On August 11 2010 15:57 Samus wrote: How about we just nerf terran into oblivion so they'll never be competitive again, Reading some of the suggestions seems like the Zerg players want that.
There are going to be unreasonable players on both sides of the discussion. That doesn't mean the discussion isn't worth having.
Well when i get beaten by zerg players trying out different strategies and build orders. People need to learn and adapt to the game.
Huh? I really don't get what you're trying to say...
This is similar to the Ret Paladin Argument trying to get them nerfed in WoW
RET PALA OP, OMG SO OP But in the arenajunkies it shows that NO or very little ret paladins ever got into the top 100 or even won a tournament.
Same with Terran except some actually get in but i've not seen a Terran actually win a tournament by using reaper rush or so called "OP" strats described in here.
In the Previous post What i'm trying to say is. Zerg isn't underpowered majorly as some people trying to bring it out to be.
Medivacs: Medivacs are expensive. Burrow is cheap and affects every single zerg unit. Medivacs heal one at a time, and have an energy cost to heal. Whilst I understand that they have a really fast heal rate, they're so expensive that they're hard to mass produce without cutting into your army size. Too many medivacs and your main army is overwhelmed, too few and your army dies after repeated battles. They're also amazingly fragile and easily sniped by just a few hydra shots.
Burrow only heals 1 unit, not every biological unit like the Medivac.
On August 11 2010 16:09 Samus wrote: This is similar to the Ret Paladin Argument trying to get them nerfed in WoW
RET PALA OP, OMG SO OP But in the arenajunkies it shows that NO or very little ret paladins ever got into the top 100 or even won a tournament.
Same with Terran except some actually get in but i've not seen a Terran actually win a tournament by using reaper rush or so called "OP" strats described in here.
In the Previous post What i'm trying to say is. Zerg isn't underpowered majorly as some people trying to bring it out to be.
how do people keep saying that every tournament since the start of phase 2 besides king of the beta, 1 gosucoaching, and 1 esl have been won by terrans. terrans are dominating in korean tournaments, won every one and took most of the highest places. something like 70-80% of the top 4's in foreigner tournaments have been terrans, half of them have had top 2 terran. recent tournament results are one of the biggest arguments for terran being overpowered. dont talk out of your ass.
On August 11 2010 16:09 Samus wrote: This is similar to the Ret Paladin Argument trying to get them nerfed in WoW
RET PALA OP, OMG SO OP But in the arenajunkies it shows that NO or very little ret paladins ever got into the top 100 or even won a tournament.
Same with Terran except some actually get in but i've not seen a Terran actually win a tournament by using reaper rush or so called "OP" strats described in here.
In the Previous post What i'm trying to say is. Zerg isn't underpowered majorly as some people trying to bring it out to be.
how do people keep saying that every tournament since the start of phase 2 besides king of the beta, 1 gosucoaching, and 1 esl have been won by terrans. terrans are dominating in korean tournaments, won every one and took most of the highest places. something like 70-80% of the top 4's in foreigner tournaments have been terrans, half of them have had top 2 terran. recent tournament results are one of the biggest arguments for terran being overpowered. dont talk out of your ass.
I'm pretty sure he was refering specifically to things you mentioned like Reaper rushes, not the race as a whole.
Something just has to be done to allow zerg to have the chance to enter the midgame with an advantage. As it stands zerg is by far the hardest race to play. Even myself being a decent diamond zerg player i'm a 800 point protoss, yet zerg is my main race. It's easy to play the other races, it's easy to play standard as protoss or terran, and it's hard as fuck to do the same as zerg.
well then hes still retarded cuz in the korean tournaments reapers get abused plenty and every game won by a non korean terran is based off one of the various 1 base allins, and the threat of reapers is what makes those so powerful because you have to play overly safe early meaning you dont have the economy to support any kind of flexible defense.
Medivacs: Medivacs are expensive. Burrow is cheap and affects every single zerg unit. Medivacs heal one at a time, and have an energy cost to heal. Whilst I understand that they have a really fast heal rate, they're so expensive that they're hard to mass produce without cutting into your army size. Too many medivacs and your main army is overwhelmed, too few and your army dies after repeated battles. They're also amazingly fragile and easily sniped by just a few hydra shots.
