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TvZ Balance Suggestions - Page 65

Forum Index > SC2 General
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trevf
Profile Joined May 2010
United States237 Posts
August 13 2010 12:33 GMT
#1281
Consummate must be right. Theres no way that he simply needs more practice figuring out PvT timings. The only true answer to why he loses must be that the game heavily favors terran. So even though hes better than all the terran players he loses to them all! good thing he comes to the boards to point this out !!

Ok i just ran out of sarcasm.

consummate man seriously just get better and stop whining.
Consummate
Profile Joined April 2010
Australia191 Posts
Last Edited: 2010-08-13 12:42:33
August 13 2010 12:39 GMT
#1282
No kiting is equatable to what sentries can provide? Now I understand why Terrans won't concede their team is overpowered, they use the most ignorant statements to justify balance.

You see, there are 2 things terribly wrong with that statement.

1. The number of sentries required to create an "unkitable" envrionment for Marauders depends on the terrain. This pretty much means you will need atleast 6 sentries for most situations, you will need to block behind the marauders, and behind your zealots so they're locked in. You see, in many situations, that is going to be quite A LOT of sentries. That means that for every sentry you put in, I put in another Marauder.

2. That assumes no Marauder micro whatsoever. If we assume all you're doing is ensuring they can't kite backwards (very stupid to assume), then you would be correct. But the fact that you can run *gasp* forward/up/down to kite them from another direction, means that you're wrong.

@trevf

Your destroyed logic and facts with a presumptuous statement that I think Terran are overpowered because I lose to them.

I am kinda sick of having to explain that Siege tanks are the most cost efficient unit in the game that counters all ground units and that Marauders can kite their counter without being touched with a 50/50 upgrade to get a "lol get better" type of response, which is a pretty typical response that only enhances the fact that they can't admit they have been winning (and embarrassingly -losing) with the easy team. Pretty pathetic
lol
MythicalMage
Profile Joined May 2010
1360 Posts
August 13 2010 12:43 GMT
#1283
On August 13 2010 21:39 Consummate wrote:
No kiting is equatable to what sentries can provide? Now I understand why Terrans won't concede their team is overpowered, they use the most ignorant statements to justify balance.

You see, there are 2 things terribly wrong with that statement.

1. The number of sentries required to create an "unkitable" envrionment for Marauders depends on the terrain. This pretty much means you will need atleast 6 sentries for most situations, you will need to block behind the marauders, and behind your zealots so they're locked in. You see, in many situations, that is going to be quite A LOT of sentries. That means that for every sentry you put in, I put in another Marauder.

2. That assumes no Marauder micro whatsoever. If we assume all you're doing is ensuring they can't kite backwards (very stupid to assume), then you would be correct. But the fact that you can run *gasp* forward/up/down to kite them from another direction, means that you're wrong.

It depends on the map, sure, but you don't really need that many. A sentry can throw down four force fields at full energy. Let's say they each have two, in a wide choke type environment. Now you forcefield behind them with say 4-6 force fields or 2-3 sentries, and you're good. More importantly, this doesn't really come into play, and, as trevf said, it's not an issue at high levels of play, which is honestly all I care about.
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
August 13 2010 12:44 GMT
#1284
But when zealots have charge they beat marauders with shell ten out of ten times.
Always look on the bright side of life
MythicalMage
Profile Joined May 2010
1360 Posts
August 13 2010 12:46 GMT
#1285
On August 13 2010 21:39 Consummate wrote:
@trevf

Your destroyed logic and facts with a presumptuous statement that I think Terran are overpowered because I lose to them.

I am kinda sick of having to explain that Siege tanks are the most cost efficient unit in the game that counters all ground units and that Marauders can kite their counter without being touched with a 50/50 upgrade to get a "lol get better" type of response, which is a pretty typical response that only enhances the fact that they can't admit they have been winning (and embarrassingly -losing) with the easy team. Pretty pathetic
That made me chuckle. Tanks counter immortals? Interesting. Tanks counter zerglings? Cool. Tanks counter marauders? Good to know. Have you seen how much gas tanks cost? They're bloody three supply too. And they're super vulnerable to air, so you need to escort them with either marines or the even more expensive thors. Not only that, they have to siege before they can attack, effectively, and they're vulnerable to flanks.
Consummate
Profile Joined April 2010
Australia191 Posts
Last Edited: 2010-08-13 12:53:33
August 13 2010 12:46 GMT
#1286
And that's my point. You need terrain that is favourable for sentry forcefields or otherwise you just get kited to death.

Immortals do kill Siege tanks, but first they have to get past the MM blob to reach the siege tanks. You do know the siege tanks have massive range on siege mode yes?

Same goes for Zerglings.

