IdrA Speaks On: Patch 1.1 - Page 17
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fafalecureuil
France69 Posts
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Tommylew
Wales2717 Posts
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J7S
Brazil179 Posts
The future is bright. | ||
DyEnasTy
United States3714 Posts
On September 24 2010 17:27 IdrA wrote: probably up overlord base speed reasonably, make neural parasite either 50 mana + an upgrade or 75 mana and no upgrade, and it needs to last longer. or if you want zerg to be more swarm-y buff hydras and roaches, hydras off creep speed up and probably hp up, and roachs 4 range or 2 armor, maybe faster burrow speed, and switch hydra/roach on the tech tree. also the ability to block a ramp with 2 pylons and 2 bunkers needs to be addressed, im not sure if they can make unbuildable areas that would prevent it but still allow normal building walls but that would work. these probably seem like really big changes but people actually massively underestimate just how bad the balance is. i honestly doubt the changes i suggested would be enough. Notice fellow players: Idra is not suggesting nerfing the heck out of terran. Rather he notes that the problem lies with zerg. Terran gets a bunch of nerfs then its T<P. | ||
aelynir
United States26 Posts
It seems to me that terran can easily counter any aggressive zerg opening. Supply depots hard counter speedling runbys. Marauders hard counter baneling busts and roach rushes. An early push counters fast mutalisks or other fast tech pushes reasonably well. The only thing left for zerg to do is to do a one-base defend build and be screwed later on, or a two base defend build (but I personally have a lot of trouble with this working) I just really wish that zerg had some way of making terran react to them. | ||
LittLeD
Sweden7973 Posts
On September 25 2010 01:10 DyEnasTy wrote: Notice fellow players: Idra is not suggesting nerfing the heck out of terran. Rather he notes that the problem lies with zerg. Terran gets a bunch of nerfs then its T<P. But with a bunch of Z buffs it will be Z>P? | ||
razamanaz
271 Posts
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Zeroes
United States1102 Posts
On September 25 2010 01:24 LittleeD wrote: But with a bunch of Z buffs it will be Z>P? P is already dominating Z at least in korea | ||
fantomex
United States313 Posts
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awesomoecalypse
United States2235 Posts
But with a bunch of Z buffs it will be Z>P? PvT is balanced. PvZ is not balanced. TvZ is not balanced. Buffing Zerg could fix the latter two problems without wrecking PvT. Excessively nerfing either Terran or Toss to fix one of their zerg matchups would screw with PvT balance. Buffing Zerg is the answer. | ||
debasers
737 Posts
On September 25 2010 01:32 awesomoecalypse wrote: PvT is balanced. PvZ is not balanced. TvZ is not balanced. Buffing Zerg could fix the latter two problems without wrecking PvT. Excessively nerfing either Terran or Toss to fix one of their zerg matchups would screw with PvT balance. Buffing Zerg is the answer. They need to change Zerg. They have a very strong late game and a horrible early. That's what they must change imo | ||
PaPoolee
United Arab Emirates660 Posts
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crun
Poland30 Posts
PvT is balanced. not really, mid game is horribly imbalanced. (favors T ofc) | ||
awesomoecalypse
United States2235 Posts
They need to change Zerg. They have a very strong late game and a horrible early. That's what they must change imo Well, patch 1.1 nerfed both terran and Toss early game harass, which should help some. I don't think Zerg lategame is too strong. A 200 food Zerg army gets wrecked by a 200 food Terran and Toss army. While they can then replace it quite easily, thats still a significant disadvantage. Like I said earlier in this thread, i think buffing creep tumors (to help against early harassment, and to make Hydras and Queens more viable as offensive units) and buffing Overlord speed (to improve Zerg scouting/drop mobility) would pretty much solve all the Zerg early game issues for good, and would significantly improve their ability to be in a strong position in the mid game. | ||
awesomoecalypse
United States2235 Posts
not really, mid game is horribly imbalanced. (favors T ofc) this isn't really true though. I mean, for low and mid-level players sure, dealing with those mid-game Marauder pushes is an absoltue bitch. But watch pro-level PvT, and it generally seems that whoever plays better wins. This has been born out by the success of Protoss in high level tournaments around the world--there might be more Terrans, but the Toss players do just as well as the Terran ones do. Since the game needs to be balanced around the highest levels of play (i.e. pros), there is no issue. In contrast, in both Zerg matchups the Zerg player can outplay their opponent but still consistently lose, even at the pro level. | ||
Amber[LighT]
United States5078 Posts
On September 25 2010 01:32 awesomoecalypse wrote: PvT is balanced. PvZ is not balanced. TvZ is not balanced. Buffing Zerg could fix the latter two problems without wrecking PvT. Excessively nerfing either Terran or Toss to fix one of their zerg matchups would screw with PvT balance. Buffing Zerg is the answer. Is PvZ really imbalanced? I don't really cringe playing this matchup and it favors the most creativity. I get my best (and largest) Nydus networks up when I play ZvP... | ||
