SC2 rules imo.
Over-nerfed: Why Zerg dominated Korea. - Page 11
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zealing
Canada806 Posts
SC2 rules imo. | ||
BigDatez
Canada434 Posts
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floor exercise
Canada5847 Posts
Zerg only has 9 units. If you nerf a zerg unit, you have effectively nerfed 11.1% of the zerg race. Terran has 14 units, so a nerf to a terran unit is only a 7.14% effective nerf rate to the race. Meanwhile, Protoss has a whopping 27 units so often times a single unit nerf goes completely unnoticed for weeks because it represents a paltry 3.7% nerf rate. | ||
Attica
United States277 Posts
On May 18 2010 01:26 BigDates wrote: Wouldnt this also mean that once the game has been out for a year, zerg will be GREATLY inferior, due to the fact that well, we will have the same core strategies, as the Ultralisk is probably never going to be used mainstream so long as it dies to units that get + to armor so easily in my opinion anyways. By that time blizzard will be toting that they are fixing imbalances in the next expansion. | ||
clik
United States319 Posts
Zerg definitely could use some more units but lets no over exaggerate other races. All this Roach nerf did was turn Zerg into ling/hydra spammers instead of roach/hydra spammers. Though I do agree with the rest of what Artosis has to say. | ||
Hapahauli
United States9305 Posts
Quantity of units has no direct relation to game balance. Artosis blindly throws three numbers into the air without accounting for the niches each unit has for each race. I also find it hard to justify that a race with fewer units is simpler by nature. Or perhaps floor exercise said it best: On May 18 2010 01:31 floor exercise wrote: Why zerg gets over nerfed: Zerg only has 9 units. If you nerf a zerg unit, you have effectively nerfed 11.1% of the zerg race. Terran has 14 units, so a nerf to a terran unit is only a 7.14% effective nerf rate to the race. Meanwhile, Protoss has a whopping 27 units so often times a single unit nerf goes completely unnoticed for weeks because it represents a paltry 3.7% nerf rate. Logik. | ||
NicolBolas
United States1388 Posts
On May 18 2010 00:19 LionsFist wrote: The only thing I'd make, as maybe an alternative way of looking at the starting point. Excluding movement micro and what parts of your army are where, Zerg have the following significant effects requiring army micro: - Burrow, probably only significantly useful on roaches for most fights. - Mind control - Fungal growth - Corruption - Infested Terran # While Protoss have: - Storm - Feedback - Forcefield - Blink - Guardian Shield - Vortex - Gravaton Beam - Mass recall - Phase Archon - Hallucinations # - Warp prison phase mode # - Spawn Interceptors # And Terran have: - Stim - EMP - Nuke - Snipe - 250mm Strike Cannons - Auto-turret # - PDD - Hunter Seeker missile - Cloak on Banshees and Ghosts - Siege mode - Viking assault/fighter mode # = Things that are pretty much non-event abilities in most large army fights. I also judge them based on the assumption you have that unit. (Yes, you can contest me on any of those, I'm just talking general) Take from that, what you will. Personally, I see it meaning that T and P must use these extra abilities to the best to pull to equality in a situation of equal army/equal counter etc. Hence Zerg players are generally more macro orientated players. Yes, there are micro elements also involved in movement (ie. microing phoenix and vikings to get the best damage ratio out of them vs another air unit, or voidray micro abusing landscape or surrounding buildings to charge up on, or flanking/surrounding units). But presuming them all equal, I would see the Zerg having an inherant built-in easier time using armies, and definately not getting penalised for NOT using these abilities to their fullest. EDIT: Also the other point with zerg is that their major counter units are one of 4 of their main units. Either hydra/roach/muta/ling. That's it. If you are up against an army, almost always (excluding a few specific combinations) using a heavy composition of one of those, with light combinations of the others mixed in, and 1-4 of the other support units thrown in. It's a lot harder to make a hard counter of a zerg army, as undoubtedly they cover each others weaknesses so well. (Note: I did not say