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Chill: I will now be moderating this thread heavily. Some of the ways people are talking down to each other in here are completely unacceptable. |
@Knee_of_Justice: It is true that the warp gate adds an unstable element to the game, but that's what I thought xelnaga towers and sensor towers were for. Same with overlords.
Those who complain about the cost of sensor towers need to get their 3rd or 4th gas faster, simple as that.
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I don't get why this is even a discussion, the OP points out the reason why Blizzard has decided to remove it.
It doesn't really matter if poeple think it's the wrong decision based on how much HT are used. The logic in the OP that is quite obviously the reasoning behind the change, and cannot be argued with. If HT are under or overused is irrelevant to the fact that Blizzard has decided(and logically so) that KA was "imbalanced" when it came to comparison with what the other 2 races have.
The other thing is that from the moment you decide to make a HT to when it can storm (45 seconds) is still less with 1.3 than what it was in BW (50 seconds build time and 20 ish seconds to get enough energy to storm) and HT did not have any abilty they could use as soon as they were availble in BW they were actually useless until 70 seconds after a player decided to make one, unless morphed into a archon. HT were not a useless unit in BW just because you couldn't warp them in anywhere on the map ready to storm instantly. Suddenly in SC2 they are going to be useless and never used? Please......
Removing KA should be seen as a bug fix more than anything else, it was/is a oversight in design and a unitended result of the warpgate mechanic.
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Please stop.
This is not BW. This is not the same game. Comparing SC2 HT with BW HT achives nothing.
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Reading this thread is giving me a major headache.
For all you protoss players that are arguing that the only effective way to deal with drops is with HT...grow a pair. seriously. unless terran is doom dropping you there is no excuse for not being able to warp in a few extra units to deal with the drop. And for all of you who are sitting around whining that to put a cannon down is a huge investment and its not worth it...stop complaining. It's not like terran presses "T" and insta kills the cannon, and every single probe on ur mineral line. the cannon is there to buy you time to get ur probes out/warp stuff in/pull stuff back etc. You aren't even allowed to argue about the whole "oh but a cannon is 100+150" cause dont be silly, you have pylons all over the place. For all you terrans out there who are thinking "oh man i can't drop this toss currently bc he can warp in hts and save the day"...learn to dodge. seriously. And for those terrans among you who are actually getting warp prism harassed by ht...there's really no excuse. The HT is an absurdly slow unit with a casting range that means you WILL see it on ur minimap, and if you dont react, I dont even know what to say.
There are valid arguments to both sides: however, they're completely overshadowed by the sheer amount of idiocy posted by 500 other people who love to theorycraft.
-terrans want protoss to be punished for an undefended base. FAIR ENOUGH. everyone should be punished for that. and in the current situation, we are...for 5 seconds (assuming at least 1 wg is on cooldown). After that point, in the current situation toss will warp in 1 or 2 ht and use his storms (apparently this is enough to scare off whatever terran units are there).
-protoss are arguing that with this nerf, HT is a walking deadweight, a 50/150 resource sink that does nothing for an additional 45 seconds. THIS IS ABSOLUTELY CORRECT. There is no point arguing this. If we're going to compare casters..The second u spawn a ghost, it can shoot at something. It can cloak and go run around being a general nuisance(albeit with an upgrade). It can go scout. Basically, it can be useful. If there were no energy upgrade for ghosts IT WOULD NOT MATTER. The ghost could still retain some of its use. I'm not going to argue past that, and if you think that I'm incorrect, I cannot help you. If you can find useful things to do with an HT for 45 seconds, you are the second coming of our lord and savior. ( I actually find this to be one of the most annoying things. That terrans refuse to incorporate ghosts into their standard bioball against toss, the effectiveness of emp is absolutely absurd and most toss will simply ignore the ghost in a big fight. )
I'm not sure if i've stated this, but im a protoss player. I think the nerf is absolutely ridiculous, removal of KA will mess everything up. Will lead to more stagnant robo/stargate play, both of which are too easily countered. For all of you terran who sits here thinking "omgod protoss t1 is fine these guys are all nubs" just go play a few games as protoss.
Other things I believe Protoss side:the HT needs a cooldown on it's ability when just spawning. Leave the upgrade in, etc. Personally, I believe the current cost to make HT's so lethal is completely justified, seeing as how they wipe the floor with bio. Nothing wrong with adding a 5-10 second delay on storm's ability to be cast.
Terran side: you guys need to start exploring alternative paths. There is not a single terran that I have faced who does not complain "BLAH BLAH BLAH MECH SUCKS AGAINST TOSS BLAH BLAH BLAH". I feel pretty confident in my ability to say that about 90% of you haven't even tried it. In fact, I'll go so far as to say 95% of you haven't tried it. 5% don't want to, the other 90% are the ultimate theorycrafters of lore. Mech is absolutely beastly against Toss, if executed correctly. This game is not BW. You don't go pure mech. SO WHAT. you have the most cost effective t1 army in the game, throw in a little mech and sacrifice some of your mobility to up your army damage output. Not like protoss players are sitting here thinking "its ok i can run into this siege line right here".
Overall: Everone on this forum needs to grow up. Seriously. I swear to god the first day I started lurking on TL i thought to myself "wow, what an awesome place where educated people come to discuss things in a civil manner." Then all the cracks showed through and I realized that either A) you're all trolling me or B) you all don't actually own sc2 and you're just playing the game out in your heads. Just go play the game, seriously.
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On March 03 2011 08:06 Kazang wrote: I don't get why this is even a discussion, the OP points out the reason why Blizzard has decided to remove it.
It doesn't really matter if poeple think it's the wrong decision based on how much HT are used. The logic in the OP that is quite obviously the reasoning behind the change, and cannot be argued with. If HT are under or overused is irrelevant to the fact that Blizzard has decided(and logically so) that KA was "imbalanced" when it came to comparison with what the other 2 races have.
The other thing is that from the moment you decide to make a HT to when it can storm (45 seconds) is still less with 1.3 than what it was in BW (50 seconds build time and 20 ish seconds to get enough energy to storm) and HT did not have any abilty they could use as soon as they were availble in BW they were actually useless until 70 seconds after a player decided to make one, unless morphed into a archon. HT were not a useless unit in BW just because you couldn't warp them in anywhere on the map ready to storm instantly. Suddenly in SC2 they are going to be useless and never used? Please......
Removing KA should be seen as a bug fix more than anything else, it was/is a oversight in design and a unitended result of the warpgate mechanic. Since when has every decision blizzard made been correct? Also are you forgetting how much better storm was in bw? How about how hard/infrequently emp was used? (until later game) Or how there was no collosus to fall back on (as a superior choice)?
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On March 03 2011 08:06 Kazang wrote: I don't get why this is even a discussion, the OP points out the reason why Blizzard has decided to remove it.
Removing KA should be seen as a bug fix more than anything else, it was/is a oversight in design and a unitended result of the warpgate mechanic. 1. Because the OPs logic is flawed, read the posts. 2. That last paragraph is insulting to players who have torn their hair out trying to find efficient unit compositions that handle super common bio. 3. I will say it again because I know you're not reading all this: The OP's post fails to account for so many things that its conclusion is too simple in relation to the scope of the actual issue.
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On March 03 2011 06:39 FabledIntegral wrote:Show nested quote +On March 02 2011 04:39 tehemperorer wrote:On March 02 2011 04:34 Aesop wrote:On March 02 2011 04:30 tehemperorer wrote:On March 02 2011 04:26 Barca wrote: You say that the production of the previous unit is part of the production time of the current unit is ridiculous, but then you go on to say that High Templars only take 5 seconds to warp in, then the Warpgate is "occupied" for 45 seconds. Your first statement allows you to ignore the Warpgate cooldown for the rest of your argument, and that is something that cannot be ignored.
High Templars "occupy" your production buildings for 50 seconds. If I only have 1 gateway and I warp in a High Templar, I cannot warp in anything else during that span of 50 seconds. If a Terran player has 1 Barracks, he can only make 1 Ghost, so that Ghost will occupy that Barracks for 45 seconds.
