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On September 14 2010 01:45 Khol wrote: this shows how bad zergs outside of korea really are. :D
because those korean zergs are doing SO much better right? I mean 3 have qualifed in the top 32 for GSL, with 2 more still waiting to play, so at BEST 5 of 32 will be zerg in GSL the most prestigious korean (or otherwise) tournament in the world.
Stop talking out of your ass as if Korean zergs are somehow 'owning.'
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On September 14 2010 06:48 FakeSteve[TPR] wrote:Show nested quote +On September 14 2010 06:38 Klockan3 wrote:On September 14 2010 06:29 FakeSteve[TPR] wrote: It's dangerous to muck with balance simply because there seems to be a lot of Terrans in Diamond. Nah, not if you do it just a little and don't do it just because there are many terrans in diamond, like the situation is now. Patch 1.1 doesn't change a lot balance wise and it doesn't really matter if we don't got total balance all the time since during the next 3 years we will see a ton of changes to the game from the expansions alone. Also patches might give Blizzard more information on how the game should be fixed with the expansions allowing them to make a better job. Identifying what is missing for each race that can't be fixed in a minor balance patch is pivotal for making good expansions. On September 14 2010 06:31 FakeSteve[TPR] wrote: To explain that a bit: something like allowing Zerg players to stack vomits on a hatchery if they miss a few (similar to how P and T's energy-based macro mechanics work) seems like it wouldn't affect the 'top level' because a perfect player doesn't miss barfs Um, that would allow zerg to build 3 queens for his first hatch and then get 22 larvae per minute, not really comparable at all to what he said. I don't understand the first part of your post, you said "don't do it just because there are many terrans in diamond" and I said "It's dangerous to muck with balance simply because there seems to be a lot of Terrans in Diamond". Where is the disagreement?  Yes, I realize its not a comparable example -_- Read his post, he says there's a problem in that Terran can just MULE at 67 energy instead of 50 and not really lose anything, whereas a Zerg missing a barf can be totally critical. The problem with that assessment is that the larva barf mechanic is far more complicated than a brief mineral boost, and allows far greater customization of economy, IE, when you get yer queens, HOW MANY (this should be a huge talking point for Zerg players and strangely it isn't!), when you barf, if you spread creep & how often, etc etc. You have to realize that while there is certainly a lot that can go wrong in all that, it's not necessarily a balance issue, and the incessant griping of Zerg players who have little to no concept of how to actually play with this mechanic is being blown way out of proportion (relevant to this thread). This is why you need to benchmark against perfection (IE, a Zerg player who properly uses these mechanics to solve various issues that arise in-game) and examine it from that perspective. It's also why blanket comparisons like "Terran's MULE vs the Queen" and attempting to 'keep them in line with each other' doesn't work. The Queen is far more complex than the MULE, and needs to be dealt with accordingly, which is once again where the perfect player comes in.
But in reality you need to compare it to supply calldown and scan as well. There's complexity there as wel. In fact, many people would say "knowing when to scan, when to mule," is much more complex than thinking "ok, creep tumor first time, inject permanently after that."
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Perfection is very hard to achieve when the matchup involves such a high degree of guessing for zerg. Even when you scout a certain tech path from the terran, you still cannot be sure what is coming. Yesterday for example (one out of a thousand examples), I scouted a very fast tech starport tech lab switch from brat_ok in a tournament game, and I began making spore crawlers and queens while massing drones. I was sure I was going to come out far ahead. What happens next? He only uses the starport to build 1 banshee. Switches his strat around instantly, builds 1 medivac and 1 thor, drops it on my cliff, completely shuts down mining and easily takes out my expansion hatchery.
There is no way a zerg can account for all these possibilities at the same time. Every terran is unique. Every terran has got their own specialized (and often retarded) transition. Banshee doesn't have to mean banshee. 2 rax doesn't have to mean aggressive infantry build. It might as well mean a nonsensical delayed 2 or 1 port banshee with cloak.
You have all these idiot terrans scoring easy instant wins vs zergs everywhere, because even if you scout their production buildings, half of the time you've still got no fucking clue what they're doing. You scout a barrack constantly producing marines and a starport without addons? Maybe he'll use it for 1 viking and then medivacs. Maybe he'll use it for a fast medivac dropping 8 marines straight into your base. Maybe he's the kind of terran that built another rax in his base and waits for 2 medivacs before dropping you. Maybe he's the kind of retarded terran that waits for so long, that eventually you start making drones again, and in flies 3medivacs fully loaded with units. Sometimes they make a medivac and don't even use it for anything, they just expand and pretend it's a logical strategy.
You make drones and go for the early spire vs the 1 medivac 8 marine drop? You'll take sick damage. You start making units too late vs the 2 medivac drop and even hint at making the spire? You die. You start making units too early vs the 3 medivac drop instead of making the spire, and then suddenly think the coast is clear and proceed into making a round of drones because the drop never seems to come? You die.
You make too many units vs the nonsensical terran that went a 1-1-1 build into an 11-minute mark expand with medivacs and lots of marines before expanding but didn't even drop you ? You die from mining 600 less minerals per minute every subsequent minute.
Even when watching Sen's stream - who I consider to be 20x better than me and a complete monster ZvT - you see him losing instantly to noob terrans after overdroning vs a 3rax or 2rax/hellion all-in, or making too many units vs a faked aggression into fast expand build, or upgrading ling speed before lair and subsequently dying to 2port banshee without even having a fighting chance.
