[Poll] Racial Matchup Balance - Page 12
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Noocta
France12578 Posts
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1egend
United Kingdom13 Posts
the main reason why zerg users think otherwise is because of the maps (most of beta maps not good for zerg). so what i think is the 3 races are pretty much there but need way more and better maps for zerg to shine. | ||
Backpack
United States1776 Posts
As I stated in the other thread, if one player is stubborn enough to all in zealot rush you, you pretty much have to defend buy going all-in zealots... | ||
FlamingTurd
United States1059 Posts
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Gerbeeros
101 Posts
I play terran and i dont find tvt too much of a problem, actually tvz is my hardest matchup. Dunno why, since it seems that general consensus is that it should be piece of cake. I usually can get to second base no problem but cant end the game and slowly die out. TvP is my best match up, i guess since vikings are such a good counter to colossus packed up with mmm. Little back and fourth action usually brings me the victory. Oh and Im bronze level player XD | ||
MythicalMage
1360 Posts
On July 15 2010 10:44 FlamingTurd wrote: Wow after reading through 12 pages of this it is clear that almost every1 readily admits Z is way underpowered vs T and a bit towards P. The only few that disagree are T fanboi's or undercover T players, surprise. Lets see if Blizzard can shovel away that crap they took on Z and help em out a little bit. Would be nice. Or, you know, you could have players be creative and overcome powerful enemy units. Back in the early days of the beta, zerg was overpowered cause broodlords were unstoppable. Also, there's a zerg expansion coming soon, and a protoss after that. In other words the game is not done. | ||
FlamingTurd
United States1059 Posts
On July 15 2010 10:51 MythicalMage wrote: Or, you know, you could have players be creative and overcome powerful enemy units. Back in the early days of the beta, zerg was overpowered cause broodlords were unstoppable. Also, there's a zerg expansion coming soon, and a protoss after that. In other words the game is not done. Lol so what r u saying? We wait for a year until the first expansion comes out and then Z will be balanced? lol. How about through forums like this we let Blizzard know that there are obvious imbalances, sounds much more logical to me. In my diamond league alone there r 7 freakin Terran in top 10 and 2 P, 1 Z. | ||
Batch
Sweden692 Posts
On July 15 2010 10:27 1egend wrote: i believe all 3 races are really balanced right now. the main reason why zerg users think otherwise is because of the maps (most of beta maps not good for zerg). so what i think is the 3 races are pretty much there but need way more and better maps for zerg to shine. I agree with you that the right maps can make the matchups balanced. But having to rely on a special type of map to get balance is a bad solution. It would be more fun if Blizzard would give every race an ability to use cliffs, closed and open spaces to their advantage so we could experience balance on different looking maps. | ||
1egend
United Kingdom13 Posts
On July 15 2010 10:58 Batch wrote: I agree with you that the right maps can make the matchups balanced. But having to rely on a special type of map to get balance is a bad solution. It would be more fun if Blizzard would give every race an ability to use cliffs, closed and open spaces to their advantage so we could experience balance on different looking maps. this will make it more balanced but whats most interesting and fun is when each race is more unique. | ||
Logo
United States7542 Posts
On July 15 2010 11:14 1egend wrote: this will make it more balanced but whats most interesting and fun is when each race is more unique. There should be differences in how the races use terrain, but there should also be some balance. It's fine if Zerg are never awesome at making use of cliffs or chokes, but it's not cool that they're 100% at a disadvantage in those areas. It should be more like TvP where there are times and situations where each race can possibly have an advantage. | ||
jamesr12
United States1549 Posts
