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Game flow thread - Page 2

Forum Index > SC2 General
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Zoltan
Profile Blog Joined March 2010
United States656 Posts
March 30 2010 19:30 GMT
#21
On March 31 2010 03:08 Zato-1 wrote:
Show nested quote +
On March 31 2010 02:55 larjarse wrote:
The statement "The starcraft series should be all about big, climactic battles, not constant hit-and-run-´till-caught action." implies a bias opinion in which tells what you WANT in SC2.
.

There is room for both harassment and big battles in Starcraft. However, you can tell which units are meant for harassment (e.g. Hellions, Reapers, DTs) and which are meant for fighting it out (e.g. tanks, immortals). Some units are somewhere in between (Stalkers), but with the Marauder being the core unit of the Terran ground army, the fact that the optimal way to fight with it is to hit-and-run, makes the optimal rules of engagement for the Terran army to be hit and run. Guerrilla warfare is fine, I just don't think it should be such a core part of using the Marauder unit.


SC2 is NOT about big battles and no micro- otherwise top pros wouldnt bother with 300apm when you could do the same thing with 60apm.
Digression:
IDK how i feel about saying Marauders are best at hit and run. They do pretty good at holding their ground, and even better at dropping buildings. Sure hit and run with stim is how you play them correctly, but they aren't incapable of stand-up fights. Thats what makes them such a feared unit. I believe the probelm isnt with the marauders, but the players playaing against them have no idea what to do about them yet. They haven't figure out that Zelots cant fight marauders(with stim) and ever hit them (without charge), stalkers shouldnt be engaging them either really (without blink). Zerglings are OK vs them (as long as they have speed), and roaches might as well just kill themselves (unless they have burrow). Notice anything about those comparisons? They all involve an upgrade. Maraduers are good without stim, but are untouchable with stim. Zelots cant fight marauders without charge, but with charge they chew them up. Without blink no stalker would ever leave a fight with a marauder alive, but with blink they just teleport to safety. What I'm geting at is that the balance between units, and the play style of the units, revolves around both the unit and their upgrades. You can hit and run with stalkers in the exact same manner you do with marauders, as long as they have blink, and you have some micro skills
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 30 2010 19:34 GMT
#22
I agree with nerfing marauders, but I don't think the proposed OP is the way to go about it.

What they need is to have the slow removed or lowered in duration. and/or possibly remove stim.

These guys are powerhouses without stim and without the slow. I really don't see why they have BOTH in addition to their core HP/Damage.

People need to stop complaining about ZvZ, the matchup is fine and all you idiots who suck at it are screwing it up by whining until blizzard makes retarded nerfs like the last 2 patches (6 and 7) to roaches.

I agree with the void rays thing.

Void Rays
..and then I would, ya know, check em'. (Aka SpoR)
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
March 30 2010 19:41 GMT
#23
On March 31 2010 03:42 zazen wrote:
Agree with absolutely everything, but the proposed fix to ZvZ isn't good and would make Z basically suck..

Again, please ignore the balance repercussions for now. My objective with that point is to make sure Zerg doesn't have enough larvae to spend all his minerals on roaches- another way to achieve this would be to change the drone mining rate so that they mined so fast, you couldn't spend all those minerals on roaches because you ran out of larvae. This would make zerg too strong. But, imagine for now that the actual change was somewhere in between that left Zerg just as powerful as it is now. Do you think forcing Zerg to spend some of their minerals on economy / tech in ZvZ is a good thing? Why?
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
March 30 2010 19:59 GMT
#24
Those zerg changes would completely ruin the race. You can't force a zerg player not to mass if they want to, just like you can't stop a terran or protoss from massing marines with triple rax reactors or massing zealots.
lololol
Profile Joined February 2006
5198 Posts
March 30 2010 20:04 GMT
#25
What ZvZ needs is adding counters. For example the hatchery level units could be changed, so zerglings are >> roaches, roaches >> banelings, and banelings >> zerglings and these counters should be roughly equally as strong.
Now you have to mix several unit types(or the enemy can easily counter you), it will create some micro and because of counters being available teching would be a lot more viable as well.
I'll call Nada.
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