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For example, let's say something we agree would be good in flavor is something silly - for example, zealots with wings - an air superiority melee unit! Let's pretend we all like this conceptually. How does our sky zealot fare against a Viking? If a sky zealot can't take a Viking 1v1, then it will never be good against Vikings (since if it can't take a Viking 1v1, in an XvX situation, the vikings can act the same as they could in 1v1 - or they could focus fire, which works better). If a sky zealot can take a Viking 1v1, it must have high enough health to endure the Viking's attacks or high enough damage to lay on the hurt after it closes distance. Then, you add marines into the mix, and suddenly our flying zealot is either something which is so tanky that is really only useful as a tank - or it's so damage-heavy that it plays more like a scourge than it does like a zealot. Or maybe then you need to make flying sentries to support your flying zealots and at that point you begin to wonder - do we really want this after all?
I stoped reading after first sentence. Because you get the way wrong. I will use the same example. If you decide to add wings to a zealot, you do not do so for the sake of adding wings to the zealot, you do it because you have a purpose in doing so. Oracle process is the same : people think they can add whatever spell they want. Wrong ! The unit has a purpose, and must serve this purpose. So the first sentence should not be : we want to add wings to our zealot. It should be : what do we want our zealot to be AS A UNIT, and not, dont get me wrong, what do we want our zealot do. In fact, if you begin with the latter, you are already one step under, that is, you design a unit with no clear direction, that can't allow you to discriminate anything that could be add to it. So, you will never want your zealot to fly, unless you have decided (what blizzard did), taking it all from the start (what different kind of evironment our units should be able to move into ? Say : ground, air, and secret dimension !), that some units are going to be able to fly. But, if you do so, the next step is : ok, now that i have flying units, what kind of role could they have ?
I'am fully aware that this is pure theory and that often ideas come BEFORE theory. Though the OP made it clear that he had IDEAS and that's from those ideas that he derived the units, because it's precisely how it's supposed to work !
Without specifics, all concepts aimed at good goals are good - but how do you know there exists an implementation that won't absolutely wreck the game? It comes through specifics and testing.
Actually, no. The concept are bad, if, and only if, they can't fit the identity. Wheter it's possible or not to implement them does not affect the concept, which is only, and I insist, only consistent compared to another concept. What you say is that numbers can show than there is impossible contradiction than make the implementation impossible. I don't see how since you can't (sorry, it's also my case ^^) foresee what will happen with testing, since you must consider one implementation at a time, which is precisely not to do (and explains why blizzard needs a beta with all units running at the same time).
As much as I'd love the ideas being presented in this series if I knew they were tested and implemented in a way that led to a more dynamic an interesting game than what SC2 currently is, I don't see many reasons why I ought to believe that the game the OP is presenting is any better than the HotS being played in the beta.
Well, you can't. It's up to you to decide if HotS' units philosophy is better than the one of the OP. It's concept against concept, not numbers vs concept (you can't compare wha'ts not homogeneous).
Without specifics, everyone ought to like what the OP is going for. But also, without specifics, it's impossible to tell whether or not the OP's concepts are bad.
Like i said, concept can't be bad in this regard.
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On October 16 2012 03:39 zlefin wrote: actually Jerm, several units from other races did receive buffs in SC2; what's a buff depends in part on what you use a baseline, but for some of them it's very clear they were buffed. The only truly nerfed units was the zergling, because their stats would be obscenely good with better pathing and unit selection in sc2.
And the Zealot, and the Stalker. Hydras didn't lose any HP, but had their gas cost doubled.
I'm not even trying to talk about odd comparisons like Reaver vs Colossus or things like that, and maybe that would disqualify the Thor complaint, but my point still stands just fine.
The Marauder has over 2x as much HP as the Firebat did and is generally considered far more useful with it's 6 range, double damage vs armored, and concussive shells.
The Marine got a FREE 5 hp and an unheard of +10 hp upgrade, giving a fully upgraded Marine a 37% increase in health when compared to it's BW counterpart.