You cannot ignore the cooldown of the previous unit. This is the case because Protoss production is backwards - unit first, cooldown after. The Warpgate mechanic forces you to wait for the first unit to finish before you get the second unit. So even though you say counting the previous units production cycle is ridiculous, it is accurate in determining the ability for a Protoss to produce units since the means at which Protoss get units is backwards. Exactly. His argument would only hold water if that HT was the first and only unit built out of that warpgate. He ignores the fact that, after being used as a gateway, the warpgate has already gone through several warp gate cycles before it got to the HT, and the only difference that it made was at around 6 minutes where, if timed properly, a unit finished out of the gate, the gate xformed to warpgate, and another unit was made right there. That is the only point in time where the front-loaded mechanic of the warpgate makes a difference, not 5 minutes later in the game when HT are available with the amulet upgrade. I think the OPs argument is about the "reaction time" you have between "realizing you need spellcasters" and actually "having them available with 75 energy". So assuming your warpgate cooldown is anywhere between ready and just spent, you have between 5 and 50 seconds to react. That gives an average reaction time of 27.5 seconds. With the 44.5 seconds to regenerate added to it, the "average templar reaction time" would be 72 seconds instead of ~50 for the other casters. Please forgive me, I don't understand your direction... 72 seconds for HT compared to ~50 for the others looks like a disadvantage to me, and when does a person "realize they need spellcasters" as opposed to just build them? All... the... fucking... time... are you kidding? HT you build as you need. Ghosts, you produce too many and you've fucked up because you have less marauders and spent 150/150 on a unit that is essentially USELESS (as after the EMP's go off, ghosts are a much less than ideal fighting unit, unlike HT whereas you can storm again, and again, and again with the more you have), don't build enough and you're going to get rolled. Same shit with infestors. Too many and you're going to get rolled. With ghosts, let's say you do build the optimal amount, and they get feedbacked... FUCK go back to your barracks and cancel the marauders building and try to get out a ghost. When you're toss? Oh, lemme chrono boost mah warpgates and insta-warp in some HT right where I need them on the battlefield, while warping my existing HT into archons. I'd be fine with amulet if HT weren't able to be warped in and had to be produced from the gateway instead. Here's the main flaw with the production time thing you guys keep speaking of. The ONLY situation where it's equal is when you realize you need an HT, and you JUST warped in something else. In all other situations, the time at which you can acquire your HT is significantly less. As with my example above, if I need ghosts in a situation and don't have them, I have to go to my rax, see a marauder half built, CANCEL it, then start building the ghost from scratch, causing massive inefficiencies from my barracks production. With an HT, if you had warped in a stalker, and the cooldown is half done, you only half to wait half a cooldown for the stalker, and zero inefficiency is caused. You get the HT out much quicker than I can get out my ghost. Considering if you really need the HT, you can chronoboost it to get it out even faster by reducing the 50% remaining cooldown, then you can warp the HT in anywhere you want, you're getting that HT INSANELY fast. If I don't want to have inefficiency as Terran, I have to let my marauder finish, then build the ghost after, delaying it even further, valuable time I don't have. Show nested quote +On March 03 2011 04:55 tehemperorer wrote:On March 03 2011 04:45 Reptilia wrote: i dont understund. Do protoss users think the amulet was balanced (pre 1.3)? i mean how op is having a huge bio and beating ur huge army of gateway+collossus and the protoss just warps a couple ht and instantly destroy your army even tho u won a huge army battle. Thats nonsense However, maybe an upgrade that gives 13 extra starting energy would be good If I have two tier 3 tech paths, why are you still on 1.5? That's nonsense... Would that work in War3? Switch to mech and stop complaining about how your tier 1.5 melts to a more expensive and time consuming tier 3 tech You can always tell extremely mediocre Protoss players when they give this response.
I hope you realize that they said something similar to this on State of the Game awhile back. So apparently Nony and iNcontrol are extremely mediocre too, eh?
I think you missed the point anyways. Bio Ball > Gateway units at Tier 1. Bio Ball >>> Gateway units at Tier 2. Gateway units > Bio Ball at Tier 3.
Ever wonder why Zerg players don't complain about Temps being imbalanced against Zerglings? Because they're man enough to stop making Tier 1 units. Oh, and Templars demolish Zerglings. Maybe if Blizzard would nerf Marines Terrans would stop falling back on them like a crutch and start playing the game.
I'm so fed up with Terrans complaining about storm; you have control of the entire damn game until 15 minutes. The Protoss must play reactionary, and many Protosses lose in these first 15 minutes to stupid Terran pushes. Then after 15 minutes YOU must play reactionary and the Protoss has the advantage and Terran players whine and whine and whine. Even though, of course, since the Terran player has the immediate advantage, the game rarely lasts longer than 15 minutes.
Ridiculous. You Terrans are so spoiled. Learn to go mech, it's becoming more and more viable and storm is barely effective against it. Hell, go ghost/mech so you can still use your barracks from all your early bio. Early bio pressure into FE into ghost/mech? There you go.
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On March 03 2011 07:38 tehemperorer wrote:Show nested quote +On March 03 2011 07:02 FabledIntegral wrote:On March 03 2011 06:52 tehemperorer wrote:On March 03 2011 06:43 Apolo wrote:On March 03 2011 06:39 FabledIntegral wrote:On March 02 2011 04:39 tehemperorer wrote:On March 02 2011 04:34 Aesop wrote:On March 02 2011 04:30 tehemperorer wrote:On March 02 2011 04:26 Barca wrote: You say that the production of the previous unit is part of the production time of the current unit is ridiculous, but then you go on to say that High Templars only take 5 seconds to warp in, then the Warpgate is "occupied" for 45 seconds. Your first statement allows you to ignore the Warpgate cooldown for the rest of your argument, and that is something that cannot be ignored.
High Templars "occupy" your production buildings for 50 seconds. If I only have 1 gateway and I warp in a High Templar, I cannot warp in anything else during that span of 50 seconds. If a Terran player has 1 Barracks, he can only make 1 Ghost, so that Ghost will occupy that Barracks for 45 seconds.
You cannot ignore the cooldown of the previous unit. This is the case because Protoss production is backwards - unit first, cooldown after. The Warpgate mechanic forces you to wait for the first unit to finish before you get the second unit. So even though you say counting the previous units production cycle is ridiculous, it is accurate in determining the ability for a Protoss to produce units since the means at which Protoss get units is backwards. Exactly. His argument would only hold water if that HT was the first and only unit built out of that warpgate. He ignores the fact that, after being used as a gateway, the warpgate has already gone through several warp gate cycles before it got to the HT, and the only difference that it made was at around 6 minutes where, if timed properly, a unit finished out of the gate, the gate xformed to warpgate, and another unit was made right there. That is the only point in time where the front-loaded mechanic of the warpgate makes a difference, not 5 minutes later in the game when HT are available with the amulet upgrade. I think the OPs argument is about the "reaction time" you have between "realizing you need spellcasters" and actually "having them available with 75 energy". So assuming your warpgate cooldown is anywhere between ready and just spent, you have between 5 and 50 seconds to react. That gives an average reaction time of 27.5 seconds. With the 44.5 seconds to regenerate added to it, the "average templar reaction time" would be 72 seconds instead of ~50 for the other casters. Please forgive me, I don't understand your direction... 72 seconds for HT compared to ~50 for the others looks like a disadvantage to me, and when does a person "realize they need spellcasters" as opposed to just build them? All... the... fucking... time... are you kidding? HT you build as you need. Ghosts, you produce too many and you've fucked up because you have less marauders and spent 150/150 on a unit that is essentially USELESS (as after the EMP's go off, ghosts are a much less than ideal fighting unit, unlike HT whereas you can storm again, and again, and again with the more you have), don't build enough and you're going to get rolled. Same shit with infestors. Too many and you're going to get rolled. With ghosts, let's say you do build the optimal amount, and they get feedbacked... FUCK go back to your barracks and cancel the marauders building and try to get out a ghost. When you're toss? Oh, lemme chrono boost mah warpgates and insta-warp in some HT right where I need them on the battlefield, while warping my existing HT into archons. I'd be fine with amulet if HT weren't able to be warped in and had to be produced from the gateway instead. Here's the main flaw with the production time thing you guys keep speaking of. The ONLY situation where it's equal is when you realize you need an HT, and you JUST warped in something else. In all other situations, the time at which you can acquire your HT is significantly less. As with my example above, if I need ghosts in a situation and don't have them, I have to go to my rax, see a marauder half built, CANCEL it, then start building the ghost from scratch, causing massive inefficiencies from my barracks production. With an HT, if you had warped in a stalker, and the cooldown is half done, you only half to wait half a cooldown for the stalker, and zero inefficiency is caused. You get the HT out much quicker than I can get out my ghost. Considering if you really need the HT, you can chronoboost it to get it out even faster by reducing the 50% remaining cooldown, then you can warp the HT in anywhere you want, you're getting that HT INSANELY fast. If I don't want to have inefficiency as Terran, I have to let my marauder finish, then build the ghost after, delaying it even further, valuable time I don't have. That whole (flawled) argument can be summed as follows: [Insert random fact about a protoss mechanic taken out of context making it look imbalanced] Do you want me to list some terran aspects that taken out of context could be seen as OP as well? Or zerg? Stop with this nonsense. Never, analyzing a mechanic by itself and comparing to the correspondent of the other classes ever provide a good way to analyze imbalance. Each race has a set of mechanics that interact with each other, and none can be set apart and analyzed like that. They have to be analyzed from the race's point of view, not the mechanics' point of view. And that is why the OP is wrong... It fails to account for so many things that its conclusion is too simple in relation to the scope of the actual issue. Plus that post you quoted is a really good example of why not to compare the two build times in relation to Khaydarin Amulet for the simple reason that, even though it's stated before, ghosts appear on the battlefield earlier, for less resources, and have more uses beyond