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Warning. Useless comments that are deemed to be flame/troll bait = ban. If you have criticism, thats fine but you better have amazing support to back up your opinion. Otherwise ban. |
On February 17 2011 06:40 Chaosvuistje wrote:Show nested quote +On February 17 2011 06:34 dark fury wrote: Colossi are mobile because they can walk up cliffs and walk over units. But Colossus is fine, if blizzard wanted to nerf it they would have done it already. No, collosi are mobile because they are fast. The fact that it walks cliffs just shortens the walking distance. Ok, next time a zerg players is complaining about hydras off-creep speed, im gonna tell them that they are fast.
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On February 16 2011 13:10 rS.Sinatra wrote:1) Day9 isn't code S, but I would take his word over Idra's any day of the week. I'm in Masters league and I would take my word over Idra's any day of the week too. Actually, I would take most Master league zerg's words over Idra's because Idra is so bias that I'd never be able to take anything he says without first really thinking of it. I would never accept Idra's advice without skepticism because of the way he presents his points.
Is bias? Really?
rofl
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Does anyone have a link.... or if it's been posted I'm sorry I missed the post in 31 pages... to a replay that shows the mid-game lings to ultras/queens build? I've never tried it and I guess it would be nice to learn a different counter to this build instead of mass corruptors (which is not the most effective thing to do lol)
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I've had a lot of troubles against this certain unit combination too.... or well... who am i kidding, im losing to every random good or bad protoss on the ladder just because it is so... Another issue i would love them to talk about is forcefields, i mean come on, how is it fair when the protoss can just rush you and block your ramp with a single forcefield on most of the maps to prevent any sort of reinforcement... or just split your army in a huge fight and take you on in 3 groups of your army... I don't find this fair at all, not to mention the protoss deathballs... I seriously hope a solution to this is found really soon because im getting really frustrated with zerg recently.
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On February 17 2011 05:47 compscidude wrote:
Or decrease the speed of colosuss, i cant believe that thing is faster than hydra.
this is the kinda of stuff that i can't believe people post. this is just blatant misinformation and theres no excuse to post it in any starcraft 2 thread anywhere.
i like this show a lot but it really seems to bring out the worst in people on the forums.
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On February 17 2011 06:27 DoubleReed wrote:Show nested quote +On February 17 2011 06:21 Azarkon wrote:On February 17 2011 06:17 TimeSpiral wrote: I'm actually glad the VR has re-entered the IMBA discussion.
Two points they touched base on, that is the crux of this argument, is that ...
(1) The DPS of a Colossus/VR ball with Warpgate support is - to put it frankly - instant death to anything that is in range of the deathball. Let's refer to this ball as the CVR+ Ball
(2) The CVR+ ball is incredibly mobile. For all intents and purposes, it is essentially a mass air build. Sure, the colossus cannot climb some cliffs, nor pass over chasms, but both units are essentially terrain independent and have a relatively fast movement speed.
This army is going to roll you, and then systematically destroy every expansion you have so easy.
I actually think there are some fundamental things about the game that will change in the future to address some of the balance issues. I'm not necessarily sure if this will be "nerfs" or "buffs" as much as it will be: new units, new upgrades, new mechanics, and things of this nature.
Now, you won't actually see any of that until the expansion(s) comes, so any balance issues will probably be addressed by Nerf/Buff until then, which I believe will most likely be ineffective when addressing Protoss. VRs and Colossi are mobile, but their gateway support units are not. A lot of this debate comes down to the support units because if you buy Artosis and Idra's argument, it's the Protoss ability to tailor his support units that make this composition "unbeatable." Gateway units are mobile man. Stalkers are mobile. Zealots are cheap and can get warped in where-ever, so not a big deal. If there was any colossus nerf impending, it should be a speed nerf if anything. It's certainly expensive and fragile enough to justify its damage. But how mobile it is? I don't know about that. The exact same thought process works for void rays, and they got their speed upgrade removed. Void rays got a speed nerf in addition to the speed upgrade being removed, very recently too. I dont get why people think these two units are fast. Their advantage is being able to fly/walk over things not in their speed. Do some comparisons, they are slow.