The Medivac is a bit more of a stretch considering the costs are more inline with that of a dropship than a medic, but it's a dropship that can heal 2x as fast as medics used to in BW, at longer range, and the damn thing flies... oh yeah... it's a fucking dropship too.
These 3 units had their utility massively scaled up, and that is why mech isn't used in SC2.
I've pointed it out plenty of times before, and I will continue to do so because 99% of the people here don't get it.
Nobody WANTED to use mech in BW, at least not when you're learning to play the game.
You started out trying to make Marines and Firebats work, but they were just too fucking weak. Zealots would 3-shot marines, Dragoons were faster, had longer range, and had huge HP, bio just wasn't useable.
Terrans were forced to use mech in TvT and TvP. Anything outside of a handful of marines in the early game was basically suicide.
Even in TvZ, Bio was essentially on a clock. M&Ms were good in the early game due to their mobility, generalist nature, and speed, but as higher-tier units hit the field, Marines QUICKLY lost their usefulness.
The biggest problem with mech in SC2 is that Marines (and Marauders, and Medivacs, but mostly Marines) are so damn good.
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On October 16 2012 03:06 Jermstuddog wrote: Part of this intricate "parts of the greater machine" theory that made Terran so interesting in BW was that all their units sucked and were barely useable, but combined, the whole was far greater than the parts.
In SC2, Terran largely retains this interdependence between the various units, but some of those units got upwards of a 30% hp bonus.
What I want for Terran is to see their health go down, and not in the spiteful "terran is OP" sort of way, but just from the viewership perspective, I am rarely impressed with SC2 Terran play compared to BW.
What once was a beautiful orchestra of interworking parts has been reduced to a stim-and-attack race.
Terrans biggest problem is their units got better, unlike the other races.
Maybe I haven't been watching the "stim-and-attack" TvZ games that you have, but the games I've been watching are largely based around interplay between a bunch of different units. Colossi and HTs both only have one unit designed to be able to deal with them, and the micro involved with those units often differentiates a win from a loss. In TvZ, from what I've spectated (by no means an expert here), it felt like the same kinda deal - broodlords without Vikings, or Infestors without ghosts or banelings without tanks, etc. feels very fragile.
Am I missing something that you're saying?
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On October 16 2012 03:52 Treehead wrote:Show nested quote +On October 16 2012 03:06 Jermstuddog wrote: Part of this intricate "parts of the greater machine" theory that made Terran so interesting in BW was that all their units sucked and were barely useable, but combined, the whole was far greater than the parts.
In SC2, Terran largely retains this interdependence between the various units, but some of those units got upwards of a 30% hp bonus.
What I want for Terran is to see their health go down, and not in the spiteful "terran is OP" sort of way, but just from the viewership perspective, I am rarely impressed with SC2 Terran play compared to BW.
What once was a beautiful orchestra of interworking parts has been reduced to a stim-and-attack race.
Terrans biggest problem is their units got better, unlike the other races. Maybe I haven't been watching the "stim-and-attack" TvZ games that you have, but the games I've been watching are largely based around interplay between a bunch of different units. Colossi and HTs both only have one unit designed to be able to deal with them, and the micro involved with those units often differentiates a win from a loss. In TvZ, from what I've spectated (by no means an expert here), it felt like the same kinda deal - broodlords without Vikings, or Infestors without ghosts or banelings without tanks, etc. feels very fragile. Am I missing something that you're saying?
So, the games you're watching DON'T involve Terran throwing away massive amounts of bio all game long?
I guess I'd like to see these games, because, the games I'm watching show that TvT has been stuck on Marine/Tank for 2 years, TvP revolves around trading away bio units for at least the first half of every game (with the core army never changing from MMM to anything else), and TvZ, being the only MU where mech appears even remotely viable, still has 50-80% of the army supply being made up by marines in at least 1/2 the pro games I see.
Maybe a little bit more than stim happens, but the Terran race is not nearly the work of art it once was.