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Acidlineup
123 Posts
They need to change a lot of numbers with units so we wouldnt get results like 8% thinks zerg is favoured against terran and 72% that terran is favoured against zerg. Game needs to be balanced on all skill levels not just for pros. wich is very hard to do but i dont think only pro players are their target audience. There are a lot of QQ topics about specific units and i think this topic is the best place where everyone can state their opinion instead of making 1000 threads about a single unit. T marine - fine Marauder - remove stim ability reaper - needs a buff and tier 2 upgrade so it can be usefull later in the game (dont know what) Ghost - make EMP 200/200 110s research at ghost academy hellion - fine Siege tank - range reduce to 9 (tier 2, 3 food unit with 13 range? REALLY?) Thor - increase build time Viking - reduce range to 8 Medvac - fine banshee - fine Raven - increase range of HSM to 8 and make a projectile move faster Bcruiser - increase build time P Zlot - fine Stalker - fine Sentry - make forcefield cost 75 energy, hallucination research to 50/50 instead of 100/100 HT - needs a bigger aoe for the price u have to pay to get them than 1.5 (it was 2, revert it back to 2) DT - fine Obs - fine Warprism - fine Immortal - fine Colossi - reduce range to 8 but make the upgrade 150/150 Phoenix - that unit needs a price reduction, dont know what Voidray - i really dont know but they need some change, unit mechanics itself is a problem Carrier - they need build speed increase to 100 (instead of 120) Archon - to make it viable as unit (wich is allways good) they need buf in range and aoe. Mothership - needs speed buff, and some new spells Z zergling - fine bling - fine roach - fine hydra - fine infestor - fine (insert unit) z needs a tier 2 cloaked unit (roaches and infestor are too slow) Mutalisk - fine Corruptor - needs a new spell (something FUN and USEFULL at the same time) Blord - range reduced to 8 Ultralisk - speed buff Overseer - needs one more spell So i think i covered all QQ about units ive seen in topics since the beta started :D I tried to be objective as i could but just for the record - this is only my opinion so pls no flaming. tnx ![]() | ||
Naone
Sweden8 Posts
I've been playing Random since early beta phase 1, I was a Protoss player during BW but settled on Random since I wanted to try something new. My 2 cents about each race is that firstly the Queen is the backbone of the Zerg seriously it's completly redonculous but without it Zerg has little to no chance against the other races.. or maybe they will? I haven't played a single Zerg game without a Queen so that's just my guess. Warp Gates and chrono boost are also extremly unfair but way cooler than anything else, it makes the strong Protoss army extremly mobile and can pretty easily defend faroff expansion. Terran has the Reactor (and the mules) which in my eyes is the least unfair macro mechanic but still without it pretty darn it helpless against the other races. But if you've played the beta this is all things you should know, In my eyes TvZ is slightly in favour of Terran, where everything hangs on the early game decisions, what Terran does and how Zerg will respond, Zerg should be able to easily outmacro the Terran if they manage to stop the harrass but seeing as how many options the Terran has and how hard it is for the Zerg to stop it I can't say that Zerg is in favour in this matchup. TvP without Ghosts is P favoured, TvP with Ghosts is T favoured. Ghosts is in no way OP and very healthy for the matchup, though it's extremly hard to stop them and when the Toss army has been EMPd the Protoss is going to get steamrolled unless the army difference is 15+ population I find it extremly hard to pull out a win or lose as Terran. I personally find ZvP the most fun since I enjoy macro fests where both players have half of the map and most ZvP games I play end up as such, it's also the matchup I find the most even, Protoss controls the early game while it slowly tilts in the favour of Zerg, Zerg lategame is extremly hard to stop as Protoss since Broodlords can win games just by themselves. My thoughts. | ||
Qwerty.