Burrow only heals 1 unit, not every biological unit like the Medivac.
This must be the dumbest reply ever ... every burrowed unit can heal up BECAUSE IT IS STEALTHED. It isnt as if Zerg units didnt heal on their own and burrowed Ultralisks are "safe" unless the opponent brings some detection. Also guess what ... Zerg healing doesnt even require energy which a Medivac can run out of. You do know that a Medivac only heals one unit at a time and can be shot down, right? It isnt like you research a "permanent regeneration buff" for biological units.
You can also use burrow for other purposes like sneaking Roaches and Infestors into your enemies base. For a hilarious [/sarcasm on]copper[/sarcasm off] league FFA example you might want to watch this: Part 1Part 2Part 3
On August 11 2010 15:01 travis wrote: that doesn't mean they don't agree with them... i know for a fact that at least many of them do. though im sure some terrans wouldn't admit it regardless.
I know a certain zerg duo currently living in Korea that might agree with them, although as far as I can tell even they've been backing down from the imbalance complaining.
Still, I'm sort of forced to take your word that you know for a fact that "many" (Whatever number that is) agree that TvZ is imbalanced. Until some top players post here (Admittedly I haven't read all 50+ pages, they may have already), we can't definitively say either way. Nevermind.
On August 11 2010 15:01 travis wrote: well, ive been playing and watching sc for 12 years now, and im really not too bad at sc2. beyond that, i've heard the opinions of many top players. now, while creative play can indeed make up for a lot, at some point it becomes blatantly obvious that maybe one race has it WAY EASIER than another race.
And you think we've hit that point? I guess we'll have to agree to disagree.
On August 11 2010 15:05 IdrA wrote: no amount of creativity is gonna get a zergling past a wallin or an overlord past a marine zergs midgame army seems very weak, its possible creativity can find a way around that, although when newbies hear the word creativity they picture nydus worms popping up in 2 places at once, which isnt going to be an answer to anything. but the early game problems with zvt are not going to go away.
This is probably true, but the early game has always been weird, ever since Brood War. None of the suggested changes would affect the early game much anyway, except maybe the bunker salvage stuff. Perhaps the counter to these early game problems is to get to the midgame?
This is just an off the wall suggestion. I am going out on the assumption that one of the main problems in zvt early game is hellions or MM
The zergs main building is the hatchery but this same structure also produces your fighting units. It seems to be the common agreement as zerg that you must put your second production building at an expo so you can be efficent with your resources.
I have some things to say to this. 1.) If you cannot defend this hatchery and you are having problems with MM killing them and you are losing that investment dont put the hatchery at an expo put in your main. I think it would be better to have to invest another 300 later in the game for an expo then to lose your second unit production building so early in the game to a push. 2.) If you feel you can defend the drones mining at the FE because your scouting tells you that hellions are coming which really can't kill a hatchery all that fast. Then put your second queen on the ramp and don't saturate the expo. Until the hellion harass is over or you feel you can provide the drones with sufficient protection. Or even better... Saturate the expo leave an a unit outside of terrans base (possibly at a watch tower) when you see the hellions move out if you feel that your forces cannot currently defend the expo then go ahead and send a good amount of them back to the main. If you send all of them you won't be able to bait the hellions in. The extra resources you brought in from having the base up even for a little bit should still make more than worth sacraficeing 5-6 drones.
On August 11 2010 15:40 Vokasak wrote: That's true, but that isn't necessarily bad or imbalanced. In BW, cannon FE and 14CC were also reasonable builds. I hate to respond with this cliche, but SC2 is a new game and it would be unreasonable if your Broodwar builds worked without some adjustment.
if you dont have a problem with reaper rushes or playing off defensive 1 base openings perhaps you should come play on the korean server so you can be first place. or perhaps you shouldnt give anecdotal evidence from silver league.
My accomplishments and my ego aren't mighty enough to compete with yours, sir, but I don't exactly see every top Terran reaper rushing their way into tournament victories.
