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[GSL 2020] Code S - Quarterfinals - Day 1 - Page 19

Forum Index > StarCraft 2 Tournaments
Post a Reply
Prev 1 17 18 19 All
Supah
Profile Joined August 2010
708 Posts
Last Edited: 2020-10-16 09:08:02
October 16 2020 07:42 GMT
#361
Whatever the answer is, it CANNOT be just make Ghost counter more Protoss units. I'm actually a little bit impressed that that's the floated conclusion.

Maybe make them do less damage to Mech units, so you can dance around the Orbs, but it will take an inefficient amount of Disruptors to punish siege tanks. What is it now, 2 Orbs? Make it 4 or 5. Tanks surviving and Window Mines taking 2 hits would allow Terran some room against the mobility of a Toss army. Can Ravens stop their ability once casted?
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
October 16 2020 08:08 GMT
#362
On October 16 2020 16:42 Supah wrote:
Whatever the answer is, it CANNOT be just make Ghost counter more Protoss units. I'm actually a little bit impressed that that's the floated conclusion.

Maybe make them do less damage to Mech units, so you can dance around the Orbs, but it will take an inefficient amount of Disruptors to punish siege tanks. What is it now, 3 Orbs? Make it 4 or 5. Tanks surviving and Window Mines taking 2 hits would allow Terran some room against the mobility of a Toss army. Can Ravens stop their ability once casted?

At that stage ravens will get a feedback before they reach the range, probably. As it usually goes colossi, templar, boom balls.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Russano
Profile Joined November 2010
United States434 Posts
October 16 2020 09:51 GMT
#363
Or you can just be Clem and charge into 10 disruptors and kill all of them, while dodging the balls so well that you only lose 6 units making them look like the worst unit in the game.

I think Disruptors are fine, balance wise, but they are tremendously unfun on both sides of the equation, and a huge pain in the ass to deal with if you aren't good. I would be happy for them to removed entirely and replaced with something else..
WombaT
Profile Blog Joined May 2010
Northern Ireland26224 Posts
October 16 2020 10:23 GMT
#364
On October 16 2020 13:45 Slydie wrote:
Show nested quote +
What we don’t see, and what I think is totally doable is walling your outlying CCs/PFs with depots.


Doable, yes, but I think there are some very good reasons why extra CCs are the late game Terran mineral sink rather than PF depot walls.

Mules are a pretty good unit after all.

@Deacon yeah, even a half ‘moat’ leaving the mining zone free and you cut off half the surface area. Load some SCVs into the building and body block it. Their sacrifice will be remembered.

I dunno, you’re not going to be able to protect every base, what you could do is sim city in such a way to buy time to pull units without having to give up promising positions. A little extra time to assess the situation properly etc. As I said Terrans have got very good at making sim cities in other locations to mess with things like charge and make it a nightmare to attack in.

DTs blinking won’t be able to one shot, Zealots, Lings babes and ultras will have to chew through a shell to get to the juicy innards.

One clear downside of reducing available surface area like this is it makes mass repairs less effective though, which is perhaps a reason players don’t do this.

It’s quite a situational thing. Looking how games go when the base count increases Terran really is susceptible to runbys with cheap melee units. When say bases 4-6 are going up they can end up with their main army covering the access zone to quite a lot of their territory, with one base generally being too hard to cover. Say if you have bases at 2 and 8 o clock or something.

Shame I suck at the game or I’d test this idea haha.



'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland26224 Posts
October 16 2020 10:30 GMT
#365
On October 16 2020 18:51 Russano wrote:
Or you can just be Clem and charge into 10 disruptors and kill all of them, while dodging the balls so well that you only lose 6 units making them look like the worst unit in the game.

I think Disruptors are fine, balance wise, but they are tremendously unfun on both sides of the equation, and a huge pain in the ass to deal with if you aren't good. I would be happy for them to removed entirely and replaced with something else..

Clem’s pretty good. Or Maru killing Collosus armies without Vikings.

The problem is when a Protoss has both, maybe with Templar too in a maxed army. You’re having to kite back from Chargelots and Archons but you want to close the distance on the AoE units, all the while eating Collosus lasers.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2020-10-16 11:20:39
October 16 2020 11:17 GMT
#366
On October 16 2020 19:23 WombaT wrote:
Show nested quote +
On October 16 2020 13:45 Slydie wrote:
What we don’t see, and what I think is totally doable is walling your outlying CCs/PFs with depots.