countering HT. Anyone know of an early push that involves ghosts in PvT? I do. What about that early HT rush? Never heard of it. Are you really comparing the use of a unit in what is essentially an all-in timing attack to a unit's general role and usage in a game? That isn't even relevant. Because the ability to use that unit in a timing window is not related to how it's used in a standard game. When you use the ghost in a standard game, it's role is not affected whatsoever by the fact you could have used it earlier in a timing rush. Just as you can Thor rush, but you're not going to take into account the fact you can Thor rush into a discussion talking about how useful a Thor is mid-late game. You can say it would be too powerful in a rush if we buffed Thors because they aren't used lategame, but that's a completely new topic. You're also crazy, ghosts don't appear on the battlefield before HT. Once again, while they can doesn't mean they ever do. You don't tech to ghosts unless you're going for a near all-in timing attack, or you think they're going HT's. 1. Yes, I am really comparing two utility units, one of which you seem to think is only good in timing attacks 2. Actually, using certain units or tech in timing windows to exploit teching or weak unit compositions between tech transitions is related to how it's used in a standard game, that's what a timing attack is 3. Having a ghost on the field before High Templar means that your build dictated it. Terrans don't build ghost academies early on and then never produce a single ghost until they see HT, since Immortals are also pretty susceptible to EMP and it makes sense to build ghosts against Protoss. Also, you really need to re-evaluate your definition of the word "all-in." I hope you know something like a 4-gate isn't all in at all until you've passed the 8th or 9th minute without expanding and have no other option but to continue with it until you lose or he loses... Please forgive me if I sound elitist or arrogant in asking this, but what league/points are you? It really helps when trying to defend a point when I know how to tailor my responses without sounding insulting to someone who has credentials to back up the points they make.
1. I never stated it was only good in timing attacks. I am fully aware the Ghost is a vital unit to the Terran arsenal vs Protoss.
2. It is not related to the effectiveness of the unit once said timing window has passed. It only affects how you'd attempt to balance or change the unit. You can not bring into the discussion of how a TvP lategame is playing out by responding with the fact that Terran could have done an early game timing attack with Ghosts. The only thing you can mention is that a standard Protoss build has to account for the fact it is susceptible to that timing attack, and had to possibly alter their build order to account for it (thus making it less optimal than if that wasn't a vulnerable to the timing attack). But the effectiveness of the ghost itself in standard play has not been altered.
In other words, while the threat of an army game Ghost attack might force Protoss to alter it's play, it does not intrinsically strengthen the Ghost; the Ghost remains unchanged, it merely strengthens Terran's ability in TvP overall.
3. A 4-gate opener is either going to be all-in or simply extremely inefficient. You're either doing the all-in build, or you're instead noticably delaying your expansion from a 3gate expand and setting yourself up to be incredibly weak against a timing attack. This is not the case with the Ghost timing attack simply because you are committed to doing it - you've already built the Ghost Academy, the Ghost, etc.
It does not make sense to build Ghosts vs Robo tech unless they skipped Colossus entirely and went pure immortal, which means they will eventually go Templar tech. Thus, that is the reason you're going Ghosts, Templar not Immortals. Every Terran knows this. If they went Colossus your army WILL get rolled and that is why it's a build that demands you either do considerable amount of damage to the Protoss or you kill him. You cannot do the Ghost timing attack, not do any damage, and turn around and walk away if the Protoss was going Colossus without being incredibly far behind, near the threshold of not being viable to comeback without the Protoss effing up.
4. I switched to Zerg lately, but a little over a week ago I was still Terran around 3450 Masters. Which translates to around 3500 now if you include bonus pool inflation?
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There are so many better undiscovered solutions to HT + KA, that rather than push for a KA removal, Terrans should explore the game more. The only people that know that HT + KA isn't an instant win button seem to be protoss players, who, oddly enough, are also the best acquainted with the nuances of HT use. Why so many Terrans are chiming in on the discussion is beyond me.
Edit: Thank you FabledIntegral, I do appreciate the discussion I am having with you
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On March 03 2011 08:15 Barca wrote:Show nested quote +On March 03 2011 06:39 FabledIntegral wrote:On March 02 2011 04:39 tehemperorer wrote:On March 02 2011 04:34 Aesop wrote:On March 02 2011 04:30 tehemperorer wrote:On March 02 2011 04:26 Barca wrote: You say that the production of the previous unit is part of the production time of the current unit is ridiculous, but then you go on to say that High Templars only take 5 seconds to warp in, then the Warpgate is "occupied" for 45 seconds. Your first statement allows you to ignore the Warpgate cooldown for the rest of your argument, and that is something that cannot be ignored.
High Templars "occupy" your production buildings for 50 seconds. If I only have 1 gateway and I warp in a High Templar, I cannot warp in anything else during that span of 50 seconds. If a Terran player has 1 Barracks, he can only make 1 Ghost, so that Ghost will occupy that Barracks for 45 seconds.
You cannot ignore the cooldown of the previous unit. This is the case because Protoss production is backwards - unit first, cooldown after. The Warpgate mechanic forces you to wait for the first unit to finish before you get the second unit. So even though you say counting the previous units production cycle is ridiculous, it is accurate in determining the ability for a Protoss to produce units since the means at which Protoss get units is backwards. Exactly. His argument would only hold water if that HT was the first and only unit built out of that warpgate. He ignores the fact that, after being used as a gateway, the warpgate has already gone through several warp gate cycles before it got to the HT, and the only difference that it made was at around 6 minutes where, if timed properly, a unit finished out of the gate, the gate xformed to warpgate, and another unit was made right there. That is the only point in time where the front-loaded mechanic of the warpgate makes a difference, not 5 minutes later in the game when HT are available with the amulet upgrade. I think the OPs argument is about the "reaction time" you have between "realizing you need spellcasters" and actually "having them available with 75 energy". So assuming your warpgate cooldown is anywhere between ready and just spent, you have between 5 and 50 seconds to react. That gives an average reaction time of 27.5 seconds. With the 44.5 seconds to regenerate added to it, the "average templar reaction time" would be 72 seconds instead of ~50 for the other casters. Please forgive me, I don't understand your direction... 72 seconds for HT compared to ~50 for the others looks like a disadvantage to me, and when does a person "realize they need spellcasters" as opposed to just build them? All... the... fucking... time... are you kidding? HT you build as you need. Ghosts, you produce too many and you've fucked up because you have less marauders and spent 150/150 on a unit that is essentially USELESS (as after the EMP's go off, ghosts are a much less than ideal fighting unit, unlike HT whereas you can storm again, and again, and again with the more you have), don't build enough and you're going to get rolled. Same shit with infestors. Too many and you're going to get rolled. With ghosts, let's say you do build the optimal amount, and they get feedbacked... FUCK go back to your barracks and cancel the marauders building and try to get out a ghost. When you're toss? Oh, lemme chrono boost mah warpgates and insta-warp in some HT right where I need them on the battlefield, while warping my existing HT into archons. I'd be fine with amulet if HT weren't able to be warped in and had to be produced from the gateway instead. Here's the main flaw with the production time thing you guys keep speaking of. The ONLY situation where it's equal is when you realize you need an HT, and you JUST warped in something else. In all other situations, the time at which you can acquire your HT is significantly less. As with my example above, if I need ghosts in a situation and don't have them, I have to go to my rax, see a marauder half built, CANCEL it, then start building the ghost from scratch, causing massive inefficiencies from my barracks production. With an HT, if you had warped in a stalker, and the cooldown is half done, you only half to wait half a cooldown for the stalker, and zero inefficiency is caused. You get the HT out much quicker than I can get out my ghost. Considering if you really need the HT, you can chronoboost it to get it out even faster by reducing the 50% remaining cooldown, then you can warp the HT in anywhere you want, you're getting that HT INSANELY fast. If I don't want to have inefficiency as Terran, I have to let my marauder finish, then build the ghost after, delaying it even further, valuable time I don't have. On March 03 2011 04:55 tehemperorer wrote:On March 03 2011 04:45 Reptilia wrote: i dont understund. Do protoss users think the amulet was balanced (pre 1.3)? i mean how op is having a huge bio and beating ur huge army of gateway+collossus and the protoss just warps a couple ht and instantly destroy your army even tho u won a huge army battle. Thats nonsense However, maybe an upgrade that gives 13 extra starting energy would be good If I have two tier 3 tech paths, why are you still on 1.5? That's nonsense... Would that work in War3? Switch to mech and stop complaining about how your tier 1.5 melts to a more expensive and time consuming tier 3 tech You can always tell extremely mediocre Protoss players when they give this response. I hope you realize that they said something similar to this on State of the Game awhile back. So apparently Nony and iNcontrol are extremely mediocre too, eh? I think you missed the point anyways. Bio Ball > Gateway units at Tier 1. Bio Ball >>> Gateway units at Tier 2. Gateway units > Bio Ball at Tier 3. Ever wonder why Zerg players don't complain about Temps being imbalanced against Zerglings? Because they're man enough to stop making Tier 1 units. Oh, and Templars demolish Zerglings. Maybe if Blizzard would nerf Marines Terrans would stop falling back on them like a crutch and start playing the game. I'm so fed up with Terrans complaining about storm; you have control of the entire damn game until 15 minutes. The Protoss must play reactionary, and many Protosses lose in these first 15 minutes to stupid Terran pushes. Then after 15 minutes YOU must play reactionary and the Protoss has the advantage and Terran players whine and whine and whine. Even though, of course, since the Terran player has the immediate advantage, the game rarely lasts longer than 15 minutes. Ridiculous. You Terrans are so spoiled. Learn to go mech, it's becoming more and more viable and storm is barely effective against it. Hell, go ghost/mech so you can still use your barracks from all your early bio. Early bio pressure into FE into ghost/mech? There you go.
