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How to fix TvZ Mech - Page 6

Forum Index > SC2 General
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Prev 1 4 5 6 7 8 45 Next All
MoMaN-
Profile Joined July 2009
France202 Posts
June 03 2010 01:54 GMT
#101
you can add MorroW :p for people saying Meca Imba :p
?_?
Trok67
Profile Joined May 2010
France384 Posts
June 03 2010 01:55 GMT
#102
On June 03 2010 10:53 Zozo wrote:
Show nested quote +
On June 03 2010 10:47 Trok67 wrote:
On June 03 2010 09:51 Zozo wrote:
People still seem to think that walking into 15 siege tanks in sc1 was possible, it wasn't, even with the poor AI.

The problem is that the overall tank dmg is higher, and reducing attack speed would pretty much limit TvP and make TvT even longer.

I think every zerg whining just has all his units on group1, and can't be assed to spread his mutas to kill the thors. The solution would be increase siege/unsiege time by one second, then again, as soon as the good players start spreading their mutalisks, mech will return to total trash.

On a obvious side note: For every thor made, less tanks are in the field. 10 spread mutas rape thors. Overseers delay thors. Play.


LOL it's so fun to listen to somebody who never have played zerg at all. PLEASE show me a replay of you killing 3/4 thors with mutas with your AWSOME mutas micro. I just can't wait to see that :D


Cause you can get 4 thors before 10 mutalisks right? You can't pull off 200/200 3/3 7 factories in 10 minutes. Let's not pretend it's NR20

If you watch the games you are going to see how vulnerable lz was while teching.


haha, no against 10 mutalisk 1 thor with some marines or 2 thor will be enough. And if the terran see youre doing a ton of mutalisk, he'll himself make a ton of thors/viking. And since thors are also very good against ground there is no risk he will waste any money with that.
jusayO
Profile Joined May 2010
Canada60 Posts
June 03 2010 01:56 GMT
#103
@Avilo , provide us a replay of your all so powerful zerg play against a top tier terran player (preferably Drewbie, as he's now President) , in a macro oriented game if you're so confident. Please, we're all dying to see how dumb the rest of the zerg community is.
무릎의 춤이 더 즐겁게 훨씬 때 스트리퍼가 울고있다
avilo
Profile Blog Joined November 2007
United States4100 Posts
June 03 2010 01:56 GMT
#104
Also, I find it completely hilarious that rather than talking about how to counter it, or something more logical like many of the maps being too small and sensor towers being too good, you guys start spewing off your "let's list all the top player's opinions (none of whom seem to abuse nydus enough)."

Top players are NOT good balance designers. A lot of top players are biased one way or another most of the time. Did you see all of those Zerg players you listed advocating that ZvT lategame be fixed a few patches ago when TvZ was almost impossible late game? No, they were all pretty content to free win with 1a roache suicide-> remax 200 lategame.

Sup
Despotic
Profile Joined April 2010
United States10 Posts
Last Edited: 2010-06-03 02:00:14
June 03 2010 01:58 GMT
#105
Hi avilo (<3GR), definitely agree.

These people crying imba like its some broken matchup in need of drastic changes really serve no purpose.

Another interesting idea could be to have burrowed units immune to splash, expanding upon burrowed subterfuge. With the recent improvements to roach tech, a spread of roaches could nullify an unmicroed siege line.
Zozo
Profile Blog Joined April 2010
Brazil2579 Posts
June 03 2010 01:58 GMT
#106
On June 03 2010 10:55 Trok67 wrote:
Show nested quote +
On June 03 2010 10:53 Zozo wrote:
On June 03 2010 10:47 Trok67 wrote:
On June 03 2010 09:51 Zozo wrote:
People still seem to think that walking into 15 siege tanks in sc1 was possible, it wasn't, even with the poor AI.

The problem is that the overall tank dmg is higher, and reducing attack speed would pretty much limit TvP and make TvT even longer.

I think every zerg whining just has all his units on group1, and can't be assed to spread his mutas to kill the thors. The solution would be increase siege/unsiege time by one second, then again, as soon as the good players start spreading their mutalisks, mech will return to total trash.

On a obvious side note: For every thor made, less tanks are in the field. 10 spread mutas rape thors. Overseers delay thors. Play.


LOL it's so fun to listen to somebody who never have played zerg at all. PLEASE show me a replay of you killing 3/4 thors with mutas with your AWSOME mutas micro. I just can't wait to see that :D


Cause you can get 4 thors before 10 mutalisks right? You can't pull off 200/200 3/3 7 factories in 10 minutes. Let's not pretend it's NR20

If you watch the games you are going to see how vulnerable lz was while teching.


haha, no against 10 mutalisk 1 thor with some marines or 2 thor will be enough. And if the terran see youre doing a ton of mutalisk, he'll himself make a ton of thors/viking. And since thors are also very good against ground there is no risk he will waste any money with that.