The main reason you see so many zergs getting eliminated so early, is because you have to have sick amount of LUCK to beat 5-6 terrans in a row. It doesn't matter how good and how skilled you are. Beating that many terrans in a row will require more luck than it will require skill.
The point is, there is too much of an element of randomness for zerg in the matchup depending on which tech path they opt for. And it cannot be fixed by simply "scouting better". The difference in win rate from playing a terran ranked #60 as opposed to a terran ranked #5 isn't that great. There's still the ~20% of games where you instantly lose due to a build order/tech path loss, no matter how good/bad your terran opponent is.
Then there are the truly good terrans. The ones of equal skill to you. The ones who'll win at least 50% of the games that reach beyond the "zerg guesses wrong instantly loses" phase.
The win ratio against those terrans won't ever be 50% for zergs. Much like the scrub terrans, the good terrans too will instantly win about ~20% of their games on pure build order errors from zerg. If they win half of the rest of games that puts them at 60% vs the zergs.
For a good terran facing a scrub zerg. There's perhaps a 1% chance of a build order loss. Again, number pulled out of my ass, but I should really think it's single digit, and amongst the lower single digits. You don't see morrow, brat_ok or demuslim losing to scrub zergs, EVER.
TvP, they might lose a higher percentage of games against no name protosses. But not nearly as high as zergs vs terran and protoss.
So what you end up with (poker analogy) is top zergs having to fight their way through 5-6 top pocket pair vs lower pocket pair preflop all-ins without getting drawn out one single time! And of course a couple of other key hands that actually reach the flop, turn and river (normal games where the zerg had some influence on the outcome and didn't instantly lose).
This post was written as a rant from start from finish. Forgive me if it's very incoherent.
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On September 14 2010 07:16 FabledIntegral wrote:Show nested quote +On September 14 2010 06:48 FakeSteve[TPR] wrote:On September 14 2010 06:38 Klockan3 wrote:On September 14 2010 06:29 FakeSteve[TPR] wrote: It's dangerous to muck with balance simply because there seems to be a lot of Terrans in Diamond. Nah, not if you do it just a little and don't do it just because there are many terrans in diamond, like the situation is now. Patch 1.1 doesn't change a lot balance wise and it doesn't really matter if we don't got total balance all the time since during the next 3 years we will see a ton of changes to the game from the expansions alone. Also patches might give Blizzard more information on how the game should be fixed with the expansions allowing them to make a better job. Identifying what is missing for each race that can't be fixed in a minor balance patch is pivotal for making good expansions. On September 14 2010 06:31 FakeSteve[TPR] wrote: To explain that a bit: something like allowing Zerg players to stack vomits on a hatchery if they miss a few (similar to how P and T's energy-based macro mechanics work) seems like it wouldn't affect the 'top level' because a perfect player doesn't miss barfs Um, that would allow zerg to build 3 queens for his first hatch and then get 22 larvae per minute, not really comparable at all to what he said. I don't understand the first part of your post, you said "don't do it just because there are many terrans in diamond" and I said "It's dangerous to muck with balance simply because there seems to be a lot of Terrans in Diamond". Where is the disagreement?  Yes, I realize its not a comparable example -_- Read his post, he says there's a problem in that Terran can just MULE at 67 energy instead of 50 and not really lose anything, whereas a Zerg missing a barf can be totally critical. The problem with that assessment is that the larva barf mechanic is far more complicated than a brief mineral boost, and allows far greater customization of economy, IE, when you get yer queens, HOW MANY (this should be a huge talking point for Zerg players and strangely it isn't!), when you barf, if you spread creep & how often, etc etc. You have to realize that while there is certainly a lot that can go wrong in all that, it's not necessarily a balance issue, and the incessant griping of Zerg players who have little to no concept of how to actually play with this mechanic is being blown way out of proportion (relevant to this thread). This is why you need to benchmark against perfection (IE, a Zerg player who properly uses these mechanics to solve various issues that arise in-game) and examine it from that perspective. It's also why blanket comparisons like "Terran's MULE vs the Queen" and attempting to 'keep them in line with each other' doesn't work. The Queen is far more complex than the MULE, and needs to be dealt with accordingly, which is once again where the perfect player comes in. But in reality you need to compare it to supply calldown and scan as well. There's complexity there as wel. In fact, many people would say "knowing when to scan, when to mule," is much more complex than thinking "ok, creep tumor first time, inject permanently after that."
Are you trying to convince yourself of this or have you never played zerg in starcraft 2 ? Jesus christ.
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This data is incorrect.
Just sayin'.
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On September 14 2010 07:18 LaLuSh wrote:+ Show Spoiler +Perfection is very hard to achieve when the matchup involves such a high degree of guessing for zerg. Even when you scout a certain tech path from the terran, you still cannot be sure what is coming. Yesterday for example (one out of a thousand examples), I scouted a very fast tech starport tech lab switch from brat_ok in a tournament game, and I began making spore crawlers and queens while massing drones. I was sure I was going to come out far ahead. What happens next? He only uses the starport to build 1 banshee. Switches his strat around instantly, builds 1 medivac and 1 thor, drops it on my cliff, completely shuts down mining and easily takes out my expansion hatchery.
There is no way a zerg can account for all these possibilities at the same time. Every terran is unique. Every terran has got their own specialized (and often retarded) transition. Banshee doesn't have to mean banshee. 2 rax doesn't have to mean aggressive infantry build. It might as well mean a nonsensical delayed 2 or 1 port banshee with cloak.