Zerg players don't complain as much about HT because they're complaining about Voidray Colossus, lmao. If you also cannot see the difference between Zerglings, an extremely fast unit that engages in melee combat and thus is always moving out of the storms, and when they are stationary that means you're most likely storming some of your own units as well, you're ridiculous.
Cool that you're sick of Terran players complaining about storm, and then come back with an irrelevant point about Terran early game. Nice job. I wasn't aware we were discussing overall balance of the matchup. Oh, that's right, we aren't.
What's more ridiculous is that you are saying I'm some spoiled Terran, while I hovered around rank ~120-150 constantly with Zerg in the Top 200 for the first 4 months of the game, then when I played Terran for the recent 3, I only hovered around ~300-350. And in case you were wondering why the switch occurred, I switched the day Patch 1.2 came out and buffed Zerg. But no no, keep coming with irrelevant, moronic accusations.
Last, LOL another random poster ending their post with "go mech." LOLOL.
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Do terrans not realize that there are units other then the marine ball....this is ridiculous that I hear so much "my massive 1.5 tier mmm ball was just destroyed by tier 3 splash damage spell casters...nerf them"
Dear lord build something else
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On March 03 2011 08:10 da_head wrote:Show nested quote +On March 03 2011 08:06 Kazang wrote: I don't get why this is even a discussion, the OP points out the reason why Blizzard has decided to remove it.
It doesn't really matter if poeple think it's the wrong decision based on how much HT are used. The logic in the OP that is quite obviously the reasoning behind the change, and cannot be argued with. If HT are under or overused is irrelevant to the fact that Blizzard has decided(and logically so) that KA was "imbalanced" when it came to comparison with what the other 2 races have.
The other thing is that from the moment you decide to make a HT to when it can storm (45 seconds) is still less with 1.3 than what it was in BW (50 seconds build time and 20 ish seconds to get enough energy to storm) and HT did not have any abilty they could use as soon as they were availble in BW they were actually useless until 70 seconds after a player decided to make one, unless morphed into a archon. HT were not a useless unit in BW just because you couldn't warp them in anywhere on the map ready to storm instantly. Suddenly in SC2 they are going to be useless and never used? Please......
Removing KA should be seen as a bug fix more than anything else, it was/is a oversight in design and a unitended result of the warpgate mechanic. Since when has every decision blizzard made been correct? Also are you forgetting how much better storm was in bw? How about how hard/infrequently emp was used? (until later game) Or how there was no collosus to fall back on (as a superior choice)?
No i'm pointing out that having to wait to get energy to storm isn't the end of the world. And that people can cry all they want but at the end of the day it's not going to make much difference as it's Blizzards choice, and really is quite logical. Have some faith in what they what they are doing, becasue they have done a amazing job so far.
If you really want to a make a difference, go play on the PTR and use HT, give them real play testing to base their changes on.
I don't see how having an alterantive to HT is a bad thing either, HT do more than just aoe damage. Feedback is one of the best abilities in the game against terran armies, the fungal buff will also make infestors and feedback more important in PvZ. HT being just a warpin storm on demand button is one dimensional, there are a lot of situations where they are the better choice to colossus. A lot of people will argue the HT is less used becasue the colossus is so damn good in the first place, not becasue HT are lacking in any way.
I will compare to the various major tank nerfs, which I must point were much bigger than this nerf, where people where crying that the tank would never be used again and will be useless, blah, blah QQ, etc. Guess what? Tanks are still awesome.
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On March 03 2011 08:17 FabledIntegral wrote:Show nested quote +On March 03 2011 07:38 tehemperorer wrote:On March 03 2011 07:02 FabledIntegral wrote:On March 03 2011 06:52 tehemperorer wrote:On March 03 2011 06:43 Apolo wrote:On March 03 2011 06:39 FabledIntegral wrote:On March 02 2011 04:39 tehemperorer wrote:On March 02 2011 04:34 Aesop wrote:On March 02 2011 04:30 tehemperorer wrote:On March 02 2011 04:26 Barca wrote: You say that the production of the previous unit is part of the production time of the current unit is ridiculous, but then you go on to say that High Templars only take 5 seconds to warp in, then the Warpgate is "occupied" for 45 seconds. Your first statement allows you to ignore the Warpgate cooldown for the rest of your argument, and that is something that cannot be ignored.
High Templars "occupy" your production buildings for 50 seconds. If I only have 1 gateway and I warp in a High Templar, I cannot warp in anything else during that span of 50 seconds. If a Terran player has 1 Barracks, he can only make 1 Ghost, so that Ghost will occupy that Barracks for 45 seconds.
