hand, I'm all for it in terms of TvZ and TvT. It makes Mech a little bit better early on (due to Hellions outranging Marines allowing them to kite perfectly forever - wait... is that a good thing??). And for TvZ, well the 2 Rax becomes a bit weaker. It's a good idea for 2 out of the 3 matchups (sort of questionable in TvT though), but it's a TERRIBLE idea for the matchup we're currently talking about... Did you really think this through?? And on another note, I used to be all for nerfing the Marauder to hell... Now I'm VERY glad that they didn't... Otherwise... What would Terran do? Go for a weak mech opening? Mass Marines and get kited by Stalkers all day? | ||
SheffiTB
Canada223 Posts
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BreakeR.
Austria220 Posts
Actually im really depressed by the way to play TvP. | ||
YyapSsap
New Zealand1511 Posts
Anyway I completely agree with the op. I mean, they decide to bring all these units/mechanics that increase the protoss's mobility, map control and units that specifically counter the tank all in awhile mech is nerfed by removing map control (spider mines), and mobility with weak GTA unit (Having 2~3 goliaths would be WAY better than having a single thor). It really does show how they wanted to make bio standard. I wonder how the current protoss would fair against the vulture/tank/goliath combo (sc2 versions ala single player units), would be pretty entertaining to watch. Cant believe DB chose the thor over the goliath.. Mine daebak was always a treat to watch. | ||
Boxxer
83 Posts
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Big J
Austria16289 Posts
On October 01 2011 19:22 Boxxer wrote: Terran's T1 units are not too strong, it's just our T3 suck vs protoss and are easily countered by zerg as well. Terran's T1 units are so strong, that everything else has to suffer... Marine: counters anything that doesn't have splash or isn't a flagship (broodlord, carrier, BC) Marauder: counters anything that is armored and on the ground, does well against small amounts of splash also I disagree with bio being T1... Medivacs, Vikings and Ghosts are all at least T2 Tech - all of them are needed for bio vs Protoss. Lots of bio upgrades are T1.5 or even higher Tier (moebius reactor, stim, shields, concussive shells) The straight up problem why tanks are worse than in BW is, that Marines are just sooo good. The TvZ role of the tank right now is to protect Marines from banelings. Marines do everything else. The TvT role of the tank right now is to kill Marines (yeah, Terran has hellions as well to deal with them, but those are to vulnerable to marauders), else Marines would win every battle. Now imagine if Tanks could deal with even more stuff, than those rather small units like marines and banes... Wouldn't that mean that Tanks+Marines would be so powerful that you can't ever engage them in straight battles? Yes it would! Tanks were nerfed from 60 to 50 and then to 35(+15) damage because they dealt with everything before that, which was just retarted, as that was already the job of the marine. So the problem is not Protoss design, it's terrans design! | ||
razy
Russian Federation899 Posts
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Numy
South Africa35471 Posts
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razy
Russian Federation899 Posts
On October 01 2011 19:05 YyapSsap wrote: First and foremost, dragoons in BW had the range upgrade so the bunkers were there temporary to stop the dragoons til you got a tank out. Marine with upgraded range = dragoon with upgraded range which means marines had range 6 in sc2 terms, this also effectively minimized muta harass somewhat which would make Z start getting out lurkers and so forth. (Unlike sc2 where you just mass some more mutas). Anyway I completely agree with the op. I mean, they decide to bring all these units/mechanics that increase the protoss's mobility, map control and units that specifically counter the tank all in awhile mech is nerfed by removing map control (spider mines), and mobility with weak GTA unit (Having 2~3 goliaths would be WAY better than having a single thor). It really does show how they wanted to make bio standard. I wonder how the current protoss would fair against the vulture/tank/goliath combo (sc2 versions ala single player units), would be pretty entertaining to watch. Cant believe DB chose the thor over the goliath.. Mine daebak was always a treat to watch. marines always had less range. Range upgrade granted u 5 range. If u put them in bunkers u'll get 6 but that's about it. http://wiki.teamliquid.net/starcraft/Marine Mass muta was stopped by strong timing pushes, irradiates and human inability to control more than 1 group (jaedong doesn't count). Please check stuff before stating something >_< | ||
GinDo
3327 Posts
On October 01 2011 18:14 RyLai wrote: We know what Dustin Browder is thinking with HotS "take out some units and add nothing". They said in an interview that they weren't sure about adding new units, but were thinking of removing some units. I hope to God they take out the Colossus, the Banshee, the Warp Prism or the Warp In mechanic, and Roaches (and replace them with something fucking decent or give back the old Hydras). And I don't mind SC2 basically turning into Broodwar. It means having a game as awesome as Broodwar without having an extra 50-100 APM spent solely on making sure your macro is going (clicking all your production buildings and making your workers mine) as well as not having to spend an extra 5-10 actions to make sure your units are doing what you want them to do (because of the retarded pathing and AI). But that would likely create some imbalances... So I guess a brand new game isn't so bad either... If only they could get SC2:BW to work properly. To be honest, I found TvP in BW to look boring as eff to watch as well simply because you HAD to mass an army in order to engage, and before you did that, you needed to be sure you were safe so you set up this giant Tank line and slow pushed across the map with Spider Mines and Tanks at the speed of a slug on superglue. TvT was a little more interesting... But in SC2's TvZ, if they siege their Tanks (unless it's at a gold base