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Blizzard and the All-In - Page 10

Forum Index > SC2 General
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craz3d
Profile Joined August 2005
Bulgaria856 Posts
December 11 2010 14:37 GMT
#181
Bigger maps are needed, that's all.
Hello World!
HiHiByeBye
Profile Joined August 2009
Canada365 Posts
December 11 2010 14:56 GMT
#182
On December 11 2010 16:17 whomybuddy wrote:
Terran all-in can definitely stop with force shield the ramp so that the marines can't micro around the zealots.


Ya toss players has no reason to complain . . .

on the other hand toss all ins with void rays and zealot is nearly unstoppable.

I just feel like all-in are the only thing that works for terran now because they can bearly compete with protoss mid game and gets dominated late game.

and TvZ is the same.

The only real advantage terran has is early game. Why not take advantage of that?
Baarn
Profile Joined April 2010
United States2702 Posts
December 11 2010 15:10 GMT
#183
Terran wouldn't all in if there was effective harassment tools to slow the zerg but those got nerfed. So it's rine+scv rush now until that changes.
There's no S in KT. :P
HiHiByeBye
Profile Joined August 2009
Canada365 Posts
December 11 2010 15:12 GMT
#184
On December 12 2010 00:10 Baarn wrote:
Terran wouldn't all in if there was effective harassment tools to slow the zerg but those got nerfed. So it's rine+scv rush now until that changes.


Totally agreed. Bigger maps are fine as long as terran can still harrass to stay even. Or else they get way behind way too fast.

Hellions dont do much. Reapers are out. The only thing terran has is banshee and it comes quite late and it can be easily delt with
SovSov
Profile Joined September 2010
United States755 Posts
December 11 2010 15:13 GMT
#185
On December 12 2010 00:10 Baarn wrote:
Terran wouldn't all in if there was effective harassment tools to slow the zerg but those got nerfed. So it's rine+scv rush now until that changes.

You think buffing Terran's harassment options later in the game will solve this problem? lol...
HiHiByeBye
Profile Joined August 2009
Canada365 Posts
December 11 2010 15:17 GMT
#186
On December 12 2010 00:13 SovSov wrote:
Show nested quote +
On December 12 2010 00:10 Baarn wrote:
Terran wouldn't all in if there was effective harassment tools to slow the zerg but those got nerfed. So it's rine+scv rush now until that changes.

You think buffing Terran's harassment options later in the game will solve this problem? lol...

wat do you mean later in the game?

you think by making maps where terrans cant rush and zerg can get a macro lead every game is the solution?
Bowdy
Profile Joined April 2010
United States232 Posts
December 11 2010 15:23 GMT
#187
On December 12 2010 00:17 HiHiByeBye wrote:
Show nested quote +
On December 12 2010 00:13 SovSov wrote:
On December 12 2010 00:10 Baarn wrote:
Terran wouldn't all in if there was effective harassment tools to slow the zerg but those got nerfed. So it's rine+scv rush now until that changes.

You think buffing Terran's harassment options later in the game will solve this problem? lol...

wat do you mean later in the game?

you think by making maps where terrans cant rush and zerg can get a macro lead every game is the solution?


we're supposed to have a macro lead, our units are significantly less cost-effective, and are designed that way, so we need more of them than you. If we don't get a macro lead very very early, once your orbital command finishes you're way ahead with mules alone. I'm not saying blizzard didn't go a bit overboard on nerfing the harass options, but you're being ridiculous.
bowdy.smiteam.net
Baarn
Profile Joined April 2010
United States2702 Posts
Last Edited: 2010-12-11 15:43:06
December 11 2010 15:26 GMT
#188
On December 12 2010 00:13 SovSov wrote:
Show nested quote +
On December 12 2010 00:10 Baarn wrote:
Terran wouldn't all in if there was effective harassment tools to slow the zerg but those got nerfed. So it's rine+scv rush now until that changes.

You think buffing Terran's harassment options later in the game will solve this problem? lol...