You have all these idiot terrans scoring easy instant wins vs zergs everywhere, because even if you scout their production buildings, half of the time you've still got no fucking clue what they're doing. You scout a barrack constantly producing marines and a starport without addons? Maybe he'll use it for 1 viking and then medivacs. Maybe he'll use it for a fast medivac dropping 8 marines straight into your base. Maybe he's the kind of terran that built another rax in his base and waits for 2 medivacs before dropping you. Maybe he's the kind of retarded terran that waits for so long, that eventually you start making drones again, and in flies 3medivacs fully loaded with units. Sometimes they make a medivac and don't even use it for anything, they just expand and pretend it's a logical strategy.
You make drones and go for the early spire vs the 1 medivac 8 marine drop? You'll take sick damage. You start making units too late vs the 2 medivac drop and even hint at making the spire? You die. You start making units too early vs the 3 medivac drop instead of making the spire, and then suddenly think the coast is clear and proceed into making a round of drones because the drop never seems to come? You die.
You make too many units vs the nonsensical terran that went a 1-1-1 build into an 11-minute mark expand with medivacs and lots of marines before expanding but didn't even drop you ? You die from mining 600 less minerals per minute every subsequent minute.
Even when watching Sen's stream - who I consider to be 20x better than me and a complete monster ZvT - you see him losing instantly to noob terrans after overdroning vs a 3rax or 2rax/hellion all-in, or making too many units vs a faked aggression into fast expand build, or upgrading ling speed before lair and subsequently dying to 2port banshee without even having a fighting chance.
The main reason you see so many zergs getting eliminated so early, is because you have to have sick amount of LUCK to beat 5-6 terrans in a row. It doesn't matter how good and how skilled you are. Beating that many terrans in a row will require more luck than it will require skill.
The point is, there is too much of an element of randomness for zerg in the matchup depending on which tech path they opt for. And it cannot be fixed by simply "scouting better". The difference in win rate from playing a terran ranked #60 as opposed to a terran ranked #5 isn't that great. There's still the ~20% of games where you instantly lose due to a build order/tech path loss, no matter how good/bad your terran opponent is.
Then there are the truly good terrans. The ones of equal skill to you. The ones who'll win at least 50% of the games that reach beyond the "zerg guesses wrong instantly loses" phase.
The win ratio against those terrans won't ever be 50% for zergs. Much like the scrub terrans, the good terrans too will instantly win about ~20% of their games on pure build order errors from zerg. If they win half of the rest of games that puts them at 60% vs the zergs.
For a good terran facing a scrub zerg. There's perhaps a 1% chance of a build order loss. Again, number pulled out of my ass, but I should really think it's single digit, and amongst the lower single digits. You don't see morrow, brat_ok or demuslim losing to scrub zergs, EVER.
TvP, they might lose a higher percentage of games against no name protosses. But not nearly as high as zergs vs terran and protoss.
So what you end up with (poker analogy) is top zergs having to fight their way through 5-6 top pocket pair vs lower pocket pair preflop all-ins without getting drawn out one single time! And of course a couple of other key hands that actually reach the flop, turn and river (normal games where the zerg had some influence on the outcome and didn't instantly lose).
This post was written as a rant from start from finish. Forgive me if it's very incoherent.
Really great post, while a rant and random %'s still reiterates a lot of the problems TvZ. Thanks.
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Hard to see a zerg success when u got things like Viking cup ( 7/8 terrans in top 8 wtf?) every week.
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On September 14 2010 07:19 Sqq wrote:Show nested quote +On September 14 2010 07:16 FabledIntegral wrote:On September 14 2010 06:48 FakeSteve[TPR] wrote:On September 14 2010 06:38 Klockan3 wrote:On September 14 2010 06:29 FakeSteve[TPR] wrote: It's dangerous to muck with balance simply because there seems to be a lot of Terrans in Diamond. Nah, not if you do it just a little and don't do it just because there are many terrans in diamond, like the situation is now. Patch 1.1 doesn't change a lot balance wise and it doesn't really matter if we don't got total balance all the time since during the next 3 years we will see a ton of changes to the game from the expansions alone. Also patches might give Blizzard more information on how the game should be fixed with the expansions allowing them to make a better job. Identifying what is missing for each race that can't be fixed in a minor balance patch is pivotal for making good expansions. On September 14 2010 06:31 FakeSteve[TPR] wrote: To explain that a bit: something like allowing Zerg players to stack vomits on a hatchery if they miss a few (similar to how P and T's energy-based macro mechanics work) seems like it wouldn't affect the 'top level' because a perfect player doesn't miss barfs Um, that would allow zerg to build 3 queens for his first hatch and then get 22 larvae per minute, not really comparable at all to what he said. I don't understand the first part of your post, you said "don't do it just because there are many terrans in diamond" and I said "It's dangerous to muck with balance simply because there seems to be a lot of Terrans in Diamond". Where is the disagreement?  Yes, I realize its not a comparable example -_- Read his post, he says there's a problem in that Terran can just MULE at 67 energy instead of 50 and not really lose anything, whereas a Zerg missing a barf can be totally critical. The problem with that assessment is that the larva barf mechanic is far more complicated than a brief mineral boost, and allows far greater customization of economy, IE, when you get yer queens, HOW MANY (this should be a huge talking point for Zerg players and strangely it isn't!), when you barf, if you spread creep & how often, etc etc. You have to realize that while there is certainly a lot that can go wrong in all that, it's not necessarily a balance issue, and the incessant griping of Zerg players who have little to no concept of how to actually play with this mechanic is being blown way out of proportion (relevant to this thread). This is why you need to benchmark against perfection (IE, a Zerg player who properly uses these mechanics to solve various issues that arise in-game) and examine it from that perspective. It's also why blanket comparisons like "Terran's MULE vs the Queen" and attempting to 'keep them in line with each other' doesn't work. The Queen is far more complex than the MULE, and needs to be dealt with accordingly, which is once again where the perfect player comes in. But in reality you need to compare it to supply calldown and scan as well. There's complexity there as wel. In fact, many people would say "knowing when to scan, when to mule," is much more complex than thinking "ok, creep tumor first time, inject permanently after that." Are you trying to convince yourself of this or have you never played zerg in starcraft 2 ? Jesus christ.