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Really like alot of the ideas, alot of them are things that I've theorized about, and I'm sure a good portion of TL has aswell.
The big 3 things i would like to see is.
1: A mech AA, the mines don't cut it. If they widow mines stayed how they are but lost their AA attack they would be easier toe balance.
2: Because mech then would have a more reliable and less clunky AA unit the Thor could lose it's AA attack, get moved up a tier and become stronger against ground.
3: Ghosts Snipe becomes 45(25 to massive), this would be so much more fun! Opening 1 rax ghost TvT was so awesome, the nerf against t3 Zerg was defiantly needed but it could have been done so much more smoothly.
Best of luck to you sir in getting your ideas through to blizzard.
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Jerm, you're wrong. zealot wasn't nerfed, and stalker is a bit of a remake, and has some significant advantages/disadvantages vs the dragoon. mutalisks received a modest buff. You've forgotten about the effects of the shield change to protoss I suspect. I ain't disagreeing about marines being pretty strong now; but you don't seem to have all the figures right; and those figures matter a lot, which is why I keep insisting the original poster demonstrate he understands how firebats actually work.
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I stoped reading after first sentence.
That's weird because you seemed to guess very well at what the rest of the post said. Hyperbole is never useful in communicating constructive criticism - which I assume is what you're trying to do.
If you decide to add wings to a zealot, you do not do so for the sake of adding wings to the zealot, you do it because you have a purpose in doing so. Oracle process is the same : people think they can add whatever spell they want. Wrong ! The unit has a purpose, and must serve this purpose. So the first sentence should not be : we want to add wings to our zealot. It should be : what do we want our zealot to be AS A UNIT, and not, dont get me wrong, what do we want our zealot do. In fact, if you begin with the latter, you are already one step under, that is, you design a unit with no clear direction, that can't allow you to discriminate anything that could be add to it. So, you will never want your zealot to fly, unless you have decided (what blizzard did), taking it all from the start (what different kind of evironment our units should be able to move into ? Say : ground, air, and secret dimension !), that some units are going to be able to fly. But, if you do so, the next step is : ok, now that i have flying units, what kind of role could they have ?
I'am fully aware that this is pure theory and that often ideas come BEFORE theory. Though the OP made it clear that he had IDEAS and that's from those ideas that he derived the units, because it's precisely how it's supposed to work !
If your whole point can be consolidated to my rewording "lets say we decide a good concept is to add wings to the zealot" as "lets say our predetermined good concepts lead us to design a flying zealot as the perfect addition to the protoss army - and we planned it that way from the start", then I think you missed my point.
If you meant something else, then please, work on your proofreading. I don't mean to be a grammar nazi, but it's almost impossible for me to glean any meaningful criticism from what you wrote.
Actually, no. The concept are bad, if, and only if, they can't fit the identity. Wheter it's possible or not to implement them does not affect the concept, which is only, and I insist, only consistent compared to another concept. What you say is that numbers can show than there is impossible contradiction than make the implementation impossible. I don't see how since you can't (sorry, it's also my case ^^) foresee what will happen with testing, since you must consider one implementation at a time, which is precisely not to do (and explains why blizzard needs a beta with all units running at the same time).
I know I don't know what would happen in testing, but I do know something about the phoenix and why it has trouble being used with any logevity in any matchup. Hence, the flying zealot example (PS - I didn't mean all zealots should be able to fly - I meant that the concept of the new unit would be "like a zealot, but flying") - which takes all of the phoenixes problems and amplifies them. You seemed to miss that.
Add to that the fact that there are plenty of examples in SC2 of things people don't consider to be good design, that fit the race conceptually just fine. The Colossus (or if you'd prefer - a Reaver which does the micro for you), the roach, the marauder, all fit conceptually. Unless by conceptually you mean after looking at stats - in which case, I guess I think of stats as the specifics.