I don't know what the proper solution is and neither does Blizzard seeing the recent PTR patch. I just know Terran has limited mobility as the game progresses since muta can move across the map at will much faster than anything Terran has. So it's difficult to slow zerg from expanding while they mass up expos so when you are finally in a position to turn the tide you are so far behind already. If you lose your army 2 or 3 times you are done.
There's no S in KT. :P
Lucius2
Profile Joined June 2010
Germany548 Posts
December 11 2010 15:29 GMT
#189
On December 12 2010 00:12 HiHiByeBye wrote:
Show nested quote +
On December 12 2010 00:10 Baarn wrote:
Terran wouldn't all in if there was effective harassment tools to slow the zerg but those got nerfed. So it's rine+scv rush now until that changes.


Totally agreed. Bigger maps are fine as long as terran can still harrass to stay even. Or else they get way behind way too fast.

Hellions dont do much. Reapers are out. The only thing terran has is banshee and it comes quite late and it can be easily delt with



and what exact tools does protoss have to harass?
NightHawk929
Profile Joined December 2010
79 Posts
December 11 2010 15:30 GMT
#190
On December 11 2010 23:56 HiHiByeBye wrote:
Show nested quote +
On December 11 2010 16:17 whomybuddy wrote:
Terran all-in can definitely stop with force shield the ramp so that the marines can't micro around the zealots.


Ya toss players has no reason to complain . . .

on the other hand toss all ins with void rays and zealot is nearly unstoppable.

I just feel like all-in are the only thing that works for terran now because they can bearly compete with protoss mid game and gets dominated late game.

and TvZ is the same.

The only real advantage terran has is early game. Why not take advantage of that?


I get what you're saying, terran is at a disadvantage late game. It basicly amounts to either making an early push to try and win while you're still at an advantage or applying constant pressure to make sure that your opponent doesn't actually reach late game tech.

It's actually IMHO a huge reason why mass mariners is so popular among terrans right now in TvZ, it allows terrans to put constant pressure on the zerg player so they don't get to high tech units like brood lords that tear marines apart.
trNimitz
Profile Joined October 2010
204 Posts
December 11 2010 15:37 GMT
#191
On December 11 2010 07:00 `Zapdos wrote:
Show nested quote +
On December 11 2010 06:58 storm44 wrote:
I don't think its a balance issue as much as it a map issue. Makes the maps bigger and makes all in's more riskier. Maps are so ridiculously small right now.


Even on the bigger rush distance maps like Scrap, Xel, Blistering, and Shakuras the all ins are still incredibly strong and hardly watered down, I think it has a lot to do with the extra macro mechanics that weren't in Brood War more so then anything else.


Blistering sands is THE all-in map.
oZii
Profile Blog Joined May 2010
United States1198 Posts
December 11 2010 15:39 GMT
#192
On December 11 2010 07:01 SoLaR[i.C] wrote:
First of all, all-ins have been (and will continue to be) part of EVERY strategy game. Big risks will sometimes yield big rewards, and both players need to accept their role within this mindset and play accordingly. The obsession with macro has led to an inordinate amount of hatred for any form aggressive play off one base, regardless of whether or not it's the best way to punish eco-hungry players. People equating expansions and mass unit production with skill are completely off base. The game has shown to be remarkably balanced in the early game with some small, map enabled discrepancies. Leave it be.



QFT leave the game be.

The OP's arguments are somewhat biased. This thread assumes that everyone doesn't like the current state or that all-ins are seen as bad by everyone. One of his arguments is that all-ins are boring to watch which is simply not the case for alot of people.

