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IdrA Speaks On: Patch 1.1 - Page 6

Forum Index > SC2 General
Post a Reply
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leve15
Profile Joined August 2010
United States301 Posts
September 24 2010 03:44 GMT
#101
That fake patch that circulated last week really put a damper on the reception of actual 1.1.

Faster OL base speed, or cheaper upgrade isn't too much to try, is it?
Takkara
Profile Blog Joined April 2010
United States2503 Posts
September 24 2010 03:44 GMT
#102
I knew IdrA was smart, but this was really well reasoned and well written. He's a really sharp guy. Even if he's wrong, he's put a lot of thought into his ideas. I'd love to read more from IdrA on such topics. Very informational and a lot of food for thought.

I'm curious how to fix the early game issues that Zerg has, however. I suppose it's to give them some sort of early pressure/threat that they can use to constrict the seemingly endless openings T can use. That way some of the more aggressively teching T builds can be punished, but that does little to stop the potency of bio both early and late game.

I have no answers, only thoughts and an open mind. I'm definitely hungry for more top-end discussion about the issue at a level such as IdrA's post.
Gee gee gee gee baby baby baby
ltortoise
Profile Joined August 2010
633 Posts
September 24 2010 03:45 GMT
#103
On September 24 2010 12:33 holyhalo5 wrote:
sorry, i have to ask.

how does this patch help protoss late-game against terran?


tank nerf + battlecruiser nerf.

both very viable late-game paths to take in TvP. i preferred battlecruisers, personally... but im almost scared to try them now lol.

there really was no easy way for the toss to kill the BC's, especially when backed up by a solid bio blob.

it gave your blob staying power, a mobile pivot point.
theqat
Profile Blog Joined March 2008
United States2856 Posts
September 24 2010 03:46 GMT
#104
On September 24 2010 12:44 leve15 wrote:
That fake patch that circulated last week really put a damper on the reception of actual 1.1.

Faster OL base speed, or cheaper upgrade isn't too much to try, is it?


OL speed was 50/50 for much of beta 'til Blizzard said "we don't want upgrades to be a no-brainer" and then made Concussive Grenades 50/50 :facepalm:
ckw
Profile Blog Joined February 2010
United States1018 Posts
September 24 2010 03:53 GMT
#105
On September 24 2010 10:37 TheWarbler wrote:
Show nested quote +
On September 24 2010 10:28 MegaBUD wrote:
Come on guys... Idra isnt god... he gonna qq like every other zerg player because they didnt receive buff...

Are you fucking stupid? Zerg is the most under powerd race in the game. Id be surprised if you play zerg and your saying this. You are some probley lonley Platnium level protoss who has no skill what so ever and only knows how to 4gate for a chance to win. When your not doing that your makeing meaning less posts on here.



Aside from my anger being tooken out on him, I agree with Idra that this was not enough. I personally think the zerg macro mechanics need some sort of buff. Im not saying GIVE ZERG A WHOLE NEW MACRO MECHANIC. But The fact that a protoss can get a forge early wallmin with 2 pylons and a cannon get a stargate before i can get hydras and win cause Zerg has horrible Tier AA is stupid. No im not saying zerg is underpowered and give us the lurker or anything retarded like that. Im just saying I agree and this was not enough.

User was temp banned for this post.


I play Zerg and I can confidently say you are way off man. You'r thinking is in another universe if you think Zerg macro is the problem. Zerg is the easiest race to macro in my opinion with ONE unit producing structure, and obviously this goes for our supply as well, it's all done at one building. I do agree Zerg has issues in early game but macro is definitely not an issue...
Being weak is a choice.
MasterAsia
Profile Joined November 2009
United States170 Posts
Last Edited: 2010-09-24 03:55:58
September 24 2010 03:54 GMT
#106
On September 24 2010 12:43 theqat wrote:
Show nested quote +
On September 24 2010 12:07 MasterAsia wrote:
Its not something about nerfing any units. Its something about the game design. The core concept in the game design is to make Terran unstopable. Any nerfing is just temporary. Maybe zerg or protoss will feel good in several weeks after one patch, but then terran will be imbalanced again.


I don't think that's necessarily true. I see what you're saying--Terran is designed to be highly flexible while having a hard counter for every unit/strat in the game, but it is possible to take some of those options away from them without turning the game into something that isn't Starcraft.

I guess the question becomes where you draw the line between "nerfing" and "changing core game concepts." Nerfing isn't limited to units; you can nerf a strategy or nerf Tech Lab versatility or nerf Terran's resistance to losing workers by adding a cooldown to MULEs. The game isn't a lost cause.


