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[GSL] Blizzard Cup RO6 - Page 64

Forum Index > StarCraft 2 Tournaments
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ineversmile
Profile Blog Joined December 2010
United States583 Posts
Last Edited: 2012-12-20 03:31:51
December 20 2012 03:28 GMT
#1261
On December 20 2012 11:53 vthree wrote:
Show nested quote +
On December 20 2012 09:50 Zealot Lord wrote:
wow what a great series - it would be really interesting if blizzard removes pathogen glands in the beta just to test it out. because that last fight seemed pretty balanced to me personally.


Not sure why everyone is saying this. It is not as simple as many people seem to think. A lot of things in game is about the 'threat/possibility' and not just the actually units/spells used.


I can't speak for everyone else, but this is why i perceived the game to look remarkably balanced:

1. There were the usual number of infestors, but they weren't all stacked with energy and this drastically reduced the amount of fungal/IT potential, which made the fights more even. Obviously, this was relevant because parting didn't just turtle and let violet get infestors; he went out on the map and was active--so a lot of the infestors weren't that stocked by the time the battle started. And the margin of 25 energy is huge when you think about ~10 infestors put together.

2. When the zerg remade infestors, they didn't come out fully-functional; they came out to the battle and were ~10-15 energy shy of casting Fungal, so violet couldn't just hatch infestors at his 4th and use them to trap the army in front of it. This happens all the time in ZvX games, and it should be both a benefit and downside to zerg having production at the hatchery with the option to build something in the battle to reinforce. When a pathogen gland infestor is hatched from an egg at the 4th, it's exactly like warping in a fungal--except it's actually safer, since the zerg knows what's in the egg and the protoss doesn't. And eggs are more protected than warping-in HTs, so even if the opponent has a chance to go around and get position sniping the hatching/warping-in unit, the egg is very tough and unkown and the HT is just a squishy HT that can't do anything for 5 seconds while it warps in.

3. When violet remaxed, his infestors didn't come out and chain fungal the remnants of an army. That meant there was a timing window for Parting to move in and do some damage while energy wasn't up to chain-combo status, and the infestors themselves were actually in danger because they couldn't just run away freely from blink stalkers after setting up the fungals. Even if it's 5-10 seconds, that's a massivedifference for the game at that point. In that amount of time, a base can be sniped or a bunch of broodlords can be taken down. It's like how 3 fungals can kill a cluster of sentries and end a forcefield-based timing attack--the same seems to be the case if there's just that extra window of time for a warp-in of 12-16 stalkers to go in and blink under 8 broods and kill most or all of them. And that makes the difference, because that's a much more efficient trade than trading 30-40 stalkers for 8 brood lords and infestor energy in the same situation with pathogen glands.

Do we know for sure that this is the right fix for the game? No. But it seems like a good way to change the dynamic of how the caster is used, without actually nerfing its spells--which are something that zergs rely on--and rightfully so. And, by not changing the spells themselves, it doesn't alter one match-up's aoe/ensnare/antiair without messing up another...it just changes the timings. So the big question is how it will change ZvT, and whether or not it's right that infestors start at 75 energy in that match-up. We know that warping in psi storms was specifically nerfed because of its prominence in PvT, but fungal is a different spell and marines act differently in TvZ than they do in TvP. Maybe zerg should be able to bring fungals out of eggs against drops or clusters of marines--I don't know.

And then, the other thing we have to think about is that 50 energy infestors do not detect banshees or DTs for a few seconds, so that changes the power level of those two units. But infestor tech is tier 2 and overseers are cheap and fast to make, so I think that it's more about those units running away from the zerg and escaping, rather than being sacrificed/traded away for damage+75 festor energy.

It's a complicated change, but it seems to be logical. And the beauty of it was this: the game that came out of violet's mistake was a beautiful game with all kinds of back-and-forth action, and it seemed like it was fair from both sides. It's not like it was just one vortex that ended it--there were multiple mothership rebuilds and the fighting turned really scrappy. Scrappy is good. Scrappy doesn't mean one 200 food army rolling over another and then continuing to roll through; it gives hope to the guy who loses one engagement because he can come back and win other ones.

