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Kiwi had 3 robos and like 14 gateways against SeleCT
Due to the fact he could warp to the middle of the map while select had to run marauders across the map, he did indeed get an army faster every time.
As for PvZ, protoss never need to remax. A 200/200 protoss army has so much DPS that they will only lose 50 supply while a zerg loses around 120 in army. This is why fungal was buffed, to try and make sure those dps units are killed.
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coloss need to be slower. All strong late game unit are slow: thor/tank/bc/carrier/mothership/broodlord except ultralisk, which is already poor enough even it is faster than thor
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It's true that Colossi have quite a good mobility for what they are.
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I really can't wait for blizzard to nerf the colossus. Because I know from the various patches so far the balance team doesn't know what the hell they're doing. Their approach is always mind numbing. The moment blizzard touches the colossus is the moment the protoss race will fall, hard.
From the beginning the race was designed with 3 key factors in mind. Gateway units are garbage but produce quickly from any where with warp in. Protect yourself with sentries. Win with Colossus. From the beginning to currently this has been the theme, sure protoss players have done all kinds of timing attacks with DTs, voidrays etc. Blizzard has nerfed all those cheesey builds, at the same time killing any other tech choices outside of colossus tech.
The race wins with colossus and losses because of a lack of them. If you touch this unit you have to rethink the entire race. Hydras own gateway units, colossus counters them. MMM owns gateway units colossus counters them. If they buff gateway units, they have to redesign warp in and sentries. There was a time after blizzard nerfed HTs where protoss players where saying to get rid of the unit, warp in+the amulet changed their opinions. The HT has never lived up to it's BW counterpart. Now it's even less feasible.
All through out the game blizzard has been slowly nerfing protoss, again and again. The colossus is really this races last stand. All other options aren't cost effective or as efficient at killing the opponents army. Nothing in the protoss army matches the damage of terran mech, or the dps of terran MMM. The dps of hydra roach, hell protoss can't really effectively handle muta now.
So I can't wait for them to screw up their game, with the colossus nerf. That's why I appreciate the QQs from everyone. I think blizzard needs to fuck up big time for them to understand that they don't have a clue about anything in terms of balance.
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On April 05 2011 12:25 bearhug wrote:Show nested quote +On April 05 2011 10:25 tdt wrote:On April 05 2011 06:36 HeroMystic wrote:On April 05 2011 06:23 Bonham wrote: Thanks for posting this; it's always interesting to see the rationale for these changes. Doesn't answer every question, of course (If never getting use is a criteria for a buff, why the change to BCs but not carriers? If toss AoE is OP lategame, why not nerf colossi instead?), but still cool to read. Kudos to Blizzard for putting their decision making into the public eye like this. BCs were never used because they were just plain bad. I'd like to know why Carriers are never used. Serious question. Because they are even worse than bad. They do less DPS than BC even with all 8 interceptors, Take longer to build than BC, Cost more than BC because of interceptors, don't have optional insane 100 DPS and 300 damage yamato like BC, have less life and armor than BC.. And people thought BC's were worthless? Carrier has it's picture in the SC2 dictionary under worthless. Yamato is the only reason BCs are viable even with speed upgrade as they can take out immediate threats like VR, Corruptors and Vikings when they swarm them. If 20 VR roll up on your 8-9 BCs you can eliminate half almost instantly and stand a chance/win. Otherwise BCs would still be worthless even though it's better than Carrier. What does that tell you about carrier without Yamato... Carriers are ''worse'' than BCs because there are void rays which are insanely powerful. If they make Carriers better than BCs, then protoss will be too powerful and Terran won't have an answer to the protoss deathball.
uh no, Carriers are worse than BCs whether or not the void ray exists.
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On April 05 2011 16:03 entropius wrote:Show nested quote +On April 05 2011 10:09 tdt wrote:Well Protoss is supposed to be strongest, according to blizzard: Protoss Characteristics
Heavy Hitters
Pound for pound, the protoss field StarCraft II’s strongest and most durable units. That power comes at a price, as their units tend to be costly. Price is the problem. If you make it so a 200 vs 200 are even on the battle field, you have to reduce costs of all protoss units or they will get destroyed in follow up battles as Zerg and Terran can remax and Protoss can't. I'd like to see blizzard leave things as is with very different strengths and weaknesses between races rather than every game a TvT type rock paper scissors match up. Why can't Protoss remax? Actually, they remax better than Terran does, since with warpin they can start rebuilding *instantly*, and then use all that saved chronoboost on their production facilities. 45 seconds after an engagement, each T production building costing 200/25 has built a marauder and a half. Meanwhile, each P production building costing 150/0 has warped in TWO stalkers/zealots and almost ready to warp in a third if it's being chronoboosted. Money! Protoss units cost a ton compared other races. Compare Stalker to Marauder or roach or hydra. On down the line protoss is expensive. Hence FF to keep your cheap units out of our base until we can build critical mass.
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WG moving to templar would solve a lot of the bullshit in PvP like 4 gating and sentry rushing against Z&T.