Well, to make myself clear: Terran has too much potential. The good players can make this race better and better according its design. Zerg has too much limitation. Each new build order and timing push will enhance Terran a lot, while a new build order like getting 10 roaches 15 seconds earlier doesn't make much contribution to Zerg (But getting 10 marauders 15 seconds earlier will help Terran to kill a Zerg. That's the difference).

Also the fact that there is so few good Zerg players is a problem. I didn't see zerg tactics improve during the past 3 weeks (I am watching a good amount of replays from everywhere). As myself, I did not come up with anything new recently as well. I guess only if we have 50 of good zergs here we can come up with something, if there is some.
SoLaR[i.C]
Profile Blog Joined August 2003
United States2969 Posts
Last Edited: 2010-09-24 03:56:57
September 24 2010 03:54 GMT
#107
To be honest, I don't think IdrA (and many Zerg players for that matter) will be satisfied until all races have equal footing at all times; early game, mid game, and late game. You could make it easy for Zerg to scout early and they would still mention imbalance. The fact is, Starcraft has NEVER BEEN and probably never WILL BE balanced during all stages of a match. Even Broodwar had disparities during different times of the game. I would argue that the main reason is because of the differing mechanics of unit production and building types. These differing styles of unit production reach their maximum potential at different times. Zerg's production style has the greatest advantage the further a game proceeds. If you nerf the other races' early game abilities, then Zerg's late game production ability also need to be reduced.
Node
Profile Blog Joined October 2009
United States2159 Posts
Last Edited: 2010-09-24 03:56:33
September 24 2010 03:54 GMT
#108
I dislike how IdrA says something, anything, and the community immediately jumps on it as gospel. Okay, that's a bit hyperbolic, but at the very least, it's worrying how many people seem to argue IdrA's opinions instead of their own.

That being said, as much as I hate to admit it, he's pretty much right on every count. The early and midgame Terran has so much potential for versatility that Zerg has to either act in a reactive fashion or pray to the StarCraft gods that Terran didn't go for the fast banshee, or the thor+scv+marine push, or <insert response to your build of choice here>. It feels like there is no "safe and stable" build for Zerg to use anymore, while pretty much anything that Terran can do will at least survive.
whole lies with a half smile
cerebralz
Profile Joined August 2009
United States443 Posts
September 24 2010 03:55 GMT
#109
The fact that reaper and hellion openings are so strong still makes the zerg cut drones for lings early game, which wouldn't be bad, but for the fact that the Terran is muling the whole time and can afford to expand off of his harass putting the zerg behind.

Furthermore, if the harass doesn't come, ex. fast tech lab into marauders, Terran is so far ahead econ with the zerg not droning, that the normal timing push runs you over just as well, or the switch to banshee is so powerful because you commit to this mass ling/spine/queen defense. The delayed harass with numbers is often more effective because the zerg has tried to go back to droning.
theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2010-09-24 03:58:55
September 24 2010 03:57 GMT
#110
On September 24 2010 12:54 MasterAsia wrote:
Show nested quote +
On September 24 2010 12:43 theqat wrote:
On September 24 2010 12:07 MasterAsia wrote:
Its not something about nerfing any units. Its something about the game design. The core concept in the game design is to make Terran unstopable. Any nerfing is just temporary. Maybe zerg or protoss will feel good in several weeks after one patch, but then terran will be imbalanced again.


I don't think that's necessarily true. I see what you're saying--Terran is designed to be highly flexible while having a hard counter for every unit/strat in the game, but it is possible to take some of those options away from them without turning the game into something that isn't Starcraft.

I guess the question becomes where you draw the line between "nerfing" and "changing core game concepts." Nerfing isn't limited to units; you can nerf a strategy or nerf Tech Lab versatility or nerf Terran's resistance to losing workers by adding a cooldown to MULEs. The game isn't a lost cause.


Well, to make myself clear: Terran has too much potential. The good players can make this race better and better according its design. Zerg has too much limitation. Each new build order and timing push will enhance Terran a lot, while a new build order like getting 10 roaches 15 seconds earlier doesn't make much contribution to Zerg (But getting 10 marauders 15 seconds earlier will help Terran to kill a Zerg. That's the difference).

Also there is so few good Zerg players is a problem. I didn't see zerg tactics improve during the past 3 weeks (I am watching a good amount of replays from everywhere). As myself, I did not come up with anything new recently as well. I guess only if we have 50 of good zergs here we can come up with something, if there is some.


Yeah, I understand your point. I'm saying Terran's potential can definitely be nerfed by playing with numbers if it does come down to that. For example, at the very least you can make their options more expensive so that they can only reasonably use a limited number in a given game.

