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Blizzcon, Multipayer Panel-Blizzard's view of PvT - Page 10

Forum Index > SC2 General
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Friend23
Profile Joined August 2010
Poland270 Posts
October 26 2010 18:22 GMT
#181
another thing is that P will never win a 200/200 battle against T no matter what, however if it happens to be a macro game with 200/200, P has much faster production time due to gateways

P feels much like Z at that point, thats an issue as well
Dreadwolf
Profile Joined July 2010
Canada220 Posts
October 26 2010 18:28 GMT
#182
On October 27 2010 02:45 ZeGzoR wrote:
Show nested quote +
On October 27 2010 02:41 Dreadwolf wrote:
On October 26 2010 14:10 MythicalMage wrote:
Yeah, that's a large factor of it, but it just feels like there is no late game army that works for Terran. In one of Loner's games he had banshees and vikings and ghosts and marine marauder against a Templar colossus gateway unit army and there was still very little he could do.


Last week i watched a clan war serie on gomtv, it was prime vs tsl i think? Maka was playing for prime and he won every match. One of the match was vs a protoss, Maka was the best player of this i have no doubt, the end game was Collosus + templar + chargelots vs Marauder + ghost + medeveac.

The way maka could dodge storm and heal up, emp templars and control his army was just amazing. His Marauders just wouldnt die. The ghost made it so templar had a rough time and, kept gateway counts units down because they died faster, so colossus didnt have a huge wall of fodder in front of them and marauder with stim could maneuver around and snipe collosus. Terran are not using ghost nearly enough.


The problem isnt that Ghost doesnt counter HTs, its that p can warp in storm on demand.


The protoss could indeed warp ht on demand, and maka Marauders medevacs ghosts still dominated him. An emp on a templar is just has good has killing him on short term, it cannot do anything. By keeping the army count low ghost are much more effective too since its easier to emp a bigger fraction of his army with fewer ghost.
Friend23
Profile Joined August 2010
Poland270 Posts
October 26 2010 18:40 GMT
#183
you forget with this warp in that each ht cost 150 gas, that is 150 gas that instantly die after casting 1 storm, unless you somehow manage to warp it into archon, but even when it is dead before it finishes merging
Friend23
Profile Joined August 2010
Poland270 Posts
October 26 2010 18:43 GMT
#184
On October 25 2010 13:33 DarkMoon wrote:
Show nested quote +
On October 25 2010 13:29 unindel wrote:
On October 25 2010 13:18 DarkMoon wrote:
As far as win percentages went, I think they mentioned that PvT was Terran favored across the board withing acceptable ranges EXCEPT for Diamond Korea, where Protoss was waaay favored. It's aberrations like that that set of red flags and make them watch for things and take closer looks at balance.


It was actually the other way around. Protoss had a 6% advantage in Korea over Terran, a 10% advantage in NA, but Terran had a 4% advantage over protoss only in Diamond Korea. (see: http://www.youtube.com/user/noobclubru#p/u/2/9OYTt_8zYHI at around 7:45)


My bad. I was going pretty much from memory at that point haha, didn't realize it was up on youtube already

Time to edit my post so I don't look like an idiot.


yeah and few moments after they say that korean diamond it is 40% for P 60% for T
eLFootman
Profile Joined April 2010
Chile58 Posts
October 26 2010 20:44 GMT
#185
What I think would make SC2 great, is to make early all-ins more difficult, this by giving spider-mines, lurkers, and tougher stalkers to the game.

in mid game, everything looks fine, this is mostly because players had found a "balance" in their back and forth. Here the balance is in the players, not in the game itself.

in late game I'd again try to hinder the "all-in attack move", how? I haven't thought about that.