Well, you can't. It's up to you to decide if HotS' units philosophy is better than the one of the OP. It's concept against concept, not numbers vs concept (you can't compare wha'ts not homogeneous).
This assumes that there is not an absolute "good" or "bad" that we can agree on. I think that's a bit pessimistic, don't you? And I'm not saying "let's compare numbers to concept" - I'm saying "let's compare numbers to numbers". Because in comparing "concepts" we can often say things which are disingenuous, misleading or just flat out wrong. For instance, did you know part of the Colossus' concept was as a raiding unit?
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On October 16 2012 03:59 Jermstuddog wrote:Show nested quote +On October 16 2012 03:52 Treehead wrote:On October 16 2012 03:06 Jermstuddog wrote: Part of this intricate "parts of the greater machine" theory that made Terran so interesting in BW was that all their units sucked and were barely useable, but combined, the whole was far greater than the parts.
In SC2, Terran largely retains this interdependence between the various units, but some of those units got upwards of a 30% hp bonus.
What I want for Terran is to see their health go down, and not in the spiteful "terran is OP" sort of way, but just from the viewership perspective, I am rarely impressed with SC2 Terran play compared to BW.
What once was a beautiful orchestra of interworking parts has been reduced to a stim-and-attack race.
Terrans biggest problem is their units got better, unlike the other races. Maybe I haven't been watching the "stim-and-attack" TvZ games that you have, but the games I've been watching are largely based around interplay between a bunch of different units. Colossi and HTs both only have one unit designed to be able to deal with them, and the micro involved with those units often differentiates a win from a loss. In TvZ, from what I've spectated (by no means an expert here), it felt like the same kinda deal - broodlords without Vikings, or Infestors without ghosts or banelings without tanks, etc. feels very fragile. Am I missing something that you're saying? So, the games you're watching DON'T involve Terran throwing away massive amounts of bio all game long? I guess I'd like to see these games, because, the games I'm watching show that TvT has been stuck on Marine/Tank for 2 years, TvP revolves around trading away bio units for at least the first half of every game (with the core army never changing from MMM to anything else), and TvZ, being the only MU where mech appears even remotely viable, still has 50-80% of the army supply being made up by marines in at least 1/2 the pro games I see. Maybe a little bit more than stim happens, but the Terran race is not nearly the work of art it once was.
The games I'm waching of every matchup involve a lot of play using roach/ling/hydra or gateway units or terran bio for most of the game.
I don't see a problem with that. But like I said, I'm no TvZ expert. I thought it was pretty fun to watch though. When I watched Stephano vs. Taeja on Ohana (was it Dreamhack?) - I was completely entertained. There was a lot of bio, yes. But I never felt like Taeja was just "stimming and attacking".
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On October 16 2012 04:14 zlefin wrote: Jerm, you're wrong. zealot wasn't nerfed, and stalker is a bit of a remake, and has some significant advantages/disadvantages vs the dragoon. mutalisks received a modest buff. You've forgotten about the effects of the shield change to protoss I suspect. I ain't disagreeing about marines being pretty strong now; but you don't seem to have all the figures right; and those figures matter a lot, which is why I keep insisting the original poster demonstrate he understands how firebats actually work.
WHAT IN THE HELL? YOU THINK MUTAS GOT BUFFED?!?! PLEASE EXPLAIN.
As far as the Zealot argument, however you want to slice it, they got a -10 shield nerf, charge can generally be considered worse than leg enhancements. The best argument I can see for your idea of Zealots getting nerfed would be Siege Tanks, which went from taking 4 shots to kill a Zealot to 5. Pretty much every other unit interaction is far worse for the Zealot, most notably their exchange with Marines, where they used to be one of many reasons for why Marines were not useable in the MU (again, Marines used to get 3-shot by Zealots, just like Zerglings).
You can use your Shield argument for how much better Archons got, at least Archons have the notable interaction with Marauders, but I wouldn't go so far as to claim they got better compared to BW Archons.