What the hell are you talking about?
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On September 14 2010 07:18 LaLuSh wrote:+ Show Spoiler + Perfection is very hard to achieve when the matchup involves such a high degree of guessing for zerg. Even when you scout a certain tech path from the terran, you still cannot be sure what is coming. Yesterday for example (one out of a thousand examples), I scouted a very fast tech starport tech lab switch from brat_ok in a tournament game, and I began making spore crawlers and queens while massing drones. I was sure I was going to come out far ahead. What happens next? He only uses the starport to build 1 banshee. Switches his strat around instantly, builds 1 medivac and 1 thor, drops it on my cliff, completely shuts down mining and easily takes out my expansion hatchery.
There is no way a zerg can account for all these possibilities at the same time. Every terran is unique. Every terran has got their own specialized (and often retarded) transition. Banshee doesn't have to mean banshee. 2 rax doesn't have to mean aggressive infantry build. It might as well mean a nonsensical delayed 2 or 1 port banshee with cloak.
You have all these idiot terrans scoring easy instant wins vs zergs everywhere, because even if you scout their production buildings, half of the time you've still got no fucking clue what they're doing. You scout a barrack constantly producing marines and a starport without addons? Maybe he'll use it for 1 viking and then medivacs. Maybe he'll use it for a fast medivac dropping 8 marines straight into your base. Maybe he's the kind of terran that built another rax in his base and waits for 2 medivacs before dropping you. Maybe he's the kind of retarded terran that waits for so long, that eventually you start making drones again, and in flies 3medivacs fully loaded with units. Sometimes they make a medivac and don't even use it for anything, they just expand and pretend it's a logical strategy.
You make drones and go for the early spire vs the 1 medivac 8 marine drop? You'll take sick damage. You start making units too late vs the 2 medivac drop and even hint at making the spire? You die. You start making units too early vs the 3 medivac drop instead of making the spire, and then suddenly think the coast is clear and proceed into making a round of drones because the drop never seems to come? You die.
You make too many units vs the nonsensical terran that went a 1-1-1 build into an 11-minute mark expand with medivacs and lots of marines before expanding but didn't even drop you ? You die from mining 600 less minerals per minute every subsequent minute.
Even when watching Sen's stream - who I consider to be 20x better than me and a complete monster ZvT - you see him losing instantly to noob terrans after overdroning vs a 3rax or 2rax/hellion all-in, or making too many units vs a faked aggression into fast expand build, or upgrading ling speed before lair and subsequently dying to 2port banshee without even having a fighting chance.
The main reason you see so many zergs getting eliminated so early, is because you have to have sick amount of LUCK to beat 5-6 terrans in a row. It doesn't matter how good and how skilled you are. Beating that many terrans in a row will require more luck than it will require skill.
The point is, there is too much of an element of randomness for zerg in the matchup depending on which tech path they opt for. And it cannot be fixed by simply "scouting better". The difference in win rate from playing a terran ranked #60 as opposed to a terran ranked #5 isn't that great. There's still the ~20% of games where you instantly lose due to a build order/tech path loss, no matter how good/bad your terran opponent is.
Then there are the truly good terrans. The ones of equal skill to you. The ones who'll win at least 50% of the games that reach beyond the "zerg guesses wrong instantly loses" phase.
The win ratio against those terrans won't ever be 50% for zergs. Much like the scrub terrans, the good terrans too will instantly win about ~20% of their games on pure build order errors from zerg. If they win half of the rest of games that puts them at 60% vs the zergs.
For a good terran facing a scrub zerg. There's perhaps a 1% chance of a build order loss. Again, number pulled out of my ass, but I should really think it's single digit, and amongst the lower single digits. You don't see morrow, brat_ok or demuslim losing to scrub zergs, EVER.
TvP, they might lose a higher percentage of games against no name protosses. But not nearly as high as zergs vs terran and protoss.
So what you end up with (poker analogy) is top zergs having to fight their way through 5-6 top pocket pair vs lower pocket pair preflop all-ins without getting drawn out one single time! And of course a couple of other key hands that actually reach the flop, turn and river (normal games where the zerg had some influence on the outcome and didn't instantly lose).
This post was written as a rant from start from finish. Forgive me if it's very incoherent.
I think it was very coherent and worth the read.
The only think I'd like you to take the time to think is how could that change ? It seem to me like the problem you're describing is deeper than a 5 second additionnal reaper build time.
Every now and then terrans will tell you that the scouting answer is to sacc. an ovie or even two (ovie pincer, whoever came up with this idea) at a very low food count, which is very weakening for a zerg to do. Just to hope you get the general idea of what the T is doing behind his walls.