I'd reduce the supply of those 6-supply units to 5, and those 3-supply to 2 (and make banshee armored, cheaper and way weaker damage-wise)

IMHO
Cloak
Profile Joined October 2009
United States816 Posts
October 26 2010 21:47 GMT
#186
Well whenever Blizzard says they're keeping an eye on some Protoss unit (HTs this week), that means it's going to get nerfed, no questions asked. The only thing to debate now is how badly Protoss'll take it up the ass. Coconut or Pineapple?
The more you know, the less you understand.
zomgad
Profile Joined October 2010
185 Posts
October 26 2010 21:52 GMT
#187
On October 27 2010 06:47 Cloak wrote:
Well whenever Blizzard says they're keeping an eye on some Protoss unit (HTs this week), that means it's going to get nerfed, no questions asked. The only thing to debate now is how badly Protoss'll take it up the ass. Coconut or Pineapple?

most likely terrans bio will also take a hit question is if both races will be nerfed how much higher winrate of zergs will be now ~~ (hard to imagine more tvz rape than now but guess its comming)
Blasterion
Profile Blog Joined October 2010
China10272 Posts
October 26 2010 21:52 GMT
#188
On October 27 2010 06:47 Cloak wrote:
Well whenever Blizzard says they're keeping an eye on some Protoss unit (HTs this week), that means it's going to get nerfed, no questions asked. The only thing to debate now is how badly Protoss'll take it up the ass. Coconut or Pineapple?


I don't know the both sound horrifying but I think Pineapple would hurt more due to its spiky nature
[TLNY]Mahjong Club Thread
smallerk
Profile Joined October 2010
897 Posts
October 26 2010 21:54 GMT
#189
On October 27 2010 06:47 Cloak wrote:
Well whenever Blizzard says they're keeping an eye on some Protoss unit (HTs this week), that means it's going to get nerfed, no questions asked. The only thing to debate now is how badly Protoss'll take it up the ass. Coconut or Pineapple?


Definetly coconut, soft but effective.
Never Regret anything because at one time it was exactly what you wanted.
iSTime
Profile Joined November 2006
1579 Posts
October 26 2010 22:27 GMT
#190
On October 27 2010 03:22 Friend23 wrote:
another thing is that P will never win a 200/200 battle against T no matter what, however if it happens to be a macro game with 200/200, P has much faster production time due to gateways


???

The exact opposite is much closer to reality. If P has either colossus/stalker against a T without many vikings or immortal/templar/stalker/zealot against a T who produces enough vikings to make colossi ineffective, a protoss 200/200 will absolutely wreck a T 200/200 army. Unless T gets perfect EMPS, protoss usually crushes late game, and can reinforce much faster.

This isn't even taking into account carriers, which are absolutely brutal late game if P manages to get them.
www.infinityseven.net
Zrah
Profile Joined July 2010
Lithuania55 Posts
Last Edited: 2010-10-26 22:50:00
October 26 2010 22:47 GMT
#191
On October 27 2010 07:27 PJA wrote:
Show nested quote +
On October 27 2010 03:22 Friend23 wrote:
another thing is that P will never win a 200/200 battle against T no matter what, however if it happens to be a macro game with 200/200, P has much faster production time due to gateways


???

The exact opposite is much closer to reality. If P has either colossus/stalker against a T without many vikings or immortal/templar/stalker/zealot against a T who produces enough vikings to make colossi ineffective, a protoss 200/200 will absolutely wreck a T 200/200 army. Unless T gets perfect EMPS, protoss usually crushes late game, and can reinforce much faster.

This isn't even taking into account carriers, which are absolutely brutal late game if P manages to get them.



Vikings, Siege tanks, collosus is out of the picture, just siege move the Protoss and he won't stand a chance. Late game Terran can tear Protoss to pieces if he moves away from pure mmm, Tanks, Ravens, Ghosts all are a bane to protoss army, i have seen BC with Marauders on ground for later game T. Since only ground that can do something is stalker and maras rape em.

Templars are strong only until mid-high diamond versus terran, at top diamond templars get torn by pro microed ghosts.
Reborn58
Profile Joined August 2010
United States238 Posts
October 26 2010 22:56 GMT
#192
I think the problem Terran is having winning late game is that 99% of the people who play Terran never tech up. They stick with MMM all game with some vikings.