On August 11 2010 15:50 Zerksys wrote: Artosis's (wow that's awkward to say and write) comment was about the average protoss player. Of course it's not all that protoss and terran have been doing but I warrant you that if I go on bnet and play 5 games against a terran 4 of them I'll encounter some form of early reapers. Then if I go onto bnet and play 5 toss players at least one of them will 2 gate rush me another one of them will try to cheese and another 2 might try a botched version of a 4 gate push which works really well regardless of how badly it's executed. He's saying that it's going to take a while for these people who have been abusing these strategies to come to terms with the fact that these strategies don't work any more and try new things. Just as you say that when the zerg nerfs first came and there were a lot of complainers who eventually got over it and tried new things. The reason why zerg players are complaining these days is because we've tried a seemingly endless array of approaches and nothing is working. Terran players can simply alter their build order slightly and we have to start from scratch.
That wasn't the impression I was left with after reading Artosis's (Agreed) post, but that sounds pretty reasonable. For what it's worth, I've had more Terrans dropping me all over and Protosses trying to do things like an early bust of backdoors than any of the stuff mentioned so far, but anecdotes can only go so far.
I guess you have never heard of Ogs.Ensnare or LucifroN then.
On August 11 2010 15:28 Vokasak wrote: I'm nowhere near your level, IdrA, but I've never known rushing for reapers to be all that effective. Not since the build time increase oh so long ago. I've found far more sucess going rax on 12 and waiting until I get 3 reapers (Which also gives me time to me get the speed upgrade). Of course, by the time all that comes it, it's hardly a rush, and the opposition has nobody to blame but themselves for the losses they take. And at your mention of bunker rushes, the Brat_OK vs TLO game from a recent D9D came to mind. TLO seemed to take it in stride and come out ahead at the end of it all.
Still, you are the King of the Beta, so I'll have to take your word on it, my liege.
The thing is that reapers eliminate the option of Zerg getting his hatchery before his spawning pool. In SC1, the Zerg economic model was entirely balanced around the fact that in a large percentage of games, Zerg will expand before his spawning pool. Obviously the Zerg has the Queen now, but that functions more as the 3rd, in-base hatchery more than the expansion hatch.
That's true, but that isn't necessarily bad or imbalaned. In BW, cannon FE and 14CC were also reasonable builds. I hate to respond with this cliche, but SC2 is a new game and it would be unreasonable if your Broodwar builds worked without some adjustment.
everytime the zerg scouts me going a fast techlab they sacrafice a bit of their economy by just letting a drone idle near their hatchery that is morphing in or park on overlord above it. One of the problems with go FE vs reapers is the bunker that can be built (and then salvaged) and even if the changes suggested by the OP were implemented and the bunker couldn't be salvaged I would be willing to bet the terran players would sacrafice a 100min investement over a 300min investment any day of the week. If you can however see the bunker being built by this idle drone or parked overlord and you decide that a queen a spine crawler or sufficient lings won't be up in time then cancel the hatchery. While it seems to be the opinion atm that zerg need that FE what good does it do you if you spend twice the investment trying to defend it and it still goes down.
Now maps like KR or LT where there is a ridge line to abuse where terrans don't have to use a bunker it would be really hard to FE but this is just another idea. Tell your first overlord to go scout the enemy base then bring back and park it on that high ground area that is near the natural on KR part of the advantages that reapers have there is that have to jump up and down in the same place but if you have vision of the high ground even if you lings can't attack the reapers at the bare minimum they will always be on the correct side of the expo. Your second overlord can spot for the possibility of bunkers or go to the watch tower that is by the high ground expo(3rd)
decreasing viking and thor range wihle implementing moving shot sounds interesting... But there is one problem in TvT... The ability to kite bc's with vikings is important... With a decreased range the balance in that situiation would be broken
Reaper rushes arn't what close a game off, which is why you don't see people 'losing to a reaper rush' Reaper rushes force the zerg player into a very specific confined set of possible strats, all of which extremely hurt the zerg's econ. You don't even need to do damage with reapers for them to win you the day.
It's all about how the terran can do so many different things that spell instant death for a zerg if they are unprepared, that they need to do so many different things to stay alive, simply because there's the threat of it there.
On August 11 2010 08:16 Vokasak wrote: Christ...at a certain point, don't you just have to start playing the game that you're given, instead of trying to change it to compensate for your preconceptions?
I fear that zerg players will finally get all their whiny balance suggestions implemented, and then on the next day realize just how godly Nydus worms are and proceed to destroy everything. Nerfing Thor range...good grief.
