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Abilities that nullify micro - Good or bad? - Page 25

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freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-26 00:28:23
March 26 2011 00:26 GMT
#481
On March 26 2011 09:23 Barca wrote:
Yeah MC doesn't think Protoss needs to tech up to kill Zerg either
-_-


why should he if zerg doesn't force a different gameplay...
no need to tech when Zerg refuses to build fighting units early on.
Aequos
Profile Joined October 2010
Canada606 Posts
March 26 2011 00:30 GMT
#482
Having watched that epic fail maelstrom video, it reminds me of another point - it is very possible to handicap yourself with forcefields as Protoss, but much harder to handicap yourself with concussive shells (save accidentally attacking one of your own units) and impossible with fungal growth.

I have literally, at points, cut my zealots off from attacking the MMM ball, so they get tragically cut to bits as my stalkers vainly attempt to shoot down some marauders from the far side of the forcefields.

This probably won't happen in this degree to a player like MC, but it is still possible to handicap yourself with poor forcefields. If we're discussing their power in relation to the other two "micro reducing" abilities, that is something we have to take into account.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
NewbieOne
Profile Blog Joined December 2010
Poland560 Posts
March 26 2011 17:56 GMT
#483
On March 26 2011 01:39 Aequos wrote:
In a kind of funny twist, stimmed marauders (even 3 of them, which is about cost efficient) can beat an immortal. Likewise, 3 marauders will beat 2 stalkers (same price as immortals) and can beat 4 zealots with some kiting. They also can beat Colossi that have no backup cost efficiently.


True but it takes more time and supply to train three marauders and a badly damaged surviving immortal still does much damage than a single surviving marauder. And I'm not sure I'd be able to pull off the kiting with my level of skill, maybe not on every day.

I'm not arguing they're op, I've also beaten mostly marauder compositions as Protoss with good forcefields.


I've generally lost quite a number of games when relying on marauders.I used to have a funny move creating 3 marauders with concussive shells and maybe stim (but not necessarily) without even getting a single marine. It stopped being effective at some point. Some time ago, I returned after 2 weeks of not playing solo and, suddenly, after beating pretty much every Protoss, I suddenly couldn't win any. Something must've changed in the way TvP works. I'd guess the Protoss early macro has improved, as well as integration of colossi in bigger armies on the tactical level.

On the point you made about making marines - you always want marines as Terran, even if there are some Colossi on the field. Protoss also have to choose between Immortals and Colossi, as they both build out of the same building.


Thanks, that's worth noting. I generally bring some vikings along and/or use tanks in case of colossi. More skilled Protoss players make good use of cliffs, though, using colossi to harass armies and that's a pain when executed well.

With forcefields, I'd argue that they require baiting to deal with, as otherwise they build up. Having 1 forcefield block your ramp for 30 seconds is a much smaller deal than 1 for 2 minutes as your expo dies.


True. Personally, I just feel cheated when a couple of smart-cast forcefields enable the Protoss to kill half my army, costs me the game most of the time. Ramp blocking is actually more subjectively annoying but is more rationally understandable. But it does work me up when I know that while I'm waiting for tanks to build and arrive, he's getting colossi or some other nastiness while having full knowledge of my army composition... or when I'm pushing up the ramp knowing what I'm risking. I know medivacs are a solution but they delay the attack and reduce the number of infantry available for the attack.
FighterHayabusa
Profile Joined December 2010
United States90 Posts
March 28 2011 08:23 GMT
#484
http://justin.tv/fighterhayabusa/b/282477778


To all those stating this isn't easy...it is. I don't even play toss, but I am quite good at FPS. I have absolutely zero practice doing this, and I can walk through with ease. If I did it better I have no doubt I'd lose no units.

I think the biggest issue here is that FF can actually compress units into a space that they couldn't occupy otherwise.
You must have to have it
SC2Joker
Profile Joined March 2011
United States63 Posts
March 28 2011 10:10 GMT
#485
This balance arguments are ob-fucking-noxious. It's always the person who's the loudest and most bias that wins (I've seen some ppl post 8 times on this thread just repeating the same damn thing.