You cannot ignore the cooldown of the previous unit. This is the case because Protoss production is backwards - unit first, cooldown after. The Warpgate mechanic forces you to wait for the first unit to finish before you get the second unit. So even though you say counting the previous units production cycle is ridiculous, it is accurate in determining the ability for a Protoss to produce units since the means at which Protoss get units is backwards. Exactly. His argument would only hold water if that HT was the first and only unit built out of that warpgate. He ignores the fact that, after being used as a gateway, the warpgate has already gone through several warp gate cycles before it got to the HT, and the only difference that it made was at around 6 minutes where, if timed properly, a unit finished out of the gate, the gate xformed to warpgate, and another unit was made right there. That is the only point in time where the front-loaded mechanic of the warpgate makes a difference, not 5 minutes later in the game when HT are available with the amulet upgrade. I think the OPs argument is about the "reaction time" you have between "realizing you need spellcasters" and actually "having them available with 75 energy". So assuming your warpgate cooldown is anywhere between ready and just spent, you have between 5 and 50 seconds to react. That gives an average reaction time of 27.5 seconds. With the 44.5 seconds to regenerate added to it, the "average templar reaction time" would be 72 seconds instead of ~50 for the other casters. Please forgive me, I don't understand your direction... 72 seconds for HT compared to ~50 for the others looks like a disadvantage to me, and when does a person "realize they need spellcasters" as opposed to just build them? All... the... fucking... time... are you kidding? HT you build as you need. Ghosts, you produce too many and you've fucked up because you have less marauders and spent 150/150 on a unit that is essentially USELESS (as after the EMP's go off, ghosts are a much less than ideal fighting unit, unlike HT whereas you can storm again, and again, and again with the more you have), don't build enough and you're going to get rolled. Same shit with infestors. Too many and you're going to get rolled. With ghosts, let's say you do build the optimal amount, and they get feedbacked... FUCK go back to your barracks and cancel the marauders building and try to get out a ghost. When you're toss? Oh, lemme chrono boost mah warpgates and insta-warp in some HT right where I need them on the battlefield, while warping my existing HT into archons. I'd be fine with amulet if HT weren't able to be warped in and had to be produced from the gateway instead. Here's the main flaw with the production time thing you guys keep speaking of. The ONLY situation where it's equal is when you realize you need an HT, and you JUST warped in something else. In all other situations, the time at which you can acquire your HT is significantly less. As with my example above, if I need ghosts in a situation and don't have them, I have to go to my rax, see a marauder half built, CANCEL it, then start building the ghost from scratch, causing massive inefficiencies from my barracks production. With an HT, if you had warped in a stalker, and the cooldown is half done, you only half to wait half a cooldown for the stalker, and zero inefficiency is caused. You get the HT out much quicker than I can get out my ghost. Considering if you really need the HT, you can chronoboost it to get it out even faster by reducing the 50% remaining cooldown, then you can warp the HT in anywhere you want, you're getting that HT INSANELY fast. If I don't want to have inefficiency as Terran, I have to let my marauder finish, then build the ghost after, delaying it even further, valuable time I don't have. That whole (flawled) argument can be summed as follows: [Insert random fact about a protoss mechanic taken out of context making it look imbalanced] Do you want me to list some terran aspects that taken out of context could be seen as OP as well? Or zerg? Stop with this nonsense. Never, analyzing a mechanic by itself and comparing to the correspondent of the other classes ever provide a good way to analyze imbalance. Each race has a set of mechanics that interact with each other, and none can be set apart and analyzed like that. They have to be analyzed from the race's point of view, not the mechanics' point of view. And that is why the OP is wrong... It fails to account for so many things that its conclusion is too simple in relation to the scope of the actual issue. Plus that post you quoted is a really good example of why not to compare the two build times in relation to Khaydarin Amulet for the simple reason that, even though it's stated before, ghosts appear on the battlefield earlier, for less resources, and have more uses beyond countering HT. Anyone know of an early push that involves ghosts in PvT? I do. What about that early HT rush? Never heard of it. Are you really comparing the use of a unit in what is essentially an all-in timing attack to a unit's general role and usage in a game? That isn't even relevant. Because the ability to use that unit in a timing window is not related to how it's used in a standard game. When you use the ghost in a standard game, it's role is not affected whatsoever by the fact you could have used it earlier in a timing rush. Just as you can Thor rush, but you're not going to take into account the fact you can Thor rush into a discussion talking about how useful a Thor is mid-late game. You can say it would be too powerful in a rush if we buffed Thors because they aren't used lategame, but that's a completely new topic. You're also crazy, ghosts don't appear on the battlefield before HT. Once again, while they can doesn't mean they ever do. You don't tech to ghosts unless you're going for a near all-in timing attack, or you think they're going HT's. 1. Yes, I am really comparing two utility units, one of which you seem to think is only good in timing attacks 2. Actually, using certain units or tech in timing windows to exploit teching or weak unit compositions between tech transitions is related to how it's used in a standard game, that's what a timing attack is 3. Having a ghost on the field before High Templar means that your build dictated it. Terrans don't build ghost academies early on and then never produce a single ghost until they see HT, since Immortals are also pretty susceptible to EMP and it makes sense to build ghosts against Protoss. Also, you really need to re-evaluate your definition of the word "all-in." I hope you know something like a 4-gate isn't all in at all until you've passed the 8th or 9th minute without expanding and have no other option but to continue with it until you lose or he loses... Please forgive me if I sound elitist or arrogant in asking this, but what league/points are you? It really helps when trying to defend a point when I know how to tailor my responses without sounding insulting to someone who has credentials to back up the points they make. 1. I never stated it was only good in timing attacks. I am fully aware the Ghost is a vital unit to the Terran arsenal vs Protoss. 2. It is not related to the effectiveness of the unit once said timing window has passed. It only affects how you'd attempt to balance or change the unit. You can not bring into the discussion of how a TvP lategame is playing out by responding with the fact that Terran could have done an early game timing attack with Ghosts. The only thing you can mention is that a standard Protoss build has to account for the fact it is susceptible to that timing attack, and had to possibly alter their build order to account for it (thus making it less optimal than if that wasn't a vulnerable to the timing attack). But the effectiveness of the ghost itself in standard play has not been altered. In other words, while the threat of an army game Ghost attack might force Protoss to alter it's play, it does not intrinsically strengthen the Ghost; the Ghost remains unchanged, it merely strengthens Terran's ability in TvP overall. 3. A 4-gate opener is either going to be all-in or simply extremely inefficient. You're either doing the all-in build, or you're instead noticably delaying your expansion from a 3gate expand and setting yourself up to be incredibly weak against a timing attack. This is not the case with the Ghost timing attack simply because you are committed to doing it - you've already built the Ghost Academy, the Ghost, etc. It does not make sense to build Ghosts vs Robo tech unless they skipped Colossus entirely and went pure immortal, which means they will eventually go Templar tech. Thus, that is the reason you're going Ghosts, Templar not Immortals. Every Terran knows this. If they went Colossus your army WILL get rolled and that is why it's a build that demands you either do considerable amount of damage to the Protoss or you kill him. You cannot do the Ghost timing attack, not do any damage, and turn around and walk away if the Protoss was going Colossus without being incredibly far behind, near the threshold of not being viable to comeback without the Protoss effing up. 4. I switched to Zerg lately, but a little over a week ago I was still Terran around 3450 Masters. Which translates to around 3500 now if you include bonus pool inflation? This is the problem that I find with Terrans argument: everything you said relates mostly to the use of storm and not the Khaydarin Amulet. The fact that I can have colossi and HT in the same army has nothing to do with the KA. The math that was presented in the OP relates to the use of the KA, and came to the conclusion that HT somehow have storm capabilities earlier than any of the other race's casters, which is completely untrue.
Like I said before, if the gripe is with storm, why are they moving to get rid of the amulet? If the problem is warping in and instant storming on a mineral line, why is the race with sensor towers complaining? If the problem is being able to warp in HT to finish off the remaining forces right after a battle is basically won for the Protoss player, why is that even a consideration? If the problem is having a drop nullified by a single HT, then the units in the dropship should be units that do well against storm, not pure marines. The point is that removing the KA is a very messy and short-sighted way to solve the apparent problems in the PvT matchup.
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A few things: When referring to defending drops, Marauders destroy all toss units in small numbers. Especially because of the medivac, HT's are almost literally the only method avaliable, aside from moving a larger then appropriate group of units back making your frontal army vulnerable to MMM spam.
With that said, another addition to the update includes a buff to zealot charge. Warped in zealots before would just be kited to oblivion by the marauders, thus making stalkers the better non-templar warp in option, but now with the buff, the toss has a better option of defending then Templars. I can easily see 2+ zealots and a stalker holding off drops.
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The OP's conclusion is pretty flawed, IMO.
It fails to account for a vast number of things that are vastly different about the spellcasters and their abilities.
I'll go over some of them real quick: (before anyone wonders about my bias, I'm a random, not a protoss player)
1. Each caster has one researched ability and the energy upgrade. Neural parasite is the only ability that cannot be used immediately following production of the caster.
2.The idea that HTs have an advantage over the other casters because they can use feedback while other casters can't use their abilities is blatant ignorance. Infestors have infested Terrans and ghosts have snipe. All three abilities (snipe, IT, feedback) are very situational.
3. The OP does not consider tech time or cost in the assessment. I'll compare ghosts and HTs for this. To produce a single ghost from MM tech you need to build a ghost academy and the ghost. To produce a high Templar from gateway tech (stalker+sentry+zealot) you need a twilight council, a Templar archives, and a Templar.
In addition, the Terran player need only spend 150/150 on every ghost he desires; the EMP ability is available without research. The Protoss player is forced to research storm, which increases the tech time and cost. The cost alone is 33% more than the cost of one ghost.
So, in terms of accessibility:
Terran: 150 minerals, 50 gas, 40 seconds for tech availability.
Total 300/200 and 80 seconds for one unit.
Total of 300 minerals, 200 gas, and 120 seconds for EMP availability.
