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On August 08 2014 22:49 SatedSC2 wrote:Show nested quote +On August 08 2014 22:38 Rollora wrote:On August 08 2014 21:57 TheDwf wrote:On August 08 2014 21:56 Undead1993 wrote: 4 out of 4 terrans advanced?
Thanks god there is a race called protoss! It's OK, most of your best players still have to play. its also OK that the patch-protoss get sorted out (Games today really showed that Maru outplayed both toss, Reality... well got lucky and his opponents sometimes had weird engagements) now and the real skilled ones plus stay, while the real skilled Terrans wait for the Code S spot forever now. We want to see the best players fighting it out, not the best races. At least I want that I'd actually prefer if everyone was either Protoss or Zerg. That would also make my ladder play more enjoyable, if I could turn off Terran. In seriousness, it's hard to take people saying that Terran is now OP seriously when the games today (except Maru) were very close. Maru is a level above most players so basing much on his play is kinda difficult, unless he's up against one of the very top Protoss players and that didn't really happen today. Well turning off 1 race or mirror matchup was always one thing I wished like vetoing maps. Starcraft is a Game about 3 races and I want to play all 3 races, it is a matter of variety, but I just have some days, where I don't wanna play certain races. Of course this is also almost impossible due to determing MMR but I would sometimes just NOT play a Terran or a Protoss or a Zerg. Also to prepare special builds.
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On August 08 2014 22:29 Salient wrote: Terrans are winning everything after the patch -- even a foreign Terran won Gfinity. That just goes to show that you can't really balance a game with 3 distinct races. Balance will always favor one race or another. Blizzard can change the winning race with a patch just to shake things up.
Maybe when Terrans actually start to win everything then we can call for balance changes?
On August 08 2014 22:31 TokyoGirl wrote:not really. according to terrans, protoss needed a nerf but when terrans win, protoss just has to adapt
If Terran has a string of success like protoss did for that long then yeah nerf them.
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On August 08 2014 22:47 Faust852 wrote: Taking Bunny as an exemple of imbalance when he won 3/4 of his games without a single WMs is quite hilarious tbh. ah yeah good point. Also everyone who takes him as an example for how much the patch changed, they should go and watch the finals, he had unit control that not even Maru or Marineking showed recently. Yes sometimes he derped some units into death but to win this finals he absolutely had out of the world control overall. The sniping of the banelings or dropping on them while being on top of microing 3 other battles at the same time...
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TERRRRRRRRRAAAAAAAAAANNNNNNNNNNNNNNNNNN
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Deyummmm terran representing.
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On August 08 2014 22:56 SatedSC2 wrote:Show nested quote +it is still annoying to see like 3 units kept at home being enough to defend a 2-3 medivac drop. Unless those three units were Dark Templar, I'm pretty sure this has never happened. A three Medivac drop will wreck a Nexus before Photon Overcharge has any significant effect if there are only three Gateway units around to defend. Be serious. Photon Overcharge can deflect a single Medivac drop from doing damage, but nothing more than that. Not with only three units around and certainly not on its own. "pretty sure it never happened" Stop being ridiculous, thats happening every day these days: I am watching too much SC2 lately(Destiny, Dragon, WCS, Code S), so I cannot name any specific games, but this happens almost in any BO3.
What it takes? 1 HT, 2 Chargelots and an observer, the moment the 2-3 Medivacs boost in just warpin zealots, feedback Medivacs and press the overcharge button.
