Abilities that nullify micro - Good or bad? - Page 22
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aka_star
United Kingdom1546 Posts
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freetgy
1720 Posts
On March 21 2011 05:07 aka_star wrote: Make FF non castable on creep.... zergs will creep ramp asap to deny the 1 FF garbish and Protoss will not be able to rush to the front of zergs base and FF off a group of roaches to slaughter with his ball. and how is protoss supposed work when creep is spreaded half across the map to your base...that's makes no sense. | ||
casualman
United States1198 Posts
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Oceaniax
146 Posts
On March 21 2011 05:29 freetgy wrote: and how is protoss supposed work when creep is spreaded half across the map to your base...that's makes no sense. Use your observer and some units to push the creep back? | ||
freetgy
1720 Posts
On March 21 2011 05:52 Oceaniax wrote: Use your observer and some units to push the creep back? you realize that you need to be on creep to push creep back? it would make much more sense if FF didn't last on creep as long, like 10s instead of 15s this would both reward creep spread, as also reward destroying creep tumors. | ||
Sabu113
United States11047 Posts
FF IMBA Cuts up armies into killable sizes Collosi IMBA Does too much damage High templar IMBA Storm is ridiculous especially having it fully upgraded in the lategame and able to deploy everywhere Warpgates IMBA why can protoss reinforce with such powerful gateway units anywhere? Voidrays (less so) imba Once they get momentum they dont die. Took me awhile to realise how silly and ridiculous all of these threads are. + Show Spoiler + page 19 has some real gem posts. As to the op, FG, ensnare concussive lings. In both games there were ways to really hamper any sort of retreat. Imo Concussive is the most brutal since it neutralizes quite a bit of aggression early on in the open field. Very powerful abilities are fine if there's a little tension with them. Also, Zergs can respond by... having units at the bottom of the ramp when the push hits or emergency spines. | ||
Geovu
Estonia1344 Posts
On March 21 2011 04:24 Juddas wrote: I've always thought it would be a better game mechanic if they were to just make forcefield an AOE spell that slows like 75% and buffed guardian shield balancing the sentry On March 21 2011 03:17 Kallo wrote: I think I just had a pretty sick idea on how to fix the issue of forcefield without giving up the early game survivability of toss. Give sentries DISRUPTION WEB from BW. Yes, at first this sounds silly but think about it. If a zerg tries to bust a toss in any way early game, he can throw down disruption webs to stay alive till more units come out (the duration and energy cost would have to be tweaked of course). BUT! The big thing this would fix is that it would not allow a toss to prevent a zerg from getting down his ramp, it would just screw up his roaches and zerglings from doing any damage to your army, however, it also allows the zerg to micro against like dodging storms. This would allow for tense early game battles that don't wind up extremely one sided. and would probably allow for more macro games because games wouldn't end up with toss just FF raping a zerg in his base all the time. On March 21 2011 02:57 thegamer wrote: IMO, I think that FFs are necessary as a defensive measure to block ramps, because protoss has no early defensive structures early on. Terrans can get bunkers and zergs can get spine crawlers and have fast unit production. Protoss cannot get photon cannons unless they invest in a forge early on. But I also think that the tactical advantage of FFs in large battles, especially in higher skill levels is a bit too powerful. Toss players usually get about 5 sentries early on and pool a ton of energy so they can cast like 15 FFs instantaneously later on. This effectively traps half the opponents units and gives the protoss a free victory if done correctly. That said, here are are my possible options to reduce the tactical advantage while also maintaining its defensive advantages: -Make a cooldown for FFs like psionic storm. FFs last pretty long so making it cooldown would not hurt its ability to block ramps. But it will prevent toss from instantaneously casting a bazillion FFs and leaving the opponent with nothing they can do. -Make the cast range shorter. This can also block ramps but will make it harder to use in large battles. -Remove its ability to displace units. This can block ramps, but it cannot split an enemy in half. This might be too big of a nerf, so it might be reasonable to buff it a little bit too. -Make FF breakers more accessible; all the massive ground units that can break FFs are higher tier units that are harder to get. Terrans can get thors in tier 2 