United States292 Posts
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arb
Noobville17920 Posts
On July 15 2010 11:31 Acidlineup wrote: Since this is a racial balance topic i would like to state my thoughts. They need to change a lot of numbers with units so we wouldnt get results like 8% thinks zerg is favoured against terran and 72% that terran is favoured against zerg. Game needs to be balanced on all skill levels not just for pros. wich is very hard to do but i dont think only pro players are their target audience. There are a lot of QQ topics about specific units and i think this topic is the best place where everyone can state their opinion instead of making 1000 threads about a single unit. T marine - fine Marauder - remove stim ability reaper - needs a buff and tier 2 upgrade so it can be usefull later in the game (dont know what) Ghost - make EMP 200/200 110s research at ghost academy hellion - fine Siege tank - range reduce to 9 (tier 2, 3 food unit with 13 range? REALLY?) Thor - increase build time Viking - reduce range to 8 Medvac - fine banshee - fine Raven - increase range of HSM to 8 and make a projectile move faster Bcruiser - increase build time P Zlot - fine Stalker - fine Sentry - make forcefield cost 75 energy, hallucination research to 50/50 instead of 100/100 HT - needs a bigger aoe for the price u have to pay to get them than 1.5 (it was 2, revert it back to 2) DT - fine Obs - fine Warprism - fine Immortal - fine Colossi - reduce range to 8 but make the upgrade 150/150 Phoenix - that unit needs a price reduction, dont know what Voidray - i really dont know but they need some change, unit mechanics itself is a problem Carrier - they need build speed increase to 100 (instead of 120) Archon - to make it viable as unit (wich is allways good) they need buf in range and aoe. Mothership - needs speed buff, and some new spells Z zergling - fine bling - fine roach - fine hydra - fine infestor - fine (insert unit) z needs a tier 2 cloaked unit (roaches and infestor are too slow) Mutalisk - fine Corruptor - needs a new spell (something FUN and USEFULL at the same time) Blord - range reduced to 8 Ultralisk - speed buff Overseer - needs one more spell So i think i covered all QQ about units ive seen in topics since the beta started :D I tried to be objective as i could but just for the record - this is only my opinion so pls no flaming. tnx ![]() Removing tank range would make them utterly useless..they are an ARTILLERY unit having range comparable to most non artillery units(marines ghosts marauders.. etc) would defeat the purpose of them being called a "siege tank" | ||
SilentCrono
United States1420 Posts
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Acidlineup
123 Posts
Removing tank range would make them utterly useless..they are an ARTILLERY unit having range comparable to most non artillery units(marines ghosts marauders.. etc) would defeat the purpose of them being called a "siege tank" I didnt say removing range, but to make it more reasonable in terms of balance. Colossi and Broodlords are alien "artillery" as well. U dont see them having range 13 do u? Plus they are tier 3. This a topic about BALANCE, not about what would be realistic in a imaginary SF future/movie/star wars and if u really wanna go there how do u know Colossi dont have a range of 5000 and can shoot down small planets? They are so tall after all... The idea was to stop zerg to qq about tanks and to make T v T more than viking-tank only spamfest. | ||
goswser
United States3519 Posts
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Ryuu314
United States12679 Posts
On July 15 2010 12:32 Acidlineup wrote: I didnt say removing range, but to make it more reasonable in terms of balance. Colossi and Broodlords are alien "artillery" as well. U dont see them having range 13 do u? Plus they are tier 3. This a topic about BALANCE, not about what would be realistic in a imaginary SF future/movie/star wars and if u really wanna go there how do u know Colossi dont have a range of 5000 and can shoot down small planets? They are so tall after all... The idea was to stop zerg to qq about tanks and to make T v T more than viking-tank only spamfest. Tank range isn't the problem at all. it's the too-smart tank AI. implement overkill and fighting against tanks will become much easier with units drawing fire, unit bombing, etc... | ||
Stratos_speAr
United States6959 Posts
On July 15 2010 12:32 Acidlineup wrote: I didnt say removing range, but to make it more reasonable in terms of balance. Colossi and Broodlords are alien "artillery" as well. U dont see them having range 13 do u? Plus they are tier 3. This a topic about BALANCE, not about what would be realistic in a imaginary SF future/movie/star wars and if u really wanna go there how do u know Colossi dont have a range of 5000 and can shoot down small planets? They are so tall after all... The idea was to stop zerg to qq about tanks and to make T v T more than viking-tank only spamfest. No. There is nothing that comes even close to the artillery role of the Siege Tank. It is completely immobile while in this mode. Making its range that small would indeed make it useless due to the set up time plus being immobile. This is a key aspect that you seem to have forgotten. | ||
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