Isn't that the whole point? make him waste gas on stuff other then tanks?

Less tanks, stronger lings.
EGM guides me
HavoK.
Profile Joined March 2010
United States172 Posts
June 03 2010 01:59 GMT
#107
On June 03 2010 10:49 avilo wrote:
Show nested quote +
On June 03 2010 10:27 Logo wrote:
On June 03 2010 10:21 iCCup.Raelcun wrote:
@avilo Do the math on nydus worms please, to build multiple nydus worms at the same time you need ANOTHER nydus network. Each network is 200/200 each worm is 100/100 so each worm in a multiple nydus worm strategy is 300/300 to make 5-10 worms at the same time you're talking 1500/1500 or 3000/3000 you have to be kidding me.


I know hahaha. I laughed out loud at the comment of building 10 nydus worms. Especially since they can all be killed pretty quickly, especially since the Zerg has to wait to see which nydus network to put all of his units in. Hahahahahaha.

The thing about a lot of this discussion is that people aren't thinking about the stuff you don't see. The Mech build offers a TON of flexibility way more so than the zerg. So a lot of these theorycrafted solutions may be cute and work say once, but Terran can quickly adapt to deal with how these threats play out.


Um, it's posts like yours that make ME lol. You are one of the stubborn crowd that you think you know everything about the game and have decided something is 100% undoubtedly imba when you do not even know how a nydus even works.

Before you talk, try using the thing.

It's a global tunnel network, like tunnels in zero hour. The main nydus network building, you can build multiple of, those are the only ones that matter if you lose all of the main ones, then the network is down.

You put all of your units into any nydus worm or main network building and your units are available from any worm/nydus network on the map. It is global. You can unload from anywhere on the map. It's not a "cute" thing, it's something Zergs are not currently doing or abusing enough.




Zerg players probably aren't doing this because if the T player is watching their base/s and has just a few units in the area its ineffective and most top players will probably do that. It doesn't seem to be a totally reliable since its relying on your opponent to make mistakes
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
June 03 2010 02:00 GMT
#108
Can't believe you guys are actually defending the zerg who decided to play no rush 20 and let T split one of the most T favored maps and get max upgrades for mech, then continuously ran the most terrible unit compositions into the siege line on high ground and let half his drop get killed.

And your solution is to basically...make the game feel like 1998 again and remove tank AI. Wow, this is on the same level as defending bnet 0.2 features.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
June 03 2010 02:00 GMT
#109
On June 03 2010 10:58 Despotic wrote:
These people crying imba like its some broken matchup in need of drastic changes really serve no purpose.

Another interesting idea could be to have burrowed units immune to splash, expanding upon burrowed subterfuge. With the recent improvements to roach tech, a spread of roaches could nullify an unmicroed siege line.


A minor AI change is not a drastic change thats the entire point of this thread
Trok67
Profile Joined May 2010
France384 Posts
June 03 2010 02:00 GMT
#110
On June 03 2010 10:58 Zozo wrote:
Show nested quote +
On June 03 2010 10:55 Trok67 wrote:
On June 03 2010 10:53 Zozo wrote:
On June 03 2010 10:47 Trok67 wrote:
On June 03 2010 09:51 Zozo wrote:
People still seem to think that walking into 15 siege tanks in sc1 was possible, it wasn't, even with the poor AI.

The problem is that the overall tank dmg is higher, and reducing attack speed would pretty much limit TvP and make TvT even longer.

I think every zerg whining just has all his units on group1, and can't be assed to spread his mutas to kill the thors. The solution would be increase siege/unsiege time by one second, then again, as soon as the good players start spreading their mutalisks, mech will return to total trash.

On a obvious side note: For every thor made, less tanks are in the field. 10 spread mutas rape thors. Overseers delay thors. Play.


LOL it's so fun to listen to somebody who never have played zerg at all. PLEASE show me a replay of you killing 3/4 thors with mutas with your AWSOME mutas micro. I just can't wait to see that :D


Cause you can get 4 thors before 10 mutalisks right? You can't pull off 200/200 3/3 7 factories in 10 minutes. Let's not pretend it's NR20

If you watch the games you are going to see how vulnerable lz was while teching.


haha, no against 10 mutalisk 1 thor with some marines or 2 thor will be enough. And if the terran see youre doing a ton of mutalisk, he'll himself make a ton of thors/viking. And since thors are also very good against ground there is no risk he will waste any money with that.