Can you please stop posting in threads like this if you don't have anything further to add? This is so goddamn frustrating to read.
Hmm? That was practically the first remotely critical post I've made. I find it more frustrating to constantly be reading people's brilliant suggestions on how to improve the game instead of just fucking playing and getting better and allowing the level of play to advance on it's own.
MULEs and Vikings seem too powerful? Live with it. Brood War had a 10-year run with 25 minerals per spider mine, and you even got a great harassment unit for free when you bought three.
On August 11 2010 08:29 floor exercise wrote: Personally I'd really like to know how nydus worms godly when scvs can kill them
One worm died? Big deal. It's a Nydus Network, not a Nydus one-shot-one-way-transport.
Funny because I don't think I've ever played vs a Zerg who built more then one Nydus lol
Dimaga beat solid protoss Socke with Nyduses on Lost Temple in a recent replay on sc2rep.com. B)
I don't want you guys to conduct research, ever. Or statistical analysis.. even the way Blizzard itself looks at the stats, concluding that the races were balanced is pretty amazing, too. Not in a good way. No random or stratified sampling, contaminated data due to placement inaccuracy, confounds due to unaccounted for repeated sampling... sorry to break it to ya, but reliable data doesn't look like this, guys.
Then there's the question of 'what do we measure when we measure win rates?'. Does winrate equal balance? As someone else whose nick I forgot has pointed out some pages before me, there are [he said at least 2, I say..] at least five variables involved that determine the outcome of the match. 1) Race balance 2) Player skill 3) Race difficulty 4) Gear (lag due to poor processing power) 5) Random variation (e.g. disconnects)
Unless we define the sample before we collect the data, every "analysis" is going to be (almost) useless.
We can rule out some of these. If we assign four groups of people (complete SC/RTSnewbies) at random to one of the races (Z,P,T,R) and they play against each other, we should be able to determine race difficulty by looking at the race-race win rates. Random assignment should even out player skill within the groups and random variation is dealt with in the same fashion.
We should see a higher winrate for e.g. steady zerg players (on average) against other races than the win rate of random players when playing zerg. Nothing surprising there, they got more practice. The real gimmick will be the specific win rates of random players per race. If their Z/P/T winrate is higher than their [others], this should tell us something about the race difficulty.
I am still not sure how to assess race balance properly, but I am sure overall win rate is *not* the way to go.
On August 11 2010 12:16 Jermstuddog wrote: For comparison, let's see a terran spend 600 gas on medivacs. That's 100 gas for the starport and 5 medivacs. They can heal, mass drop, split up and drop on multiple places simultaneously (which nydus can't do btw) and if it turns out ineffective, fly back to base and preserve your investment for use later in the game. Options options options.
OR what could happen is you run into an unexpected anti-air resistance, and your fragile medivacs get shot down, killing all your units inside. Even if you only lose one... best case scenario is what.. 8 marines? Thats a total of 500 minerals and 100 gas. And thats assuming a quick reaction to the attack, quick enough to rescue the others. Now, I normally scout or scan before a drop just to make sure im not suiciding... but if you're simply taking out all variables and comparing losing a nydus worm to losing a medivac.. I'd call it fair. If your worm gets killed, all your units are still chillin in the network, not exploded into a fine aerosol.
On August 11 2010 00:35 driftme wrote: First of all... ridiculous comparison to organic carapace. Medivac can only heal one unit at once. If you're comparing 13.5hp/sec to the 10hp/sec for burrowed roaches, you have to keep in mind ALL your roaches are regenning 10/sec AT THE SAME TIME. To reach the same level of hp/sec (as a group), you'd need a ton of medivacs.
Also, about your drop complaint... Apparently you're forgetting about overlords and warp prisms.
You're also forgetting something... Medivacs heal while the units attack. Organic Carapace heals when the unit STOPS ATTACKING. MASSIVE difference between the two. Also, if the Terran uses a scan, your burrowed units might as well be fish in a barrel. You need to consider those factors and why Terran Drops are just so godly awesome.
Yes, they heal during attack. But you can burrow during battle. I do it all the time, and many times the terran doesn't have detection or an available scan. If that is the case, just unburrow, focus attack a unit (with a decent group of roaches, many foes die in one shot), then burrow again to heal the damage taken. Plus if theyre retreating while youre burrowed, you can keep up with them enough to attack again when you're healed.
