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Blizzard and the All-In - Page 2

Forum Index > SC2 General
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Prev 1 2 3 4 5 14 15 16 Next All
papaz
Profile Joined December 2009
Sweden4149 Posts
December 10 2010 22:03 GMT
#21
blizzard will balance if such a scenario where for example scv all in was actually the best/most used strat.

blizzard and most of us wants to see more strategic depth and only see early all ins as an element of surprise.
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
December 10 2010 22:04 GMT
#22
Hypothetical question gets a hypothetical answer: yes, if the game showed that only all-ins are the path to victory than it would behoove Blizzard to fix it.

Is that the case now? No.
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
December 10 2010 22:09 GMT
#23
I really think the heart of the issue with all-ins in SC2, is due to the "worker priority" attack settings.. That means your opponent has to micro EXTRA hard vs mass workers, not only avoiding them but attack-clicking on the opposing marines instead of just avoiding like in SC1.. That is why all-ins with SCVs are so damn strong.

Fix that, and it'll still be strong, but not ultra-strong where it becomes every single terran players strat.
Canada Gaming ~~ The-Feared
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
December 10 2010 22:10 GMT
#24
On December 11 2010 06:51 Pixel. wrote:
think bigger maps/ Nerf Mule/inject larve/chorno boost

^

User was warned for this post
the farm ends here
Rakanishu2
Profile Joined May 2009
United States475 Posts
December 10 2010 22:12 GMT
#25
On December 11 2010 06:49 LunarC wrote:
I hope Blizzard is taking massive notes on how to improve their game by watching many many pro games and reading the community's and audience's reactions. Hopefully they are even watching BW progaming to improve their game, but I doubt they are doing anything I just mentioned.


I think posts like this that just drag blizzard through the mud with completely disproven claims should be moderated.

Blizzard itself has told us they watch these games, ladder, and they have chosen gamers from BW to showcase during events and such.

Posts like these just break up a good thread.
10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
Professor Oak
Profile Joined November 2010
United States33 Posts
December 10 2010 22:15 GMT
#26
blizzard DEFINITELY needs to weaken the strength of all ins, all ins should have their place in starcraft. but you shouldn't have to be walking a tightrope 3 minutes into every game and shouldnt have to deal with such an array of potential all ins...
mcleod
Profile Joined June 2010
Canada350 Posts
December 10 2010 22:15 GMT
#27
On December 11 2010 07:09 Skyze wrote:
I really think the heart of the issue with all-ins in SC2, is due to the "worker priority" attack settings.. That means your opponent has to micro EXTRA hard vs mass workers, not only avoiding them but attack-clicking on the opposing marines instead of just avoiding like in SC1.. That is why all-ins with SCVs are so damn strong.

Fix that, and it'll still be strong, but not ultra-strong where it becomes every single terran players strat.


you do realize that changing the priority could make it even harder? you could have ur scvs attacking in a line blocking lings, and the lings would ignore them and try to get around, probably causing even more problems for zerg
this is not a solution im sorry to say

i think the main issue with all ins is with zerg vs terran
its very hard to scout it , very hard to stop it and if you over prepare for it but it never comes your very far behind
the other matchups seem fine for all ins (can be stopped)
i dont know what can be done to fix zerg, but hopefully blizz can come up with something
lowercase
Profile Joined September 2010
Canada1047 Posts
December 10 2010 22:16 GMT
#28
I made a thread about this a while ago and it died.

I wasn't necessarily thinking about cheese, I was thinking of complete play styles. My concern was that we weren't seeing any Protoss builds other than Colossus/Stalker, and 'Toss was getting hammered on the ladders and in competition.

This GSL though, we have seen 3 protoss in the final 8, despite having only 12 in the round of 64! And, I was thrilled to notice, no-one is relying on colossus/stalker anymore. I am just thrilled this GSL, despite the lack of many really epic series (except Clide/Leenock).

I believe Blizzard has a duty to patch the game not only for balance, but for interest. Expansions also serve this purpose. But I really think we need to look at the history of Brood War, and see how it changed over time once it was in its "final" patched form.

The "Bisu build" forge FE revolutionized PvZ, even as that match was stagnating. In SC2, we have MarineKing showcasing the power of those basic units, as well as HongUn and MC showing us how to incorporate stargates into Protoss play, without simply void-ray rushing (these builds are much more sophisticated than any gold-level play like that). Fruitdealer in GSL 1 showed us how to deal with reaper harass and cliff drops - even before reapers and medivacs got nerfed.

One thing I think Blizz could really do to "revitalize" the game is to make top-tier tech actually worthwhile. For battlecruisers, carriers, and... whatever top tier stuff zerg has they never use (most zergs do end up using all their units in the long run anyway... maybe they need more units) to be actually useful, there needs to be a real benefit to tech to it - that is, the advantage of teching to a certain mineral/gas value of high tech units must be greater than an equivalent mineral/gas value of lower tech units, or there is no point in getting them. See how terran goes mass bio, with maybe a few thors or tanks, despite zerg and protoss both having good anti-bio options (antibiotics?), e.g.: colossi, HTs, banelings.