Isn't that the whole point? make him waste gas on stuff other then tanks?

Less tanks, stronger lings.


no, firstly youre wasting way more ressource with mustalisk which will be completely useless since he has 2-3 thors and secondly he doesnt waste gaz at all since thor do pretty well against every zerg ground and air units. He will have less tank but more thors and you will definitely have a lot less of ground army
koppik
Profile Joined April 2010
United States676 Posts
Last Edited: 2010-06-03 02:02:38
June 03 2010 02:01 GMT
#111
On June 03 2010 10:46 iCCup.Raelcun wrote:
Show nested quote +
On June 03 2010 10:44 pyr0ma5ta wrote:
If you let the Terran get 200/200 full upped, you deserve to lose. The 200/200 mech army is unbeatable in BW too, but it's not imba either.


Saying these kind of statements is telling people that they have to go for allins or timing attacks to beat mech and if you rush to broodlord corruptors you're open to timing attacks.. tell me how this is viable.
Sheth and MoMan never really attacked until they had maxed out. Sheth never attacked QXC until about three minutes after he hit 200/200. So, "timing attack" is a pretty large window I think.
yarkO
Profile Blog Joined September 2009
Canada810 Posts
June 03 2010 02:02 GMT
#112
@Raelcun

What about slowing the firing rate of tanks in Siege Mode?

When you are prepared, there's no such thing as pressure.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
June 03 2010 02:04 GMT
#113
On June 03 2010 11:02 yarkO wrote:
@Raelcun

What about slowing the firing rate of tanks in Siege Mode?



This causes issues in TvT and TvP with balance I don't want to do anything that will mess with the other matchups.
ROOTCatZ
Profile Blog Joined June 2005
Peru1226 Posts
Last Edited: 2010-06-03 02:04:53
June 03 2010 02:04 GMT
#114
On June 03 2010 11:02 yarkO wrote:
@Raelcun

What about slowing the firing rate of tanks in Siege Mode?



we're not trying to break TvP and Tanks in small numbers would still be plenty of viable, even mech would be viable with the fix suggested.. it just would be more 'beatable' if you nerf the speed rate, tanks are gonna be taken out of the game ecuation and that's not what we're trying to do here

edit: spot on Alan, answered at the same time XD
Progamerwww.root-gaming.com
KMK
Profile Blog Joined May 2010
United States29 Posts
June 03 2010 02:04 GMT
#115
On June 03 2010 09:27 dethrawr wrote:
Its the same in SC1, if zerg lets terran get 200/200 mech zerg will lose.

I don't think its really imbalanced, zerg needs to start using mech's immobility against them with nydus/doom drop play.

Also your 'fix' would be awful :l


I agree sir. People need to actually get good and stop crying Imba on things they can't beat. For instance, today I saw ret's stream he jus got tunneling for roaches and massed them along with banelings vs mech. Then tunneled his little cute roaches on to Terran's mineral lines. After that it was gg.
MoMaN-
Profile Joined July 2009
France202 Posts
June 03 2010 02:04 GMT
#116
you can't attack a terran playing meca and staying on the second base Öô you need to wait him take 3rd Öô for move his groups!
?_?
Zozo
Profile Blog Joined April 2010
Brazil2579 Posts
June 03 2010 02:05 GMT
#117
On June 03 2010 11:00 Trok67 wrote:
Show nested quote +
On June 03 2010 10:58 Zozo wrote:
On June 03 2010 10:55 Trok67 wrote:
On June 03 2010 10:53 Zozo wrote:
On June 03 2010 10:47 Trok67 wrote:
On June 03 2010 09:51 Zozo wrote:
People still seem to think that walking into 15 siege tanks in sc1 was possible, it wasn't, even with the poor AI.

The problem is that the overall tank dmg is higher, and reducing attack speed would pretty much limit TvP and make TvT even longer.

I think every zerg whining just has all his units on group1, and can't be assed to spread his mutas to kill the thors. The solution would be increase siege/unsiege time by one second, then again, as soon as the good players start spreading their mutalisks, mech will return to total trash.

On a obvious side note: For every thor made, less tanks are in the field. 10 spread mutas rape thors. Overseers delay thors. Play.


LOL it's so fun to listen to somebody who never have played zerg at all. PLEASE show me a replay of you killing 3/4 thors with mutas with your AWSOME mutas micro. I just can't wait to see that :D


Cause you can get 4 thors before 10 mutalisks right? You can't pull off 200/200 3/3 7 factories in 10 minutes. Let's not pretend it's NR20

If you watch the games you are going to see how vulnerable lz was while teching.


haha, no against 10 mutalisk 1 thor with some marines or 2 thor will be enough. And if the terran see youre doing a ton of mutalisk, he'll himself make a ton of thors/viking. And since thors are also very good against ground there is no risk he will waste any money with that.