Protoss: 300/300 and 100 seconds for tech availability.
Total of 350/450 and 105 seconds for one unit.
Total of 550 minerals, 650 gas, and 160-210 seconds for storm availability (depends on chronoboosts) If Templar produced after storm research, time is upped to 205-255 seconds.
As the energy upgrades are identical it does not significantly change anything here (add 150/150 and 80 seconds for the Ghost or 60-110 seconds for the HT)
What does this mean? Well, it essentially means that a Terran player can scout a Twilight Council, respond, and have a ghost well before the first storm even appears. In fact, if both players start the tech at the same time, the Terran will have a ghost with EMP before storm is even 20% done. This happens a lot in pro-games, where refined builds will incorporate natural tech or counters. You can see that with engineering bay and muta timings, for example; Terran players can go blind engy bays for the perfect timing.
Also, the Terran player isn't necessarily foregoing options by going ghost tech. He still has detection options; in fact, he gains an excellent detection option against Protoss through EMP. Killing DTs with EMP rather than scans is very useful. On the other hand, HT tech is more than twice as expensive and the Protoss player can gamble by delaying or skipping robo tech. If the Protoss player goes for gateway+Templar and gets hit by banshees, he'll take tremendous damage. If the Terran player goes ghost+MM and prolongs his factory and starport tech, nothing serious will happen if the Protoss decides to use DTs. In fact, ghosts are strong against every tech path Protoss players can choose. They just happen to be strongest against Templar.
In addition, it means a Terran player can afford to make 2 or even 3 ghosts for the same cost of simply obtaining one Templar with storm. HTs don't become less expensive until quite a few casters have been made by both sides.
Storm vs EMP and fungal
These spells are really not comparable, IMO, so it's really unfair to say that warp-in storms are too powerful simply on the notion that you can warp in panic Templars and storm what you want.
First, storm is the only out of the three that is dodgeable. A perfect storm dodge will result in 10 damage taken by any units in the radius. By comparison, fungal will always do 36 damage to any unit it has hit, and EMP will always do 100 or fewer shield points in damage, whichever is greater, to the units in its radius. In a PvT this basically means EMP will do a minimum of 40 damage ( sentry or HT) per affected unit, storm will do 10, and fungal 36.
EMP is the only spell which cannot be mitigated by some sort of accelerated healing. Medivac heals will mitigate storm and fungal, and burrow will mitigate storm. Burrow can be used to heal fungal damage only after the effect wears off.
What does this mean? Well, it basically means that EMP has the potential to do the most damage and DPS. Fungal's freeze effect also increases damage taken by increasing the DPS of melee units and survivability of the Zerg units.
Storm is the only one of the three abilities that has the potential to damage to your own units.
So, storm already has all of these disadvantages. The only advantage storm has right now, IMO, is that it can do 80 damage to the affected units in the best scenario and that it has the quickest turnaround time from production to battlefield. In a sense though this is true for every gateway unit, so I don't understand why the HT is an exception.
LASTLY, for those saying "well the HT wasn't useless in BW,"...you're forgetting that psi storm did a whopping 120 damage in broodwar. As I recall almost every Zerg unit would die if unmoved under a storm. In SC2 the two most common units used against Protoss, the roach and the hydra, can sit under a storm and will live. It takes like four or five good storms to kill a bunch of roaches in SC2. In Broodwar you would need one good storm to kill a group of hydras. The radius has been reduced as well, though I suppose this is made up by the change in unit clumping. The groupcast change is helpful but not big, seeing as you still need four-five Templar to cast 4-5 simultaneous storms.
If Psi Storm's damage is increased and khaydarin amulet is removed I will be VERY happy. However, with the current state of the spell (and the other casters) it does not make sense to remove that upgrade.
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On March 03 2011 08:15 tehemperorer wrote:Show nested quote +On March 03 2011 08:06 Kazang wrote: I don't get why this is even a discussion, the OP points out the reason why Blizzard has decided to remove it.
Removing KA should be seen as a bug fix more than anything else, it was/is a oversight in design and a unitended result of the warpgate mechanic. 1. Because the OPs logic is flawed, read the posts. 2. That last paragraph is insulting to players who have torn their hair out trying to find efficient unit compositions that handle super common bio. 3. I will say it again because I know you're not reading all this: The OP's post fails to account for so many things that its conclusion is too simple in relation to the scope of the actual issue.
You know, you spend so much time commenting everything that my logic is flawed, but you have never said single argument other than:
1) Theorycrafting in general 2) Theorycrafting about races you dont play 3) Theorycrafting how hard your race is
I simply suggest you to join chat channel "Theorycrafting for Bronze Masters" I heard they are live on every realm.
If I say that 49,5 seconds is closer to 45 seconds rather than 5 seconds to 45 seconds, its either true or prove Im wrong. But trying to imply that I said something I didnt to use it as argument against comparing two numbers is just stupid, and you better join that chat channel I suggested.
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On March 03 2011 08:29 Kazang wrote:Show nested quote +On March 03 2011 08:10 da_head wrote:On March 03 2011 08:06 Kazang wrote: I don't get why this is even a discussion, the OP points out the reason why Blizzard has decided to remove it.
It doesn't really matter if poeple think it's the wrong decision based on how much HT are used. The logic in the OP that is quite obviously the reasoning behind the change, and cannot be argued with. If HT are under or overused is irrelevant to the fact that Blizzard has decided(and logically so) that KA was "imbalanced" when it came to comparison with what the other 2 races have.
The other thing is that from the moment you decide to make a HT to when it can storm (45 seconds) is still less with 1.3 than what it was in BW (50 seconds build time and 20 ish seconds to get enough energy to storm) and HT did not have any abilty they could use as soon as they were availble in BW they were actually useless until 70 seconds after a player decided to make one, unless morphed into a archon. HT were not a useless unit in BW just because you couldn't warp them in anywhere on the map ready to storm instantly. Suddenly in SC2 they are going to be useless and never used? Please......
Removing KA should be seen as a bug fix more than anything else, it was/is a oversight in design and a unitended result of the warpgate mechanic. Since when has every decision blizzard made been correct? Also are you forgetting how much better storm was in bw? How about how hard/infrequently emp was used? (until later game) Or how there was no collosus to fall back on (as a superior choice)? No i'm pointing out that having to wait to get energy to storm isn't the end of the world. And that people can cry all they want but at the end of the day it's not going to make much difference as it's Blizzards choice, and really is quite logical. Have some faith in what they what they are doing, becasue they have done a amazing job so far. If you really want to a make a difference, go play on the PTR and use HT, give them real play testing to base their changes on. I don't see how having an alterantive to HT is a bad thing either, HT do more than just aoe damage. Feedback is one of the best abilities in the game against terran armies No, psionic storm is. Feedback used to be decent until the thor's energy bars were removed, but that was totally necessary. Waiting for energy is what P players always do with HT, and HT are the alternative to colossi, not the other way around. The problem is removing the KA where warping in HT for instant storms either serve as an efficient and rapid way to deal with threats, and for some degree of harassment. Again, a single drop needs about 16-18 supply to counter it. If you bring less, you either run the risk of losing everything and not culling the threat, or you've traded equal supply but not equal resources to fight it off. The answer to the ease and efficiency in which Terrans can do medivac drops without any real danger (trading units with P is favorable to Terran) is HT with KA, where there now lies a chance of losing everything and gaining nothing on the drop. HT and KA actually put a risk into dropping, where there wasn't one before that upgrade finishes.