The amount of all-ins will reduce as people learn to deal with them if people keep asking for changes from blizz then there will continue to be alot of all-ins because people will have to learn the timings again depending ont he change. Starcraft 2 just needs to settle right now and stop being tinkered with. I think 2.0 patch will be one that lasts for a bit. They are really running this through the ringer so just give it time.
bubblegumbo
Profile Blog Joined July 2008
Taiwan1296 Posts
December 11 2010 15:39 GMT
#193
Maps are too small which is why all-ins are happen so often, complain about the maps not the strategy.
"I honestly think that whoever invented toilet paper is a genius. For man to survive, they need toilet paper!"- Nal_rA
Clicker
Profile Blog Joined September 2010
United States1012 Posts
December 11 2010 15:45 GMT
#194
But I must agree with what most people are saying, blizzard should really try harder when it comes to testing out new maps: they have a PTR so why not? Maybe set up some kind of MOTW selection that shifts often, making it so that more maps can be tested in normal ladder play (also motivating people to play these maps in custom games for practice), kind of like throwing spaghetti at the wall to see what sticks, we'll eventually have overall better maps. I'm pretty sure that is what most of the community would agree on trying at the moment and I for one would love blizzard if they were to do something like that.

Really like this, although I don't think maps are entirely to blame.
Baarn
Profile Joined April 2010
United States2702 Posts
Last Edited: 2010-12-11 15:51:34
December 11 2010 15:50 GMT
#195
On December 12 2010 00:39 oZii wrote:
Show nested quote +
On December 11 2010 07:01 SoLaR[i.C] wrote:
First of all, all-ins have been (and will continue to be) part of EVERY strategy game. Big risks will sometimes yield big rewards, and both players need to accept their role within this mindset and play accordingly. The obsession with macro has led to an inordinate amount of hatred for any form aggressive play off one base, regardless of whether or not it's the best way to punish eco-hungry players. People equating expansions and mass unit production with skill are completely off base. The game has shown to be remarkably balanced in the early game with some small, map enabled discrepancies. Leave it be.



QFT leave the game be.

The OP's arguments are somewhat biased. This thread assumes that everyone doesn't like the current state or that all-ins are seen as bad by everyone. One of his arguments is that all-ins are boring to watch which is simply not the case for alot of people.

The amount of all-ins will reduce as people learn to deal with them if people keep asking for changes from blizz then there will continue to be alot of all-ins because people will have to learn the timings again depending ont he change. Starcraft 2 just needs to settle right now and stop being tinkered with. I think 2.0 patch will be one that lasts for a bit. They are really running this through the ringer so just give it time.


I still get cannon rushed like many others do and there have been changes to the game plenty. That hasn't gone away. That's been around since broodwar. So I don't really understand the logic in letting things "settle" and it'll go away when the early game isn't the only problem that needs fixing.
There's no S in KT. :P
Cephei
Profile Joined October 2010
United Kingdom79 Posts
December 11 2010 15:51 GMT
#196
On December 11 2010 06:41 goldenwitch wrote:
If, hypothetically, the game reaches a point where the most effective strategies are all in off of one or two base, is it blizzards place to rebalance the game to a point where it becomes effective to play a longer game?

I can see some arguments for both sides of this debate, so I'll go ahead and post them so we have a spot to kick this discussion off from.

Yes, blizzard has a responsibility to make the game enjoyable as a spectator sport and as a game.
- A game of all ins is not very entertaining to watch.
- It takes much less skill to just put all your eggs in one basket in the early game and pray you win. As a result the skill ceiling is lower, requiring less real skill to reach the "top".
- As the developers, blizzard is not only allowed, but should be required to move the game to a point where people can enjoy both watching and playing.

No, blizzard should keep their hands off the game and the players will work out the best way to win.
- Every time blizzard changes something they have the potential to "break" the current balance.
- These "all ins" are viable strategies. By lowering the number of potential viable strategies blizzard would make the game less entertaining to watch and play.
- A developers role is to make the game and only fix absolutely urgent things. The metagame changes frequently and if blizzard responds each time they upset the natural flow of learning that players went through with sc1.