Now back to your Stalker argument, sure... blink offers it some new utility, and I would even go so far as to argue that is the single reason why the Stalker can't be any better than it currently is, but the Stalker doesn't exactly inspire the same feelings the Dragoon did. I would go so far as to argue that the Stalker suffers from being TOO MUCH of a generalist unit. It's good for harass, fighting, defense, it's got good speed, decent hp, but it's not really great at any of those things. The Dragoon at least had raw strength behind it.
Anyway, I have my figures right, thanks for not assuming wrong.
I'd really like to see how you consider the Mutalisk to have received ANY sort of buff coming to SC2 where DPS inflation, splash damage, and lack of moving-shot have made them all but worthless.
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On October 16 2012 04:33 Treehead wrote:Show nested quote +On October 16 2012 03:59 Jermstuddog wrote:On October 16 2012 03:52 Treehead wrote:On October 16 2012 03:06 Jermstuddog wrote: Part of this intricate "parts of the greater machine" theory that made Terran so interesting in BW was that all their units sucked and were barely useable, but combined, the whole was far greater than the parts.
In SC2, Terran largely retains this interdependence between the various units, but some of those units got upwards of a 30% hp bonus.
What I want for Terran is to see their health go down, and not in the spiteful "terran is OP" sort of way, but just from the viewership perspective, I am rarely impressed with SC2 Terran play compared to BW.
What once was a beautiful orchestra of interworking parts has been reduced to a stim-and-attack race.
Terrans biggest problem is their units got better, unlike the other races. Maybe I haven't been watching the "stim-and-attack" TvZ games that you have, but the games I've been watching are largely based around interplay between a bunch of different units. Colossi and HTs both only have one unit designed to be able to deal with them, and the micro involved with those units often differentiates a win from a loss. In TvZ, from what I've spectated (by no means an expert here), it felt like the same kinda deal - broodlords without Vikings, or Infestors without ghosts or banelings without tanks, etc. feels very fragile. Am I missing something that you're saying? So, the games you're watching DON'T involve Terran throwing away massive amounts of bio all game long? I guess I'd like to see these games, because, the games I'm watching show that TvT has been stuck on Marine/Tank for 2 years, TvP revolves around trading away bio units for at least the first half of every game (with the core army never changing from MMM to anything else), and TvZ, being the only MU where mech appears even remotely viable, still has 50-80% of the army supply being made up by marines in at least 1/2 the pro games I see. Maybe a little bit more than stim happens, but the Terran race is not nearly the work of art it once was. The games I'm waching of every matchup involve a lot of play using roach/ling/hydra or gateway units or terran bio for most of the game. I don't see a problem with that. But like I said, I'm no TvZ expert. I thought it was pretty fun to watch though. When I watched Stephano vs. Taeja on Ohana (was it Dreamhack?) - I was completely entertained. There was a lot of bio, yes. But I never felt like Taeja was just "stimming and attacking".
http://blip.tv/day9tv/day-9-daily-1-flash-vs-hero-3515432
Go back and look at some of the old day9 games involving Terran. All 3 MU.
Day9 does a great job of explaining what's going on and why the various small maneuvers are beautiful and important.
Specifically related to MY argument, you can see the evolution of the Terran army throughout the MU. A few marines to start out. Then add some medics. Soon a few Siege Tanks pop out, maybe a firebat or two, finally add some dropships and Science Vessels, eventually replacing the M&M army with Vultures and Goliaths if the game ever gets that far.
TvX just had a lot more depth in BW than it does in SC2.
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i hope to god that one of the dev's reads this.
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Jerm, if you use marines as a baseline, mutalisks got a 13% attack speed increase.
i ask you jerm, how many attacks does it take a firebat to kill a dragoon? that's a nice stat to know, and since you claim to know your stats so well, i'd like you to demonstrate, just as i've asked of the OP.
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On October 16 2012 05:11 zlefin wrote: Jerm, if you use marines as a baseline, mutalisks got a 13% attack speed increase.
i ask you jerm, how many attacks does it take a firebat to kill a dragoon? that's a nice stat to know, and since you claim to know your stats so well, i'd like you to demonstrate, just as i've asked of the OP.