Ofc it doesnt work with 3 stalkers and no warpins behind that. But the warpin mechanics, as well as overcharge, as well as chargelots are extremely strong vs marauders (and cheap) make it extremely easy to defend drops. I also wished warpin would be removed, so as a protoss I would have to split armies more and also attack at several places at once, not having this army ball. Since I play toss myself, this is really taking a lot of fun out of it and playing the game I still feel it is the least fun race to play, cause of the lack of control (of units, army, map) that is required to control the game itself. But that is just my opinion and will ofc change in highere levels. Problem also is that imbalances in the game design get bigger the more you go down the leagues/ladder (like: constant harassing, dropping and taking the perfect engagements may be balanced at a 400 apm korean player, but below that the difference between how many APM you HAVE to have and how forgiving a race is gets bigger and bigger)
Edit: happened right now at dragon inv, Finals San vs Alive: Alive has 2 Medivacs full of units, sees 1 colossus - has to pull back, gets more units, wants to drop again, moves in - sees colossus now with 2 zealots 1 sentry . moves back
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On August 08 2014 23:07 Rollora wrote:Show nested quote +On August 08 2014 22:56 SatedSC2 wrote:it is still annoying to see like 3 units kept at home being enough to defend a 2-3 medivac drop. Unless those three units were Dark Templar, I'm pretty sure this has never happened. A three Medivac drop will wreck a Nexus before Photon Overcharge has any significant effect if there are only three Gateway units around to defend. Be serious. Photon Overcharge can deflect a single Medivac drop from doing damage, but nothing more than that. Not with only three units around and certainly not on its own. "pretty sure it never happened" Stop being ridiculous, thats happening every day these days: I am watching too much SC2 lately(Destiny, Dragon, WCS, Code S), so I cannot name any specific games, but this happens almost in any BO3. What it takes? 1 HT, 2 Chargelots and an observer, the moment the 2-3 Medivacs boost in just warpin zealots, feedback Medivacs and press the overcharge button. Ofc it doesnt work with 3 stalkers and no warpins behind that. But the warpin mechanics, as well as overcharge, as well as chargelots are extremely strong vs marauders (and cheap) make it extremely easy to defend drops. I also wished warpin would be removed, so as a protoss I would have to split armies more and also attack at several places at once, not having this army ball. Since I play toss myself, this is really taking a lot of fun out of it and playing the game I still feel it is the least fun race to play, cause of the lack of control (of units, army, map) that is required to control the game itself. But that is just my opinion and will ofc change in highere levels. Problem also is that imbalances in the game design get bigger the more you go down the leagues/ladder (like: constant harassing, dropping and taking the perfect engagements may be balanced at a 400 apm korean player, but below that the difference between how many APM you HAVE to have and how forgiving a race is gets bigger and bigger)
you should try Starbow.
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??? Terran too much? I dont think so because gomtv set much better protoss in rearward and also zerg too. Rain zest parting stats dear stork. Group abc's protoss name value was really weak except sos. So no worry. Plz think and write your opinion.
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On August 08 2014 23:22 Lunareste wrote:Show nested quote +On August 08 2014 23:07 Rollora wrote:On August 08 2014 22:56 SatedSC2 wrote:it is still annoying to see like 3 units kept at home being enough to defend a 2-3 medivac drop. Unless those three units were Dark Templar, I'm pretty sure this has never happened. A three Medivac drop will wreck a Nexus before Photon Overcharge has any significant effect if there are only three Gateway units around to defend. Be serious. Photon Overcharge can deflect a single Medivac drop from doing damage, but nothing more than that. Not with only three units around and certainly not on its own. "pretty sure it never happened" Stop being ridiculous, thats happening every day these days: I am watching too much SC2 lately(Destiny, Dragon, WCS, Code S), so I cannot name any specific games, but this happens almost in any BO3. What it takes? 