Z v T: Current situation and comparison to BW - Page 59
Forum Index > SC2 General |
lowkontrast
United States855 Posts
| ||
EppE
United States221 Posts
On August 28 2010 02:08 lowkontrast wrote: I think Zerg and Protoss will be at the level of Terran when the expansions come out. They will both have more units and more opportunities to hard counter the Terran players with these new units. After all, you are comparing Starcraft II to Starcraft: Brood War, and not Starcraft. So we have to wait 12-18 months? Even Blizzard isn't that stupid/lazy. You also assume Terran wont get anything new that will be designed to counter the new P/Z units? I will agree that SC wasn't very well balanced compared to BW but that isn't an excuse for SC2 not being balanced. They've had 10 years of balance testing on SC:BW to learn from. | ||
ubiquitousnewt
9 Posts
Terrans use reapers, MMM, viking OL hunting, siege tank walking, mech & tech with SCV heals, early & fast nukes, cloaking...and on and on. Zerg have a sneaky nidus and mass banelings, both of which are really only good if you can catch a terran with his pants down. A zerg player only has a shot at beating terran if he grossly outskills him. In case of a tie, zerg loses by a large margin; it is really that simple. Add in the grotesque amount of attention to macro zerg requires...bleh. Yes; they're no fun. Suggested fixes? -Make the infestor die, but give you permanent control of the opponents unit, sort of a suicide style. That 12-second thing sucks hard. -Spawn larva is a massive pain. Give the bloody queens spawn larvae on autocast. If SCVs can autorepair, it's not too much to ask. Either that or make it so you can recast multiple times ala mules. -Boy do OLs suck compared to supply depots or pylons. I dunno, have them reflect 25% of the dmg they take from air units maybe, so one darn viking can't take out 20 of them & force "gg." -Give the zerg some sort of deadlock-breakers to break up these massive turtles that Terran has. In BW, we had spawn broodling, scourges, defilers, MASSIVE damage from infested terrans (laboriously acquired via a base-theft I might add), nice splash dmg from lurkers ...blah blah blah. They took all that away, and gave us roaches, banelings, and 35-hp dmg FG to work with. Bollocks. -In general, consider giving zerg units more autocast abilities, so you don't have to be in 5 places with 10 hotgroups at once. Terran players got no fear right now...why should they when the absolute worst thing you can throw at them is a REALLY expensive T3 ultralisk or four? Barring a patch I'm moving over to protoss after YEARS of playing zerg; this current team is a mess, and I'm tired of losing to players who aren't as good as I am. | ||
Konsume
Canada466 Posts
On August 28 2010 02:12 EppE wrote: So we have to wait 12-18 months? You are verry optimistic. I REALLY DOUPT we will see Hart of the Swarm before a good 15-18 months and than another 15-18 of the last expansion. Basicaly I think that we'll be able to play the full game in approximatly 3 years ![]() | ||
Ramiel
United States1220 Posts
On August 28 2010 02:55 ubiquitousnewt wrote: In searching for "opening" strategies to use as zerg, I have come to the conclusion that we have very, very few options.: Terrans use reapers, MMM, viking OL hunting, siege tank walking, mech & tech with SCV heals, early & fast nukes, cloaking...and on and on. Zerg have a sneaky nidus and mass banelings, both of which are really only good if you can catch a terran with his pants down. A zerg player only has a shot at beating terran if he grossly outskills him. In case of a tie, zerg loses by a large margin; it is really that simple. Add in the grotesque amount of attention to macro zerg requires...bleh. Yes; they're no fun. Suggested fixes? -Make the infestor die, but give you permanent control of the opponents unit, sort of a suicide style. That 12-second thing sucks hard. -Spawn larva is a massive pain. Give the bloody queens spawn larvae on autocast. If SCVs can autorepair, it's not too much to ask. Either that or make it so you can recast multiple times ala mules. -Boy do OLs suck compared to supply depots or pylons. I dunno, have them reflect 25% of the dmg they take from air units maybe, so one darn viking can't take out 20 of them & force "gg." -Give the zerg some sort of deadlock-breakers to break up these massive turtles that Terran has. In BW, we had spawn broodling, scourges, defilers, MASSIVE damage from infested terrans (laboriously acquired via a base-theft I might add), nice splash dmg from lurkers ...blah blah blah. They took all that away, and gave us roaches, banelings, and 35-hp dmg FG to work with. Bollocks. -In general, consider giving zerg units more autocast abilities, so you don't have to be in 5 places with 10 hotgroups at once. Terran players got no fear right now...why should they when the absolute worst thing you can throw at them is a REALLY expensive T3 ultralisk or four? Barring a patch I'm moving over to protoss after YEARS of playing zerg; this current team is a mess, and I'm tired of losing to players who aren't as good as I am. to the poster above me, your comparison of how zerg breaks turtles in scbw is wrong. infested terrans are not used, nor is spawn broodling- also dark swarm does nothing to stop tank splash dmg which is still 35. The key to playing zerg is to not hvae to break the turtle head on. the entire idea is to exploit position weakness and strike where the terran spear head is not. | ||
obidan
Romania48 Posts
I feel like Protoss have little mobility to beat vikings once the terran just decides to switch tech, and hopefully with the new change reaper rush won't be done as much, and I won't have to do the same build over and over. | ||
Iamyournoob
Germany595 Posts
I think the key would be something like increasing the build time for tech-labs. This change would leave the ZvP untouched which I find a little more appealing than changing Zerg and mess with the ZvP balance. Also different maps could help. | ||
nhika
United States11 Posts
| ||
Danger-dog
United States50 Posts
On August 15 2010 10:49 Z3kk wrote: It's just harder to be "good" as a Zerg, but at the highest level of play, I think Zerg players are able to deal with Terrans (though the issues are still there). Except that most zergs have been playing since broodwar. We know how to play zerg. We understand how to run the zerg econ, we realize that zerg must set traps and counterattack because they are frail. The problem is we don't have the tools to do these things anymore. I would argue that a lot of terrans, at least at my (read: lowly plat) level, are still the discovering untapped power and versatility of their revamped race. They are playing as though the game were balanced, afraid of the zergs that lurk in the darkness, not exploiting the map control they don't even know they have. They're used to a defensive playstyle, so they stick to it, but now T is equally suited to harrass, outright aggression, and mass macro. And thank god they don't see it, or else I would never win against them. Also sorry to be the grammar police, but you mean skeptic, not cynic. | ||