A lot of the points people are making just sound to me like they're wanting every race to be equal. Would zerg players be happy if medivacs cost the same as an overlord, granted supply (instead of depots), and required an upgrade to be able to transport units and fly fast?
The beauty of starcraft is that there are 3 very distinct races, each with their own unique set of units (no unit has an equivalent unit in another race)... The real skill in the game is finding ways to counter tactics you just can't win against.
This is Blizzard's 5th RTS (not counting expansions). They've had way more experience balancing races than any of us on here, and while many of the concerns on here might be valid, I guarantee Blizzard has spent more time analyzing every single matchup (without the added variable of skill). I do agree with some of the OP's points, and some of the ideas since, but a lot of it would really require reworking the whole game. You can't just look at TvZ because then the other matchups will need work.
On August 12 2010 05:28 Dagobert wrote: I don't want you guys to conduct research, ever. Or statistical analysis.. even the way Blizzard itself looks at the stats, concluding that the races were balanced is pretty amazing, too. Not in a good way. No random or stratified sampling, contaminated data due to placement inaccuracy, confounds due to unaccounted for repeated sampling... sorry to break it to ya, but reliable data doesn't look like this, guys.
No one, to my knowledge, has come anywhere close to claiming that anyone here has access to ideal data.
This is observational data. It has been treated as such. There's nothing to randomize. Of course it's not randomly sampled. It's also, apparently, at odds with Blizzard's internal method of ranking people. So it's all really confusing.
No one has attempted to do a full-blown scientific analysis of sc2ranking's ladder data. All I've ever done is point out that zergs are not only present at the top of every ladder in the proportions you'd expect based on their presence in the population, but indeed, in EXCESS of what you'd expect. (No need for reference to a binomial probability distribution there either.)
Now, clearly this is not perfect, but it's very very easy to understand (or so I thought) how this points to there being no balance problem at all. Zergs are apparently not having, at the very least, wild amounts of trouble achieving the representation we'd expect of them. It's not like 20% of players play zerg (or in diamond or whatever) but there are 10% zergs in the top 200.
Anyway, this data is at odds with Blizzard's internal data, so it's all really awkward and sloppy anyway.
On August 12 2010 03:52 Mczeppo wrote: decreasing viking and thor range wihle implementing moving shot sounds interesting... But there is one problem in TvT... The ability to kite bc's with vikings is important... With a decreased range the balance in that situiation would be broken
BC's aren't used in TvT ever. It would make them more viable, sure, but I don't think it would break anything, really. It would just spice up the matchup. Having something super game changing at tier three is a lot better than having the same something at 1.5. (like the baneling.)
On August 12 2010 04:06 Shiladie wrote: Reaper rushes arn't what close a game off, which is why you don't see people 'losing to a reaper rush' Reaper rushes force the zerg player into a very specific confined set of possible strats, all of which extremely hurt the zerg's econ. You don't even need to do damage with reapers for them to win you the day.
It's all about how the terran can do so many different things that spell instant death for a zerg if they are unprepared, that they need to do so many different things to stay alive, simply because there's the threat of it there.
It all really boils down to that early game though, with reapers and bunker rushes.
Once you get to where you were in SC1, where you can afford to hatch-first, defending everything else gets a lot easier, because an earlier 2 gas economy lets you tech faster and you can afford to spread out your tech a bit more to be safe against things.
On August 12 2010 04:06 Shiladie wrote: Reaper rushes arn't what close a game off, which is why you don't see people 'losing to a reaper rush' Reaper rushes force the zerg player into a very specific confined set of possible strats, all of which extremely hurt the zerg's econ. You don't even need to do damage with reapers for them to win you the day.
It's all about how the terran can do so many different things that spell instant death for a zerg if they are unprepared, that they need to do so many different things to stay alive, simply because there's the threat of it there.
It all really boils down to that early game though, with reapers and bunker rushes.
Once you get to where you were in SC1, where you can afford to hatch-first, defending everything else gets a lot easier, because an earlier 2 gas economy lets you tech faster and you can afford to spread out your tech a bit more to be safe against things.