So from what I've seen so far it's a few ppl who were dumb enough to have all they're units fought on the wrong side of a ramp (get better map presence...). Also the idea of giving FFA hp is a damn joke. How much hp should hey be given. 100ish (that will hold back the mm stim timing for what 2-3 seconds).
Don't tell me I;m burning the candle at both ends, tell me where to get more wax.
Owarida
Profile Joined April 2010
United States333 Posts
March 28 2011 10:20 GMT
#486
Do you REALLY need FF to stop some types of rushes? I don't really see how that could possibly be the case. By the time you get a FF out, that's a cybercore+build time+100 gas. By that time you should have had ample time to scout for said undefendable rush.

What about making FF an upgrade and make them like temps in that they are a late game caster unit you have to make a decision to make. IDK if that would be broken in that late tier massive units break FF just by walking on them, but a thought.

What about making conc shells like stim, in that its an activate with a downside. Perhaps when conc is on their damage is lowered, or the mara moves slower too.

Make fungal growth a slow rather than a root?

I quite dislike sents. I hate when toss will just spam block their ramp for a couple mins straight. Makes early roach pressure useless. And the fear of going up the ramp is even worse, make it half way up, blocked off, half army slaughtered, GG? Why even pressure at all at that point?
s031720
Profile Joined December 2009
Sweden383 Posts
March 28 2011 10:39 GMT
#487
The problem of FF is how little risk is involved.

The best change to FF imo is to lessen the SICK range of 9 to something like 5-6. Ramps would still be easy to protect, but abusing it vs an army would require you to put the sentries in a more risky position. That way the opponent by microing well might be able to focus them down, making it a micro-war.
Just another noob
SC2Joker
Profile Joined March 2011
United States63 Posts
March 28 2011 11:27 GMT
#488
The best change to FF imo is to lessen the SICK range of 9 to something like 5-6. Ramps would still be easy to protect, but abusing it vs an army would require you to put the sentries in a more risky position. That way the opponent by microing well might be able to focus them down, making it a micro-war.


Thats probably the best/only change that could come to FF. which i still don't see happening. if they hit toss with another nerf they'll in turn buff the other gateway units and thats going to make 4gate just roll over ppl,
Don't tell me I;m burning the candle at both ends, tell me where to get more wax.
kimono38
Profile Joined February 2011
Malaysia23 Posts
March 28 2011 13:15 GMT
#489
I think they need to disallow casting FF when a unit is in that area. It should be either block enemy from getting closer or block them from running away (which require the sentry to move close to enemy). FF in the middle of a group of army and cut them to half is ridiculous, almost impossible to avoid that
Spawkuring
Profile Joined July 2008
United States755 Posts
March 28 2011 13:43 GMT
#490
On March 28 2011 17:23 FighterHayabusa wrote:
http://justin.tv/fighterhayabusa/b/282477778


To all those stating this isn't easy...it is. I don't even play toss, but I am quite good at FPS. I have absolutely zero practice doing this, and I can walk through with ease. If I did it better I have no doubt I'd lose no units.

I think the biggest issue here is that FF can actually compress units into a space that they couldn't occupy otherwise.


Agreed. I also think that people really overstate how much skill it takes to use FF. Yea, it takes skill, but not that much.

In all honesty I feel that FF is problematic due to how unstoppable it is when a person casts proper forcefields. When a person botches their FFs, then it's possible to respond or move away, but when the FFs are properly cast then it's literally impossible to do anything about it. The only real way to counter FFs is just to get the proper counter unit, which are burrow roaches, EMP, and massive units. The problem with this of course is that any protoss player with half a brain knows to push early before any of those things are available, which is one of the many reasons 4/6 gate is so powerful.

To be perfectly honest though, I just find forcefields to be bad for e-sports. BW was entertaining because it had units/spells that felt overpowered but could be countered with proper micro. That doesn't happen with FFs because they are completely dependent on the person casting it, and not how the opponent responds. You can't "respond" to FFs: either they trap your units or they don't. The only way to respond is to pray that your opponent screws up, or to get the counter unit, but getting forced to build the counter unit only encourages the rock-paper-scissors feel in SC2. In BW, we constantly see units win against their supposed counter by having good micro (infantry vs. lurkers for example). I can almost guarantee you that will never happen with say, non-burrow roaches vs. forcefields simply because of how FFs nullify micro.

