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IdrA Speaks On: Patch 1.1 - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 25 Next All
fafalecureuil
Profile Joined January 2010
France69 Posts
September 24 2010 15:38 GMT
#321
I like 1.) and 2.) too.
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
September 24 2010 15:42 GMT
#322
i hardly ever see chainlings used mayb they are used and I dont see them? lol But seriously its a great tool especially to scout a protoss when most of their units are at their expo or being warped in somewhere
Live and Let Die!
J7S
Profile Joined March 2009
Brazil179 Posts
September 24 2010 15:50 GMT
#323
This is a great writing by idrA. It's refreshing to see a well thought and good sensed article from a brilliant player.

The future is bright.
"Mein Führer, I can walk!" - Dr. Strangelove
DyEnasTy
Profile Blog Joined October 2009
United States3720 Posts
September 24 2010 16:10 GMT
#324
On September 24 2010 17:27 IdrA wrote:
Show nested quote +
On September 24 2010 17:00 sadyque wrote:
On September 24 2010 16:50 IdrA wrote:
On September 24 2010 16:48 Losticus wrote:
Blizzard missed the target and caved in to the whiners who still think the siege Tank overpowered ... even when it doesnt get used by half the Terrans.


Is there a Terran unit Zergs don't whine about?

*Thinking...

Battlecruisers? Nah, especially with SCV repair. That means no to SCV's as well. Hmm...

Ghosts! They don't whine about ghosts! Whew, I'm glad we could fine ONE terran unit free from insectoid tears.*

actually ghosts invalidate the only solid counter to turtle mech play
so much for that

Any suggestions on how to buff zerg without nerfing terran to fix your problems? All i hear from everyone is nerf this nerf that. Think about buffing zerg not nerfing everyone else to be on par.

edit: i hear blizz iz watching as we type -.-

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.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
aelynir
Profile Joined August 2010
United States26 Posts
September 24 2010 16:17 GMT
#325
I'm not really quite sure that scouting is really zerg's problem. Sure, it is harder to scout as zerg, but even if you knew what kind of early push is coming at you, the zerg player still needs to devote their efforts to being able to hold that push. I find that if I assume what the terran is going to do, and I just so happen to be right, I still have a really hard time holding it.

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
Profile Joined May 2010
Sweden7973 Posts
September 24 2010 16:24 GMT
#326
On September 25 2010 01:10 DyEnasTy wrote:
Show nested quote +
On September 24 2010 17:27 IdrA wrote:
On September 24 2010 17:00 sadyque wrote:
On September 24 2010 16:50 IdrA wrote:
On September 24 2010 16:48 Losticus wrote:
Blizzard missed the target and caved in to the whiners who still think the siege Tank overpowered ... even when it doesnt get used by half the Terrans.


Is there a Terran unit Zergs don't whine about?

*Thinking...

Battlecruisers? Nah, especially with SCV repair. That means no to SCV's as well. Hmm...

Ghosts! They don't whine about ghosts! Whew, I'm glad we could fine ONE terran unit free from insectoid tears.*

actually ghosts invalidate the only solid counter to turtle mech play
so much for that

Any suggestions on how to buff zerg without nerfing terran to fix your problems? All i hear from everyone is nerf this nerf that. Think about buffing zerg not nerfing everyone else to be on par.

edit: i hear blizz iz watching as we type -.-

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.


But with a bunch of Z buffs it will be Z>P?
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
razamanaz
Profile Joined August 2010
271 Posts
September 24 2010 16:26 GMT
#327
Interesting this is that Cool says that patch helped him a lot .
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
September 24 2010 16:27 GMT
#328
On September 25 2010 01:24 LittleeD wrote:
Show nested quote +
On September 25 2010 01:10 DyEnasTy wrote:
On September 24 2010 17:27 IdrA wrote:
On September 24 2010 17:00 sadyque wrote:
On September 24 2010 16:50 IdrA wrote:
On September 24 2010 16:48 Losticus wrote:
Blizzard missed the target and caved in to the whiners who still think the siege Tank overpowered ... even when it doesnt get used by half the Terrans.


Is there a Terran unit Zergs don't whine about?

*Thinking...

Battlecruisers? Nah, especially with SCV repair. That means no to SCV's as well. Hmm...

Ghosts! They don't whine about ghosts! Whew, I'm glad we could fine ONE terran unit free from insectoid tears.*

actually ghosts invalidate the only solid counter to turtle mech play
so much for that

Any suggestions on how to buff zerg without nerfing terran to fix your problems? All i hear from everyone is nerf this nerf that. Think about buffing zerg not nerfing everyone else to be on par.

edit: i hear blizz iz watching as we type -.-

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.


But with a bunch of Z buffs it will be Z>P?


P is already dominating Z at least in korea
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
fantomex
Profile Joined June 2009
United States313 Posts
September 24 2010 16:27 GMT
#329
Idra is the Al Gore of SC2. He gets the most votes, but can't win anything.
Replay or GTFO
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
September 24 2010 16:32 GMT
#330
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.
He drone drone drone. Me win. - ogsMC
debasers
Profile Joined August 2010
737 Posts
September 24 2010 16:39 GMT
#331
On September 25 2010 01:32 awesomoecalypse wrote:
Show nested quote +
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.


They need to change Zerg. They have a very strong late game and a horrible early. That's what they must change imo
PaPoolee
Profile Blog Joined August 2010
Netherlands660 Posts
September 24 2010 16:39 GMT
#332
buff roaches a bit, move them to tier 2... nerf hydras and move them to tier 1 that should fix a lot of problems blizzard!
crun
Profile Joined April 2010
Poland30 Posts
Last Edited: 2010-09-24 16:40:37
September 24 2010 16:40 GMT
#333
PvT is balanced.

not really, mid game is horribly imbalanced. (favors T ofc)
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
September 24 2010 16:43 GMT
#334
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.
He drone drone drone. Me win. - ogsMC
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
September 24 2010 16:46 GMT
#335
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.
He drone drone drone. Me win. - ogsMC
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
September 24 2010 16:48 GMT
#336
On September 25 2010 01:32 awesomoecalypse wrote:
Show nested quote +
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.


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...
"We have unfinished business, I and he."
crun
Profile Joined April 2010
Poland30 Posts
Last Edited: 2010-09-24 16:55:00
September 24 2010 16:53 GMT
#337

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
Profile Joined May 2010
United States499 Posts
September 24 2010 16:56 GMT
#338
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 that should fix a lot of problems blizzard!



This would make Zerg worse~.
Cloak
Profile Joined October 2009
United States816 Posts
September 24 2010 16:57 GMT
#339
People keep saying that PvT is P favored, but I've yet to see any evidence of such. What I AM seeing though is tournament matches where Stim A-Move wins 90% of the games, and 10% is barely won by Protoss severely outplaying the Terran with godlike forcefields and micro.

The more you know, the less you understand.
QuanticHawk
Profile Blog Joined May 2007
United States32157 Posts
Last Edited: 2010-09-24 17:09:31
September 24 2010 17:05 GMT
#340
I was expecting the famous Idra rage, but actually got good insight. He pretty much nailed what the patch will effect, though didn't offer much about how to fix any of the issues. The only thing he really touched on in that dept. was scouting with zerg, but didn't really say what to do.

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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