impossible, just harder than Protoss or Zerg) This is an interesting argument. Let's compare SC2 Zerg micro options to SC1 Zerg micro options: - Burrow. Primarily used for Lurkers, who get it for free. - Dark Swarm - Plague - Consume - Mutalisk micro * * Not technically an ability, but it is an important micro option in SC1. I didn't list Queen abilities, as those are simply not used in competitive play. While it is easy to argue that the Zerg options in SC2 are not as strong as the SC1 ones (though this is primarily due to these abilities being Tier 2 rather than Tier 3 as in SC1), it is clear that the Zerg have about the same number of micro options in SC2 as SC1. Something similar goes for the main units. In SC1, you had Ling/Hydra/Muta as your main units that you mass up lots of, with a few Lurkers, Defilers, and Ultralisks thrown in for support. It's Hydra/Lurk or Lurker/Ling or Ultra/Ling or Muta/Ling, etc. | ||
imbecile
563 Posts
On May 18 2010 01:41 Hapahauli wrote: Quantity of units has no direct relation to game balance.. Number of units doesn't effect final balance. But it greatly affects the speed at which the optimal builds are found for a race. So Zerg are quite a bit ahead of the curve. But not much more. Once there are not so many changes anymore, the other races will catch up and overtake them pretty fast. | ||
fathead
United States158 Posts
What have the top Korean Zerg players been doing since the last Zerg nerf in Patch 12? Well, I can't speak for all of them, but two of the very top players, Cool[fOu] and TheWinD, have both been practicing Terran on the Asian Ladder. Great article Artosis. And that quote sums up what I'm doing also. Also, do you have any more replay packs laying around. It is so hard if not impossible to find good Korean replays in SC2. | ||
fathead
United States158 Posts
On May 18 2010 01:16 No_Roo wrote: I usually take artosis seriously however this time I had to stop reading after: Zerg: 9 Terran: 12 Protoss: 14 If artosis feels that his case isn't strong enough to stand this time around without recklessly exaggerating facts then I don't really see any point to consider the rest of it. We all trust you well enough to count to 14 properly, why not extend us the same credit? Anyway stop doing that so intelligent people can go back to agreeing with you. 1. zealot 2. stalker 3. immortal 4. HT 5. Colossus 6. Archon 7. Mothership 8. Phoenix 9. Void Ray 10. Carrier 11. Dark Templar 12. Sentry 13. Warp Prism 14. Observer He said usable units not units that can shoot. If anything he underestimated toss since the probe has the ability to build forward pylons which are very offensive. | ||
roemy
Germany432 Posts
with neural parasite, zerg has 35 possible units | ||
skYfiVe
United States382 Posts
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Utred
Belgium16 Posts
I'll stay playing zerg no matter what, being UP gives me something to blame when I lose anyway ^^ | ||
BigDatez
Canada434 Posts
On May 18 2010 02:03 roemy wrote: so... following the same logic: with neural parasite, zerg has 35 possible units Yes let me mind control your 50 mineral 1 supply marine with my 2 supply 150 gas 100 mineral infestor. You cant simply state that zerg has 35 units they can make, because only a VERY FEW units are worth it to mind control, not to mention once the infestor dies you get your unit back and i lose mine (this isnt the case for other units is it) I could see how you could raise this number a little bit with mind control, but 35 is just rediculous of a number to state, as it is useless to use mind control on ALOT of strategies (against ling/baneling/muta, against roach hydra, against any terran with tanks, or an MMM ball, against non collosus / mothership builds) And we all know pretty much all terrans get tanks now-adays, so fungal growth on the army that is trying to bait me to his tanks are a much better idea, that or base dropping, o burrow roaching. Your terrible =) | ||
Ghostcom
Denmark4782 Posts
On May 18 2010 02:01 fathead wrote: 1. zealot 2. stalker 3. immortal 4. HT 5. Colossus 6. Archon 7. Mothership 8. Phoenix 9. Void Ray 10. Carrier 11. Dark Templar 12. Sentry 13. Warp Prism 14. Observer He said usable units not units that can shoot. If anything he underestimated toss since the probe has the ability to build forward pylons which are very offensive. If you want to count the warp prism and lolmothership you better be counting the nydus worm, overlords, overseers and queens as well.... Biased counting is biased - if you count one transport ship you have to count them all. EDIT: and you should also count in the changeling as it is the equivalent of an observer. | ||
