@Affluenza Im a Zerg player and think this will be far too much together.
I think the changes are fair...Zerg needs to be reactionary but atm it's a race that plays for survival in the first 10 minutes or so...and that is very very wrong.
But that describes pretty good how I feel at the beginning of a game.
On August 29 2010 11:04 ziteNiA wrote: OH good nerf MMM
Why?
bio is balanced in tvz and prooss rapes bio with speedlots and storm... Don't whine about balance when protoss is simply playing stupid...
no one claims mmm would be op once u have chargelots and storms out. (although 4 or 8 marauder drops still are ridiculous at nexus sniping, but w/e.)
what is imba in tvp atm is the timing window when the terran has a big bio ball of marines and tons of marauders with concussive shell and stim while the toss does not have chargelots/clossi with range/storms out. during this timing window, they have absolute and undisputed mapcontrol which can be used to safely expand while the toss is contained to onebase play. the imbalance during this timing window is so huge that they dont even have to produce any hard to maintain it. if he was pumping lots of marauders by then, e.g. after going 3 rax, the only thing preventing us tosses from dying instantly and every single time to it are forcefields on the ramp. but this only delays the death against competent Ts as they are gonna roll u with the macro from a 2 to 1 base advantage.
vrs arent viable on every map/every starting location, so no general answer to this problem.
Let's look at it this way... Back to the past once we all knew as SC1
Dragoons were good against all barrack units~ well not really very good against marines Dragoons had this timing window where they have absolute and undisputed mapcontrol So now... Terran has to wait for his first siege tanks to hold off the protoss... Tanks had to get range upgrade *cough* I mean get siege mode Of course you would need to block off the choke with forcefields, oops, I mean supply depots and rax.
In SC2, the roles of T and P have reversed. Marauders are very good against all gateway units, not very good against zealots but still good with slow. So Dragoons have stim and slow, and the siegetank can move and climbs up and down cliffs.
As for 2 base v 1 base advantage, I'm not sure what you are talking about. When I play terran it's almost never safe to expand unless toss expands. The exception would be either the toss is much worse or made a stupid mistake. Or toss doesn't go fast collosus and I marine rax expand. I have yet to see a person who can defend against a 4 gate all-in or 3 gate immortal all-in with marauder expo without being ahead.
ur comparison has a big flaw: in bw, the terran had the much more cost-effective army and was the race with the best defensive abilities. because the T army was more cost effective and stronger piece by piece (once a certain army size is exceeded), they didnt need to have the equal amound of mining bases as the P. they could use the awesome mines to defend against recalls.
now in sc2, the roles of aggressor and prey are reversed. T has the upper hand in the early- and early midgame. (note that 4gating opens a timing window in which the T can roll u if he scouts it in time.) they can tech more safely. they can expand more easily. but in comparison to bw, the degree to which a teched up P army owns a t1/1.5 T army is much lower than the degree to which a teched up T army owned a t1/1.5 P army in bw. bioballs stay too effective even when charge and storms are out. additionally, the sc2 equivalent of recalls into the base, marauder drops, cant be defended by using burrowed, invisible mininukes costing 25 mins each.
On August 29 2010 11:04 ziteNiA wrote: OH good nerf MMM
Why?
bio is balanced in tvz and prooss rapes bio with speedlots and storm... Don't whine about balance when protoss is simply playing stupid...
I mean: 1-base all-in's and Collossi almost every game? Don't you realize that this Build is pretty bad? Try playing an economic game and get into the lategame for a good Speedlot/Archon/HT-Army that TOTALLY DESTROYS Terran Bio...
Terran won't continue to play Bio when Protoss starts making Economic Builds that get into the lategame.
Bio is balanced in tvz? LOL. I hope you are joking.
On August 29 2010 11:04 ziteNiA wrote: OH good nerf MMM
Why?
bio is balanced in tvz and prooss rapes bio with speedlots and storm... Don't whine about balance when protoss is simply playing stupid...
I mean: 1-base all-in's and Collossi almost every game? Don't you realize that this Build is pretty bad? Try playing an economic game and get into the lategame for a good Speedlot/Archon/HT-Army that TOTALLY DESTROYS Terran Bio...
Terran won't continue to play Bio when Protoss starts making Economic Builds that get into the lategame.
Bio is balanced in tvz? LOL. I hope you are joking.
As a protoss player, I would be fine with the zealot build time nerf only if they can figure out someway somehow to delay a 6-9 pool ling rush. stopping early 6 ling rushes on small two player maps is gonna get tedious for sure =/
On August 29 2010 11:04 ziteNiA wrote: OH good nerf MMM
Why?
bio is balanced in tvz and prooss rapes bio with speedlots and storm... Don't whine about balance when protoss is simply playing stupid...
no one claims mmm would be op once u have chargelots and storms out. (although 4 or 8 marauder drops still are ridiculous at nexus sniping, but w/e.)
what is imba in tvp atm is the timing window when the terran has a big bio ball of marines and tons of marauders with concussive shell and stim while the toss does not have chargelots/clossi with range/storms out. during this timing window, they have absolute and undisputed mapcontrol which can be used to safely expand while the toss is contained to onebase play. the imbalance during this timing window is so huge that they dont even have to produce any hard to maintain it. if he was pumping lots of marauders by then, e.g. after going 3 rax, the only thing preventing us tosses from dying instantly and every single time to it are forcefields on the ramp. but this only delays the death against competent Ts as they are gonna roll u with the macro from a 2 to 1 base advantage.
vrs arent viable on every map/every starting location, so no general answer to this problem.