Ive read your other thread and your suggestions, but none of them (I think) address this issue.
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On September 14 2010 07:18 LaLuSh wrote:+ Show Spoiler +Perfection is very hard to achieve when the matchup involves such a high degree of guessing for zerg. Even when you scout a certain tech path from the terran, you still cannot be sure what is coming. Yesterday for example (one out of a thousand examples), I scouted a very fast tech starport tech lab switch from brat_ok in a tournament game, and I began making spore crawlers and queens while massing drones. I was sure I was going to come out far ahead. What happens next? He only uses the starport to build 1 banshee. Switches his strat around instantly, builds 1 medivac and 1 thor, drops it on my cliff, completely shuts down mining and easily takes out my expansion hatchery.
There is no way a zerg can account for all these possibilities at the same time. Every terran is unique. Every terran has got their own specialized (and often retarded) transition. Banshee doesn't have to mean banshee. 2 rax doesn't have to mean aggressive infantry build. It might as well mean a nonsensical delayed 2 or 1 port banshee with cloak.
You have all these idiot terrans scoring easy instant wins vs zergs everywhere, because even if you scout their production buildings, half of the time you've still got no fucking clue what they're doing. You scout a barrack constantly producing marines and a starport without addons? Maybe he'll use it for 1 viking and then medivacs. Maybe he'll use it for a fast medivac dropping 8 marines straight into your base. Maybe he's the kind of terran that built another rax in his base and waits for 2 medivacs before dropping you. Maybe he's the kind of retarded terran that waits for so long, that eventually you start making drones again, and in flies 3medivacs fully loaded with units. Sometimes they make a medivac and don't even use it for anything, they just expand and pretend it's a logical strategy.
You make drones and go for the early spire vs the 1 medivac 8 marine drop? You'll take sick damage. You start making units too late vs the 2 medivac drop and even hint at making the spire? You die. You start making units too early vs the 3 medivac drop instead of making the spire, and then suddenly think the coast is clear and proceed into making a round of drones because the drop never seems to come? You die.
You make too many units vs the nonsensical terran that went a 1-1-1 build into an 11-minute mark expand with medivacs and lots of marines before expanding but didn't even drop you ? You die from mining 600 less minerals per minute every subsequent minute.
Even when watching Sen's stream - who I consider to be 20x better than me and a complete monster ZvT - you see him losing instantly to noob terrans after overdroning vs a 3rax or 2rax/hellion all-in, or making too many units vs a faked aggression into fast expand build, or upgrading ling speed before lair and subsequently dying to 2port banshee without even having a fighting chance.
The main reason you see so many zergs getting eliminated so early, is because you have to have sick amount of LUCK to beat 5-6 terrans in a row. It doesn't matter how good and how skilled you are. Beating that many terrans in a row will require more luck than it will require skill.
The point is, there is too much of an element of randomness for zerg in the matchup depending on which tech path they opt for. And it cannot be fixed by simply "scouting better". The difference in win rate from playing a terran ranked #60 as opposed to a terran ranked #5 isn't that great. There's still the ~20% of games where you instantly lose due to a build order/tech path loss, no matter how good/bad your terran opponent is.
Then there are the truly good terrans. The ones of equal skill to you. The ones who'll win at least 50% of the games that reach beyond the "zerg guesses wrong instantly loses" phase.
The win ratio against those terrans won't ever be 50% for zergs. Much like the scrub terrans, the good terrans too will instantly win about ~20% of their games on pure build order errors from zerg. If they win half of the rest of games that puts them at 60% vs the zergs.
For a good terran facing a scrub zerg. There's perhaps a 1% chance of a build order loss. Again, number pulled out of my ass, but I should really think it's single digit, and amongst the lower single digits. You don't see morrow, brat_ok or demuslim losing to scrub zergs, EVER.
TvP, they might lose a higher percentage of games against no name protosses. But not nearly as high as zergs vs terran and protoss.
So what you end up with (poker analogy) is top zergs having to fight their way through 5-6 top pocket pair vs lower pocket pair preflop all-ins without getting drawn out one single time! And of course a couple of other key hands that actually reach the flop, turn and river (normal games where the zerg had some influence on the outcome and didn't instantly lose).
This post was written as a rant from start from finish. Forgive me if it's very incoherent.
Very good read, pretty much summarizes one of the major faults in the ZvT matchup. What is most interesting to me is that these issues have existed since the beta was first out, BUT Zergs were still winning their fair share of tournaments in early beta regardless of the inherent randomness of the matchup. Even though any top level Z could just randomly drop a game to any T, the sheer power of late game Z could carry them through to tournament wins. Whether this was because people hadn't developed the other races enough, and Z was just figured out faster since there are less units/combinations, I can't say for certain though. And then came the nerfs... and more nerfs, followed by more nerfs.
So ideally in order to balance the matchup, you'd have to fix these underlying guessing issues, BUT if you gave Zergs enough actual buffs (especially in the early-mid game) they might still be able to overcome this even with their flaws.
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On September 14 2010 07:30 Fitz wrote:Show nested quote +On September 14 2010 07:18 LaLuSh wrote:+ Show Spoiler + Perfection is very hard to achieve when the matchup involves such a high degree of guessing for zerg. Even when you scout a certain tech path from the terran, you still cannot be sure what is coming. Yesterday for example (one out of a thousand examples), I scouted a very fast tech starport tech lab switch from brat_ok in a tournament game, and I began making spore crawlers and queens while massing drones. I was sure I was going to come out far ahead. What happens next? He only uses the starport to build 1 banshee. Switches his strat around instantly, builds 1 medivac and 1 thor, drops it on my cliff, completely shuts down mining and easily takes out my expansion hatchery.