I think this problem really shows when you see how angry people become when they see forcefields dominate a game. People should be amazed when they see something used well, but instead they are getting pissed off, so much in fact that mods are now having to routinely monitor tournament threads so balance whining doesn't get out of hand. And interestingly enough, the balance whines are almost always about the following things: forcefields, marauders (concussive shells), colossi, warp-in, void rays. Pretty much anything that is extremely powerful while also being easy to use and hard to counter. I'm sure race bias is a factor, but to me it's a symptom of a greater problem with this game.
RivalryRedux
Profile Joined July 2009
United States173 Posts
Last Edited: 2011-03-28 13:55:44
March 28 2011 13:54 GMT
#491
I think this problem really shows when you see how angry people become when they see forcefields dominate a game. People should be amazed when they see something used well, but instead they are getting pissed off, so much in fact that mods are now having to routinely monitor tournament threads so balance whining doesn't get out of hand. And interestingly enough, the balance whines are almost always about the following things: forcefields, marauders (concussive shells), colossi, warp-in, void rays. Pretty much anything that is extremely powerful while also being easy to use and hard to counter. I'm sure race bias is a factor, but to me it's a symptom of a greater problem with this game.


I think some of it has to do with the community shift. If everyone from the SC2 community was playing BW you would still hear tons of balance whining, outrage, and people trying to chop each other down.
Grezzz
Profile Joined January 2011
United Kingdom78 Posts
March 28 2011 13:59 GMT
#492
I don't think the fact that the ability nullifies micro is the issue, it's just that it's such a decisive ability. If you get rushed with forcefields, and the forcefields are good, it's often game over. The game was lost because of 1 second in the game where the forcefields were dropped. It just feels like a player should be able to make a mistake, get behind, but continue to fight back.

It can definately be argued that a good player should avoid getting into a bad position, and that would be my opinion too, but it seems kindof wrong to me that one mistake can be game over. Similarly with fungal, it feels so abusive when I fungal a big patch of marines and watch them explode, but the difference is that fungal comes so late into the game that even if I hit a perfect fungal, it doesn't end the game, it just puts me ahead.

I think the main difference between fungal and forcefield is the level of tech required. If you get hit by fungal, you could lose 20 marines, but at this late stage of the game it's not such a big deal. If you get rushed and lose your army to forcefield, or have forcefield on your ramp, it's game over. You can't have drop tech in time to save your natural, you can't have any air units, you can't nydus out - you're just dead.

I think they're definately good abilities, and do add a lot to the game, but I feel that they shouldn't be available so easily so early in the game.
freetgy
Profile Joined November 2010
1720 Posts
March 28 2011 14:16 GMT
#493
On March 28 2011 22:59 Grezzz wrote:
It can definately be argued that a good player should avoid getting into a bad position, and that would be my opinion too, but it seems kindof wrong to me that one mistake can be game over. Similarly with fungal, it feels so abusive when I fungal a big patch of marines and watch them explode, but the difference is that fungal comes so late into the game that even if I hit a perfect fungal, it doesn't end the game, it just puts me ahead.


Well it is the same for Protoss the otherway around, one mistake (misplaced,timed) Forcefield and it is Game over. No Protoss would complain a FF Nerf if Gateway Units wouldn't suck so much.
Grezzz
Profile Joined January 2011
United Kingdom78 Posts
March 28 2011 14:30 GMT
#494
On March 28 2011 23:16 freetgy wrote:
Show nested quote +
On March 28 2011 22:59 Grezzz wrote:
It can definately be argued that a good player should avoid getting into a bad position, and that would be my opinion too, but it seems kindof wrong to me that one mistake can be game over. Similarly with fungal, it feels so abusive when I fungal a big patch of marines and watch them explode, but the difference is that fungal comes so late into the game that even if I hit a perfect fungal, it doesn't end the game, it just puts me ahead.