Isn't that the whole point? make him waste gas on stuff other then tanks?

Less tanks, stronger lings.


no, firstly youre wasting way more ressource with mustalisk which will be completely useless since he has 2-3 thors and secondly he doesnt waste gaz at all since thor do pretty well against every zerg ground and air units. He will have less tank but more thors and you will definitely have a lot less of ground army


And how is he going to move out if he has to leave his thors to defend scvs? build 20 turrets early game? If he does, then you will have way more forces.


EGM guides me
red_b
Profile Joined April 2010
United States1267 Posts
June 03 2010 02:05 GMT
#118
On June 03 2010 10:56 avilo wrote:
Also, I find it completely hilarious that rather than talking about how to counter it, or something more logical like many of the maps being too small and sensor towers being too good, you guys start spewing off your "let's list all the top player's opinions (none of whom seem to abuse nydus enough)."

Top players are NOT good balance designers. A lot of top players are biased one way or another most of the time. Did you see all of those Zerg players you listed advocating that ZvT lategame be fixed a few patches ago when TvZ was almost impossible late game? No, they were all pretty content to free win with 1a roache suicide-> remax 200 lategame.



Actually that is incorrect. General consensus pre-patch 11 was that Terran was weak which would entail some buffing. Distorting the past in order to descredit the idea that good players may know what is up because they disagree with you is not constructive, imo.

Also, look at the players on that list. Do you honestly believe that if nydus worms were the answer idra, artosis or dimaga would not have figured it out by now? To me, that seems highly unlikely.
Those small maps were like a boxing match in a phone booth.
Gretorp
Profile Blog Joined September 2008
United States586 Posts
June 03 2010 02:05 GMT
#119
the fact is, the brute force of terran army late game is strong. nobody disagrees with that, and it's not necessarily bad as we saw that a bit in SC1.

The problem is that the ease of getting there. Turtling is so much stronger because defensive tanks are just way too good, bunkers are at only an opportunity cost, ravens negate so much fire power, and thors make it unable for any air harass.

Once you amass that huge army, you dictate how the game will turn out. If there are solo directions for you to push(steppes of war, lost temple) or not tons of expansions(blistering sands, scrap station), the terran army will win based on the push or attrition respectively.

So theres two main ways to go about this. You either tone down the strength of the end game army and/or increase the zerg's strength,

or

make it harder to create that end game composition that is way too cost efficient.

Making a tank more than 125 gas would seem ludicrous, or making thors more than 200 gas would be too, hence we need to address the dynamics of the strength of terran and zerg armies.

Dialing down tanks again would be the best choice. the zerg should either have 1 food, and terran has concentrated attack damage, or vice versa, but not the extremes. I think taking away tank splash how it is now would make the game better. TvT would be much more playable, pvt wouldn't be such a mystery as turtling really hard as terran wouldn't be as strong, making more exciting matches, and tvz would give roaches a more assertive role.

However, at a theoretical standpoint, it cannot be refuted that terran MECH vs zerg is highly imbalanced and needs to be significantly changed.
I am Unheard Change
Wayra
Profile Blog Joined June 2010
195 Posts
June 03 2010 02:06 GMT
#120
I think tanks are underpowered, they should have an alternate fire mode that shoots bullets for close range and air like in halo. They should make missile turrets also attack ground and have +3 armor so Terrans can more easily defend against mutas. In addition give ghost a special ability like...nerve gas that kills any biological unit in range, kinda like the emp except for zergs. In addition have vikings be able to plant aerial mines, that work as spider mines but only affect air units. Oh and have the nuclear bombs dropped by banshees and increase the radius and power of nuclear bombs so that it 1 hit any biological unit. Because common, radiation should be lethal to all biological units...in addition, make nuclear craters radioactive for 273 sec. Meanwhile, no creep can grow on it.

I also think that helions are too week, infernal lighter should come already upgraded. Biological units that get hit are on fire. While on fire, it cannot attack. Units on fire slowly dies. In addition, units that are on fire can spread the flames to adjacent units and structures. I think that will add an interesting aspect to the micro for zergs. Have the helions a larger spread or least attack faster. But that would make it slightly imba, so maybe scratch the last idea. Instead have helions fire do extra dmg buildings. I mean it makes sense cause fire should destroy buildings.

Oh and protoss voidrays are wayyyy too imbalanced, have it's range nerf to 2, and make it slower than the viking by .2112
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