If they tech'd up like Protoss and Zerg do I think they would be fine, Ghosts/ Thors /BC/Raven can do work in late game, but Terran never seems to want to abandon their original build. You never see a Toss go 4 gate into 7 gate into 10 gate and expect to win at the 30 minute mark with all stalkers and zealots (no matter how upgraded). Same goes for zerg.

I play Toss and SOOOOOO many Terrans never end up even getting a single ghost or Thor against me unless they are Thor rushing or doing an early timing push with a ghost.
That's what she said
iSTime
Profile Joined November 2006
1579 Posts
October 26 2010 23:04 GMT
#193
On October 27 2010 07:47 Zrah wrote:
Show nested quote +
On October 27 2010 07:27 PJA wrote:
On October 27 2010 03:22 Friend23 wrote:
another thing is that P will never win a 200/200 battle against T no matter what, however if it happens to be a macro game with 200/200, P has much faster production time due to gateways


???

The exact opposite is much closer to reality. If P has either colossus/stalker against a T without many vikings or immortal/templar/stalker/zealot against a T who produces enough vikings to make colossi ineffective, a protoss 200/200 will absolutely wreck a T 200/200 army. Unless T gets perfect EMPS, protoss usually crushes late game, and can reinforce much faster.

This isn't even taking into account carriers, which are absolutely brutal late game if P manages to get them.



Vikings, Siege tanks, collosus is out of the picture, just siege move the Protoss and he won't stand a chance. Late game Terran can tear Protoss to pieces if he moves away from pure mmm, Tanks, Ravens, Ghosts all are a bane to protoss army, i have seen BC with Marauders on ground for later game T. Since only ground that can do something is stalker and maras rape em.


Okay, but have you actually watched any high level PvT games?

When you say things like "just siege move the protoss and he won't stand a chance" and "i have seen BC with marauders on ground for later game T," you're not exactly making it easy for me to take you seriously. The only map where siege is even close to OP against protoss is steppes of war, and that's more of a middle game concern. It can be very annoying on metal as well, but that's mostly just for controlling the center gold expansions. As for BC/marauder, I haven't really seen that be effective in any recent games.

Watch, for example, NEXGenius' PvT. At blizzcon, most of the games he loses are from either a) attemping a cheesy DT rush, b) losing to a timing attack after 1 gate expanding or c) never switching out of colossus 25 minutes into the game. And even in other games where he sticks with pure stalker/colossus against marauder/medivac/viking, he manages to win. Games where he actually transitioned to HT, he absolutely crushed, like one of his games on scrap station against loner.

There's a reason SeleCT had to abuse medivac drops heavily to do well at MLG, QXC abused drops so heavily in NY, and why none of the other terrans did very well against HuK or KiWiKaKi. The only way for terran to do well against protoss currently is with early aggression or harassment all over the place, because late game they get steamrolled and it's not even close.
www.infinityseven.net
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 27 2010 10:20 GMT
#194
I seems pretty obvious that Blizzard made a design error with Colossi.

Right now, in PvP, they have no counter (although I'm trying VR-oriented builds after the patch, they are not nearly reliabe), so the MU degrades to colossi wars. In PvT in PvZ the only thing that balances them out are air units designed specifically to counter them. This leads to stupid plays revolving around using vikings to kill the colossi before they obliterate your ground army. Seriously, if not for colossi, nothing would ever justify a range 9 air superiority fighter. I feel that all protoss MU's are revolving around this unit on both the protoss and the opponent size.

Colossi were meant as an exciting replacement for Reavers, but Reavers had atrocious scalability. Slow projectile travel time, crawling speed and enormous amount of overkill made them useless en masse, but very good as sniper units in small skirmishes. Colossi, on the other hand, are VERY massable, even though they deal way less raw damage. Continuing on the subject, the scalability and automatic targeting for Reavers made them a completely different tech choice than HT. They were essentially doing very different things, while Colossi and HT in SC2 are largely competing (with Colossi winning, I've yet to see a 1.2 patch replay with anyone not going colossi first, regardless of the matchup). As a side effect, protoss early-mid game has taken a severe hit since they don't have anything to harass with. Prisms are just as good as shuttles were, but you have literally nothing to drop. There's no wonder protoss is weak in early game and strong in late.