which is reasonable, but they are so immobile and such a large investment that they will hinder the army a lot. For example, making a queen a FF breaker would allow it to step cover zerg ramps to prevent reinforcements against a 4 gate. BTW, for the toss players whining that good FFs are hard to execute, and thus should not be nerfed to reward skill, WE SERIOUSLY DO NOT GIVE A FUCK!! Nobody cares about the bronze level games that you play. If u cannot FF properly u can just get better and learn to FF properly. On the other hand, at higher levels tosses FF perfectly almost every single time, and making it impossible to avoid is just ridiculous. On March 21 2011 02:56 emidanRKO wrote: I have seen hundreds of protoss players at all levels do decent forcefields - its NOT hard to do really good forcefields, the difference is MC specifically practices forcefield placements and has mastered it. Eventually, people will do the same and be at that skill level, and that will lead to unbalanced matches where people are just using abusive strats because of forcefield. The thing about marine micro is that I have almost never seen anyone besides the best terrans in the world and very other few high APM players do ridiculously good marine splits. I personally can do amazing marine micro, and it took me days of losing to zerg because I could not split marines as good as MKP or MVP. I even have 250~ apm average, which is just as high as those guys. No matter what, there will never be a time where every good terran player is an amazing marine splitter. However, there will be a time where all the good protoss players have learned to do really good and abusive forcefields and that will break the game too much. Concussive shells doesnt prevent micro...it only helps to maybe 1-2 units from retreating extremely easily from an entire army. If that didn't exist, it would be retarded how easy it is to have your mistakes with micro not punish you at all in the early game. You would be able to retreat units so easily that it would be a joke. Fungal growth IMO should've became a missile again. It causes for more exciting and preemptive use and probably intense micro from both players. However, not being able to move obviously means no micro which is dumb. Change it to a slow effect and fungal with the new change will be great. On March 21 2011 01:43 HigoSeco wrote: it would be nice if they made the queen a massive unit so it could stomp over the ff. It'd help with ramp blocking but wouldn't render ff completely useless When will people realize that no one cares about your very own personal suggestion on a magical balance fix that will solve the game? If I had a dollar for every SC2 balance suggestion then Scrooge McDuck would look like a hobo in comparison to me. EDIT: Oh wow looky here 2 more balance suggestions above me that I forgot to quote. surprise surprise | ||
leadphyc
United States99 Posts
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Rashid
191 Posts
On March 21 2011 01:47 S.O.L.I.D. wrote: If FF isn't difficult to cast I'd love to watch a replay of you doing MC forcefields. Yeah it's not the same as MKP micro but they still require skill especially since sentries are never the only unit in the army and you have to micro other units as well. Like someone said before, if GOOD forcefield casts were really that easy, why can't everyone do it? I've seen pros mess up forcefields. I do think that giving FF's life might be interesting, but I don't know how much life would be viable. I think it would have to be something that could still negate early Terran pushes but also something that would still have some use in the mid game and late game. I think that if they were given health, the ability of massive units to break them instantly should be removed. Protoss units require micro? Besides sentries and HTs, the entire Protoss army is all about the A-move. FF isn't hard, or at least it isn't hard compared to all the various micro tricks Terran is forced to pull off just to be on even ground with brotoss. | ||
`Forte
United States128 Posts
By thinking the only way to beat something is to change the game entirely, you're handicapping your creativity and problem solving, and you're preventing yourself from getting better at the game. | ||
freetgy
1720 Posts
On March 21 2011 06:49 Rashid wrote: Protoss units require micro? Besides sentries and HTs, the entire Protoss army is all about the A-move. FF isn't hard, or at least it isn't hard compared to all the various micro tricks Terran is forced to pull off just to be on even ground with brotoss. kidding me gold level? protoss is all about micro and positioning (watch pvp...every single unit counts) Micro and positioning is what makes you compete against M&M what incredible micro has Terran to do? stutter step? one of the easiest tricks micro moves to do thanks to Shells in the game drops? the only thing that might come as hard is to know when to stim and when not. but that is mastered pretty fast. | ||