Let's look at it this way... Back to the past once we all knew as SC1
Dragoons were good against all barrack units~ well not really very good against marines Dragoons had this timing window where they have absolute and undisputed mapcontrol So now... Terran has to wait for his first siege tanks to hold off the protoss... Tanks had to get range upgrade *cough* I mean get siege mode Of course you would need to block off the choke with forcefields, oops, I mean supply depots and rax.
In SC2, the roles of T and P have reversed. Marauders are very good against all gateway units, not very good against zealots but still good with slow. So Dragoons have stim and slow, and the siegetank can move and climbs up and down cliffs.
As for 2 base v 1 base advantage, I'm not sure what you are talking about. When I play terran it's almost never safe to expand unless toss expands. The exception would be either the toss is much worse or made a stupid mistake. Or toss doesn't go fast collosus and I marine rax expand. I have yet to see a person who can defend against a 4 gate all-in or 3 gate immortal all-in with marauder expo without being ahead.
ur comparison has a big flaw: in bw, the terran had the much more cost-effective army and was the race with the best defensive abilities. because the T army was more cost effective and stronger piece by piece (once a certain army size is exceeded), they didnt need to have the equal amound of mining bases as the P. they could use the awesome mines to defend against recalls.
now in sc2, the roles of aggressor and prey are reversed. T has the upper hand in the early- and early midgame. (note that 4gating opens a timing window in which the T can roll u if he scouts it in time.) they can tech more safely. they can expand more easily. but in comparison to bw, the degree to which a teched up P army owns a t1/1.5 T army is much lower than the degree to which a teched up T army owned a t1/1.5 P army in bw. bioballs stay too effective even when charge and storms are out. additionally, the sc2 equivalent of recalls into the base, marauder drops, cant be defended by using burrowed, invisible mininukes costing 25 mins each.
In broodwar they had a way to move out with 2fact or early timing pushes, protoss could of course defend these by scouting, or by timing their legspeed to a point where they could run the terran push over.
In SC2 they attack and you cant do a god damn thing about it because you dont have the tech needed, stalkers are not near what dragoons are and with slow you cant do shit with zealots without charge. Not to mention you will never win a battle vs a competent terran who knows how to micro and if they have EMP? good game.
I think tank nerf is mainly for TvT rather than other matchups. Remember how tanks were nerfed to 50...
Now marines are more viable in the matchup. Then after that blizzard procedes to balancing other matchups.
I strongly believe that Dustin Browder or other staff in Blizzard mainly play terran It's so sad that they never fix marauder who is too powerful and even counter zealots, who are supposed to counter marauders. TT
On August 29 2010 23:57 bokeevboke wrote: I think tank nerf is mainly for TvT rather than other matchups. Remember how tanks were nerfed to 50...
Now marines are more viable in the matchup. Then after that blizzard procedes to balancing other matchups.
I strongly believe that Dustin Browder or other staff in Blizzard mainly play terran It's so sad that they never fix marauder who is too powerful and even counter zealots, who are supposed to counter marauders. TT
So terran is overpowered -> solution is to balance TvT... okay~
I wonder how a terran can win against a zerg without succesfull harass early game. Take those options away and terran will lose. You can't win a microgame vs z!
Unless you are talking Reapers as bio i don't see how you can say it isn't balanced vz Zerg. Build a couple infestors and some banelings and you rip a bio ball apart pretty easily.
On August 29 2010 14:08 MythicalMage wrote: I HATE the tank change. I literally can't think of a scenario when I want tanks over marauders or higher tech (banshees, ravens, etc.)
EDIT: This isn't a balance complaint. This is a stylistic complaint, since they're taking out the core of the Terran army, currently.
Oh stop QQing you noob! Maybe learn how to use you'r race?
Why (nearly) everbody thinks to know better than blizzard about balancing their game? Of course we had many (some) good posts regarding the balance of sc2 and blizzard already made several mistakes, but right now 99% of non-opening posts talking about balance are totally rubbish.
Example: "Bio is balanced in tvz? LOL. I hope you are joking."
I mean, seriously, how stupid can a post be? What does the poster want to tell me? I am getting so sick of those "omg lolol, tvp is freewin cuzz of maraudrzz"- kind of posts.
Please note that i am not talking about the balance itself, but solely about the quality of posts, which has drastically decreased since the release of sc2.
On August 30 2010 00:18 1337bix wrote: I mean no offense to idrA, since he is a very good player, but i thought this was pretty funny xD. Sorry if someone else has already posted this.
On August 30 2010 00:18 1337bix wrote: I mean no offense to idrA, since he is a very good player, but i thought this was pretty funny xD. Sorry if someone else has already posted this.