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On March 03 2011 08:29 tehemperorer wrote:Show nested quote +On March 03 2011 08:17 FabledIntegral wrote:On March 03 2011 07:38 tehemperorer wrote:On March 03 2011 07:02 FabledIntegral wrote:On March 03 2011 06:52 tehemperorer wrote:On March 03 2011 06:43 Apolo wrote:On March 03 2011 06:39 FabledIntegral wrote:On March 02 2011 04:39 tehemperorer wrote:On March 02 2011 04:34 Aesop wrote:On March 02 2011 04:30 tehemperorer wrote: [quote] Exactly. His argument would only hold water if that HT was the first and only unit built out of that warpgate. He ignores the fact that, after being used as a gateway, the warpgate has already gone through several warp gate cycles before it got to the HT, and the only difference that it made was at around 6 minutes where, if timed properly, a unit finished out of the gate, the gate xformed to warpgate, and another unit was made right there. That is the only point in time where the front-loaded mechanic of the warpgate makes a difference, not 5 minutes later in the game when HT are available with the amulet upgrade. I think the OPs argument is about the "reaction time" you have between "realizing you need spellcasters" and actually "having them available with 75 energy". So assuming your warpgate cooldown is anywhere between ready and just spent, you have between 5 and 50 seconds to react. That gives an average reaction time of 27.5 seconds. With the 44.5 seconds to regenerate added to it, the "average templar reaction time" would be 72 seconds instead of ~50 for the other casters. Please forgive me, I don't understand your direction... 72 seconds for HT compared to ~50 for the others looks like a disadvantage to me, and when does a person "realize they need spellcasters" as opposed to just build them? All... the... fucking... time... are you kidding? HT you build as you need. Ghosts, you produce too many and you've fucked up because you have less marauders and spent 150/150 on a unit that is essentially USELESS (as after the EMP's go off, ghosts are a much less than ideal fighting unit, unlike HT whereas you can storm again, and again, and again with the more you have), don't build enough and you're going to get rolled. Same shit with infestors. Too many and you're going to get rolled. With ghosts, let's say you do build the optimal amount, and they get feedbacked... FUCK go back to your barracks and cancel the marauders building and try to get out a ghost. When you're toss? Oh, lemme chrono boost mah warpgates and insta-warp in some HT right where I need them on the battlefield, while warping my existing HT into archons. I'd be fine with amulet if HT weren't able to be warped in and had to be produced from the gateway instead. Here's the main flaw with the production time thing you guys keep speaking of. The ONLY situation where it's equal is when you realize you need an HT, and you JUST warped in something else. In all other situations, the time at which you can acquire your HT is significantly less. As with my example above, if I need ghosts in a situation and don't have them, I have to go to my rax, see a marauder half built, CANCEL it, then start building the ghost from scratch, causing massive inefficiencies from my barracks production. With an HT, if you had warped in a stalker, and the cooldown is half done, you only half to wait half a cooldown for the stalker, and zero inefficiency is caused. You get the HT out much quicker than I can get out my ghost. Considering if you really need the HT, you can chronoboost it to get it out even faster by reducing the 50% remaining cooldown, then you can warp the HT in anywhere you want, you're getting that HT INSANELY fast. If I don't want to have inefficiency as Terran, I have to let my marauder finish, then build the ghost after, delaying it even further, valuable time I don't have. That whole (flawled) argument can be summed as follows: [Insert random fact about a protoss mechanic taken out of context making it look imbalanced] Do you want me to list some terran aspects that taken out of context could be seen as OP as well? Or zerg? Stop with this nonsense. Never, analyzing a mechanic by itself and comparing to the correspondent of the other classes ever provide a good way to analyze imbalance. Each race has a set of mechanics that interact with each other, and none can be set apart and analyzed like that. They have to be analyzed from the race's point of view, not the mechanics' point of view. And that is why the OP is wrong... It fails to account for so many things that its conclusion is too simple in relation to the scope of the actual issue. Plus that post you quoted is a really good example of why not to compare the two build times in relation to Khaydarin Amulet for the simple reason that, even though it's stated before, ghosts appear on the battlefield earlier, for less resources, and have more uses beyond countering HT. Anyone know of an early push that involves ghosts in PvT? I do. What about that early HT rush? Never heard of it. Are you really comparing the use of a unit in what is essentially an all-in timing attack to a unit's general role and usage in a game? That isn't even relevant. Because the ability to use that unit in a timing window is not related to how it's used in a standard game. When you use the ghost in a standard game, it's role is not affected whatsoever by the fact you could have used it earlier in a timing rush. Just as you can Thor rush, but you're not going to take into account the fact you can Thor rush into a discussion talking about how useful a Thor is mid-late game. You can say it would be too powerful in a rush if we buffed Thors because they aren't used lategame, but that's a completely new topic. You're also crazy, ghosts don't appear on the battlefield before HT. Once again, while they can doesn't mean they ever do. You don't tech to ghosts unless you're going for a near all-in timing attack, or you think they're going HT's. 1. Yes, I am really comparing two utility units, one of which you seem to think is only good in timing attacks 2. Actually, using certain units or tech in timing windows to exploit teching or weak unit compositions between tech transitions is related to how it's used in a standard game, that's what a timing attack is 3. Having a ghost on the field before High Templar means that your build dictated it. Terrans don't build ghost academies early on and then never produce a single ghost until they see HT, since Immortals are also pretty susceptible to EMP and it makes sense to build ghosts against Protoss. Also, you really need to re-evaluate your definition of the word "all-in." I hope you know something like a 4-gate isn't all in at all until you've passed the 8th or 9th minute without expanding and have no other option but to continue with it until you lose or he loses... Please forgive me if I sound elitist or arrogant in asking this, but what league/points are you? It really helps when trying to defend a point when I know how to tailor my responses without sounding insulting to someone who has credentials to back up the points they make. 1. I never stated it was only good in timing attacks. I am fully aware the Ghost is a vital unit to the Terran arsenal vs Protoss. 2. It is not related to the effectiveness of the unit once said timing window has passed. It only affects how you'd attempt to balance or change the unit. You can not bring into the discussion of how a TvP lategame is playing out by responding with the fact that Terran could have done an early game timing attack with Ghosts. The only thing you can mention is that a standard Protoss build has to account for the fact it is susceptible to that timing attack, and had to possibly alter their build order to account for it (thus making it less optimal than if that wasn't a vulnerable to the timing attack). But the effectiveness of the ghost itself in standard play has not been altered. In other words, while the threat of an army game Ghost attack might force Protoss to alter it's play, it does not intrinsically strengthen the Ghost; the Ghost remains unchanged, it merely strengthens Terran's ability in TvP overall. 3. A 4-gate opener is either going to be all-in or simply extremely inefficient. You're either doing the all-in build, or you're instead noticably delaying your expansion from a 3gate expand and setting yourself up to be incredibly weak against a timing attack. This is not the case with the Ghost timing attack simply because you are committed to doing it - you've already built the Ghost Academy, the Ghost, etc. It does not make sense to build Ghosts vs Robo tech unless they skipped Colossus entirely and went pure immortal, which means they will eventually go Templar tech. Thus, that is the reason you're going Ghosts, Templar not Immortals. Every Terran knows this. If they went Colossus your army WILL get rolled and that is why it's a build that demands you either do considerable amount of damage to the Protoss or you kill him. You cannot do the Ghost timing attack, not do any damage, and turn around and walk away if the Protoss was going Colossus without being incredibly far behind, near the threshold of not being viable to comeback without the Protoss effing up. 4. I switched to Zerg lately, but a little over a week ago I was still Terran around 3450 Masters. Which translates to around 3500 now if you include bonus pool inflation? This is the problem that I find with Terrans argument: everything you said relates mostly to the use of storm and not the Khaydarin Amulet. The fact that I can have colossi and HT in the same army has nothing to do with the KA. The math that was presented in the OP relates to the use of the KA, and came to the conclusion that HT somehow have storm capabilities earlier than any of the other race's casters, which is completely untrue. Like I said before, if the gripe is with storm, why are they moving to get rid of the amulet? If the problem is warping in and instant storming on a mineral line, why is the race with sensor towers complaining? If the problem is being able to warp in HT to finish off the remaining forces right after a battle is basically won for the Protoss player, why is that even a consideration? If the problem is having a drop nullified by a single HT, then the units in the dropship should be units that do well against storm, not pure marines. The point is that removing the KA is a very messy and short-sighted way to solve the apparent problems in the PvT matchup.
No, the problem isn't necessarily with Storm itself. I don't believe that's what people are arguing. If you want to look a few posts back I believe I outlined it decently. It revolves around the fact that storms are more so "on-demand." It goes to "oh, I need a storm," and you can get that storm, exactly where you need it, in little to no time at all. This is possible because
1) The warp-in mechanic and being able to spawn units anywhere within pylon radius 2) The fact warpgates work on a cooldown mechanic rather than a long production time, which more often than not (as I mentioned, at the very worst it's the *same* situation as Terran/Zerg if you realize you need the storm at the IMMEDIATE timing after you just did a warpin).
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On March 03 2011 08:35 Sek-Kuar wrote:Show nested quote +On March 03 2011 08:15 tehemperorer wrote:On March 03 2011 08:06 Kazang wrote: I don't get why this is even a discussion, the OP points out the reason why Blizzard has decided to remove it.