Another thing that bothers me the most is the early availability of Concussive shells. I don't for once think the ability is too strong on it's own, call it a racial feature. But even though I have a fast harass-oriented unit at the start of the game, I cannot use it. Almost no protosses open offensively in PvT now, you just build your units and stay at base until you have an observer. Why? Because there is a possibility that terran goes fast concussive. Unlike BW, where it was common to probe the terran wall with your first goon, you cannot do it because you won't be able to run away. I would want to do something else than fast expo in PvT but I cannot, both because of early reaper threat (1 stalker stays at base) and because of the possibility of encountering a mass build with concussive at his ramp and losing all my stalkers there, sealing the game.

I do not see any reasons in TvP, TvZ or TvT to push the concussive shells upgrade further in the tech tree.
You want 20 good men, but you need a bad pussy.
desRow
Profile Blog Joined May 2009
Canada2654 Posts
October 27 2010 10:21 GMT
#195
Multipayer ? :D
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
sleepingdog
Profile Joined August 2008
Austria6145 Posts
October 27 2010 12:34 GMT
#196
on concussive: although I'm not sure if or how to fix this, let me just say that I think it's weird that the 200/200 ability "charge" does NOT in any way "counter" the 50/50 concussive; all terran has to do is wait for the charge to come, then stim and start the kite; all chargelots will die...it's not even that hard to do;
many times charge even works against protoss because the slow ball (stalker/sentry slowed down by colossi) can't keep up with chargelots; chargelots charge in, get kited and die before colossi even get in range; nowadays I manually micro my chargelots with move-command-spam to avoid the charge-in; charge is really only doing well if you let two armies a-move against each other
"You see....YOU SEE..." © 2010 Sen
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
October 27 2010 14:24 GMT
#197
Just chargelots will be kited but when you have storm colossi and forcefield, it becomes awesome. FF stops maras from kiting left and right, and even if u mess up, the colossi get hits in which is what your zealots are there for. Storm just annihilates him if he's sloppy or you're good at predicting.

Maybe charge could reset when hit by a conc shell? Makes zealots unkitable by Marauders
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Noxie
Profile Blog Joined April 2010
United States2227 Posts
October 27 2010 14:37 GMT
#198
I think that it is quite interesting that they are talking about maurader stim is more harmful then helpful.

In a few select cases I have toyed with only stimming my marines and just leaving the maurader's non stimmed and just try to use the concussive kiting (non stimmed) to the best of my abillity
Blasterion
Profile Blog Joined October 2010
China10272 Posts
October 27 2010 14:47 GMT
#199
On October 27 2010 23:24 Knee_of_Justice wrote:
Just chargelots will be kited but when you have storm colossi and forcefield, it becomes awesome. FF stops maras from kiting left and right, and even if u mess up, the colossi get hits in which is what your zealots are there for. Storm just annihilates him if he's sloppy or you're good at predicting.

Maybe charge could reset when hit by a conc shell? Makes zealots unkitable by Marauders

I think it'd be cool if Zealots took reduced damage during charging, and have a buff that increase his damage of his next 2 hits everytime it charges
[TLNY]Mahjong Club Thread
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
October 27 2010 14:54 GMT
#200
It's like T players telling Z players to "use ur tech, nydus moar" when Z get crushed by a T ball.
P telling T to use their tech; have you ever played or seen a TvP? Compare the impact 6 colossus have to 6 thors.

Show replays where T uses a high-tech army like alot of BC/Thors/banshee/Ghost/tanks and actually outright wins in a 200/200 battle, I'd be suprised if P ever went below 100 supply.

T is OP first 12 mins, midgame balanced, then P is OP. That really feels like an accurate description; question would be how to P's early and T's late without affecting the Z matchups. (although some early buff to P would certainly help against the roach buff)

(imho 250mm cannons into 9 range is one good option....)
England will fight to the last American
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