Well it is the same for Protoss the otherway around, one mistake (misplaced,timed) Forcefield and it is Game over. No Protoss would complain a FF Nerf if Gateway Units wouldn't suck so much.


Yeah absolutely, infact I've had plenty of games where my opponent was looking away when I engage with my roaches, or I go for a speedling counter attack and my speedlings make it into his main base. I definately feel for my opponent when this happens.

The reason the complaints are usually targetted towards protoss is that at the top level, the bad forcefield mistakes are happening less and less, and the perfect game ending forcefields are happening more and more.

The problem is, how would you change forcefield? It looks like such a hard skill to balance. How can you nerf forcefield without destroying protoss' early game? How can you buff gateway units without making them totally dominant? There are already a few examples of gateway units being used effectively without mass forcefields, would these strategies become too powerful?
Rob28
Profile Joined November 2010
Canada705 Posts
March 28 2011 15:11 GMT
#495
People keep bringing up the MC vs July game, but there are two reasons they should stop if they're going to QQ over FF:

1) It just shows that good examples of OPed FFs are few and far between that you only have one concrete example to quote. Bring me 50 replays and I'll agree that something needs to be done. 1 game isn't warranting of a major game dynamic overhaul.

2) The game gets a lot of QQ from zergs, but the fact remains that it was a damn amazing game to watch. The entertainment potential for good FF play is the only thing that keeps toss games interesting (especially since the HT nerf).

Leave FF alone; it's all the toss have left
"power overwhelming"... work, dammit, work!
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
March 28 2011 15:14 GMT
#496
Forcefield is onesided micro, while it is indeed powerfull and perhaps sometimes impressive how one uses forcefield, the opponent can not do anything against it. You can't micro your way out of forcefield because there is an impenetrable wall standing between your units. That is infact that problem for Zerg, it has no proper real counter aside from burrow roaches, which are at this moment quite subpar to the risk/reward a Protoss does.
WriterXiao8~~
SecondSandwich
Profile Joined July 2008
United States319 Posts
March 28 2011 15:27 GMT
#497
I think a fairly simple change to forcefield that could make a big difference is to shorten a FF lifespan. Perhaps make forcefield last 500-1000ms less time. This would still allow all of the cool and nifty forcefield micro (doughnut, block ramps, etc), but not make it quite as detrimental to the opponent--e.g, all your roaches can still be trapped helplessly on top of each other, but you may be able to retreat before they are "all" dead. It would cause sentries to use up energy slightly faster (=slightly less FF overall), but not really enough to cause major changes to gameplay.

Another advantage to this is that it wouldn't require any changes to the programming of the sentry mechanics, just the adjustment of one number.

Any input on this?
"Whatever [flash] says is the best, is the best" -Artosis i!i!i!i!i!Find Match!i!i!i!i!!i
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
Last Edited: 2011-03-28 15:40:32
March 28 2011 15:37 GMT
#498
On March 28 2011 23:30 Grezzz wrote:The problem is, how would you change forcefield? It looks like such a hard skill to balance. How can you nerf forcefield without destroying protoss' early game? How can you buff gateway units without making them totally dominant? There are already a few examples of gateway units being used effectively without mass forcefields, would these strategies become too powerful?


I have thought about this for a long time, and I believe I have the rough workings for a solution.

Basically, there are two reasons why you can't nerf forcefields:

1) Protoss will just DIE to early pressure
2) Gateway tech won't be viable in midgame (eg 6gate, so Muta/ling will have more dominance)

There are two reasons why you can't buff the other Gateway units to compensate:

1) 4gates without Sentries are already good, buffing Gateway units will just exaggerate that
2) Gateway units alone are intended to die to some builds (eg Burrowed Roaches), which they wouldn't otherwise die to.

The solution to this isn't particularly wacky or weird, but will change games a lot.

