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Blizzard and the All-In - Page 12

Forum Index > SC2 General
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MHT
Profile Joined August 2010
Sweden1026 Posts
Last Edited: 2010-12-11 20:09:57
December 11 2010 20:09 GMT
#221
On December 12 2010 05:05 Vandal_heart wrote:
Show nested quote +
On December 12 2010 04:50 NightHawk929 wrote:
On December 12 2010 02:58 Djzapz wrote:
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.

So who should be the game development police?


Theoretically it would be the players, but blizzard can't listen to all of the players because all players have different views, some think marines are too strong, others too weak, some think it's fine.

So basicly blizzard only listens to players when they are unanimous


lolwut? Who thinks marines are weak?


It all depends on what stage of the game you are in, in mid-late game marines are pretty weak. But you can't really label them as anything in general.
yosata
Profile Joined December 2010
Netherlands60 Posts
December 11 2010 20:26 GMT
#222
I think Blizzard should wait some time to see if it balances itself out. Because 90% of zerg players are practicing against all ins. At some point, I think, someone will find a way to effective counter this strategy.
If not, Blizzard should fix it.
Oftentimes the impossible is only difficult!
NightHawk929
Profile Joined December 2010
79 Posts
December 11 2010 20:35 GMT
#223
On December 12 2010 05:05 Vandal_heart wrote:
Show nested quote +
On December 12 2010 04:50 NightHawk929 wrote:
On December 12 2010 02:58 Djzapz wrote:
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.

So who should be the game development police?


Theoretically it would be the players, but blizzard can't listen to all of the players because all players have different views, some think marines are too strong, others too weak, some think it's fine.

So basicly blizzard only listens to players when they are unanimous


lolwut? Who thinks marines are weak?

I'm just using marines as an example, point is a lot of people have a lot of different opinions about everything.

If you want a more accurate example, when i was back in the lower leagues, i got QQ'd a lot about terrans being OP, alternativly, (now this was months ago) I thought terran was UP because i didn't know how to properly deal with a muta harrass

There are only a few areas where opinions actually become unanimous, like when blizzard wanted to terrestrially limiting FG, almost everyone, even non-zerg players was against it.
BanelingXD
Profile Joined April 2010
130 Posts
December 11 2010 20:42 GMT
#224
Its the maps.

SCII has smaller maps with lots of tight spaces and tight camera angles that can't be changed.

Want to make the game play better? Use HUGE maps with long rush distances and allow the user to zoom the camera out.

Better maps = better play.
0 harvesters, 2700 minerals per minute. Mules are totally balanced!
lowercase
Profile Joined September 2010
Canada1047 Posts
December 11 2010 20:51 GMT
#225
On December 12 2010 04:47 gotlucky wrote:
Sorry for the confusion, because I actually agree with what you are saying here. I was mainly responding to your point "Every time you build units, aren't you cutting investment in your base..?"

I had wanted to point out that just because you are building an army does not mean you are necessarily cutting investment in your base - and that is what your question was asking.

Yes, I do think that cutting probes to punish a greedy opponent is a legitimate strategy (I do it when I have greedy opponents). I think any strategy that works is legit. But I also do agree with Cephei when he says that making an army at the expense of long term play (expanding) is an all-in strategy. He also said that he thinks the strategy is better when you don't cut your economy and play for the long term.

Whether or not you think the strategy is stronger as an all-in or as a transition is irrevelevant to his point. He was correctly (IMO) defining it as an all-in when cutting probes.

So, I think we largely agree, but maybe we don't. I'm no longer clear what your point is now .

Sorry :\

Yes, we agree mostly.

But! I don't consider one-base play an all-in. You are just sacrificing your long-term likelihood of winning. Since comebacks are so rare in SC2, well.... maybe it is a bit "all-in" ish.

I don't consider it a true all-in unless you're prepared to GG if your attack gets fended of.
That is not dead which can eternal lie...
Cephei
Profile Joined October 2010
United Kingdom79 Posts
December 11 2010 20:53 GMT
#226

Yes, we agree mostly.

But! I don't consider one-base play an all-in. You are just sacrificing your long-term likelihood of winning. Since comebacks are so rare in SC2, well.... maybe it is a bit "all-in" ish.

I don't consider it a true all-in unless you're prepared to GG if your attack gets fended of.


Sacrificing you long-term chances is basically the definition of all-in.
'There is no life', only AFK - Some guy
lowercase
Profile Joined September 2010
Canada1047 Posts
December 11 2010 20:57 GMT
#227
On December 12 2010 05:53 Cephei wrote:
Show nested quote +

Yes, we agree mostly.

But! I don't consider one-base play an all-in. You are just sacrificing your long-term likelihood of winning. Since comebacks are so rare in SC2, well.... maybe it is a bit "all-in" ish.