So that's why I like the potential change. Others probably have their own ideas.

EDIT: Sorry, I just realized there might be some spoilers. I've been awake for over 24 hours, so if a mod could fix that with some spoiler tags...that would be awesome. My better judgment went into typing my thoughts about 50 energy infestors, and suddenly my brain is shutting down.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
vthree
Profile Joined November 2011
Hong Kong8039 Posts
December 20 2012 04:03 GMT
#1262
On December 20 2012 12:28 ineversmile wrote:
Show nested quote +
On December 20 2012 11:53 vthree wrote:
On December 20 2012 09:50 Zealot Lord wrote:
wow what a great series - it would be really interesting if blizzard removes pathogen glands in the beta just to test it out. because that last fight seemed pretty balanced to me personally.


Not sure why everyone is saying this. It is not as simple as many people seem to think. A lot of things in game is about the 'threat/possibility' and not just the actually units/spells used.


I can't speak for everyone else, but this is why i perceived the game to look remarkably balanced:

1. There were the usual number of infestors, but they weren't all stacked with energy and this drastically reduced the amount of fungal/IT potential, which made the fights more even. Obviously, this was relevant because parting didn't just turtle and let violet get infestors; he went out on the map and was active--so a lot of the infestors weren't that stocked by the time the battle started. And the margin of 25 energy is huge when you think about ~10 infestors put together.

2. When the zerg remade infestors, they didn't come out fully-functional; they came out to the battle and were ~10-15 energy shy of casting Fungal, so violet couldn't just hatch infestors at his 4th and use them to trap the army in front of it. This happens all the time in ZvX games, and it should be both a benefit and downside to zerg having production at the hatchery with the option to build something in the battle to reinforce. When a pathogen gland infestor is hatched from an egg at the 4th, it's exactly like warping in a fungal--except it's actually safer, since the zerg knows what's in the egg and the protoss doesn't. And eggs are more protected than warping-in HTs, so even if the opponent has a chance to go around and get position sniping the hatching/warping-in unit, the egg is very tough and unkown and the HT is just a squishy HT that can't do anything for 5 seconds while it warps in.

3. When violet remaxed, his infestors didn't come out and chain fungal the remnants of an army. That meant there was a timing window for Parting to move in and do some damage while energy wasn't up to chain-combo status, and the infestors themselves were actually in danger because they couldn't just run away freely from blink stalkers after setting up the fungals. Even if it's 5-10 seconds, that's a massivedifference for the game at that point. In that amount of time, a base can be sniped or a bunch of broodlords can be taken down. It's like how 3 fungals can kill a cluster of sentries and end a forcefield-based timing attack--the same seems to be the case if there's just that extra window of time for a warp-in of 12-16 stalkers to go in and blink under 8 broods and kill most or all of them. And that makes the difference, because that's a much more efficient trade than trading 30-40 stalkers for 8 brood lords and infestor energy in the same situation with pathogen glands.

Do we know for sure that this is the right fix for the game? No. But it seems like a good way to change the dynamic of how the caster is used, without actually nerfing its spells--which are something that zergs rely on--and rightfully so. And, by not changing the spells themselves, it doesn't alter one match-up's aoe/ensnare/antiair without messing up another...it just changes the timings. So the big question is how it will change ZvT, and whether or not it's right that infestors start at 75 energy in that match-up. We know that warping in psi storms was specifically nerfed because of its prominence in PvT, but fungal is a different spell and marines act differently in TvZ than they do in TvP. Maybe zerg should be able to bring fungals out of eggs against drops or clusters of marines--I don't know.

And then, the other thing we have to think about is that 50 energy infestors do not detect banshees or DTs for a few seconds, so that changes the power level of those two units. But infestor tech is tier 2 and overseers are cheap and fast to make, so I think that it's more about those units running away from the zerg and escaping, rather than being sacrificed/traded away for damage+75 festor energy.

