I have such a hard time saying if a matchup is imbalanced. Whenever I lose I feel like I should have just done something different instead of "OMG IMBA" so from my own personal experience it all seems balanced, and I don't watch nearly enough pro games to be able to tell from that either.
Tank overkill is not the problem. It's an old idea for an old game. There's plenty of reasonable things that can be done to fix TvZ mech. For example I'd want things like 150/150/100s ventral sacs, 80-90s tunneling claws, +5s on Thor training time, increase upgraded overlord speed slightly with upgrade (they're the slowest dropships in the game), turn creep time back to what it was, and so on.
The point is everyone's all like "Zerg are supposed to drop and what not", which is a fine thing to say except that Zerg's dropping and other tactics are incredibly expensive and incredibly slow to get off the ground.
Though I'd also probably give zerg a new unit or something because well they have a huge gap in their army that you can just feel when playing them.
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.
this is not a good comparison. colossi can move quite freely when attacking and they dont take 4 seconds to siege then another 4 seconds to unsiege (total 8 secs).
most people complain about tanks because they run their whole army into like 8+ tanks that are already sieged and expect to win. this is where you attack something else or retreat.
Something about Terran having insane range in 3 units (Tanks, Thors, and Vikings) just seem to effectively kill things very efficiently that just make it so hard for the other races, especially zerg, to overcome. Something about the basic idea of tanks being very strong, then vikings providing long range protection against units like Broodlords, Thors doing an even better job of that against mutas, and then marines just doing good at everything just makes it extremely difficult for Zerg to handle.
On July 15 2010 13:44 Brokengamer wrote: Wait for a while before changing Tmech vs Z blizz
Not enough zerg players are using units other than roach/hydra. Im a zerg player and I think TvZ is fine.
I haven't seen a zerg player use roach/hydra vs Terran in months. Unless you're referring to silver level games this is just flat out lies. Please share some high level replays of people trying this, I could use a laugh about it.
On July 15 2010 13:44 Brokengamer wrote: Wait for a while before changing Tmech vs Z blizz
Not enough zerg players are using units other than roach/hydra. Im a zerg player and I think TvZ is fine.
I haven't seen a zerg player use roach/hydra vs Terran in months. Unless you're referring to silver level games this is just flat out lies. Please share some high level replays of people trying this, I could use a laugh about it.
Just a few. When zerg doesn't go hydra/roach against mech
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...
Also good solution. The tricky part would be how to implement that without making other units do overkill as well.
Why not just make all units overkill? Adds more micro to the game. Besides, the only units that have the no-overkill AI are units with instantaneous attacks. Ranged units with attacks with travel times still overkill.
On July 15 2010 13:12 Logo wrote: Tank overkill is not the problem. It's an old idea for an old game. There's plenty of reasonable things that can be done to fix TvZ mech. For example I'd want things like 150/150/100s ventral sacs, 80-90s tunneling claws, +5s on Thor training time, increase upgraded overlord speed slightly with upgrade (they're the slowest dropships in the game), turn creep time back to what it was, and so on.
Before you just throw out the "it's a new game blah blah blah" argument, please at least go play BW. Tanks overkilling does not make them somehow completely weaker. In fact, they are still ridiculously powerful even when they overkill. All it does is enable the opponent to use micro to overcome the tank's power.
As it is now, splitting your army, using a unit to absorb damage, unit bombing, and essentially every micro trick is almost utterly useless in the face of seige tanks because they don't overkill. Yes, you can utilize drops and other such tatics, but often Terran mech includes tons of marines or vikings or even turrets in the field, which easily stomps incoming drops.
Additionally, it's not like overkill has been completely removed from the game. Like I said earlier, overkill still exists in SC2, just not for ranged units with instant damage attacks (i.e. seige tanks).
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...
Also good solution. The tricky part would be how to implement that without making other units do overkill as well.
Why not just make all units overkill? Adds more micro to the game. Besides, the only units that have the no-overkill AI are units with instantaneous attacks. Ranged units with attacks with travel times still overkill.