crun
Poland30 Posts
this isn't really true though. I mean, for low and mid-level players sure, dealing with those mid-game Marauder pushes is an absoltue bitch. But watch pro-level PvT, and it generally seems that whoever plays better wins. This has been born out by the success of Protoss in high level tournaments around the world--there might be more Terrans, but the Toss players do just as well as the Terran ones do. Since the game needs to be balanced around the highest levels of play (i.e. pros), there is no issue. In contrast, in both Zerg matchups the Zerg player can outplay their opponent but still consistently lose, even at the pro level. when i watch high level pvt i see terrans abusing their mid-game op'ness, constantly doing timing pushes (before colossi etc), containing protoss while xpanding and so on. often game ends early because of that. no need to search long for such matches, just check today's gsl matches. you really dont see how defensively protoss has to play just to survive till t3? ![]() fix for this is so simple. increase research cost of CC & stim (150/100 and 200/200) and increase their research time by 30sec or even more. i also hate the fact protoss has so few viable opening (and robo is the only really safe one) | ||
EnderCN
United States499 Posts
On September 25 2010 01:39 PaPoolee wrote: buff roaches a bit, move them to tier 2... nerf hydras and move them to tier 1 ![]() This would make Zerg worse~. | ||
Cloak
United States816 Posts
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QuanticHawk
United States32027 Posts
On September 24 2010 23:58 awesomoecalypse wrote: I think 3 fairly straightforward buffs would more or less fix Zerg, and they don't require anything crazily drastic like "bring back lurkers or scourges" or something. 1.) Buff creep tumors. Zerg is utterly reliant on creep, which at the moment limits their aggressiveness, and can even make defending a base against harassment in the early game too difficult because units like reapers and hellions can just dance on and off the creep. Typically, everyone suggests that the answer to this is to buff off-creep speed, especially for units like Hyrdas, Roaches or Queens. But what if instead, they simply made creep tumors more powerful? What if one creep tumor spread as much creep as 2 tumors currently do, and at the same rate? This would solve a number of problems: Defending a base vs. harassment--it would be trivially easy to get down enough creep early on to make dancing on and off creep all but impossible. Queens could easily get around the entire base, Roaches wouldn't be left in the dust without their speed upgrade, and Zerglings could get a surround much more easily. Using Hydralisks aggressively - Hydras' speed is fine on creep. The issue is that getting creep when and where you want it to be aggressive is currently very difficult. If creep was much easier to spread, it would be significantly easier to use Hydras as offensive units. To a lesser extent, Queens could also be used offensively--but without enablign the early game mass Queen rushes that were broken in beta. Staying a base ahead - Zerg are constantly adding bases, and currently when they do, there is a much longer window where defending that base is difficult until they've built a creep highway. This would help with that. 2.) Buff Overlord speed - Overlords are slow as hell, and even after the speed upgrade are still slower than medivacs. This makes them ineffective, both as scouts, and as dropships. If Overlords were faster--say, as fast unupgraded as they currently are with the speed upgrade, and faster than medivacs if they did get the upgrade--it would vastly improve both scouting and mobility. Early game scouting wouldn't necessarily requiring sacrificing an Overlord, as they would be fast enough to get in and get out before being shot down by a single marine. And late game scouting, while it would likely require sacricicing an Overlord, at least that Overlord would be fast enough to get deep into the base to see valuable information. Zerg is reactive race. Thats fine, except they need the ability to get that information in order to react. Buffing Overlord speed would fix that. 3.) Take the time limit off NP. As it currently stands, its useless, which sucks because its the ideal counter to some units which are currently way too difficult to counter with early and mid game tech, i.e. Thors and Colossi. Unlimited NP would give Zerg an effective counter, and force Terran and Toss players to actually micro those units, work to defend them, and try to bring down the infestor before an NP turns their heavy units against their own army. 3 seemingly minor buffs. None of them would change the way Zerg fundamentally plays. None of them involve adding new units or abilities. None of them, really, even involves a straight power buff like "make Roaches tougher" or anything. They are subtle tweaks. Yet I believe if they were instituted, it could absolutely alter the way Zerg plays, and make them far better in all stages of the game. I actually really, really like these buffs. Very minor, but solves a lot of issues with minimal consequences. | ||
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