There is no way a zerg can account for all these possibilities at the same time. Every terran is unique. Every terran has got their own specialized (and often retarded) transition. Banshee doesn't have to mean banshee. 2 rax doesn't have to mean aggressive infantry build. It might as well mean a nonsensical delayed 2 or 1 port banshee with cloak.
You have all these idiot terrans scoring easy instant wins vs zergs everywhere, because even if you scout their production buildings, half of the time you've still got no fucking clue what they're doing. You scout a barrack constantly producing marines and a starport without addons? Maybe he'll use it for 1 viking and then medivacs. Maybe he'll use it for a fast medivac dropping 8 marines straight into your base. Maybe he's the kind of terran that built another rax in his base and waits for 2 medivacs before dropping you. Maybe he's the kind of retarded terran that waits for so long, that eventually you start making drones again, and in flies 3medivacs fully loaded with units. Sometimes they make a medivac and don't even use it for anything, they just expand and pretend it's a logical strategy.
You make drones and go for the early spire vs the 1 medivac 8 marine drop? You'll take sick damage. You start making units too late vs the 2 medivac drop and even hint at making the spire? You die. You start making units too early vs the 3 medivac drop instead of making the spire, and then suddenly think the coast is clear and proceed into making a round of drones because the drop never seems to come? You die.
You make too many units vs the nonsensical terran that went a 1-1-1 build into an 11-minute mark expand with medivacs and lots of marines before expanding but didn't even drop you ? You die from mining 600 less minerals per minute every subsequent minute.
Even when watching Sen's stream - who I consider to be 20x better than me and a complete monster ZvT - you see him losing instantly to noob terrans after overdroning vs a 3rax or 2rax/hellion all-in, or making too many units vs a faked aggression into fast expand build, or upgrading ling speed before lair and subsequently dying to 2port banshee without even having a fighting chance.
The main reason you see so many zergs getting eliminated so early, is because you have to have sick amount of LUCK to beat 5-6 terrans in a row. It doesn't matter how good and how skilled you are. Beating that many terrans in a row will require more luck than it will require skill.
The point is, there is too much of an element of randomness for zerg in the matchup depending on which tech path they opt for. And it cannot be fixed by simply "scouting better". The difference in win rate from playing a terran ranked #60 as opposed to a terran ranked #5 isn't that great. There's still the ~20% of games where you instantly lose due to a build order/tech path loss, no matter how good/bad your terran opponent is.
Then there are the truly good terrans. The ones of equal skill to you. The ones who'll win at least 50% of the games that reach beyond the "zerg guesses wrong instantly loses" phase.
The win ratio against those terrans won't ever be 50% for zergs. Much like the scrub terrans, the good terrans too will instantly win about ~20% of their games on pure build order errors from zerg. If they win half of the rest of games that puts them at 60% vs the zergs.
For a good terran facing a scrub zerg. There's perhaps a 1% chance of a build order loss. Again, number pulled out of my ass, but I should really think it's single digit, and amongst the lower single digits. You don't see morrow, brat_ok or demuslim losing to scrub zergs, EVER.
TvP, they might lose a higher percentage of games against no name protosses. But not nearly as high as zergs vs terran and protoss.
So what you end up with (poker analogy) is top zergs having to fight their way through 5-6 top pocket pair vs lower pocket pair preflop all-ins without getting drawn out one single time! And of course a couple of other key hands that actually reach the flop, turn and river (normal games where the zerg had some influence on the outcome and didn't instantly lose).
This post was written as a rant from start from finish. Forgive me if it's very incoherent.
I think it was very coherent and worth the read. The only think I'd like you to take the time to think is how could that change ? It seem to me like the problem you're describing is deeper than a 5 second additionnal reaper build time. Every now and then terrans will tell you that the scouting answer is to sacc. an ovie or even two (ovie pincer, whoever came up with this idea) at a very low food count, which is very weakening for a zerg to do. Just to hope you get the general idea of what the T is doing behind his walls. Ive read your other thread and your suggestions, but none of them (I think) address this issue.
What about making overseer require evo chamber instead of lair. Zergs would be able to scout and delay tech/units with that overseer spell earlier.
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On September 14 2010 01:52 Melt wrote:Show nested quote +On September 14 2010 01:45 Bibdy wrote: I'm sure a lot of those top guys have played all of the races to death and just eventually settled on whichever one they felt most comfortable with. Best example is TLO! He used to play random and i quite enjoyed his Zerg play, but than he switched to Terran only.
You do know that's because he was doing a lot worse with Protoss, than with Terran or Zerg. But yeah I liked his Zerg play a lot too. He'd prob be still random if his P matched his T and Z.
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The OP, as well as this whole discussion about Zerg imbalance reminds me of something the philosopher Arthur Schopenhauer said -
"All truth passes through three stages. First it is ridiculed. Secondly, it is violently opposed. Third, it is accepted as being self-evident."
We are going to look back on this whole saga which is unfolding and be like "Balance was pretty messed up back then, anyone who said otherwise must have been smoking something crazy, it's so obvious. Thank god Blizzard patches their games!"
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Idra has won the King of the Beta tourney and second place in IEM and i think some others. Personally the statistics look nice and are some what true. But i do believe bias has led to some tourneys being included for terrans and less looked for zerg. Of course this is going to happen when your trying to prove a point but I think it would be a little bit less drastic but still showing how zergs are lacking.