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Interesting listen. I've been encountering this build a lot recently and atm it feels too strong. However, I would not be surprised to see Zergs figure out a counter to this. I understand people are saying Muta will work, but that is a dangerous road to go down because it can be countered via VRs for phoenix and using the gas savings on Stalkers. Also, if you go Muta in anticipation of this Toss can just go F'ing kill you mid-game with a colo/stalker ball.
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On February 17 2011 06:58 rycho wrote:Show nested quote +On February 17 2011 05:47 compscidude wrote:
Or decrease the speed of colosuss, i cant believe that thing is faster than hydra.
this is the kinda of stuff that i can't believe people post. this is just blatant misinformation and theres no excuse to post it in any starcraft 2 thread anywhere. i like this show a lot but it really seems to bring out the worst in people on the forums.
its not that it brings out the worst in people, its just that it gives bronze level players the opportunity to argue and flame professional players as if they actually know more then a player that plays 12+ hours a day every day. its amazing how many people have no idea what they are talking about.
"idra and artosis are biased, just mass mutas and it beats this easy hurpdurptrololol"
its kinda hard to not call these kinds of ppl retarded. idra practices insane ammounts of games a day and you really think he has tried every build possible to try and beat this INCLUDING mutas? like really...
and going on more into the "just mass muta" thing people need to understand how gas heavy mutas are. not only that but mutas are night a fighting unit, they CANNOT engage any army and expect to come out on top. the only thing you will be doing with those mutas is harass, and you better make sure its DAMN GOOD harass.
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On February 17 2011 05:25 kickinhead wrote:Show nested quote +On February 17 2011 04:45 Fredoq wrote: Seems like Voidray/collusus ball is the new Sair/Reaver build!
Hell no! Sair/Reaver required a lot of Multitasking, good Micro, very high APM and even the tiniest mistake cost you the game - The sc2 deathball is very easy to execute. True, but i dident say that they are the exact same thing i said that they were similar. :D
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On February 17 2011 07:00 Vimsey wrote:Show nested quote +On February 17 2011 06:27 DoubleReed wrote:On February 17 2011 06:21 Azarkon wrote:On February 17 2011 06:17 TimeSpiral wrote: I'm actually glad the VR has re-entered the IMBA discussion.
Two points they touched base on, that is the crux of this argument, is that ...
(1) The DPS of a Colossus/VR ball with Warpgate support is - to put it frankly - instant death to anything that is in range of the deathball. Let's refer to this ball as the CVR+ Ball
(2) The CVR+ ball is incredibly mobile. For all intents and purposes, it is essentially a mass air build. Sure, the colossus cannot climb some cliffs, nor pass over chasms, but both units are essentially terrain independent and have a relatively fast movement speed.
This army is going to roll you, and then systematically destroy every expansion you have so easy.
I actually think there are some fundamental things about the game that will change in the future to address some of the balance issues. I'm not necessarily sure if this will be "nerfs" or "buffs" as much as it will be: new units, new upgrades, new mechanics, and things of this nature.
Now, you won't actually see any of that until the expansion(s) comes, so any balance issues will probably be addressed by Nerf/Buff until then, which I believe will most likely be ineffective when addressing Protoss. VRs and Colossi are mobile, but their gateway support units are not. A lot of this debate comes down to the support units because if you buy Artosis and Idra's argument, it's the Protoss ability to tailor his support units that make this composition "unbeatable." Gateway units are mobile man. Stalkers are mobile. Zealots are cheap and can get warped in where-ever, so not a big deal. If there was any colossus nerf impending, it should be a speed nerf if anything. It's certainly expensive and fragile enough to justify its damage. But how mobile it is? I don't know about that. The exact same thought process works for void rays, and they got their speed upgrade removed. Void rays got a speed nerf in addition to the speed upgrade being removed, very recently too. I dont get why people think these two units are fast. Their advantage is being able to fly/walk over things not in their speed. Do some comparisons, they are slow.