Removing KA should be seen as a bug fix more than anything else, it was/is a oversight in design and a unitended result of the warpgate mechanic. 1. Because the OPs logic is flawed, read the posts. 2. That last paragraph is insulting to players who have torn their hair out trying to find efficient unit compositions that handle super common bio. 3. I will say it again because I know you're not reading all this: The OP's post fails to account for so many things that its conclusion is too simple in relation to the scope of the actual issue. You know, you spend so much time commenting everything that my logic is flawed, but you have never said single argument other than: 1) Theorycrafting in general 2) Theorycrafting about races you dont play 3) Theorycrafting how hard your race is I simply suggest you to join chat channel "Theorycrafting for Bronze Masters" I heard they are live on every realm. If I say that 49,5 seconds is closer to 45 seconds rather than 5 seconds to 45 seconds, its either true or prove Im wrong. But trying to imply that I said something I didnt to use it as argument against comparing two numbers is just stupid, and you better join that chat channel I suggested. I've listed many arguments, and I am a 2900 Masters player that has used HT in place of Colossi since August of 2010. I know the matchup, and I know enough to tell you that your logic is flawed. AGAIN, your analysis is so reduced in scope and comes to a conclusion completely ignorant of the other mitigating factors in the matchup.
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On March 03 2011 08:24 FabledIntegral wrote:Show nested quote +On March 03 2011 08:15 Barca wrote:On March 03 2011 06:39 FabledIntegral wrote:On March 02 2011 04:39 tehemperorer wrote:On March 02 2011 04:34 Aesop wrote:On March 02 2011 04:30 tehemperorer wrote:On March 02 2011 04:26 Barca wrote: You say that the production of the previous unit is part of the production time of the current unit is ridiculous, but then you go on to say that High Templars only take 5 seconds to warp in, then the Warpgate is "occupied" for 45 seconds. Your first statement allows you to ignore the Warpgate cooldown for the rest of your argument, and that is something that cannot be ignored.
High Templars "occupy" your production buildings for 50 seconds. If I only have 1 gateway and I warp in a High Templar, I cannot warp in anything else during that span of 50 seconds. If a Terran player has 1 Barracks, he can only make 1 Ghost, so that Ghost will occupy that Barracks for 45 seconds.
You cannot ignore the cooldown of the previous unit. This is the case because Protoss production is backwards - unit first, cooldown after. The Warpgate mechanic forces you to wait for the first unit to finish before you get the second unit. So even though you say counting the previous units production cycle is ridiculous, it is accurate in determining the ability for a Protoss to produce units since the means at which Protoss get units is backwards. Exactly. His argument would only hold water if that HT was the first and only unit built out of that warpgate. He ignores the fact that, after being used as a gateway, the warpgate has already gone through several warp gate cycles before it got to the HT, and the only difference that it made was at around 6 minutes where, if timed properly, a unit finished out of the gate, the gate xformed to warpgate, and another unit was made right there. That is the only point in time where the front-loaded mechanic of the warpgate makes a difference, not 5 minutes later in the game when HT are available with the amulet upgrade. I think the OPs argument is about the "reaction time" you have between "realizing you need spellcasters" and actually "having them available with 75 energy". So assuming your warpgate cooldown is anywhere between ready and just spent, you have between 5 and 50 seconds to react. That gives an average reaction time of 27.5 seconds. With the 44.5 seconds to regenerate added to it, the "average templar reaction time" would be 72 seconds instead of ~50 for the other casters. Please forgive me, I don't understand your direction... 72 seconds for HT compared to ~50 for the others looks like a disadvantage to me, and when does a person "realize they need spellcasters" as opposed to just build them? All... the... fucking... time... are you kidding? HT you build as you need. Ghosts, you produce too many and you've fucked up because you have less marauders and spent 150/150 on a unit that is essentially USELESS (as after the EMP's go off, ghosts are a much less than ideal fighting unit, unlike HT whereas you can storm again, and again, and again with the more you have), don't build enough and you're going to get rolled. Same shit with infestors. Too many and you're going to get rolled. With ghosts, let's say you do build the optimal amount, and they get feedbacked... FUCK go back to your barracks and cancel the marauders building and try to get out a ghost. When you're toss? Oh, lemme chrono boost mah warpgates and insta-warp in some HT right where I need them on the battlefield, while warping my existing HT into archons. I'd be fine with amulet if HT weren't able to be warped in and had to be produced from the gateway instead. Here's the main flaw with the production time thing you guys keep speaking of. The ONLY situation where it's equal is when you realize you need an HT, and you JUST warped in something else. In all other situations, the time at which you can acquire your HT is significantly less. As with my example above, if I need ghosts in a situation and don't have them, I have to go to my rax, see a marauder half built, CANCEL it, then start building the ghost from scratch, causing massive inefficiencies from my barracks production. With an HT, if you had warped in a stalker, and the cooldown is half done, you only half to wait half a cooldown for the stalker, and zero inefficiency is caused. You get the HT out much quicker than I can get out my ghost. Considering if you really need the HT, you can chronoboost it to get it out even faster by reducing the 50% remaining cooldown, then you can warp the HT in anywhere you want, you're getting that HT INSANELY fast. If I don't want to have inefficiency as Terran, I have to let my marauder finish, then build the ghost after, delaying it even further, valuable time I don't have. On March 03 2011 04:55 tehemperorer wrote:On March 03 2011 04:45 Reptilia wrote: i dont understund. Do protoss users think the amulet was balanced (pre 1.3)? i mean how op is having a huge bio and beating ur huge army of gateway+collossus and the protoss just warps a couple ht and instantly destroy your army even tho u won a huge army battle. Thats nonsense However, maybe an upgrade that gives 13 extra starting energy would be good If I have two tier 3 tech paths, why are you still on 1.5? That's nonsense... Would that work in War3? Switch to mech and stop complaining about how your tier 1.5 melts to a more expensive and time consuming tier 3 tech You can always tell extremely mediocre Protoss players when they give this response. I hope you realize that they said something similar to this on State of the Game awhile back. So apparently Nony and iNcontrol are extremely mediocre too, eh? I think you missed the point anyways. Bio Ball > Gateway units at Tier 1. Bio Ball >>> Gateway units at Tier 2. Gateway units > Bio Ball at Tier 3. Ever wonder why Zerg players don't complain about Temps being imbalanced against Zerglings? Because they're man enough to stop making Tier 1 units. Oh, and Templars demolish Zerglings. Maybe if Blizzard would nerf Marines Terrans would stop falling back on them like a crutch and start playing the game. I'm so fed up with Terrans complaining about storm; you have control of the entire damn game until 15 minutes. The Protoss must play reactionary, and many Protosses lose in these first 15 minutes to stupid Terran pushes. Then after 15 minutes YOU must play reactionary and the Protoss has the advantage and Terran players whine and whine and whine. Even though, of course, since the Terran player has the immediate advantage, the game rarely lasts longer than 15 minutes. Ridiculous. You Terrans are so spoiled. Learn to go mech, it's becoming more and more viable and storm is barely effective against it. Hell, go ghost/mech so you can still use your barracks from all your early bio. Early bio pressure into FE into ghost/mech? There you go. Zerg players don't complain as much about HT because they're complaining about Voidray Colossus, lmao. If you also cannot see the difference between Zerglings, an extremely fast unit that engages in melee combat and thus is always moving out of the storms, and when they are stationary that means you're most likely storming some of your own units as well, you're ridiculous. Cool that you're sick of Terran players complaining about storm, and then come back with an irrelevant point about Terran early game. Nice job. I wasn't aware we were discussing overall balance of the matchup. Oh, that's right, we aren't. What's more ridiculous is that you are saying I'm some spoiled Terran, while I hovered around rank ~120-150 constantly with Zerg in the Top 200 for the first 4 months of the game, then when I played Terran for the recent 3, I only hovered around ~300-350. And in case you were wondering why the switch occurred, I switched the day Patch 1.2 came out and buffed Zerg. But no no, keep coming with irrelevant, moronic accusations. Last, LOL another random poster ending their post with "go mech." LOLOL.
Yup, you are correct on all accounts. We should be looking at storm alone, not the matchup as a whole, because the strength of storm does not affect the balance of the matchup >.< Is this your reasoning? I hope not.
You still have yet to play Protoss. I don't care if you're IdrA, I still wouldn't listen to your opinion on ZvP because IdrA does not play Protoss. I play Protoss and Terran and at least that means I can look at the topic objectively while you come in with a personal bias.
Another question; stimmed marines aren't an extremely fast unit? LOLOL kk
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