I do hope more players will take up Zerg in the near future. I recently started playing them full time to show support and help myself understand the whole picture.
smegged
Profile Joined August 2010
Australia213 Posts
September 24 2010 03:58 GMT
#111
On September 24 2010 12:54 SoLaR[i.C] wrote:
To be honest, I don't think IdrA (and many Zerg players for that matter) will be satisfied until all races have equal footing at all times; early game, mid game, and late game. You could make it easy for Zerg to scout early and they would still mention imbalance. The fact is, Starcraft has NEVER BEEN and probably never WILL BE balanced during all stages of a match. Even Broodwar had disparities during different times of the game. I would argue that the main reason is because of the differing mechanics of unit production and building types. These differing styles of unit production reach their maximum potential at different times. Zerg's production style has the greatest advantage the further a game proceeds. If you nerf the other races' early game abilities, then Zerg's late game production ability also need to be reduced.


I think you are making too many assumptions.

A lot of zerg players would be very happy if they had a unit that forced their opponent to specifically counter it or risk losing in the early to mid game. Something to take the initiative away from their opponent before ultras/brood lords.
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
SoLaR[i.C]
Profile Blog Joined August 2003
United States2969 Posts
Last Edited: 2010-09-24 04:01:31
September 24 2010 03:59 GMT
#112
Zerg has the highest potential. What's difficult is getting to that point. It's AS difficult as it is for Terran to survive past this magical point. Late game Zerg advantage is AS scary as Terran midgame advantage.
Justifer
Profile Blog Joined July 2010
107 Posts
September 24 2010 03:59 GMT
#113
I have to say I disagree with Idra. I feel a Zerg is able to counter much of the early Terran aggresion effectively and now even more so that reapers were nerfed. A Queen on the ramp and two well placed spinecrawlers in your natural will stop all hellions harrassment. (If you have to just pull your drones for the time being up your ramp where the hellions can't get because the queen is blocking) Banshee harrassment can be countered in many different ways. You can get up another queen and also alot of times you can get up mutalisk too. And if your so confident that he is going banshees just get out a spore crawler which along with queens will stop most of the harrassment (Atleast until you can get out stronger units) Although I admit it's hard to scout vs terran it isnt impossible. Sending lings up his ramp to attack his wall is a good way to see what he's going by how he responds to those zerglings. (Sometimes you can even see there tech, but this normally only happens when your playing lower level players) You can send in overlords to sacrafice themselves and if your really desprate overlord speed and overseers work extremely well also as great scouts. (They also have other useful abilities like spread creep and contaminate) As for tank allins there's only one map where that is really viable and thats LT which isn't really a ZvT balance issue as much as a map balance issue. Thor allins are typically pretty easy to stop I feel. You just need to get up four or so spine crawlers (Depending on how many thor's he going for) Getting 2 banelings to kill the scvs repairing the thors while using mutalisk and spinecrawlers to deny the terran pushes pretty much dominates that build. Although there is some truth to Idras words I feel that every strat he mentioned can be beat at my level with the scouting measures i mentioned above (I'm currently at 1600 points and play zerg) and although I lose to the occasionaly I feel starcraft II is currently at a good balance in racial balance issues. Now some of the maps I feel are a little imbalanced such as the tank drop on Lt as mentioned above, but this is not the thread to discuss that. (I also feel that ZvsZ has some of the biggest imbalances when in comes to maps. If your zerg and ever got the right spawn position on scrap station then you know what im talking about)
oxxo
Profile Joined February 2010
988 Posts
September 24 2010 04:01 GMT
#114
On September 24 2010 12:46 theqat wrote:
Show nested quote +
On September 24 2010 12:44 leve15 wrote:
That fake patch that circulated last week really put a damper on the reception of actual 1.1.

Faster OL base speed, or cheaper upgrade isn't too much to try, is it?


OL speed was 50/50 for much of beta 'til Blizzard said "we don't want upgrades to be a no-brainer" and then made Concussive Grenades 50/50 :facepalm:


Concussive went form free to 50/50. Not 100/100->50/50 like you imply.

Using your analogy the costs were increased exactly the same... except concussive also gained a time cost it didn't have before.
theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2010-09-24 04:10:12
September 24 2010 04:05 GMT
#115
On September 24 2010 13:01 oxxo wrote:
Show nested quote +
On September 24 2010 12:46 theqat wrote:
On September 24 2010 12:44 leve15 wrote:
That fake patch that circulated last week really put a damper on the reception of actual 1.1.

Faster OL base speed, or cheaper upgrade isn't too much to try, is it?