Colossi just look faster because of their size and animation. I think VRs are considered mobile in the sense that they can go in straight lines to get anywhere.
In battle though Colossi don't feel slow in the sense that they can position/reposition well in battle. Hydras are called slow off creep because in battle they're unable to chase units down, flank, retreat, or get a good arc which are all things you would want to do with a hydra if you could. I guess the way to put it is that colossi don't feel very limited by their speed while hydras off creep do. Still doesn't change the fact they are the same speed, but that's why people think that way I think.
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You know, every single person arguing that this isn't at the very least slightly imba in this thread simply has to post a replay or link to a vod of a ZvP where the zerg wins against this strat with very little errors from each player. Obviously a replay or vod where the toss accidently move commands his entire army into the zergs wouldn't be helpful. Out of all the games played by 3.5k+ masters players in this game per day it really shouldn't be hard to find a game where zerg beats this with exceptional play from both players.*
Theorycrafting about mutalisks is all fine and dandy but I think you could shut most of us whiney zerg up by simply finding and posting that replay. Because that would at least show me personally (and all the other zergs whining in this thread) that while I lose my entire army to kill 3 units, that may not be the case for better players and it really is just a skill thing.
So that is your challenge my minions, find that replay!
*OR IS IT?
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i also don't really understand the mobility complaint. a colossus/zealot/void ray based army has a speed of 2.25, the only things that are slower are templar and tier 3 air units. hydras off creep are 2.25 and basically every other zerg unit is faster than this.
yes, colossus and void rays can go through cliffs, but so can any air unit. in addition, the balance concern seems to be about the group of units being unbeatable as a whole, so it doesn't really do you a whole lot of good to run your colossus up a cliff if it means the rest of your army can't come.
i'm not saying that this strategy is fair (or that it is unfair, i don't really care or think i'm knowledgeable enough to comment) just that when playing this way as protoss, i certainly never feel like i have a lot of map control or army mobility. i basically am forced to keep all my units in a ball and move slowly around the map.
i really wonder, to all the people that think this is a mobile army composed of mobile units, what exactly are you comparing this to? the only less mobile army composition i can think of is seige tanks.
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On February 16 2011 09:08 FlashtehKira wrote: thanks Artosis,but remember PvT more imbalanced than PvZ.
phoenix+colossus more scary than void+colossus.
May God hear you brotha ! I just got atrociously raped by a phoenix/colo/abitofeverything deathball, and for once my macro wasn't too crappy ...
Sigh, I'm too old for this shit T_T;
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Warpgate was a big mistake. It allowed protoss to block their entrance or ramp and warp in units outside. This ruined the zergs mobile advantage, we cant flank the base anymore. We cant keep protoss on their toes as they have this conscious mind where their ":ball of army" is unstopoable at 200/200.
Protoss can defend on 2 base for as long as they want, and spam cannons everywhere. but once they have 200/200, its generally game over. Blizzard needs to rework the ability for workers to mine minerals they should have at max, 1.5 workers to effectively mine as it was the case for SC. 2.5 ~ 3 Workers per patch is totally unreasonable and unfair to Zerg's ability to expand quickly. We are not able to harvest minerals effectively due to ealy pressure and so on. even if we stop the pressure, protoss is still ahead because they have no need to expand this early, while still gaining maximum mineral gain from their one bas.
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On February 17 2011 07:15 rycho wrote: i really wonder, to all the people that think this is a mobile army composed of mobile units, what exactly are you comparing this to? the only less mobile army composition i can think of is seige tanks.
It's mobile in comparison to it's damage.
Generally it should be the more damage and power a unit has the slower, less mobile or more fragile it gets. Thors, siege tanks, battlecruisers are all very slow or immobile in exchange for their massive damage potential. Broodlords and the only slow high damage unit in the zerg arsenal and they are very slow. BL are the colossus of zerg, long range, area effect damage. BL mobility is a joke compared to colossus.
