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The proportion of each race at top level - Page 3

Forum Index > SC2 General
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cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-05-06 09:17:40
May 06 2010 08:53 GMT
#41
On May 03 2010 22:57 Takkara wrote:
Here's the thing about numbers, they can say anything you want it to say. The first question, even before "why is Terran so low" is "why the Top 250?" Is that somehow the most representative amount? Is that where you ran out of effort to do more? Is it a somehow important percentage of top players? It's so meaningless. To prove it, I compiled the Top 10, and all the numbers at values of 25 thereafter. You can see it shows completely different results depending on where you decide to draw your arbitrary cutoff. So I don't think your numbers show anything.

US:
[image loading]

Europe:
[image loading]
Asia:
[image loading]

As sample size increases results are more valid.. So yes, 250 is a good choice for sample size.. 10 is a bad choice. Your table actually shows a stabilizing trend as sample size increases. What you have shown here only supports the OP.
Your paragraph about how numbers can lie makes no sense in this context. There is nothing about the OPs statistics which is misleading.
There is no need for it to be a random sample.. the question is the races of high ranked players. Whoever came up with this notion of a random sample is truly stupid. If you are attempting to generalize results, you take a random sample. Why would you take a random sample if you are only interested in studying a specific group of people? Are you people just regurgitating random phrases you heard in statistics years ago?
It is not enough to conquer; one must learn to seduce.
lololol
Profile Joined February 2006
5198 Posts
May 06 2010 10:03 GMT
#42
On May 06 2010 17:06 spinesheath wrote:
Show nested quote +
On May 06 2010 17:02 TheElitists wrote:
On May 04 2010 04:48 Antpile wrote:
- Everyone needs to build air units to counter colossus. Guess which air unit counters colossus the hardest? Yep, the viking.
.


+ Show Spoiler +
[image loading]


Not saying I disagree with you on the rest but this is the unit that does double damage to massive


Vikings are cheaper, have 3 more range and deal more DPS to colossi. They have less HP, but their insane range compensates very well for that.


Actually, Banshees deal even more DPS. They have a shorter range, but the cloak, extra hp and light armor compensate for that.
Banshee - 19.2
Viking - 14 (but 25 gas cheaper)
Corruptor - 11.58
I'll call Nada.
Perfect Balance
Profile Joined April 2010
Norway131 Posts
May 06 2010 10:09 GMT
#43
Clear evidence. Protoss is infinitely easier to play, especially versus Terran. The matchup is completely broken, and P has so many advantages. You think, when a race is able to teleport all produced units into a ball instantly anywhere on the map, that there would be some sort of compensation for that?

Warp gates and chrono boost gives protoss some ridiculous advantages that the other races aren't compensated for. Zerg can produce 60 units that perfectly counter your units on command. Human is definitely lagging behind in these core mechanics.
"Do you REALLY want chat rooms?" - You're good Blizzard! I was just fakin' it!
Perfect Balance
Profile Joined April 2010
Norway131 Posts
May 06 2010 10:12 GMT
#44
Especially shocking are the Asian and European statistics.

Terran at 24%, Protoss at 40%. Shows how imbalanced this matchup is.
"Do you REALLY want chat rooms?" - You're good Blizzard! I was just fakin' it!
Artrey
Profile Joined March 2010
Germany270 Posts
May 06 2010 10:34 GMT
#45
The numbers are far too low to use them statistically. It's nonsense to deduct anything from such a low pool of samples. At least as long as you only compare the extreme examples. If you add up everything, it becomes a bit more valid and shows a slight toss advantage compared to terran, but that is what Blizzard told us already.
vanVidd
Profile Joined December 2008
Norway38 Posts
May 06 2010 10:37 GMT
#46
Before I start off, I'm a Platinum Random player with around 1400 points on EU

And when I think about it, when I'm toss. I usually make whatever I feel like (just building an early gate/cycore incase of reaper harass), and just dictate the game from the start, while terrans have to either gamble on a particular unit I.E ghosts, or opt for void ray defense. Which in my opinion turrets do not put up the fight (cost-wise). Marines without stim also gets sort of outclassed against VRs. What I'm saying is that there's no true "safe" build for Terran against Protoss, without just automatically getting far behind in the mid game.