I don't consider it a true all-in unless you're prepared to GG if your attack gets fended of.


Sacrificing you long-term chances is basically the definition of all-in.

I quit this thread.
That is not dead which can eternal lie...
eshlow
Profile Joined June 2008
United States5210 Posts
December 11 2010 21:19 GMT
#228
How about giving units on cliffs 1 extra range when shooting to low ground.

I know it's not good to bring back the randomness of BW by not having all shots hit on high ground, but 1 extra range seems logical and would give a bit back to defenders advantage on the cliff. Of course, this doesn't affect melee units at all, but they're not the ones that are being punished by cliff problems in the first place.

I do think that once the maps start to have:

1. farther nats/mains from each other -- helps negate some of the working rushing + units farther to travel except P with warp gates
2. more closed nats

The game will start shifting more heavily to macro.

However, toss can still go with cheese early because of warp gates. I wouldn't mind seeing warp gates moved to twilight council for example, and pushing queens and orbital command back to after lair and after factory respectively.

That would start to push back the super early production for units which makes all in-ing so powerful.
Overcoming Gravity: A Systematic Approach to Gymnastics and Bodyweight Strength
johngalt90
Profile Joined May 2010
United States357 Posts
December 11 2010 21:58 GMT
#229
new maps itsmostly the map pool to blame
fuck the haters
Cephei
Profile Joined October 2010
United Kingdom79 Posts
December 11 2010 22:08 GMT
#230
Sorry but the map pool is fine, every map is capable of and has produced some of the best games between pro's. L2P the maps or quit the game.
'There is no life', only AFK - Some guy
Lucius2
Profile Joined June 2010
Germany548 Posts
December 11 2010 22:12 GMT
#231
On December 12 2010 07:08 Cephei wrote:
Sorry but the map pool is fine, every map is capable of and has produced some of the best games between pro's. L2P the maps or quit the game.


ye if there would be 10 million games, even bloodbath could produce epic games...

most of the 2 player maps are just too small, macro play almost impossible, because its all in every single time.

i think the 4 players maps are far better. if you would strech DQ a bit, so its larger overall, it would be amazing aswell.
413X
Profile Joined April 2010
Sweden203 Posts
December 11 2010 22:20 GMT
#232
I agree with that all-in strats are too powerful. What freightens me the most is when units will come in from the other expansions. The game will end up really wierd, there will be powerful and dangerous strats everywhere. Literally everywhere. As a player that plays more than average, I can say with ease that, I still haven't figured out some of the more obvious counter strats. When this game is all set and done, It will be a menace to learn it all and will be damaging for players due to it's complexity.
The pro noob
WarSong
Profile Joined November 2010
Canada126 Posts
December 11 2010 22:59 GMT
#233
On December 12 2010 07:08 Cephei wrote:
Sorry but the map pool is fine, every map is capable of and has produced some of the best games between pro's. L2P the maps or quit the game.

so, every ladder game or GSL tournament ever played in sc2 has been on the current map pool that blizzard made, which almost everyone agrees that they're much too small, so saying that some of the best games between pros have been on the current ladder maps is like saying that some of the best chess matches have been played on a chessboard. duh? maybe chess would be better played on the surface of the sun but all we have are chessboards.

the point isn't that good games can be played on the current maps, it's that the current maps facilitate bad games. yes, it's entirely possible to counter the lol-all-in-every-single-game terran attack on steppes of war, and then go on to have a bloody massacre of a fight while you claw with tooth and nail for victory, but should you HAVE to worry about the entire terran base and their relatives attacking you like white trash texans at 4minutes into the game? while they keep their economy going with lolmules while (if you're zerg) you pull everything you have to survive?

sorry, but your argument is brainless and incorrect. l2think.
Til water is gone, til shade is gone: into the Blight with teeth bared, to spit in Sightblinder's eye on the Last Day.
Serpico
Profile Joined May 2010
4285 Posts
Last Edited: 2010-12-11 23:02:05
December 11 2010 23:01 GMT
#234
On December 12 2010 07:08 Cephei wrote:
Sorry but the map pool is fine, every map is capable of and has produced some of the best games between pro's. L2P the maps or quit the game.

lol what? Or you could make maps that arent HORRIBLE and unbalanced. The games are good despite the maps.
Cephei
Profile Joined October 2010
United Kingdom79 Posts
Last Edited: 2010-12-11 23:21:04
December 11 2010 23:17 GMT
#235
If all we had to play was 4 player maps that would be boring, if every map was big protoss would be favoured on every map because they can 4 gate no matter the size of the map eg. shakuras.

The maps aren't horrible, you just can't play them.