What do you guys think? Personally I think that if the game does end up in a complete all in fest that blizzard should scale back the all ins by turning basic unit abilities into upgrades (ie. marines have 4 range with a +1 range upgrade) or by moving things around (ie. move warp gate tech to twilight council, but buff early protoss ground)


Sorry OP but what you say is just wrong, games can and very often do go to late games. Rebalancing games to make then even longer is a really bad idea for a number of reasons.

1/ Long games are fun to watch and play yes, but, imagine nearly every game you watch and play going on +30 minutes, it would get very boring very quickly.
2/ Zerg and Protoss have such strong late games compared to Terran it would just be unfair.
3/ All-ins and cheeses are an integral part of the game, it would cripple the fun knowing you don't have to worry about anything early on.
4/ Long games are meant to happen naturally when players lock horns and can't find a way to take each other down, 'manufacturing' long games won't have the same appeal.

Also to say all-in's require not very much skill is ridiculous, especially from the way you talk I assume you base your points on the GSL. EVERYTHING takes skill in the GSL, yes you need less macro management for an all-in but you need far far far more micro management to either all-in or defend an all-in.

The game needs to be made fun to play, the game is not designed for a spectator sport, the spectator side grew out of the game, so the arguement to make the game more 'fun to watch', lol, I'm really glad that the people who think that don't work for blizzard, they would destroy the game so quickly.

All-in's are just as fun and exciting to watch because take the GSL, they have to be executed near perfectly to work, it just takes a different type of skill than a macro game.

Lastly, please don't come up with these ideas for balance because 99.9% anyone who comes up with their own balance ideas always suggest pure garbage and also only come up with things that will benefit their race.
'There is no life', only AFK - Some guy
lowercase
Profile Joined September 2010
Canada1047 Posts
December 11 2010 16:01 GMT
#197
On December 11 2010 23:56 HiHiByeBye wrote:
Show nested quote +
On December 11 2010 16:17 whomybuddy wrote:
Terran all-in can definitely stop with force shield the ramp so that the marines can't micro around the zealots.


Ya toss players has no reason to complain . . .

on the other hand toss all ins with void rays and zealot is nearly unstoppable.

I just feel like all-in are the only thing that works for terran now because they can bearly compete with protoss mid game and gets dominated late game.

and TvZ is the same.

The only real advantage terran has is early game. Why not take advantage of that?


First off, how is attacking with void rays and zealots an all-in? No probes come off the line, your economy is still fine, it's just a good timing push.

Terran does have an early game advantage, I agree. Reaper harass into banshee was a ridiculous build before 1.2 took reapers out of the equation. I often die to a one-base marauder timing push, but I don't complain and call it cheese or an all-in.

One-base play is not all-in, people, it's just a strategy! I don't consider it cheese unless you pull your workers off the line.
That is not dead which can eternal lie...
Sinnq
Profile Joined April 2010
Denmark75 Posts
December 11 2010 16:05 GMT
#198
I think this will sort itself out all by itself when players get better. If it dosn't I think Blizzard should wait for the next expansion before rebalancing the whole game.
gotlucky
Profile Joined May 2010
United States60 Posts
December 11 2010 16:10 GMT
#199
On December 12 2010 00:51 Cephei wrote:
Show nested quote +
On December 11 2010 06:41 goldenwitch wrote:
If, hypothetically, the game reaches a point where the most effective strategies are all in off of one or two base, is it blizzards place to rebalance the game to a point where it becomes effective to play a longer game?

I can see some arguments for both sides of this debate, so I'll go ahead and post them so we have a spot to kick this discussion off from.

Yes, blizzard has a responsibility to make the game enjoyable as a spectator sport and as a game.
- A game of all ins is not very entertaining to watch.
- It takes much less skill to just put all your eggs in one basket in the early game and pray you win. As a result the skill ceiling is lower, requiring less real skill to reach the "top".
- As the developers, blizzard is not only allowed, but should be required to move the game to a point where people can enjoy both watching and playing.