Rashid
191 Posts
On March 21 2011 07:14 freetgy wrote: kidding me gold level? protoss is all about micro and positioning (watch pvp...every single unit counts) Micro and positioning is what makes you compete against M&M what incredible micro has Terran to do? stutter step? one of the easiest tricks micro moves to do thanks to Shells in the game drops? the only thing that might come as hard is to know when to stim and when not. but that is mastered pretty fast. if that's all you think T micro is, then it's just better you just stick with P. | ||
DoubleReed
United States4130 Posts
Though I am a little confused by Rashid. I mean it's almost universally claimed that bio > gateway units. So I don't know what you mean by needing micro tricks to stay above. Maybe to stay above forcefield, but that means it coming down to who has the best micro. So that's a good thing. But again, I don't see these elements as "nullifying micro" so much as being very punishing to mistakes. Baiting FF is micro. Focus-Fire is micro. Surrounding with lings is micro... | ||
DropDown
United States7 Posts
kidding me gold level? protoss is all about micro yeah except protoss' "micro" actually micros my fucking units, in a negative way, against my will. | ||
AndAgain
United States2621 Posts
On March 21 2011 08:12 DropDown wrote: yeah except protoss' "micro" actually micros my fucking units, in a negative way, against my will. There you go. | ||
Rashid
191 Posts
On March 21 2011 08:08 DoubleReed wrote: Chill out guys. I'm pretty sure moderators don't like stupid "my race is more micro than your race" arguments. Though I am a little confused by Rashid. I mean it's almost universally claimed that bio > gateway units. So I don't know what you mean by needing micro tricks to stay above. Maybe to stay above forcefield, but that means it coming down to who has the best micro. So that's a good thing. But again, I don't see these elements as "nullifying micro" so much as being very punishing to mistakes. Baiting FF is micro. Focus-Fire is micro. Surrounding with lings is micro... of course bio > gateway units. but that isn't really a problem, since toss can simply FF and easily tech to robo. people say that T is stronger than P in early game, but what does it matter if i got a billion marines and marauders when P can simply FF the ramp until they can get a good unit combo to deal with my raiding party. that is why i'd rather see blizz heavily buff zealots and remove FF altogether. Zealots already serve as walls on their own, and they at least take some skill to micro instead of spamming FF. | ||
tchan
Australia121 Posts
On March 20 2011 13:20 CookieMaker wrote: One word about FF's: Ultras. -->try them. shockingly good synergy with roach/hydra Yeah i heard ultra's are pretty good at stopping the 4 warp gate push. | ||
staxringold
United States173 Posts
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Warrice
United States565 Posts
On March 21 2011 10:20 tchan wrote: Yeah i heard ultra's are pretty good at stopping the 4 warp gate push. not only that but quite literally, almost every single protoss unit hard counters ultralisks, stalker, immortals, colossus, zealot, archon, void ray. its pathetic, ultralisks BLOW zvp | ||
zJayy962
1363 Posts
+ Show Spoiler + Even with a beautiful drop into MC's main, MC almost held the drop sentries vs hydras. Then again, MC's forcefields are truly phenomenal so in my opinion they aren't broken until you reach the truly highest level of play. His forcefields were almost a work of art. My concern is: Even in places where there didn't seem to be a choke, MC made one (example: the middle of Shakuras Plateau where he literally built a wall of forcefields to split July's army in half). At one point July had pure Hydralisks that would have dominated MC's army if his forcefields weren't placed well. Now because his forcefields WERE literally perfect, MC was able to kill the army and lose only a few units. I don't claim to know the answer but a lot of people are saying that Zerg needs to engage in a better spot (and micro better) but the middle of Shakuras technically was a great spot for July to engage but it turned into a terrible spot because of forcefields. In my opinion, July chose a good spot to engage but because of forcefields, it became an extremely one sided fight. To me that doesn't seem fair because at the one point in time, there didn't seem to be an answer for those sentries except for overlord drop and banelings. If Zerg were really forced into that kind of play against heavy sentry count, that would really take away from my experience watching pro games =/ | ||
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