That's the point behind the TvZ imbalance. To kill the siege tanks, you need air since they're only vulnerable to that in a fight. But to kill siege tanks with mutas, first you have to dodge that massive MM blob that will drop your mutas pretty quickly, even if you do, you've lost the rest of your army in the process unless of course you had an army that was a lot bigger than his (which would be pretty bias to assume that).

Killing siege tanks in both the TvP and TvZ match up require you to have an army a lot bigger than theirs so you can flank them. Flanking means you're splitting your army up, and if you split your army up, they will get smashed to pieces one after the other, unless of course, your army was bigger to begin with.

And Z + P's counter to the MMM blob come at T3 and are very costly. What's your point?
lol
merz
Profile Blog Joined July 2004
Sweden2760 Posts
August 13 2010 12:46 GMT
#1287
LaLuSh has apparently found a new way to deal with the ZvT imbalance, I believe it's called the IdrA approach.

+ Show Spoiler +

[image loading]


Winners never quit, quitters never win.
MythicalMage
Profile Joined May 2010
1360 Posts
August 13 2010 12:50 GMT
#1288
On August 13 2010 21:46 Consummate wrote:
And that's my point. You need terrain that is favourable for sentry forcefields or otherwise you just get kited to death.

Immortals do kill Siege tanks, but first they have to get past the MM blob to reach the siege tanks. You do know the siege tanks have massive range on siege mode yes?

Same goes for Zerglings.

Then that's an issue with ALL of terran, or just bio mech, not just tanks. But that's not an issue with tanks.
Consummate
Profile Joined April 2010
Australia191 Posts
August 13 2010 12:54 GMT
#1289
No, the problem is the feasibility of the counter to tanks for both Z and P, atm, they're both unfeasible. Which means the problem is with tanks since their counters don't work effectively.
lol
MythicalMage
Profile Joined May 2010
1360 Posts
Last Edited: 2010-08-13 12:58:35
August 13 2010 12:56 GMT
#1290
On August 13 2010 21:54 Consummate wrote:
No, the problem is the feasibility of the counter to tanks for both Z and P, atm, they're both unfeasible. Which means the problem is with tanks since their counters don't work effectively.

Proof? Saying arbitrary statements with no backing isn't what these forums are for.

@meRz: *wi-five* What game is that from?

EDIT: Proof was probably the wrong thing to say. What I meant was elaborate on what you said, instead of saying, "This is bad," say "This is bad because of blah."
DaZe
Profile Joined November 2003
Sweden2111 Posts
August 13 2010 13:02 GMT
#1291
On August 13 2010 21:46 meRz wrote:
LaLuSh has apparently found a new way to deal with the ZvT imbalance, I believe it's called the IdrA approach.

+ Show Spoiler +

[image loading]





lol pwned.
Consummate
Profile Joined April 2010
Australia191 Posts
August 13 2010 13:04 GMT
#1292
On August 13 2010 21:56 MythicalMage wrote:
Show nested quote +
On August 13 2010 21:54 Consummate wrote:
No, the problem is the feasibility of the counter to tanks for both Z and P, atm, they're both unfeasible. Which means the problem is with tanks since their counters don't work effectively.

Proof? Saying arbitrary statements with no backing isn't what these forums are for.

@meRz: *wi-five* What game is that from?

EDIT: Proof was probably the wrong thing to say. What I meant was elaborate on what you said, instead of saying, "This is bad," say "This is bad because of blah."


I don't think I need to give you proof when your proof that Zealots + Sentries counter Marauders is that you need equal amount of Zealots to his Marauders and X (undefined) amount of Sentries to forcefield block his paths which is determined by the area you fight in.

lol
trevf
Profile Joined May 2010
United States237 Posts
August 13 2010 13:05 GMT
#1293
On August 13 2010 21:39 Consummate wrote:

@trevf

I am kinda sick of having to explain that Siege tanks are the most cost efficient unit in the game that counters all ground units and that Marauders can kite their counter without being touched with a 50/50 upgrade to get a "lol get better"


I'll even help you,

step 1. get an observer
step 2. dont a-move into siege mode tanks
step 3. expand / wait for siege tanks to unsiege
step 4. attack unsieged siege tanks.
step 5. gg

You're right, siege tanks are the most cost efficient unit in the game when it comes to killing other ground units while in siege mode, but in order to be able to do that they have to have a wall of protection in front of them and have to be sieged up and properly spaced. That is their weakness. Learn to exploit it and in the mean time stop acting like Terran are IMBA because you haven't figured this shit out.
MythicalMage
Profile Joined May 2010
1360 Posts
August 13 2010 13:06 GMT
#1294
What you need to do is give me a reason you're still talking about Protoss in a TvZ thread. If you want, you can start a TvP thread about balance, but this isn't the place.
Puosu
Profile Blog Joined April 2007
7012 Posts
Last Edited: 2010-08-13 13:10:09
August 13 2010 13:08 GMT
#1295
On August 13 2010 21:46 meRz wrote:
LaLuSh has apparently found a new way to deal with the ZvT imbalance, I believe it's called the IdrA approach.

