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[Poll] Racial Matchup Balance - Page 13

Forum Index > SC2 General
Post a Reply
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Acidlineup
Profile Joined April 2010
123 Posts
July 15 2010 03:57 GMT
#241
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.
system failure...
Najda
Profile Joined June 2010
United States3765 Posts
July 15 2010 04:07 GMT
#242
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.
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 15 2010 04:12 GMT
#243
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.
Logo
1egend
Profile Joined July 2010
United Kingdom13 Posts
July 15 2010 04:38 GMT
#244
On July 15 2010 12:32 Acidlineup wrote:
Show nested quote +
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.
Brokengamer
Profile Joined April 2010
Philippines116 Posts
Last Edited: 2010-07-15 04:45:48
July 15 2010 04:44 GMT
#245
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.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
Last Edited: 2010-07-15 04:46:39
July 15 2010 04:45 GMT
#246
On July 14 2010 03:23 Sadistx wrote:
Just like the previous poll showed, the general public has no idea wtf it's talking about.

TvZ is Z favored atm (tank nerfs, continuous ultra buffs, fungal growth = rofl)




Lol, this guy is kidding, right?

Tank nerf made like no difference at all.

Take away tanks smart-shooting. THAT is the tank nerf this game needs.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
July 15 2010 04:58 GMT
#247
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.
Jaedong <3 HOOK'EM HORNS!
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-07-15 05:03:51
July 15 2010 05:03 GMT
#248
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.
Logo
Brokengamer
Profile Joined April 2010
Philippines116 Posts
Last Edited: 2010-07-15 07:56:21
July 15 2010 05:15 GMT
#249
On July 15 2010 14:03 Logo wrote:
Show nested quote +
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
ziteNiA
Profile Joined April 2010
Sweden73 Posts
July 15 2010 05:45 GMT
#250
I feel that you have to be much better a Terran player if you wanna beat him
Day9 for President
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-07-15 06:17:59
July 15 2010 06:17 GMT
#251
On July 15 2010 12:57 Acidlineup wrote:
Show nested quote +
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).
DanielD
Profile Joined May 2010
United States192 Posts
July 15 2010 06:24 GMT
#252
On July 15 2010 15:17 Ryuu314 wrote:
Show nested quote +
On July 15 2010 12:57 Acidlineup wrote:
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.
Show nested quote +
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.
"Strong people are harder to kill than weak people and more useful in general." - Mark Rippetoe
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
July 15 2010 06:32 GMT
#253
actually a poll i like, so many garbage polls lately
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 15 2010 06:40 GMT
#254
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.
Soulous
Profile Joined April 2010
United States133 Posts
Last Edited: 2010-07-15 07:11:17
July 15 2010 06:48 GMT
#255
On July 14 2010 10:53 Ryuu314 wrote:
Show nested quote +
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.

EDIT:
On July 14 2010 06:47 DanielD wrote:
Show nested quote +
On July 14 2010 06:36 StupidFatHobbit wrote:
On July 14 2010 06:19 iEchoic wrote:
On July 14 2010 06:10 Konsume wrote: Thors that negate mutalisk and Ultralisk(with the 250mm)


250mm cannon isn't that effective against ultras anymore...


Wrong. It doesn't stun them but it still kills them in five seconds.


Sorry for not having the numbers but the DPS is effectively the same now (in fact, IIRC it was BETTER to not use the cannon).

BS... I just tested it and it is definitely better to use the cannon.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
July 15 2010 07:05 GMT
#256
On July 14 2010 04:07 Sadistx wrote:
Show nested quote +
On July 14 2010 03:36 starcat wrote:
On July 14 2010 03:23 Sadistx wrote:

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.
Melt
Profile Joined May 2010
Switzerland281 Posts
July 15 2010 07:29 GMT
#257
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 exactly the point.
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
July 15 2010 07:32 GMT
#258
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
Canada Gaming ~~ The-Feared
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
July 15 2010 07:36 GMT
#259
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..

Canada Gaming ~~ The-Feared
Crawler
Profile Blog Joined April 2010
Estonia248 Posts
July 15 2010 08:11 GMT
#260
As a random player I'd say that terran is the strongest race but at the same time hardest to master.
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