1) Nerf the FF range/duration
2) Buff Gateway units (increase Stalker damage to Armoured, increase Zealot attack speed etc)
3) Increase the cost of Warp Gates to 100/100 or 50/100 and multiply the time taken for it to complete by 1.2 or 1.3

EDIT: I'd also like to add some input about the 4gate vs T or Z. At the moment, the problem with the 4gate is NOT the units themselves. Zealot/Stalker are relatively weak, and Sentries are only used for FF and GS. Instead, it is the mechanic of Warp Gates that gives the trouble. It comes pretty fast, and basically gives Protoss a 'free' cycle of units (time-wise) when Warp Gates finishes, and completely nullifies the reinforcement time. This would be solved using the increase to Warp Gate timing and cost, but I'd like to keep Warp Gates themselves as I think they kick ass.

Not wildly gamechanging, but will require adjusting to. Gateway units need to be able to compete with other low tech units to be viable as defense without Sentries being a 'crutch' unit (like the Colossus, but that is a whole other can of worms). Forcefields and Sentries will have to be weaker to compensate for this, as at the moment they do seem slightly exploitable. Lastly, 4gate is already too fast in PvP and the timing of it makes it extremely difficult to deal with, to the point where it is standard. Increasing the time and gas cost of it makes Korean 4gate less viable (but not impossible), and also would allow decent tech units to come out before the standard 4gate is done, so that using Immortals or Void Rays for early defense is more viable. As a side effect, the 2gate will get slightly more powerful, but that is never really a problem in higher leagues anyway (which I assume Blizzard is balancing around, E-SPORTS etc).

If there are enough responses to this, I might make a new thread about it, but at the moment I don't feel it deserves one.
FighterHayabusa
Profile Joined December 2010
United States90 Posts
March 29 2011 01:42 GMT
#499
On March 28 2011 22:43 Spawkuring wrote:
Show nested quote +
On March 28 2011 17:23 FighterHayabusa wrote:
http://justin.tv/fighterhayabusa/b/282477778


To all those stating this isn't easy...it is. I don't even play toss, but I am quite good at FPS. I have absolutely zero practice doing this, and I can walk through with ease. If I did it better I have no doubt I'd lose no units.

I think the biggest issue here is that FF can actually compress units into a space that they couldn't occupy otherwise.


Agreed. I also think that people really overstate how much skill it takes to use FF. Yea, it takes skill, but not that much.

In all honesty I feel that FF is problematic due to how unstoppable it is when a person casts proper forcefields. When a person botches their FFs, then it's possible to respond or move away, but when the FFs are properly cast then it's literally impossible to do anything about it. The only real way to counter FFs is just to get the proper counter unit, which are burrow roaches, EMP, and massive units. The problem with this of course is that any protoss player with half a brain knows to push early before any of those things are available, which is one of the many reasons 4/6 gate is so powerful.

To be perfectly honest though, I just find forcefields to be bad for e-sports. BW was entertaining because it had units/spells that felt overpowered but could be countered with proper micro. That doesn't happen with FFs because they are completely dependent on the person casting it, and not how the opponent responds. You can't "respond" to FFs: either they trap your units or they don't. The only way to respond is to pray that your opponent screws up, or to get the counter unit, but getting forced to build the counter unit only encourages the rock-paper-scissors feel in SC2. In BW, we constantly see units win against their supposed counter by having good micro (infantry vs. lurkers for example). I can almost guarantee you that will never happen with say, non-burrow roaches vs. forcefields simply because of how FFs nullify micro.

I think this problem really shows when you see how angry people become when they see forcefields dominate a game. People should be amazed when they see something used well, but instead they are getting pissed off, so much in fact that mods are now having to routinely monitor tournament threads so balance whining doesn't get out of hand. And interestingly enough, the balance whines are almost always about the following things: forcefields, marauders (concussive shells), colossi, warp-in, void rays. Pretty much anything that is extremely powerful while also being easy to use and hard to counter. I'm sure race bias is a factor, but to me it's a symptom of a greater problem with this game.



That is exactly my point, you can push with 4-6 sentries and just a few Stalkers or Zealots before someone can get Lair+Burrow+Tunneling Claws, and even if they were to get those things they would be giving up a lot of army to get them. Add to the fact that lings can't move while burrowed, and you are still going to lose to it. As far as I'm concerned you are basically praying the toss screws it up, because if they are good at it then you basically auto lose.
You must have to have it
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 15 2011 23:13 GMT
#500
--- Nuked ---
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