+ Show Spoiler +

[image loading]



He does have a point though, people from Finland are probably the most cheesiest fags you can find on the ladder. I guess mainly it's because most of the players come from WC3 and tend to have micro and 1 base play as their main strengths.

I guess you being from Sweden he kinda self owned himself but such is life.
Also gotta love that additional "i" in the ragequit message, it seems to be a tradition.
Consummate
Profile Joined April 2010
Australia191 Posts
Last Edited: 2010-08-13 13:11:29
August 13 2010 13:09 GMT
#1296
On August 13 2010 22:05 trevf wrote:
Show nested quote +
On August 13 2010 21:39 Consummate wrote:

@trevf

I am kinda sick of having to explain that Siege tanks are the most cost efficient unit in the game that counters all ground units and that Marauders can kite their counter without being touched with a 50/50 upgrade to get a "lol get better"


I'll even help you,

step 1. get an observer
step 2. dont a-move into siege mode tanks
step 3. expand / wait for siege tanks to unsiege
step 4. attack unsieged siege tanks.
step 5. gg

You're right, siege tanks are the most cost efficient unit in the game when it comes to killing other ground units while in siege mode, but in order to be able to do that they have to have a wall of protection in front of them and have to be sieged up and properly spaced. That is their weakness. Learn to exploit it and in the mean time stop acting like Terran are IMBA because you haven't figured this shit out.


Oh right, we are talking about attacking a turtling Terran? Ok, so, if it isn't a turtling Terran, then step 2,3,4,5 don't work if they actually attack your base - do they?

Oh and, I really love your "run past all the Marines/Marauders and go straight for the siege tanks" strat, ROFL. No wonder I see pros doing it all the time (lol).
lol
heishe
Profile Blog Joined June 2009
Germany2284 Posts
August 13 2010 13:10 GMT
#1297
On August 13 2010 22:05 trevf wrote:
Show nested quote +
On August 13 2010 21:39 Consummate wrote:

@trevf

I am kinda sick of having to explain that Siege tanks are the most cost efficient unit in the game that counters all ground units and that Marauders can kite their counter without being touched with a 50/50 upgrade to get a "lol get better"


I'll even help you,

step 1. get an observer
step 2. dont a-move into siege mode tanks
step 3. expand / wait for siege tanks to unsiege
step 4. attack unsieged siege tanks.
step 5. gg

You're right, siege tanks are the most cost efficient unit in the game when it comes to killing other ground units while in siege mode, but in order to be able to do that they have to have a wall of protection in front of them and have to be sieged up and properly spaced. That is their weakness. Learn to exploit it and in the mean time stop acting like Terran are IMBA because you haven't figured this shit out.


you're absolutely right, it is absolutely insanely hard to unsiege and move tank-by-tank instead of unsiege-move-siege'ing all tanks at once. no terran could ever do that (and LOL with the skill level all top terrans have currently they probably really couldn't!).
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Consummate
Profile Joined April 2010
Australia191 Posts
August 13 2010 13:16 GMT
#1298
Watch him bring up that everyone has to scout where the Terran army is (so you don't run into siege tanks) but Terran don't have to scout where the enemy army is (so their Siege tanks don't get caught without Siege mode)

loving the double standards mate. I love the whole "you gotta scout" thing that doesn't apply to your own team.
lol
MythicalMage
Profile Joined May 2010
1360 Posts
August 13 2010 13:22 GMT
#1299
On August 13 2010 22:16 Consummate wrote:
Watch him bring up that everyone has to scout where the Terran army is (so you don't run into siege tanks) but Terran don't have to scout where the enemy army is (so their Siege tanks don't get caught without Siege mode)

loving the double standards mate. I love the whole "you gotta scout" thing that doesn't apply to your own team.

Have you seen a pro player play mech? There are constant scans just about everywhere on the map, as well as vikings, and hellions and the occasional floating building. Scouting is something Terran has to do with mech. Bio mech is more about pushing so scouting comes from that push, and I dunno about whatever else you were talking about.
trevf
Profile Joined May 2010
United States237 Posts
August 13 2010 13:24 GMT
#1300
it does eat up a lot of apm to do that, heishe. and if a terran player intends leapfrogging siege tanks the entire way across the map then you have more than enough time to get to T3. Its also an opportunity for drops and harass.

the point is if a terran is going mech hes not going to be mobile and you have to abuse that fact.

or you could QQ all day on a forum which just makes it look like blizzard should bring back the copper league so you can have somewhere to go 50/50 win-loss.
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