1 HT, 2 Chargelots and an observer, the moment the 2-3 Medivacs boost in just warpin zealots, feedback Medivacs and press the overcharge button. Ofc it doesnt work with 3 stalkers and no warpins behind that. But the warpin mechanics, as well as overcharge, as well as chargelots are extremely strong vs marauders (and cheap) make it extremely easy to defend drops. I also wished warpin would be removed, so as a protoss I would have to split armies more and also attack at several places at once, not having this army ball. Since I play toss myself, this is really taking a lot of fun out of it and playing the game I still feel it is the least fun race to play, cause of the lack of control (of units, army, map) that is required to control the game itself. But that is just my opinion and will ofc change in highere levels. Problem also is that imbalances in the game design get bigger the more you go down the leagues/ladder (like: constant harassing, dropping and taking the perfect engagements may be balanced at a 400 apm korean player, but below that the difference between how many APM you HAVE to have and how forgiving a race is gets bigger and bigger) you should try Starbow. I do. Not good at it yet, but I like what I see. Reminds me a lot more of BW, takes more skill and more control over the whole game to win, not only win 1 engagement and then roll over the opponent. But thx for the tip, we should all try starbow, so it becomes a big thing
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On August 08 2014 23:07 Rollora wrote:Show nested quote +On August 08 2014 22:56 SatedSC2 wrote:it is still annoying to see like 3 units kept at home being enough to defend a 2-3 medivac drop. Unless those three units were Dark Templar, I'm pretty sure this has never happened. A three Medivac drop will wreck a Nexus before Photon Overcharge has any significant effect if there are only three Gateway units around to defend. Be serious. Photon Overcharge can deflect a single Medivac drop from doing damage, but nothing more than that. Not with only three units around and certainly not on its own. "pretty sure it never happened" Stop being ridiculous, thats happening every day these days: I am watching too much SC2 lately(Destiny, Dragon, WCS, Code S), so I cannot name any specific games, but this happens almost in any BO3. What it takes? 1 HT, 2 Chargelots and an observer, the moment the 2-3 Medivacs boost in just warpin zealots, feedback Medivacs and press the overcharge button. Ofc it doesnt work with 3 stalkers and no warpins behind that. But the warpin mechanics, as well as overcharge, as well as chargelots are extremely strong vs marauders (and cheap) make it extremely easy to defend drops. I also wished warpin would be removed, so as a protoss I would have to split armies more and also attack at several places at once, not having this army ball. Since I play toss myself, this is really taking a lot of fun out of it and playing the game I still feel it is the least fun race to play, cause of the lack of control (of units, army, map) that is required to control the game itself. But that is just my opinion and will ofc change in highere levels. Problem also is that imbalances in the game design get bigger the more you go down the leagues/ladder (like: constant harassing, dropping and taking the perfect engagements may be balanced at a 400 apm korean player, but below that the difference between how many APM you HAVE to have and how forgiving a race is gets bigger and bigger) This is really perfect opinion . But removing warpgate is too hard. At least warpgate should be nerfed
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On August 08 2014 23:07 Rollora wrote:Show nested quote +On August 08 2014 22:56 SatedSC2 wrote:it is still annoying to see like 3 units kept at home being enough to defend a 2-3 medivac drop. Unless those three units were Dark Templar, I'm pretty sure this has never happened. A three Medivac drop will wreck a Nexus before Photon Overcharge has any significant effect if there are only three Gateway units around to defend. Be serious. Photon Overcharge can deflect a single Medivac drop from doing damage, but nothing more than that. Not with only three units around and certainly not on its own. "pretty sure it never happened" Stop being ridiculous, thats happening every day these days: I am watching too much SC2 lately(Destiny, Dragon, WCS, Code S), so I cannot name any specific games, but this happens almost in any BO3. What it takes? 1 HT, 2 Chargelots and an observer, the moment the 2-3 Medivacs boost in just warpin zealots, feedback Medivacs and press the overcharge button. Ofc it doesnt work with 3 stalkers and no warpins behind that. But the warpin mechanics, as well as overcharge, as well as chargelots are extremely strong vs marauders (and cheap) make it extremely easy to defend drops. I also wished warpin would be removed, so as a protoss I would have to split armies more and also attack at several places at once, not having this army ball. Since I play toss myself, this is really taking a lot of fun out of it and playing the game I still feel it is the least fun race to play, cause of the lack of control (of units, army, map) that is required to control the game itself. But that is just my opinion and will ofc change in highere levels. Problem also is that imbalances in the game design get bigger the more you go down the leagues/ladder (like: constant harassing, dropping and taking the perfect engagements may be balanced at a 400 apm korean player, but below that the difference between how many APM you HAVE to have and how forgiving a race is gets bigger and bigger) Edit: happened right now at dragon inv, Finals San vs Alive: Alive has 2 Medivacs full of units, sees 1 colossus - has to pull back, gets more units, wants to drop again, moves in - sees colossus now with 2 zealots 1 sentry . moves back Happened again just now, San had 1 Zealot and 1 HT, Alive was dropping 3 Madivacs full of units, lost everything to some chargelots that got warped in and the overcharge. So pls stop saying the 3 unit vs 3 medivacs defense isn't something that ever happenes. Just saying, it happens really in EVERY game, overcharge and the combination of warpin mechanics is too strong