Warsong, saying everyone agrees the maps are too small is as brainless a statement as what you make out mine to be, not everyone agrees, you mean you agree and a few dozen on this thread also agree. Also 'lolmules' don't last very long, and also it means the terran economy has been trash anyway up until the point they use them, which means zerg will have built enough of an economic advantage to pull everything off and keep himself alive.
The fact that zerg are heavily favoured against terran late game is the reason they get abused so much in the early game, if you want to stop the all-in's then lets nerf your late game macro thanks.

413X, all-in's are only as powerful as the opposing player is bad at scouting it, if all-in's are scouted they can be stopped, if they aren't or scouted too late they are rarely able to stop it. Like I've said on another thread, the game isn't made for spectator purposes, it's made for gameplay, sorry but the thought of having to play every game +30 minutes is a pretty terrible one.

The maps are fine and make interesting games, all-ins or not. Suggesting a total new map pool is a dumb idea.
'There is no life', only AFK - Some guy
ThePieRate
Profile Joined September 2010
United States263 Posts
Last Edited: 2010-12-11 23:23:08
December 11 2010 23:22 GMT
#236
I have to say that the 2 rax all in is a bit over powered. The rank 1 guy in my daimond league told me that he was silver and has terrible macro and micro. He then started only doing 2 rax and now he is a 2300 daimond. I looked at his match history recently and he probably has a 90% win ratio (for recent games). That rush is fucking absurd.
ducis
Profile Joined May 2010
Canada96 Posts
December 11 2010 23:25 GMT
#237
As the game gets more polished and understood, all ins will get less popular
Cephei
Profile Joined October 2010
United Kingdom79 Posts
December 11 2010 23:27 GMT
#238
On December 12 2010 08:22 ThePieRate wrote:
I have to say that the 2 rax all in is a bit over powered. The rank 1 guy in my daimond league told me that he was silver and has terrible macro and micro. He then started only doing 2 rax and now he is a 2300 daimond. I looked at his match history recently and he probably has a 90% win ratio (for recent games). That rush is fucking absurd.


It's powerful until it's figured out how to stop, just like anything else, it's still a relatively new strat, it's no reason to rebalance the game.
'There is no life', only AFK - Some guy
my0s
Profile Joined March 2010
United States193 Posts
Last Edited: 2010-12-11 23:37:17
December 11 2010 23:35 GMT
#239
On December 12 2010 08:27 Cephei wrote:
Show nested quote +
On December 12 2010 08:22 ThePieRate wrote:
I have to say that the 2 rax all in is a bit over powered. The rank 1 guy in my daimond league told me that he was silver and has terrible macro and micro. He then started only doing 2 rax and now he is a 2300 daimond. I looked at his match history recently and he probably has a 90% win ratio (for recent games). That rush is fucking absurd.


It's powerful until it's figured out how to stop, just like anything else, it's still a relatively new strat, it's no reason to rebalance the game.


I'm sorry but I'm kinda tired of this response/excuse. It's been out for quite awhile now and never has such a low skilled strat dominated this level of high level touraments.

IdrA and ret spent over a week on this one thing and thier answer is a gamble at best, and a flat out accepted loss on some maps.
TeWy
Profile Joined December 2009
France714 Posts
Last Edited: 2010-12-11 23:54:28
December 11 2010 23:42 GMT
#240
On December 12 2010 08:25 ducis wrote:
As the game gets more polished and understood, all ins will get less popular


Any evidences of that ?
Why would any Terran want to go into the late-game against Zerg where he basically get outmacroed unless he is better than the Zerg in which case he could also have all-ined and end the game 15 minutes before ?

Macro got popular in SC1 because each race had a fair shot at winning games in the lategame and also to defeat any timing-pushes preventing them from getting there.
As these conditions have not yet proofed to be fullfilled in Starcraft 2, there is no reason to believe that the game is meant to be plaid like that (in its current balance state at least).
It made me laugh when I heard Artosis claiming several times that Jinro plaid Terran as it is meant to be plaid and then see him getting destroid 4 times in a row because of the huge holes in his macro strategy.

The optimal strategy is not necessarily macro-orientated.
Forget everything you know about Starcraft 1 when talking about STARCRAFT 2
None of the SC2 MU look like their SC1 relatives.

IdrA and ret spent over a week on this one thing and thier answer is a gamble at best, and a flat out accepted loss on some maps.

2 Zergs talking about the balance of ZvT, impartial views ftw. Idra is easily the most biased and hated SC1 PGMer of all-time, so I wouldn't take his word for it.
For instance, in the Beta Idra switched from Protoss to Zerg because Zerg relies less on micro/timing pushes and has better macro thus suit more his playstyle, yet now that he's an accomplished Zerg player he would deny any macro advantages over Protoss.
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