No, blizzard should keep their hands off the game and the players will work out the best way to win.
- Every time blizzard changes something they have the potential to "break" the current balance.
- These "all ins" are viable strategies. By lowering the number of potential viable strategies blizzard would make the game less entertaining to watch and play.
- A developers role is to make the game and only fix absolutely urgent things. The metagame changes frequently and if blizzard responds each time they upset the natural flow of learning that players went through with sc1.


What do you guys think? Personally I think that if the game does end up in a complete all in fest that blizzard should scale back the all ins by turning basic unit abilities into upgrades (ie. marines have 4 range with a +1 range upgrade) or by moving things around (ie. move warp gate tech to twilight council, but buff early protoss ground)


Sorry OP but what you say is just wrong, games can and very often do go to late games. Rebalancing games to make then even longer is a really bad idea for a number of reasons.

1/ Long games are fun to watch and play yes, but, imagine nearly every game you watch and play going on +30 minutes, it would get very boring very quickly.
2/ Zerg and Protoss have such strong late games compared to Terran it would just be unfair.
3/ All-ins and cheeses are an integral part of the game, it would cripple the fun knowing you don't have to worry about anything early on.
4/ Long games are meant to happen naturally when players lock horns and can't find a way to take each other down, 'manufacturing' long games won't have the same appeal.

Also to say all-in's require not very much skill is ridiculous, especially from the way you talk I assume you base your points on the GSL. EVERYTHING takes skill in the GSL, yes you need less macro management for an all-in but you need far far far more micro management to either all-in or defend an all-in.

The game needs to be made fun to play, the game is not designed for a spectator sport, the spectator side grew out of the game, so the arguement to make the game more 'fun to watch', lol, I'm really glad that the people who think that don't work for blizzard, they would destroy the game so quickly.

All-in's are just as fun and exciting to watch because take the GSL, they have to be executed near perfectly to work, it just takes a different type of skill than a macro game.

Lastly, please don't come up with these ideas for balance because 99.9% anyone who comes up with their own balance ideas always suggest pure garbage and also only come up with things that will benefit their race.

Great points! I especially think number 4 needs to be restated - good long games occur when there is constant pressure throughout the game, by one or both players. The maps still may need to be changed, but changing them without understanding what actually makes a good game would be bad.

That's the main reason I don't mind watching (or playing against cheese). One player is pressuring and the other absolutely has to defend or they lose. Having the only pressure in the first 7-8 minutes of the game come from the scouting worker is boring. That doesn't mean all early pressure needs to be cheese, but just mindlessly encouraging macro games by creating long rush distances is not the right answer.
Cephei
Profile Joined October 2010
United Kingdom79 Posts
Last Edited: 2010-12-11 16:14:45
December 11 2010 16:12 GMT
#200
On December 12 2010 01:01 lowercase wrote:
Show nested quote +
On December 11 2010 23:56 HiHiByeBye wrote:
On December 11 2010 16:17 whomybuddy wrote:
Terran all-in can definitely stop with force shield the ramp so that the marines can't micro around the zealots.


Ya toss players has no reason to complain . . .

on the other hand toss all ins with void rays and zealot is nearly unstoppable.

I just feel like all-in are the only thing that works for terran now because they can bearly compete with protoss mid game and gets dominated late game.

and TvZ is the same.

The only real advantage terran has is early game. Why not take advantage of that?


First off, how is attacking with void rays and zealots an all-in? No probes come off the line, your economy is still fine, it's just a good timing push.

Terran does have an early game advantage, I agree. Reaper harass into banshee was a ridiculous build before 1.2 took reapers out of the equation. I often die to a one-base marauder timing push, but I don't complain and call it cheese or an all-in.

One-base play is not all-in, people, it's just a strategy! I don't consider it cheese unless you pull your workers off the line.


voids rays and zealots is all-in if your cutting probes for zealots and not bothering to expand, and I think the fact you can do that without it being all-in makes the strategy even stronger :S

One base play is widely regarded to be all-in these days as its standard to expand while attacking.

@gotlucky yeah exactly
'There is no life', only AFK - Some guy
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