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On August 09 2014 00:00 SatedSC2 wrote:Show nested quote +On August 08 2014 23:54 Rollora wrote:On August 08 2014 23:07 Rollora wrote:On August 08 2014 22:56 SatedSC2 wrote:it is still annoying to see like 3 units kept at home being enough to defend a 2-3 medivac drop. Unless those three units were Dark Templar, I'm pretty sure this has never happened. A three Medivac drop will wreck a Nexus before Photon Overcharge has any significant effect if there are only three Gateway units around to defend. Be serious. Photon Overcharge can deflect a single Medivac drop from doing damage, but nothing more than that. Not with only three units around and certainly not on its own. "pretty sure it never happened" Stop being ridiculous, thats happening every day these days: I am watching too much SC2 lately(Destiny, Dragon, WCS, Code S), so I cannot name any specific games, but this happens almost in any BO3. What it takes? 1 HT, 2 Chargelots and an observer, the moment the 2-3 Medivacs boost in just warpin zealots, feedback Medivacs and press the overcharge button. Ofc it doesnt work with 3 stalkers and no warpins behind that. But the warpin mechanics, as well as overcharge, as well as chargelots are extremely strong vs marauders (and cheap) make it extremely easy to defend drops. I also wished warpin would be removed, so as a protoss I would have to split armies more and also attack at several places at once, not having this army ball. Since I play toss myself, this is really taking a lot of fun out of it and playing the game I still feel it is the least fun race to play, cause of the lack of control (of units, army, map) that is required to control the game itself. But that is just my opinion and will ofc change in highere levels. Problem also is that imbalances in the game design get bigger the more you go down the leagues/ladder (like: constant harassing, dropping and taking the perfect engagements may be balanced at a 400 apm korean player, but below that the difference between how many APM you HAVE to have and how forgiving a race is gets bigger and bigger) Edit: happened right now at dragon inv, Finals San vs Alive: Alive has 2 Medivacs full of units, sees 1 colossus - has to pull back, gets more units, wants to drop again, moves in - sees colossus now with 2 zealots 1 sentry . moves back Happened again just now, San had 1 Zealot and 1 HT, Alive was dropping 3 Madivacs full of units, lost everything to some chargelots that got warped in and the overcharge. So pls stop saying the 3 unit vs 3 medivacs defense isn't something that ever happenes. Just saying, it happens really in EVERY game, overcharge and the combination of warpin mechanics is too strong If Chargelots were warped in then it's no longer three units is it..? =P
The difference is the protoss can use those warpins offensively if no drop actually comes. If a terran moves his entire army out across the map and a warp prism rolls into the main there is basically 0 chance the terran can fight off a warp prism with only freshly spawned bio who often just die the instant they spawn. You have to turn at least part of your army around and run all the way home to defend. Protoss can safely move out and rely on warpins to defend if they even need to, and then if that doesn't work they can always recall. The funny thing is that when HOTS came out zerg and protoss players tried their absolute hardest to get speed medis nerfed, and now its hard to imagine how a terran player could ever win a single game if it weren't for the boost as its become almost irrelevant.
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4/4 Terran, clearly imba!
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Kr progamer always defened drop too easily thats the point.terran's strength is the fast movement. Thats it. But defence is too easy for kr pro. Thats the problem. Two high templar and some zealot prepared. And observer found drop then warp som zealot more. Thats it
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On August 09 2014 01:00 CruelZeratul wrote: 4/4 Terran, clearly imba! in the end? Rain zest parting dear stats?
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United States23455 Posts
Surprised it was Reality and not Trap but yay for the Terrans. I really wanted Maru and would've been okay with any of the other three tbh
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hahahaah this is just too funny.
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