OL speed was 50/50 for much of beta 'til Blizzard said "we don't want upgrades to be a no-brainer" and then made Concussive Grenades 50/50 :facepalm:


Concussive went form free to 50/50. Not 100/100->50/50 like you imply.

Using your analogy the costs were increased exactly the same... except concussive also gained a time cost it didn't have before.


It's nonetheless a no-brainer, which is exactly what Blizzard said they were trying to avoid. There's no Terran strat that involves getting Marauders but not getting Concussive because that 50/50 is going into something else.

(I wasn't making an analogy, just pointing out Blizzard's apparent inability to keep one hand appraised of what the other hand is doing.)
terranghost
Profile Joined May 2010
United States980 Posts
September 24 2010 04:06 GMT
#116
On September 24 2010 11:13 teamsolid wrote:
Show nested quote +
On September 24 2010 11:11 terranghost wrote:
While it may or may not help its effects have yet to be seen really.
There is no need for drastic changes.
If a terran builds a rax then a reaper then starts on a second reaper and 2 more raxes then produces 3 out of all of them then pushes then He will have 5 reapers (with speed) delayed by about 15 sec (probably closer to 10 on faster) I can't count how many times I've watched a replay where the terran does what I have described here. The zerg does what they are supposed to but speed is not quite done or a spine crawler is not quite ready. An extra 10-15 sec could be enough time for one of these things to finish.

Give it 2 weeks or so before you start assuming it won't fix anything if zvp is becoming more and more p stacked as time progresses with no p buffs and no z nerfs that just means p have figured out something they can do. I don't watch many zvp MU's but lets just say the thing that toss are doing that break the MU is they get there +1 attack upgrade really fast and zerg players are walking around dumbfounded as to how to beat it. They QQ on the forums and blizzard gives in and decides to double the buildtime of the forge to slow the upgrade a little bit.
Right before this patch goes live a genius zerg realizes that you could just upgrade the carapace to equalize this said imbalance. In the meantime since this change has already taken affect zvt changes cuz now toss has trouble keeping up with terran upgrading. But by changeing the buildtime of the forge 5-10 sec will allow zerg players a little bit more time when trying to decide what to do and won't change other things significantly.

Yes I know my example here seems a little obvious what the zerg should do.

Ty blizzard for remaining patient and not making any dramatic changes.

Prime example of someone who hasn't read the article (or has poor reading comprehension) but feels like putting out his rant anyways.



Can't read huh? I am simply making a point yes I read the article. Idra says that if this change was done a while ago it would have made more of a difference. Then I say that blizzard should make the changes slowly. Say blizzard made this 1.1 patch the second day of release but nothing changed so there like ok lets add another 5 sec and another and another. Now this random zerg mastermind that was going to break the cycle and figure how to open safely vs reapers and still be prepared for other options won't ever come. Does such a style exsist with the pre 1.1 stats? maybe.. maybe not. Does such a style exsist now? Maybe, maybe not.

Would it have been made clearer that read the article if I said I disagree with the need to make these changes a month ago. Although that should of been perfectly clear.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Oleksandr
Profile Joined July 2010
United States227 Posts
September 24 2010 04:08 GMT
#117
On September 24 2010 11:56 Keitzer wrote:
Show nested quote +
On September 24 2010 11:32 Affluenza wrote:
Blizzard should ask pro players for their opinions on balance...


they dont ask..

they pool data from pros... from tourney results.. from ladder stats... and from threads on TL / bnet / etc

That is not true. A blue post specifically said that they ignore tournament results and they don't take any ideas from Zerg getting bashed in GSL.
Idra: good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
September 24 2010 04:09 GMT
#118
What Idra says about the zerg early game is true, especially in ZvT, but in ZvP, he isn't putting the mid game into consideration. As a Protoss player, I know that if I don't damage Zerg's economy in the early game, it means that hard countering the Zerg's army is at most a fair fight since the Zerg just has so much more stuff and can reinforce so much faster. I feel that having the option of cannon rushing the zerg expansion or puttin on zealot pressure is what gives Protoss the ability to damage the zerg economy. If only one of these were viable, then Zerg can blindly defend against it easily come out ahead in the mid game.
DarkspearTribe
Profile Joined August 2010
568 Posts
September 24 2010 04:10 GMT
#119
On September 24 2010 10:28 MegaBUD wrote:
Come on guys... Idra isnt god... he gonna qq like every other zerg player because they didnt receive buff...

User was warned for this post

User was temp banned for this post.

should have been permanently banned.
The Icon
Profile Joined September 2010
Canada111 Posts
September 24 2010 04:13 GMT
#120
really? QQ'ing that it's hard to defend a hatch before pool? NO SHIT.
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