2 Voidrays do higher damage than a BC and move faster, Colossus are like flying siege tanks. VR/Colossus is very mobile for the damage it inflicts and how physically tough it is, they have a ton of HP backing up all that damage.
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Colossus/VR deathball takes a long time to get off the ground, doesn't it? This is like the reverse situation of an early expo Muta/Ling from Zerg- hit before it happens. There's a huge window between VR/Phoenix harass before the Toss can transition into Colossus. It's a snowballing build, and trading armies at any point up to the deathball puts the Toss way, way behind.
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I think the all purpose solution to this would be Muta + Infestor. Muta + Infestor is gas heavy but it counters or deals with all possible tech paths if you are scouted with the Robo + Stargate build. Muta loses to Phoenix but Fungal + Muta beats Phoenix. Fungal + Muta also beats blink stalker. It also gives you the possibility of NP against Colossus.
It is not a pure hard counter but more of a soft counter in my eyes.
Also this Void Ray + Colossus death ball seems really immobile. How does it deal with Zergling counter attacks? That is the weakness of death balls. It is weak to counter attacks from fast units.
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This reminds me of zerg's muta build versus protoss. Toss litterally had 20% win rate in GSL against 2 hatch muta into mass ling. That build dominated Bnet and top level tourney for like 1-2 month before toss found the 6 gate timing. From what artosis said, the build only got popular for about a week or 2. Maybe zerg should try to "find" that weakness before calling it OP.
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On February 17 2011 07:59 Supah wrote: Colossus/VR deathball takes a long time to get off the ground, doesn't it? This is like the reverse situation of an early expo Muta/Ling from Zerg- hit before it happens. There's a huge window between VR/Phoenix harass before the Toss can transition into Colossus. It's a snowballing build, and trading armies at any point up to the deathball puts the Toss way, way behind.
You cannot compare attacking a Zerg going for a Muta-Build with the VR/Collo-Deathball, because:
- MutaLing needs at least three bases to get into full swing, Deathball only 2. 2 bases are much easier to defend than 3, especially on certain Maps/Positions, where it's very hard to get a third. - MutaLing leaves open huge timings for the opponent to attack before the Mutas get out, a Deathball playing defensively on 2 bases absolutely cannot be attacked by a Zerg. Roach-timings get raped by VR's, Hydras are so slow it's almost impossible to attack with them and if they do, they get raped by Collos and Speedling-counters are out of the question as well. - You can't even cheese the Protoss, cuz every Toss that scouts and reacts well pwns 6-/7- and 10-pools, theres no real way to abuse burrow with roaches/infestors, cuz there will be defensive cannons up and if you try and go for Mutas, the Protoss cut's Collo/VR-Production and switches to Phoenix/Stalker, so that's out of the question as well. It's pretty much the safest build Protoss can do against Zerg and the strongest as well. The only reason why I wouldn't play it, is because it WILL get nerfed very soon (either by a Collo/VR-nerf or by a Corruptor-buff most likely), so playing this build will get you very easy wins, but it's so easy to play you won't learn anything from playing it. (I train with some Zerg that are much higher in the Ladder and I beat them offracing Protoss almost every game with this build) - MutaLing does well harrassing the opponent but looses in a straight-up fight, the Deathball does exactly the opposite. This means that even if you harrass the Toss to death, he can just leave the base and kill you.
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On February 17 2011 07:59 Supah wrote: Colossus/VR deathball takes a long time to get off the ground, doesn't it? This is like the reverse situation of an early expo Muta/Ling from Zerg- hit before it happens. There's a huge window between VR/Phoenix harass before the Toss can transition into Colossus. It's a snowballing build, and trading armies at any point up to the deathball puts the Toss way, way behind. yes, lets walk off-creep all the way from my base to ur base with hydras, without a slight chance to get reinforcements there or any chance to pull back, and if the attack fails, im dead. it can work, but it's extremely risky.
not I will 6 gate to stop mutas risky, not even close.
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