It's a complicated change, but it seems to be logical. And the beauty of it was this: the game that came out of violet's mistake was a beautiful game with all kinds of back-and-forth action, and it seemed like it was fair from both sides. It's not like it was just one vortex that ended it--there were multiple mothership rebuilds and the fighting turned really scrappy. Scrappy is good. Scrappy doesn't mean one 200 food army rolling over another and then continuing to roll through; it gives hope to the guy who loses one engagement because he can come back and win other ones.

So that's why I like the potential change. Others probably have their own ideas.

EDIT: Sorry, I just realized there might be some spoilers. I've been awake for over 24 hours, so if a mod could fix that with some spoiler tags...that would be awesome. My better judgment went into typing my thoughts about 50 energy infestors, and suddenly my brain is shutting down.


Again, I am not disagreeing with your points about fungal. All I am saying it that

Great game between PartinG and Violet where Violet forgot about pathogen glands DOES NOT mean that game would be balance if it was removed from game. There are many other factors. Again, how would this affect 3 bases pre BL timings (ala Rain/Creator). How about early marine/tank pushes from T? Or Mutas in ZvZ?
ineversmile
Profile Blog Joined December 2010
United States583 Posts
December 20 2012 06:56 GMT
#1263
Well, I don't think anyone is certain that removing Glands would balance the game (or at least, pvz) but what that game did was give us a glimpse of what it would look for a long game.

I would imagine that zergs would have to be more defensive in general, while teching to brood lords against 3base protoss timings...this would mean that the tech is probably either slower or more risky. Maybe that's good for the match-up? I'm not sure. Zergs would probably have to overhaul the way they tech to accommodate for the change, but I think they could do it. It probably would make the tech less inevitable.

I remember when they changed fungal to 4 seconds duration and part of it was because people were rarely building infestors against terran, and it was supposed to be like a more reliable baneling hit against marines. Do they really need to come with 75 stock energy for that, though? In PvT, dealing with bio timings is part of what makes the midgame such a challenge. The storm route is possible, but you really have to take a few minutes and hunker down to prepare storm mana--or the templar tech would initially be used for feedback/archons. In the case of infestors, they really are supposed to just use fungal against marines because a couple casters' worth of infested terrans isn't really going to matter against real marines. But still, all it really takes is a couple money fungals to shut down a push--so maybe it's worth it to build a 50 energy infestor, wait for 25 more energy as you watch the push come, and then have fungal ready. I don't know; I do my best to watch all 9 match-ups because I love this game, but I don't play T or Z regularly so I'm not the right guy to think about this match-up in that much detail. I can only offer an outside perspective on the matter. Still, this begs the question: do zergs really need to be able to hatch fungal growths? And what happens to infestors that already use their fungal after charging up 25 energy? Probably they just run away, like usual--but they spit out less eggs or it's harder to set up chains than before.

Something else to think about in TvZ is that ghosts might inadvertently become better at dealing with Infestors because it takes time for infestors to get to that magic 75 now, so ghosts could go and snipe/emp off infestors before they have fungals ready. This, as opposed to the infestors almost always having fungals available and not necessarily giving the ghosts time do do their anti-caster thing. Food for thought.

I know one thing is for sure (that you didn't mention above): the stargate play would really open up because infestors would pop out and phoenixes could get the drop on them. That might be too good for protoss...it would be less of a deal if hydralisks in WoL weren't destined to be a niche unit, with small timing windows to their name. Or if hydra tech was useful for more than just getting hyrdas, as is the case with the quite useful infestation pit. But that's neither here nor there; I'm just thinking about some of the ramifications of what they would have to do to compensate for the unintentional boost to phoenix play in the match-up.

It's certainly worth discussion. I think that people are excited about it as a potential solution because it seems to be the best way to leave the spells the same, while actually giving some kind of nerf to the unit. The 3 food thing is not anywhere near as devastating as this; it's a different angle of attack, but it does blatantly seem less neutering than taking away the glands upgrade. And we happened to see it in a very high level PvZ in a big tournament that really mattered, and it definitely worked for that game. So it's proven that it was awesome to have infestors start at just 50 energy in one game; now the question is whether or not it's good for other aspects of the game (and the other 2 match-ups).
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
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