And I think getting thor for defense against VR's doesnt work, in that the VR comes out much quicker (??)

I recall whenever I push out against the toss lately, I would've had such a diverse unit composition XD I pushed out with: ghosts, rines, vikings, banshees, tanks, rauders and vacs. That's what I had after defending and counter pushing his natural XD

TL:DR: I get everything as terran against protoss, or do a gamblepush :D
BY THE POWER OF GREYSKULL!
vanVidd
Profile Joined December 2008
Norway38 Posts
May 06 2010 10:39 GMT
#47
On May 06 2010 19:34 Artrey wrote:
The numbers are far too low to use them statistically. It's nonsense to deduct anything from such a low pool of samples. At least as long as you only compare the extreme examples. If you add up everything, it becomes a bit more valid and shows a slight toss advantage compared to terran, but that is what Blizzard told us already.


I understand what you're saying, but I have to say though, If you start comparing the lower ranked players, It's not a valid theory of winrate, due to no one is using their race to their full potential, so it just comes down to player skill, not players race.
BY THE POWER OF GREYSKULL!
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
May 06 2010 11:01 GMT
#48
yes t is so weak, imo they need to buff the marauder. give the marauder EMP and make his range 10 and buff the damage to something like 200(+200) and maybe the HP to 1000 and 50 Armor. yes these are drastic changes, but im sure at least the game will be balanced from a Terran point of view and this floophead guy will stop hijacking every thread with his "t is so weak", "t needs so many buffs" and "P is imba T_T" posts.
ah i forgot marauder get a new air attack with range 20 and 500 damage with AoE.

@ topic
we have so much more P players so its logical that we have in the top more P too.
after 2 years i reached it = marine icon
gavss
Profile Joined February 2010
Turkey94 Posts
May 06 2010 11:08 GMT
#49
On May 06 2010 16:12 kickinhead wrote:
Show nested quote +
On May 04 2010 00:20 rhap wrote:
Is this a thread about the rankings on US/EU/ASIA or a thread about terran whine? I see terrans on every important tourney doing good against zergs and protoss, and even winning. Idk what are you people complaining about. Maybe less people play the race, who knows. Tourneys are a better representative imo.


First of all, there are way less Terrans high up in the Tournaments than Zerg and Protoss. Look at the Zotac-Cups for example:

14 different players overall made it to the Finals in the 10 times so far, only 3 of them were Terrans and only one of them was able to win and that was a long time ago in Cup#3.

The reason why Terran is underperforming atm. and will keep getting weaker and weaker is IMHO, because Terran has to surprise the opponent in some way to be able to win with early harrassment (reaper), fast-tech to certain Units (Banshee-rush) or surprise the opponent with Thor-Drop's, Hellion-Drop's, Tanks on Cliffs etc. if you don't just want to rely on Mass-Marauders.

It's IMHO very hard for Terran to play a standard-game because for one thing all their Units have very strong counters to them and they just aren't that good at defending anymore, one example:

- You wan't to get up a fairly early expansion with T against P without dying to cheese, so what do you have to prepare for?

1) DT's (even if you see no council/shrine, it could be a proxy somewhere on the map)
--> Save Scans, which are basically 275 minerals, which is A LOT to kill one DT or get up turrets which aren't that good against DT's anymore either, because they cost more than in SC:BW, but do more DMG, but what does the DMG-buff help against DT's?
2) VR-Rush (even if you scout properly, it could again be a proxy)
--> you need a lot of Marines and vikings and/or turrets - everything quite expensive
3) 4-Warpgate timing-push
--> you need Bunkers and lots of Units
4) Timing-Push with Immortals
--> you need M&M's and probably Ghost for EMP
5) Collossi-rush
--> you shouldn't have many Marines and most likely you'd want to have some vikings
6) Protoss goes for a rather fast exe
--> you'd want to have the least amount of minerals spent on static defense as possible