Firebats have a funky attack, I remember their rules were all jacked up, but quickly off the top of my head, they would do 4 damage to armored targets, but Dragoons had 1 armor, I remember something about Firebats ignoring armor value, but I'm going to ignore that and say it should be ~3 damage a shot x 33 = 100 to get through the hull. They would deal the full 16 damage to the shield though, so that's like 5 shots. You're in the range of ~38 shots to kill a dragoon.
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On October 16 2012 03:06 Jermstuddog wrote: This whole thread misses the biggest factor of the Terran army that was lost going from BW to SC2: squishiness.
In BW, Terran didn't have a single unit that would be considered "tank" by any means. Look at the unit stat comparisons real quick to see:
Marauders have 125hp compared to the Firebats 50hp, Marines 45/55 vs 40, Siege Tanks 160 vs 150, Hellions 90 vs Vultures 80, Medivacs 150 vs Medics 60, Thors 400 vs Goliaths 125.
This is a little discussed topic, but the facts are fairly evident: Terran got an across-the-board HP buff while the other races remain roughly the same or worse.
Part of this intricate "parts of the greater machine" theory that made Terran so interesting in BW was that all their units sucked and were barely useable, but combined, the whole was far greater than the parts.
In SC2, Terran largely retains this interdependence between the various units, but some of those units got upwards of a 30% hp bonus.
What I want for Terran is to see their health go down, and not in the spiteful "terran is OP" sort of way, but just from the viewership perspective, I am rarely impressed with SC2 Terran play compared to BW.
What once was a beautiful orchestra of interworking parts has been reduced to a stim-and-attack race.
Terrans biggest problem is their units got better, unlike the other races. Quoted for truth. I totally forgot the squishyness part of terran. Never was really into terran back in bw. It seems odd now that hydralisks had higher or equal hp to every ground unit except tanks and goliaths. The only real high hp they had were air units. It has become a lot less tricky to make terran work :/
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The title of this should be Terran Identity: Position, Macro, and Micro
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it's actually going to be ~23 shots. a firebat attack has 3 hits, the number of which hit varies based on positioning and the size of the target; and as with many splash weapons there's a 50% and 25% damage zone. Against large targets the firebat will usually get in all 3 hits in the 100% zone. Firebats don't ignore armor, but armor is subtracted before the % adjustment for weapon type vs target size is calculated; so each hit part does 1.75, for a total of 5.25 per attack. this also menas oddly enough, that 2 firebats attacking 1 dragoon, if neither side micros, is actually a pretty close battle. This is why OP's way of displaying the stats is simply bad, it messes up the armor interaction with size frmo sc1, and fails to denote firebats actual damage.
On another note, zealots got a 5% attack sped increase in sc2, again if using marines as a baseline; so while they lost 10 shields, they did gain that. and the change in shield interaction rules means they aren't hurt as badly by anything doing explosive damage, which would be most analogous to the anti-armor damage in sc2; so zealots weren't nerfed, they're about the same. while charge may nto be quite as good as zealot speed boost, improvements in pathing rules do maek it much easier for melee to saturate on an opponent and avoids single file syndrome.
While I agree wtih many of your conclusions and unit quality assessments, you don't know the figures and underlying math of the game nearly as well as you think you do. Understanding all these details is a real help in trying to balance the game and in mathematically modeelling the underlying behavior.
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This is a beautiful write up op!
As a toss I'm hesitant to suggest any buffs to terran. Historically (I've played since release) terran has been the best race. I would, however, feel ok if terran had a slightly more terrifying siege tank. I'm thinking of this for the late game of course, as I think the tank works well in 1/1/1 rushes.