Doable, yes, but I think there are some very good reasons why extra CCs are the late game Terran mineral sink rather than PF depot walls.

Mules are a pretty good unit after all.

@Deacon yeah, even a half ‘moat’ leaving the mining zone free and you cut off half the surface area. Load some SCVs into the building and body block it. Their sacrifice will be remembered.

I dunno, you’re not going to be able to protect every base, what you could do is sim city in such a way to buy time to pull units without having to give up promising positions. A little extra time to assess the situation properly etc. As I said Terrans have got very good at making sim cities in other locations to mess with things like charge and make it a nightmare to attack in.

DTs blinking won’t be able to one shot, Zealots, Lings babes and ultras will have to chew through a shell to get to the juicy innards.

One clear downside of reducing available surface area like this is it makes mass repairs less effective though, which is perhaps a reason players don’t do this.

It’s quite a situational thing. Looking how games go when the base count increases Terran really is susceptible to runbys with cheap melee units. When say bases 4-6 are going up they can end up with their main army covering the access zone to quite a lot of their territory, with one base generally being too hard to cover. Say if you have bases at 2 and 8 o clock or something.

Shame I suck at the game or I’d test this idea haha.




From my view the issue is how fast and strong blink DTs are. Sure, it's a HUGE investment, but imagine 10 cloaked ghosts nuking instantly, that would be similarily wrong. I have no proper solution to this, I just think it's wrong

edit> if they use chargelots/cracklings, some units will die and it's not this fast, at least against a PF. Also you can see them closing in on the minimap and/or the scan tower. This isn't happening with the blink DTs who kill things much faster.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
WombaT
Profile Blog Joined May 2010
Northern Ireland26224 Posts
October 16 2020 15:33 GMT
#367
On October 16 2020 20:17 deacon.frost wrote:
Show nested quote +
On October 16 2020 19:23 WombaT wrote:
On October 16 2020 13:45 Slydie wrote:
What we don’t see, and what I think is totally doable is walling your outlying CCs/PFs with depots.


Doable, yes, but I think there are some very good reasons why extra CCs are the late game Terran mineral sink rather than PF depot walls.

Mules are a pretty good unit after all.

@Deacon yeah, even a half ‘moat’ leaving the mining zone free and you cut off half the surface area. Load some SCVs into the building and body block it. Their sacrifice will be remembered.

I dunno, you’re not going to be able to protect every base, what you could do is sim city in such a way to buy time to pull units without having to give up promising positions. A little extra time to assess the situation properly etc. As I said Terrans have got very good at making sim cities in other locations to mess with things like charge and make it a nightmare to attack in.

DTs blinking won’t be able to one shot, Zealots, Lings babes and ultras will have to chew through a shell to get to the juicy innards.

One clear downside of reducing available surface area like this is it makes mass repairs less effective though, which is perhaps a reason players don’t do this.

It’s quite a situational thing. Looking how games go when the base count increases Terran really is susceptible to runbys with cheap melee units. When say bases 4-6 are going up they can end up with their main army covering the access zone to quite a lot of their territory, with one base generally being too hard to cover. Say if you have bases at 2 and 8 o clock or something.

Shame I suck at the game or I’d test this idea haha.




From my view the issue is how fast and strong blink DTs are. Sure, it's a HUGE investment, but imagine 10 cloaked ghosts nuking instantly, that would be similarily wrong. I have no proper solution to this, I just think it's wrong

edit> if they use chargelots/cracklings, some units will die and it's not this fast, at least against a PF. Also you can see them closing in on the minimap and/or the scan tower. This isn't happening with the blink DTs who kill things much faster.

I personally don’t like that use. Almost impossible to defend unless you use the patented WombaT method.

I’m not sure how you tweak it. It feels the intent of that upgrade is to increase DT survivability, not to jump and nuke things.

A small cooldown after using it where the DTs can’t attack might give the opportunity to get units over. But that aside I can’t think of much.

Depends how the meta shifts. If DTs blinking is only used to snipe things, then alternatively decloak them after a blink for a period.

Which I don’t like as a proposal because it kind of eliminates the use of blink in retaining your DTs.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Supah
Profile Joined August 2010
708 Posts
October 17 2020 00:22 GMT
#368
Or just let DTs blink AFTER attacking or if revealed.
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