LionsFist
Australia164 Posts
On May 18 2010 01:45 NicolBolas wrote: This is an interesting argument. Let's compare SC2 Zerg micro options to SC1 Zerg micro options: - Burrow. Primarily used for Lurkers, who get it for free. - Dark Swarm - Plague - Consume - Mutalisk micro * * Not technically an ability, but it is an important micro option in SC1. I didn't list Queen abilities, as those are simply not used in competitive play. While it is easy to argue that the Zerg options in SC2 are not as strong as the SC1 ones (though this is primarily due to these abilities being Tier 2 rather than Tier 3 as in SC1), it is clear that the Zerg have about the same number of micro options in SC2 as SC1. Something similar goes for the main units. In SC1, you had Ling/Hydra/Muta as your main units that you mass up lots of, with a few Lurkers, Defilers, and Ultralisks thrown in for support. It's Hydra/Lurk or Lurker/Ling or Ultra/Ling or Muta/Ling, etc. Exactly. This alone is the reason I feel that high level Korean players go for Zerg. With less things to focus on (not to mention the argueably longer time they can spend on doing it, as it's more supported there), they can master these abilites to a much higher level than a Protoss or Terran player. The strategic possibilities might be more limited, but because of that they're perfected and taken to deeper levels. eg. T might choose to go mech, bio or air. Pumping based on what he scouts. They have practiced each, understand the build timings, what windows of attack it gives them, and how to best use these units. By this point, the training Z has done all those things for their builds, and worked out the slight nuances of weakness in the T positioning, worked on issues of which maps allow for the best fake attacks that make the T weak to backdoor harass or drops, knows which exact combinations of units provide his best chances, and has perfected it to the point where he can sense when the T army is slightly out of position and weak, allowing for a quick muta snipe, etc. etc. etc. | ||
Three
Japan278 Posts
On May 18 2010 02:15 BigDates wrote: Yes let me mind control your 50 mineral 1 supply marine with my 2 supply 150 gas 100 mineral infestor. You cant simply state that zerg has 35 units they can make, because only a VERY FEW units are worth it to mind control, not to mention once the infestor dies you get your unit back and i lose mine (this isnt the case for other units is it) I could see how you could raise this number a little bit with mind control, but 35 is just rediculous of a number to state, as it is useless to use mind control on ALOT of strategies (against ling/baneling/muta, against roach hydra, against any terran with tanks, or an MMM ball, against non collosus / mothership builds) And we all know pretty much all terrans get tanks now-adays, so fungal growth on the army that is trying to bait me to his tanks are a much better idea, that or base dropping, o burrow roaching. Your terrible =) lol, you took him seriously.. | ||
fathead
United States158 Posts
On May 18 2010 02:25 Ghostcom wrote: If you want to count the warp prism and lolmothership you better be counting the nydus worm, overlords, overseers and queens as well.... Biased counting is biased - if you count one transport ship you have to count them all. EDIT: and you should also count in the changeling as it is the equivalent of an observer. I would count the OL but not the nydus since it's not a unit. But only once it's tech is researched. And no, the changeling is a spell not a unit. And a pretty useless spell at that. | ||
Gretorp
United States586 Posts
So blizzard is patching based on a the results not taking into account the learning curve of learning efficient builds at top levels, thereby nerfing a race drastically that didn't need to be nerfed. | ||
ironchef
Canada1350 Posts
The thought then is, how should blizzard act in the short term while these hypothetical strong/finesse combos dont exist, or atleast arent being used yet. | ||
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