in the middle of the map with access to every other base on the freakin' map), it doesn't necessarily mean the game is going to be stagnant for the next 30 minutes. Yeah... Simple thoughts... We're going to make PvT even easier in the early game! You want to 1 Rax FE without gas? YOU DIE TO STALKERS! LOLOLOLOLOLOL Stalkers come in, pokes the range 5 Marines in the Bunker (4+1), and just laughs as the better pathing and AI allows the Stalkers to simply be clicked onto the Bunker to safely harass it. Unless the range upgrade finishes really quickly for relatively low cost (otherwise Terran can never FE vs Protoss due to the low gas count from 1 Rax FE and 14 CC). If you nerf the Marine, early game Terran will be near impossible unless they get a massive buff elsewhere or nerf the Protoss or Terran starts cheesing the fuck out of Protoss (and gets nerfed again; annnnd we're back to 40 hp 4 range Marines!). You're focusing on your bias against the Marine (you're a Zerg player huh?) and ignoring how even now in TvP, they aren't that great of a unit. Granted, they're much better than they were in BW, but the only reason they're good is their straight up DPS, which is nice to have against the beefy ass Protoss units, but they're also squishy as eff and straight up die to Storms and Colossi. However, players like EG.PuMa have shown that heavy Marine compositions CAN work IF AND ONLY IF you have Ghosts and your opponent went for Templar-based play (since you EMP or Snipe the High Templar before they can Psi Storm you, removing their splash damage [aside from Archons which should be weakened with several EMPs] and allowing you to use the sheer DPS of the Marine to deal with the Protoss units. I've tried Marines+Ghosts+Vikings+Medivacs in a game on Taldarim once, and it should've been a victory if my Barracks weren't improperly rallied, leaving me with 30 Marines at home and wondering why my Supply was so high but my army size was so small... It would've helped a lot when I pushed his main while he had no units... -.- Marines are good, but it's still very sketchy to use a heavily Marine-based play in TvP... You need to play it very well for it to work. But this illustrates a bit of how useless the Marauder is... It's only good against Stalkers, Hydras (oddly enough they're reasonable against them), Roaches, Infestors?, Ultralisks?, Siege Tanks, and Thors (somewhat). Sure, you can use them to kite Zealots, but the units behind the Zealot wall will still be doing damage to your units. Might as well have them be Marines and clear up the Zealots a bit faster eh? Or is this a testament to how freakin' good Marines are? A little bit of both... (Thank God MarineKing opened our eyes!) The big problem right now with buffing the Tank is that 1-1-1 would be more difficult to deal with... Do we really want that? Nerf Marines and buff the Tank... Then we have an issue with early game PvT where Protoss can harass like mad until a Siege Tank with Siege or that Marine range upgrade finishes. On the other hand, I'm all for it in terms of TvZ and TvT. It makes Mech a little bit better early on (due to Hellions outranging Marines allowing them to kite perfectly forever - wait... is that a good thing??). And for TvZ, well the 2 Rax becomes a bit weaker. It's a good idea for 2 out of the 3 matchups (sort of questionable in TvT though), but it's a TERRIBLE idea for the matchup we're currently talking about... Did you really think this through?? And on another note, I used to be all for nerfing the Marauder to hell... Now I'm VERY glad that they didn't... Otherwise... What would Terran do? Go for a weak mech opening? Mass Marines and get kited by Stalkers all day? Hell Protosses could go 1 gate Robo and bust your bunker because the Immortal out ranges the bunkered marine. People want a range nerf? Then make goons and immortals have a range nerf and give them an upgrade in the core like in BW. That way they have to choose between WG or Range. | ||
Pulimuli
Sweden2766 Posts
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Badfatpanda
United States9719 Posts
On October 01 2011 16:26 Big J wrote: So all I can read is: "I want to play Mech in TvP!" I really don't see why in TvX Terran should always be able to choose Mech, Bio or Biomech... I don't see Protoss complaining about: "I can't go Robo-Units only!" Also at the current state of the game, I don't like how Terrans can go pure Mech in TvZ, as Zergs have to adapt brutally to Terran then ("hey I went mass thor in the midgame, and you didn't go mass roach--> you lost"). Wait so you play a game with 3 races and don't want each race to have more than 1 viable option per matchup? And then you complain about a strat that is used by very few people? I love it when Z goes infestor ling, or July style something other than ling bling because it adds variety into my play sessions which is a good thing. Your argument is similar to complaining about getting AA if a Toss goes void ray....wtf. You adapt to fit your opponent's strategy every game, it's part of SC2... | ||
sluggaslamoo
Australia4494 Posts
On October 01 2011 18:14 RyLai wrote: To be honest, I found TvP in BW to look boring as eff to watch as well simply because you HAD to mass an army in order to engage, and before you did that, you needed to be sure you were safe so you set up this giant Tank line and slow pushed across the map with Spider Mines and Tanks at the speed of a slug on superglue. TvT was a little more interesting... :O, have you not watched the latest OSL Final ... Most TvP's involving Flash and Sea are like that, but the second best TvP'er Fantasy has some of the most dynamic TvP play I've ever seen in recent times. Same can be said about Stork. | ||
Trusty
New Zealand520 Posts
On October 01 2011 21:47 GinDo wrote: Hell Protosses could go 1 gate Robo and bust your bunker because the Immortal out ranges the bunkered marine. People want a range nerf? Then make goons and immortals have a range nerf and give them an upgrade in the core like in BW. That way they have to choose between WG or Range. An Immortal (6) doesn't out-range a marine (5) in a bunker (+1). | ||
Connor987
United Kingdom103 Posts
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