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On October 16 2012 23:14 zlefin wrote: it's actually going to be ~23 shots. a firebat attack has 3 hits, the number of which hit varies based on positioning and the size of the target; and as with many splash weapons there's a 50% and 25% damage zone. Against large targets the firebat will usually get in all 3 hits in the 100% zone. Firebats don't ignore armor, but armor is subtracted before the % adjustment for weapon type vs target size is calculated; so each hit part does 1.75, for a total of 5.25 per attack. this also menas oddly enough, that 2 firebats attacking 1 dragoon, if neither side micros, is actually a pretty close battle. This is why OP's way of displaying the stats is simply bad, it messes up the armor interaction with size frmo sc1, and fails to denote firebats actual damage.
On another note, zealots got a 5% attack sped increase in sc2, again if using marines as a baseline; so while they lost 10 shields, they did gain that. and the change in shield interaction rules means they aren't hurt as badly by anything doing explosive damage, which would be most analogous to the anti-armor damage in sc2; so zealots weren't nerfed, they're about the same. while charge may nto be quite as good as zealot speed boost, improvements in pathing rules do maek it much easier for melee to saturate on an opponent and avoids single file syndrome.
While I agree wtih many of your conclusions and unit quality assessments, you don't know the figures and underlying math of the game nearly as well as you think you do. Understanding all these details is a real help in trying to balance the game and in mathematically modeelling the underlying behavior.
So, this is why the firebat is a bad unit to test one's knowledge of unit interactions. The same firebat can hit a unit for anywhere from 1 to 33 damage depending on position and upgrades. Referring to a unit that was niche in a game I haven't played in years is asking for far too much murkiness.
I looked the stuff up last night when I got home just to check. I should have told you how stupid of a question that is rather than bothering to play your game.
You are getting too caught up in the underlying numbers and not watching the fucking game in front of you.
You make a case for mutalisks doing more dps relative to marines in SC2, well that's nice, why do marines shit all over mutas in SC2 when they used to be fairly even in BW? Zealots do 5% more damage? Great! Why don't they slaughter marines like they used to?
The problem with your argument is that you're talking about shit that doesn't matter. Marines and bio in general got MASSIVE buffs in SC2. We're not taking 5 or 15%, we're talking 30-100%. Firebats were never as good as you're trying to make them out to be, this is supported by high-level BW play for over 10 years. They were used, and had a critical role, but they were niche.
Terran infantry in SC2 is far better than Terran infantry in BW, which already had its place.
OP is talking about supply and damage. Those aren't defining features of BW Terran IMO. Terran was defined by range, positioning, and low HP. Or if you want specific units: Tanks, Spider Mines, and in TvZ, Marines.
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On October 14 2012 12:20 YyapSsap wrote:Show nested quote +On October 14 2012 10:59 LockeTazeline wrote: These are such good suggestions, especially the moving viking. That would be so sick to watch as a spectator.
All in all, a great series. I hope Blizzard listens. SC2 needs... MOVING SHOT!!! Cant believe they took it out. LIke you glide in, fire your missiles/attacks off while gliding back. That made wraith micro so beautiful to watch. And to the OP. Excellent as usual! Seriously, the game would be SO much more interesting with those changes. One more thing to add to the raven is how HSMs work. They are far too binary (either lots of explosions including the death of the ravens) or nothing. They should implement something like a damage over time, or deal damage after a timer HSM spell where both gives some sort of control to the opposing player to mitigate damage. Direct damage dealing abilities (especially AOE) should be avoided at all costs due to the binary nature of them. no, SC2 need overpowered things, everything here, feel so underwhelming...
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The main problem with all these comparisons between BW and SC2 is that they're running on different engines, we saw how you couldn't achieve BW balance in SC2 with the SC2BW mod. Things like bad unit pathing, grid movement, unit glitches and the aforementioned different way that splash damage interacted means you can't really compare stats number to number like the OP has done. I think its clear that the OP needed to put some numbers in for people to get a clear idea of what was intended, something for people to say 'thats too high' or 'that's too low' rather than 'that could be anything', but he needed to justify these numbers against SC2 numbers not BW numbers.
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