So for a safe build you need let's say 3 Turrets (e-bay cost's 125, 3 Turrets 300, which is 425 - more than one expansion worth of money just to be kinda safe while defending against cheese/rushes?) But now comes the timing-push, against which you'll definitely loose with more than 400 minerals worth of stuff that doesn't help against warpgate-units and Immortal or that is a waste if the Protoss opted to go for an expansion himself. Also, the Mass Marines against VR's/Immo's get raped by Collossi and the Marauders by Immortals, without EMP-support... to defend against the same sort of stuff (VR/DT/Timing-push), Protoss just has to go robo and "waste" 50/100 for mobile detection and splash a bit more stalkers/sentries in their Unitmix as Antiair! So it's also easier to defend against timing-pushes and be economical nonetheless. Same is with Zerg - they don't have to go far out into other techroutes and build stuff they don't need if the opponent does not choose to go a certain way in his tech, cuz Queens are Anti-Air (so just splash in additional queens if necessary) and at T2, you can morph an Ovi into overseer and you have AntiAir anyways with Mutas/Hydras and economy-wise, Z should be fine with their FE anyways.

The Problem here is that the different ways to deal with the Protoss potential strategy are very different, so it's hard to be cost-effective and play safe at the same time. Besides, T is IMHO the race which is depending the most on Upgrades and Synergies between the Units. So besides wanting to play safe and having some Turrets and a good Unitmix AND the fact you want to get up your Expansion as fast as possible, you also want to get stim, shield-upgrade, marauder-upgrade, Medivacs to support your Infantry-Units etc.

I'm not saying that Terran Unit's aren't good, but if you want to come up with a fairly solid build, which is something you have to do to play solid on a higher level, T has just a hard time. Of course, this may not only be due to balancing-issues, but it's IMHO a Problem T's suffer from atm.

What I want to see, just to be able to come up with a safe build for starters, is just better static defense to hold of cheese/rushes/timing-attacks. With that I mean for example cheaper Turrets and no Bonus-DMG against Buildings because they are considered "armored", so you can actually keep a bunker alive by repairing it in dire situations. Also, Make E-Bay cheaper and able to fly, so you can defend better against stuff on your cliffs.


I totally agree. If game lasts more than 8-10 minutes terran loses winning chance every second.

I don't think that a player like "Boxer" or "Flash" will revolutionize terran game play again. Because terran defense and timing attacks are very weak compared to Starcraft 1.
GaMeOfFeAr
Profile Joined March 2010
United States26 Posts
May 06 2010 15:42 GMT
#50
Terran Plat 1500+.

I will only speak of the late game. macro based Terran strategy, and unit compositions that work well vs everything, since thats what I have been testing out.

TvZ: Any Zerg with good macro wins if it reaches this stage. The only unit composition I have found that works decently vs everything the Zerg has to offer (even 6+ Broodlords) is massive Marines off of 7+ reactor core Barracks, and at LEAST 8+ Ravens, with Marauder/Medivac for support, Helions vs Zerg/Baneling.
The key is the Ravens, which completely own Roaches, Hydra, and Mutalisks.

I've been able to fight off 4 base Zerg players on 2 base with that strategy, but it's a losing battle. Infestor's Fungal Growth, Zergling/Baneling's finish Marines, but at least you can macro up marines fast enough to keep up, which is similar to how TvZ was in Starcraft 1.

TvP - The Protoss 1 base push play puts them at too much of an advantage. Forcing the Terran to turtle, while the Toss can safely expand, and safely mass High Templar. You have to get crafty with your Ghosts, and micro your weaker army much more than he does. Assuming you survive the mid game push, that is.

Also, both races are extremely more mobile than Terran in the late game, especially if the Terran is foolish enough to use Siege Tanks, which are too easy to counter. Toss gets Warp/Recall, Zerg has Creep/Worms. Blizzard attempted to force Terran mobility by giving Medivacs heal, but it isnt up to par.



Life is a game based on fear.
Snowfield
Profile Blog Joined April 2010
1289 Posts
Last Edited: 2010-05-06 17:43:19
May 06 2010 17:42 GMT
#51
You guys complain too much

Less QQ, more Pewpew

There is plenty terran can do vs toss and zerg
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