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Why are people saying theres only 3 Zergs in the GSL.. I count 5.. and a very strong lineup of Zergs it is too.. Cool, Check, IdrA, JookToJung and oGSTheWinD. Hoping Check goes all the way too. Love his aggressive style.
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On September 14 2010 07:42 Pekkz wrote:Show nested quote +On September 14 2010 07:30 Fitz wrote:On September 14 2010 07:18 LaLuSh wrote:+ Show Spoiler + Perfection is very hard to achieve when the matchup involves such a high degree of guessing for zerg. Even when you scout a certain tech path from the terran, you still cannot be sure what is coming. Yesterday for example (one out of a thousand examples), I scouted a very fast tech starport tech lab switch from brat_ok in a tournament game, and I began making spore crawlers and queens while massing drones. I was sure I was going to come out far ahead. What happens next? He only uses the starport to build 1 banshee. Switches his strat around instantly, builds 1 medivac and 1 thor, drops it on my cliff, completely shuts down mining and easily takes out my expansion hatchery.
There is no way a zerg can account for all these possibilities at the same time. Every terran is unique. Every terran has got their own specialized (and often retarded) transition. Banshee doesn't have to mean banshee. 2 rax doesn't have to mean aggressive infantry build. It might as well mean a nonsensical delayed 2 or 1 port banshee with cloak.
You have all these idiot terrans scoring easy instant wins vs zergs everywhere, because even if you scout their production buildings, half of the time you've still got no fucking clue what they're doing. You scout a barrack constantly producing marines and a starport without addons? Maybe he'll use it for 1 viking and then medivacs. Maybe he'll use it for a fast medivac dropping 8 marines straight into your base. Maybe he's the kind of terran that built another rax in his base and waits for 2 medivacs before dropping you. Maybe he's the kind of retarded terran that waits for so long, that eventually you start making drones again, and in flies 3medivacs fully loaded with units. Sometimes they make a medivac and don't even use it for anything, they just expand and pretend it's a logical strategy.
You make drones and go for the early spire vs the 1 medivac 8 marine drop? You'll take sick damage. You start making units too late vs the 2 medivac drop and even hint at making the spire? You die. You start making units too early vs the 3 medivac drop instead of making the spire, and then suddenly think the coast is clear and proceed into making a round of drones because the drop never seems to come? You die.
You make too many units vs the nonsensical terran that went a 1-1-1 build into an 11-minute mark expand with medivacs and lots of marines before expanding but didn't even drop you ? You die from mining 600 less minerals per minute every subsequent minute.
Even when watching Sen's stream - who I consider to be 20x better than me and a complete monster ZvT - you see him losing instantly to noob terrans after overdroning vs a 3rax or 2rax/hellion all-in, or making too many units vs a faked aggression into fast expand build, or upgrading ling speed before lair and subsequently dying to 2port banshee without even having a fighting chance.
The main reason you see so many zergs getting eliminated so early, is because you have to have sick amount of LUCK to beat 5-6 terrans in a row. It doesn't matter how good and how skilled you are. Beating that many terrans in a row will require more luck than it will require skill.
The point is, there is too much of an element of randomness for zerg in the matchup depending on which tech path they opt for. And it cannot be fixed by simply "scouting better". The difference in win rate from playing a terran ranked #60 as opposed to a terran ranked #5 isn't that great. There's still the ~20% of games where you instantly lose due to a build order/tech path loss, no matter how good/bad your terran opponent is.
Then there are the truly good terrans. The ones of equal skill to you. The ones who'll win at least 50% of the games that reach beyond the "zerg guesses wrong instantly loses" phase.
The win ratio against those terrans won't ever be 50% for zergs. Much like the scrub terrans, the good terrans too will instantly win about ~20% of their games on pure build order errors from zerg. If they win half of the rest of games that puts them at 60% vs the zergs.
For a good terran facing a scrub zerg. There's perhaps a 1% chance of a build order loss. Again, number pulled out of my ass, but I should really think it's single digit, and amongst the lower single digits. You don't see morrow, brat_ok or demuslim losing to scrub zergs, EVER.
TvP, they might lose a higher percentage of games against no name protosses. But not nearly as high as zergs vs terran and protoss.
So what you end up with (poker analogy) is top zergs having to fight their way through 5-6 top pocket pair vs lower pocket pair preflop all-ins without getting drawn out one single time! And of course a couple of other key hands that actually reach the flop, turn and river (normal games where the zerg had some influence on the outcome and didn't instantly lose).
This post was written as a rant from start from finish. Forgive me if it's very incoherent.
I think it was very coherent and worth the read. The only think I'd like you to take the time to think is how could that change ? It seem to me like the problem you're describing is deeper than a 5 second additionnal reaper build time. Every now and then terrans will tell you that the scouting answer is to sacc. an ovie or even two (ovie pincer, whoever came up with this idea) at a very low food count, which is very weakening for a zerg to do. Just to hope you get the general idea of what the T is doing behind his walls. Ive read your other thread and your suggestions, but none of them (I think) address this issue. What about making overseer require evo chamber instead of lair. Zergs would be able to scout and delay tech/units with that overseer spell earlier.
if we could make queen and lair at the same time... we also need ling speed, so, to get lair done, we need 200 gas. reduce ling speed to 50/50, could also reduce ov speed to 50/50 and then we can scout properly early game. lair/hive should be independent of any hatchery upgrade like ov speed, queen, overlord drop, burrow.
tbh, I don't even like to discuss game balancing, because it is frustrating. there is nothing we can do about it. I tried using blizzard forums, but no one answered. it's like an old company ruled by rednecks that threat their costumers as enemies, no communication at all. they said they are reading the forums and then comes up with +5 seconds to reapers.