shadowy
Bulgaria305 Posts
http://us.battle.net/sc2/en/blog/692221#blog Some much needed changes are comming. Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we’re extremely excited to witness the amazing community that’s come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA’s 3D Vision, and more. We'd also like to share some specific plans for this patch with you. To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions. Balance Changes We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing. Maps We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed. Protoss We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost. Terran There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds. Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage. Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8. Zerg Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target. And Beyond... We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features. We'll see you online! | ||
StupidFatHobbit
United States98 Posts
On August 27 2010 19:46 kckkryptonite wrote: QFT Most of the people defending the T probably have never even touched Zerg, let alone have had some matches at the diamond level; as Zerg, there are so little solid options you have against T, one slip-up and you get steam rolled. Yup, as evidenced by the dozen or so T posts in between yours and mine that are trying to tell all the zerg players how to play. But those are all over TL regardless, at least blizzard is taking a first step by toning tanks down. I'd still really like to see NP made usable again though! On August 27 2010 18:36 TempeL wrote: I dont think that people realise how retarded this matchup really is. We all will think about how broken zvt was in the begining when we think about it in a couple of years. I'm amazed that people still think "zerg just gotta be more creative". And i dont agree with zerg have an advantage in mid/late game, its just more even. Totally agreed. Been playing random/mainly terran since live where I played mainly zerg/some terran in beta, and I can stay at around 700 points diamond with random. Not the best player, but I'm not some bronze moron either - and Terran is WAY easier. If you think otherwise, you simply haven't played all three races enough - and I mean in 1v1, not fucking team game bullshit. | ||
Traksor
Canada10 Posts
Edit : ewww tank in siege mode now only do 35 damage against unit like zergling and zealot... +15 damage vs armored ? I thought it was created to deals splash damage so damage to mass (and light) unit Damage should have been fixed to 45, and tank mode shouldn't have his bonus on armored units but on bio one. Edit 2 : My question is : why the *** hydralisks are still light units ? I mean cmon the elite warriors of zerg getting pushed back by a bunch of hellions. | ||
Sixes
Canada1123 Posts
The siege tank remains very good against some units while now having some counters on the ground for zerg (notably 0/1 zerglings take 2 direct hits or 3 splash hits, hydras take an extra direct and splash hit). The fact that they are weaker against chargelots is not bad either. The zealot and reaper (and bunker) timings means more fast expand builds or hatch before pool builds might be viable (rather than totally hit or miss) while the zerg pressure options (5 roach rush, baneling bust) become a little stronger (against Terran the bunker build time means the scouting of a baneling bust needs to be done earlier). The bunker change also means locking down portions of the map will take a little longer which isn't bad. The ultralisk damage makes some sense I guess. What they hit will die pretty fast regardless, the issue remains making them hit (same goes for the BC). | ||
kingcomrade
United States115 Posts
| ||
Rebornx3
Canada200 Posts
| ||
TriniMasta
United States1323 Posts
| ||
tomatriedes
New Zealand5356 Posts
On August 28 2010 07:54 shadowy wrote: Situation Report: Patch 1.1 and Beyond http://us.battle.net/sc2/en/blog/692221#blog Some much needed changes are comming. Finally! Terran tears incoming. ![]() | ||
Tachion
Canada8573 Posts
The timing window where you have +1 carapace and they don't have +1 vehicle weapons can be awfully small. They may not even push out until they've upgraded it now, which could be good for the Zerg if their regular timing push is delayed or weakened. Using ground vs tanks is still incredibly ineffective, and hydras will still get steamrolled by them, extra shot required or not. They could always make a bunch of igniter hellions to compensate. | ||
tomatriedes
New Zealand5356 Posts
On August 28 2010 17:22 Tachion wrote: What do they have to cry about? ZvT remains largely untouched. Reapers may appear a little slower but there is still a long time before Zerg gets a spire/roach speed. The timing window where you have +1 carapace and they don't have +1 vehicle weapons can be awfully small. They may not even push out until they've upgraded it now, which could be good for the Zerg if their regular timing push is delayed or weakened. Using ground vs tanks is still incredibly ineffective, and hydras will still get steamrolled by them, extra shot required or not. They could always make a bunch of igniter hellions to compensate. For the pros, such small changes could make quite a difference. It's a start anyway. There were plenty of terran-using posters who were against there being any at all so I'm sure they'll be disappointed. | ||
Ordained
United States779 Posts
Terran Make too many bunkers? No problem, they are free after all *salvages* Forget to macro? No problem, I can just call down 2 mules this round Forget to build supply? No problem, I can call down an extra supply depot and not have to worry about it. My building needs a tech structure? No problem, I already made it and can just swap it out at no cost. Zerg Make too many spinecrawlers? Damn, I lost alot of drones because of that. Forget to macro? Looks like im getting more creep tumors Forget to build supply? **** Forget to tech lair? Dead in the water. Terran is the best race for people who make mistakes, which is why you see alot of Terran in higher leagues than where they belong. It is too forgiving. | ||
| ||