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Over-nerfed: Why Zerg dominated Korea. - Page 11

Forum Index > SC2 General
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zealing
Profile Blog Joined January 2009
Canada806 Posts
May 17 2010 16:22 GMT
#201
ya preaty much agree with the whole unit compesition. took me like a day to figure out what worked and what didn't. i failed in Bw cause i hated deffilers but now i just mass some hydras and gg.

SC2 rules imo.
Think you got lag? It took Jesus 3 days to respawn.
BigDatez
Profile Joined April 2010
Canada434 Posts
May 17 2010 16:26 GMT
#202
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.
Video games > sex (Proven fact)
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
May 17 2010 16:31 GMT
#203
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.
Attica
Profile Joined February 2010
United States277 Posts
May 17 2010 16:32 GMT
#204
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
Profile Joined May 2010
United States319 Posts
Last Edited: 2010-05-17 16:55:15
May 17 2010 16:36 GMT
#205
I like how since Ultras are not used Zerg just gets to subtract that unit. Welp, it's not like Protoss use Carriers, hardly ever do you see a Mothership, and I wouldn't really count an Observer as a fighting unit, and Archons? Right...

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
Profile Joined May 2009
United States9305 Posts
May 17 2010 16:41 GMT
#206
As cool as Artosis is, the logic in this one is full of holes.

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.
a talking rock that sprouts among the waves woosh
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
May 17 2010 16:45 GMT
#207
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.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
imbecile
Profile Joined October 2009
563 Posts
May 17 2010 16:47 GMT
#208
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
Profile Joined July 2008
United States158 Posts
May 17 2010 16:51 GMT
#209
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.
World's #1 Idra Fan
fathead
Profile Joined July 2008
United States158 Posts
Last Edited: 2010-05-17 17:02:54
May 17 2010 17:01 GMT
#210
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.
World's #1 Idra Fan
roemy
Profile Joined April 2010
Germany432 Posts
May 17 2010 17:03 GMT
#211
so... following the same logic:

with neural parasite, zerg has 35 possible units
rock is fine.. paper could need a buff, but scissors have to be nerfed
skYfiVe
Profile Joined April 2010
United States382 Posts
May 17 2010 17:10 GMT
#212
I really like that you added what the players are doing post-nerf. Thanks again Artosis
"1baseiwa"
Utred
Profile Joined February 2010
Belgium16 Posts
May 17 2010 17:11 GMT
#213
Nice article, didn't know that.
I'll stay playing zerg no matter what, being UP gives me something to blame when I lose anyway ^^
BigDatez
Profile Joined April 2010
Canada434 Posts
May 17 2010 17:15 GMT
#214
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 =)
Video games > sex (Proven fact)
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
Last Edited: 2010-05-17 17:27:30
May 17 2010 17:25 GMT
#215
On May 18 2010 02:01 fathead wrote:
Show nested quote +
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.


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
Profile Joined April 2010
Australia164 Posts
Last Edited: 2010-05-17 17:33:46
May 17 2010 17:27 GMT
#216
On May 18 2010 01:45 NicolBolas wrote:
Show nested quote +
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.


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
Profile Joined April 2010
Japan278 Posts
Last Edited: 2010-05-17 17:31:33
May 17 2010 17:30 GMT
#217
On May 18 2010 02:15 BigDates wrote:
Show nested quote +
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 =)


lol, you took him seriously..
fathead
Profile Joined July 2008
United States158 Posts
May 17 2010 17:36 GMT
#218
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.
World's #1 Idra Fan
Gretorp
Profile Blog Joined September 2008
United States586 Posts
May 17 2010 17:39 GMT
#219
He's just saying dyanmics wise, it's faster to test zerg over the other races since their complexities with unit compositiions is much less massive than the other races. Hence zergs are able to learn their races faster and their builds tighter, as opposed to the other races.

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.
I am Unheard Change
ironchef
Profile Blog Joined August 2004
Canada1350 Posts
May 17 2010 17:39 GMT
#220
Its a decent point that could be true. The thing is, we can't just assume the untapped possibilities of T and P are going to be stronger, though its a possibility. Its also a possibility that some of those units just arent useful,or not combo-able, or that the combos are not strong enough still to compete with basic ones. The other issue is, how useful is it if it cant materialize due to early game balance/other issues etc. But I do kind of think you're onto something with respect to early beta zerg domination.


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.
“Because your own strength is unequal to the task, do not assume that it is beyond the powers of man; but if anything is within the powers and province of man, believe that it is within your own compass also.” - Marcus Aurelius
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