The saddest thing is that ZvT is completely broken and only true zerg players knows that. it's not a matter of nerffing some terran units, it's way more complex than that. it is the entire zerg system, mechanics, etc.
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Valhalla18444 Posts
On September 14 2010 07:18 LaLuSh wrote: Perfection is very hard to achieve when the matchup involves such a high degree of guessing for zerg. Even when you scout a certain tech path from the terran, you still cannot be sure what is coming. Yesterday for example (one out of a thousand examples), I scouted a very fast tech starport tech lab switch from brat_ok in a tournament game, and I began making spore crawlers and queens while massing drones. I was sure I was going to come out far ahead. What happens next? He only uses the starport to build 1 banshee. Switches his strat around instantly, builds 1 medivac and 1 thor, drops it on my cliff, completely shuts down mining and easily takes out my expansion hatchery.
There is no way a zerg can account for all these possibilities at the same time. Every terran is unique. Every terran has got their own specialized (and often retarded) transition. Banshee doesn't have to mean banshee. 2 rax doesn't have to mean aggressive infantry build. It might as well mean a nonsensical delayed 2 or 1 port banshee with cloak.
You have all these idiot terrans scoring easy instant wins vs zergs everywhere, because even if you scout their production buildings, half of the time you've still got no fucking clue what they're doing. You scout a barrack constantly producing marines and a starport without addons? Maybe he'll use it for 1 viking and then medivacs. Maybe he'll use it for a fast medivac dropping 8 marines straight into your base. Maybe he's the kind of terran that built another rax in his base and waits for 2 medivacs before dropping you. Maybe he's the kind of retarded terran that waits for so long, that eventually you start making drones again, and in flies 3medivacs fully loaded with units. Sometimes they make a medivac and don't even use it for anything, they just expand and pretend it's a logical strategy.
You make drones and go for the early spire vs the 1 medivac 8 marine drop? You'll take sick damage. You start making units too late vs the 2 medivac drop and even hint at making the spire? You die. You start making units too early vs the 3 medivac drop instead of making the spire, and then suddenly think the coast is clear and proceed into making a round of drones because the drop never seems to come? You die.
You make too many units vs the nonsensical terran that went a 1-1-1 build into an 11-minute mark expand with medivacs and lots of marines before expanding but didn't even drop you ? You die from mining 600 less minerals per minute every subsequent minute.
Even when watching Sen's stream - who I consider to be 20x better than me and a complete monster ZvT - you see him losing instantly to noob terrans after overdroning vs a 3rax or 2rax/hellion all-in, or making too many units vs a faked aggression into fast expand build, or upgrading ling speed before lair and subsequently dying to 2port banshee without even having a fighting chance.
The main reason you see so many zergs getting eliminated so early, is because you have to have sick amount of LUCK to beat 5-6 terrans in a row. It doesn't matter how good and how skilled you are. Beating that many terrans in a row will require more luck than it will require skill.
The point is, there is too much of an element of randomness for zerg in the matchup depending on which tech path they opt for. And it cannot be fixed by simply "scouting better". The difference in win rate from playing a terran ranked #60 as opposed to a terran ranked #5 isn't that great. There's still the ~20% of games where you instantly lose due to a build order/tech path loss, no matter how good/bad your terran opponent is.
Then there are the truly good terrans. The ones of equal skill to you. The ones who'll win at least 50% of the games that reach beyond the "zerg guesses wrong instantly loses" phase.
The win ratio against those terrans won't ever be 50% for zergs. Much like the scrub terrans, the good terrans too will instantly win about ~20% of their games on pure build order errors from zerg. If they win half of the rest of games that puts them at 60% vs the zergs.
For a good terran facing a scrub zerg. There's perhaps a 1% chance of a build order loss. Again, number pulled out of my ass, but I should really think it's single digit, and amongst the lower single digits. You don't see morrow, brat_ok or demuslim losing to scrub zergs, EVER.
TvP, they might lose a higher percentage of games against no name protosses. But not nearly as high as zergs vs terran and protoss.
So what you end up with (poker analogy) is top zergs having to fight their way through 5-6 top pocket pair vs lower pocket pair preflop all-ins without getting drawn out one single time! And of course a couple of other key hands that actually reach the flop, turn and river (normal games where the zerg had some influence on the outcome and didn't instantly lose).
This post was written as a rant from start from finish. Forgive me if it's very incoherent.
good post, sums up entirely what I view as the current problem as well - I don't feel that the Zerg lacks the tools necessary adapt, i think they lack the tools necessary to gain that information in the first place. Slow overlords were fine for a game like Brood War, which had far more rigid build commitments and far more telling signs. Zerg really needs an option pre-lair to scout better, because being shoehorned into fast lair isn't a good option either.
I want it to be clear this is something i feel is a weakness of zerg that needs to be addressed. It's important to make that clarification or things like 'look how many terrans win these bumblefuck tournaments' look like they have more weight than they should 
(For anyone who cares, the fix I have in mind is moving overlord speed to hatchery but it requires spawning pool. pool timing very important! ^_^)
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this clearly shows that MorroW is OP not terran
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