On July 15 2010 13:12 Logo wrote: Tank overkill is not the problem. It's an old idea for an old game. There's plenty of reasonable things that can be done to fix TvZ mech. For example I'd want things like 150/150/100s ventral sacs, 80-90s tunneling claws, +5s on Thor training time, increase upgraded overlord speed slightly with upgrade (they're the slowest dropships in the game), turn creep time back to what it was, and so on.
Before you just throw out the "it's a new game blah blah blah" argument, please at least go play BW. Tanks overkilling does not make them somehow completely weaker. In fact, they are still ridiculously powerful even when they overkill. All it does is enable the opponent to use micro to overcome the tank's power.
As it is now, splitting your army, using a unit to absorb damage, unit bombing, and essentially every micro trick is almost utterly useless in the face of seige tanks because they don't overkill. Yes, you can utilize drops and other such tatics, but often Terran mech includes tons of marines or vikings or even turrets in the field, which easily stomps incoming drops.
Additionally, it's not like overkill has been completely removed from the game. Like I said earlier, overkill still exists in SC2, just not for ranged units with instant damage attacks (i.e. seige tanks).
Splitting your units still works it's just even MORE MICRO INTENSIVE b/c splash is smarter (and ofc no overkill) and units bunch more.
You can't just say "make tanks overkill that would fix the 'problem'" because BW was balanced for tanks having overkill, SC 2 is not, and there are better solutions, and that's assuming it's even a problem. Tanks having overkill would unbalance TvP imho.
On July 14 2010 10:46 IdrA wrote: look at the difference between tester and every other protoss player then realize no one near tester's caliber plays terran then consider that 90% of the top tier rts players playing sc2 right now chose zerg
if the game were balanced zerg would be winning 70%+ at high levels.
I've heard rumors that Tester will be switching to Terran somewhere. Is that true?
I'm pretty sure it is as I looked at his profile (the one that is in IdrA's division) and his most played race is terran.
TvZ is Z favored atm (tank nerfs, continuous ultra buffs, fungal growth = rofl)
i laughed.
keep dreaming brah.
Posts like these from silver league unknowns is why I very rarely post on SC2 forums. They don't know how to play, misinterpret every available piece of info they have and you can't change their opinion :/
Why not make a survey asking all the current excepted pros at the moment then? Their opinions would be very interesting to know. Or I don't know if it's possible, but make a poll where only ppls in diamond or a certain rank can post? (maybe post screenshots of their user on sc2 dunno) That'd be interesting, and at least we'll know these aren't just the "unknown silver" posting.
On July 15 2010 12:42 Newguy wrote: The biggest problem I can see is fungal growth is completely op against terran bio, its not even slightly viable to go bio because your whole army will be caked in green goo and baneling/ling/muta/whatever will just run over you. Other than that my biggest complaint is that within the next 6 months, give or take a few, TvT is going to be the most completely retarded mu ever, its already really bland and dry and half of the games of high ranked players end up with both players basically massing up 200 supply of units and then whoever has a slightly better unit comp wins.
Im a newb at terran, just started playing on monday.. but im 16-6 with them in Diamond and I havent lost yet vs a zerg if it gets into the mid-game.
I had one game specifically I remember where I basically did the bio crap, 5rax with a fast expo, and just pumped all my bio units with afew medivacs and like 3 hellions. He had like tonsss of roach/muta/ling with like 6 infestors just constantly fungal growthing me.. While I just sat there stimmed with medivacs healing. Guess who came out ontop in every battle? The bioball. I literally just stimmed and attack moved, and won everything even while fungal growthed.
So FG is not "overpowered". It is where it should be as a spell, but as the end all zerg spell, it doesnt compare at all with Swarm from BW.. Zerg needs something to deal with terran better in the late-game. My only solution would be if more people started doing baneling drops, but i doubt we'll see it cause its too micro intensive for your general players
On July 15 2010 15:40 Subversion wrote: my issue with mech is that you have to play REALLY well to beat it.
as a terran play you don't have to play well to beat a Zerg with mech.
Sure there are ways to counter it, but it shouldn't be as difficult as it is, since mech is so easy.
Thats pretty much the fact in TvP too, for terran. Ive been playing Terran these past days and the amount of work I put into each game is so minuscule compared to when I played Protoss and had to be super on my toes not to make even one tiny mistake or it was GG. With terran, ive had some huge mistakes in some games, and still able to come back and win in the end..