There also needs to be better static defenses for all three races. If we want epic games, and epic generally means long, there has to be more options for defense. Narrow chokes and high-ground advantage are one, but a very slight buff to defensive structures would be nice, plus a build-time increase to deter the offensive use of them!

Anyway, I digress,

That is not dead which can eternal lie...
IrT4nkz
Profile Joined May 2010
229 Posts
December 10 2010 22:18 GMT
#29
It would be nice if Blizzard actually large maps (iCCup Match Point) to encourage macro games before deciding if it is really a race balance or map balance. Fact is most of the maps have really close rush distances compared to some of the iCCup BW remakes.

ltortoise
Profile Joined August 2010
633 Posts
Last Edited: 2010-12-10 22:22:08
December 10 2010 22:21 GMT
#30
It's the maps.

For instance, what if you simply couldn't spawn close position on LT/Metal? That would be a strict improvement to the maps in terms of all-ins, I think.

There's nothing wrong with some maps being "close" and some maps being "far" to promote a diverse set of play styles, but how close is "close" and how far is "far?"

I believe that some of the maps are simply too close for comfort, and that trying to balance units/macro for these situations will just hurt the game down the road as we play on larger maps.
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
December 10 2010 22:21 GMT
#31
The thing defining the game right now is the maps more than the units, once we get better designed maps that invite you to expand (opposed to having gold minerals, rocks, debris and stuff in the way, having bases hard to defend etc)
Change a vote, and change the world
ZidaneTribal
Profile Joined September 2007
United States2800 Posts
Last Edited: 2010-12-10 22:32:34
December 10 2010 22:28 GMT
#32
Bad maps encourage all-ins because that player does not want to play a drawn-out game with a terrain disadvantage. But some advantages of all-ins(risky all or nothings that depends on not being scouted) are not related to maps at all. Some of the advantages is that they allow you to defeat an opponent who is more skilled at macro, discourages your opponent to expand aggressively in subsequent games without proper scouting, and overall allow you to control the flow of the series.

A great example is in one of the bacchus osl (forget which one) where the finals was Julyzerg vs Best. Julyzerg 6 pooled the first game in order to shake his opponent's prejudices against Julyzerg. It keeps your opponent guessing and that is a very nice psychological advantage to have in any competition.

edit: All-ins would never become the most effective strategy in such an macro-oriented game because it is much easier to defend than to attack. Because the 'all-in' attack solely depends on not being scouted and that scouting will definitely become more of a focus in SC2 once people figure out how to properly micro units, it will not dominate the future strategies.
fuck lag
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
Last Edited: 2010-12-10 22:35:46
December 10 2010 22:30 GMT
#33
On December 11 2010 06:44 razy wrote:
i think blizzard should start doing normal maps or implement the rating system so the ladder map pool consists of the best custom maps and also bring back vultures and goliaths instead of crapllions and thordumbs ;D


Hellions are awesome, the only thing thats better with vultures are the spidermines, and yes i miss them but Hellions are a fine replacement. i wish we had Goliaths though

and yes the number of 1base all-in at this point is ridiculous. FE should be safer and more rewarding
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
December 10 2010 22:30 GMT
#34
Ah, damn. I was hoping this thread was about Blizzards commenting on all ins :D
toadstool
Profile Joined May 2006
Australia421 Posts
December 10 2010 22:32 GMT
#35
Some people are getting too greedy with their expansions, and if some players do get their expansions up and running under 10 minutes there's no way they're going to be stopped.

I think players are going to have to fine tune their builds a bit more, and have better sense of when a player is preparing to go all- in.
NEWB?!
NightHawk929
Profile Joined December 2010
79 Posts
December 10 2010 22:32 GMT
#36
Personnaly I'm not at all a fan of all-ins unless foxer's the one who's doing them.

It makes the game kind of boring to make one big push and pray that it works. I can understand making a big push, but i rarely all-in, the main problem for me is just that if it doesn't work, you're screwed.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
December 10 2010 22:32 GMT
#37
All-ins in this game are really extreme. I really hope that things shape up more towards the way broodwar was played. Hopefully the expansions will fix this. I feel that all ins should not be able to win every game but only win against an opponent who goes for an extremely extremely greedy build.
TL+ Member
jimminy_kriket
Profile Blog Joined February 2007
Canada5536 Posts
December 10 2010 22:33 GMT
#38
Are you serious? If all-ins are the most effective strategies of course it's their job to fix it. They didn't intend the game to turn out that way, and players expect a balanced game that rewards thinking and strategy.
life of lively to live to life of full life thx to shield battery
gnutz
Profile Joined November 2010
Germany666 Posts
December 10 2010 22:34 GMT
#39
It's really all about the maps.

Just watched Dimaga vs Strelok in CraftCup, 3rd game on DQ. Strelok goes for 2Rax, Dimaga can defend. Builds little defense, Strelok with expo and MM.

Strelok walks out. Dimaga dead, because he has no units. No chance for him.

And if he would go for an All-In on this map, he really had 100% chances to win versus Zerg on this map.

This is not at all fun to watch -.-

I hope chatchannels change something, that we can play more customs and get other maps in cups and tourneys.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
December 10 2010 22:36 GMT
#40
I kinda hoped this a real response from blizzard or something :O
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