I still think 200 vs 200 protoss should win because of unit cost and slow rebuild not to mention it offers more dynamics to the game.
Protoss: strong, slow and expensive Zerg: Cheap, fast and weak Terran: balanced.
I think weakening toss to be equal 200 vs 200 is just another TvT. While TvT is good, every macro economy RTS game is like that, Starcraft is/was great because of it's differentiation between races and ever changing meta game which won't happen with equal races.
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On April 05 2011 17:05 KingAce wrote: I really can't wait for blizzard to nerf the colossus. Because I know from the various patches so far the balance team doesn't know what the hell they're doing. Their approach is always mind numbing. The moment blizzard touches the colossus is the moment the protoss race will fall, hard.
From the beginning the race was designed with 3 key factors in mind. Gateway units are garbage but produce quickly from any where with warp in. Protect yourself with sentries. Win with Colossus. From the beginning to currently this has been the theme, sure protoss players have done all kinds of timing attacks with DTs, voidrays etc. Blizzard has nerfed all those cheesey builds, at the same time killing any other tech choices outside of colossus tech.
The race wins with colossus and losses because of a lack of them. If you touch this unit you have to rethink the entire race. Hydras own gateway units, colossus counters them. MMM owns gateway units colossus counters them. If they buff gateway units, they have to redesign warp in and sentries. There was a time after blizzard nerfed HTs where protoss players where saying to get rid of the unit, warp in+the amulet changed their opinions. The HT has never lived up to it's BW counterpart. Now it's even less feasible.
Wtf? gateway units garbage? on what planet are you? gateway units are underused. Addelscots play has always been around the gatewayunit and he smashed MVP, let me refrase that, He Backhandpimpslaped MVP back to korea with it. That it isnt the current trend in protoss kind of play has mayby something to do with the colossus being so powerfull, but not that gateway units are garbage.
All through out the game blizzard has been slowly nerfing protoss, again and again. The colossus is really this races last stand. All other options aren't cost effective or as efficient at killing the opponents army. Nothing in the protoss army matches the damage of terran mech, or the dps of terran MMM. The dps of hydra roach, hell protoss can't really effectively handle muta now.
So I can't wait for them to screw up their game, with the colossus nerf. That's why I appreciate the QQs from everyone. I think blizzard needs to fuck up big time for them to understand that they don't have a clue about anything in terms of balance. I think the amulet for Templar needs to come back with 12 energy and a 50/50 upgrade andsofort to kinda help with a small colossus change.
but i dont agree with you that all units are useless besides the colossus. ofc its your opinion but there enough games where protoss dont go colossus and hulksmash there opponents. MC-July finals for example. Google if you wanna find some more, but i dont think its fair to say colossus in the only unit. I think colossus is the easy unit and people dont like to get pulled out of there comfortzone and start reworking there shit.
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* David Kim is a Game Balance Designer for StarCraft II. He plays random against himself-- and wins.
I thought this was funny. Watching dayvies games always makes me question what Blizzard is thinking. At MLG Dallas I watched Huk (from over his shoulder) play a warm up game against dayvie (just a random ladder match on bnet). Dayvie went some three factory rush something or other against Huks 3gate robo. Huk attacked and dayvie had 1 hellion... I'm sure he doesn't play like that all the time, but how can he be a balance designer if he doesn't know (or doesnt care that) a strat like that is going to fail 99.9% of the time X(
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On April 05 2011 17:35 tdt wrote:
I still think 200 vs 200 protoss should win because of unit cost and slow rebuild not to mention it offers more dynamics to the game.
just wanna throw in that terran actually rebuilds slower then protoss. P can in some cases even keep up with Z. 
and
Gateway units are garbage
i thought this is finally proven wrong? look at the gateway spam pvt styles, or at kor vs world ro8 spoiler + Show Spoiler +san crushing thru a 200/200 mostly hydra + raoch/ling army of dimaga with a 180 supply 95%stalkers, few sentries and 2-3 immortals army
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On April 05 2011 17:51 theBOOCH wrote:Show nested quote +* David Kim is a Game Balance Designer for StarCraft II. He plays random against himself-- and wins.
I thought this was funny. Watching dayvies games always makes me question what Blizzard is thinking. At MLG Dallas I watched Huk (from over his shoulder) play a warm up game against dayvie (just a random ladder match on bnet). Dayvie went some three factory rush something or other against Huks 3gate robo. Huk attacked and dayvie had 1 hellion... I'm sure he doesn't play like that all the time, but how can he be a balance designer if he doesn't know (or doesnt care that) a strat like that is going to fail 99.9% of the time X(
This is so telling. What a disaster of a balance staff.
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And you don't think it's a game balancers job to test out every single strategy there is, instead of doing the same shit game after game?
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On April 05 2011 19:31 nkr wrote: And you don't think it's a game balancers job to test out every single strategy there is, instead of doing the same shit game after game?
1 Hellion against 3 gate robo.
Maybe he should test out 1 base BCs as well. I mean you never know, right?
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On April 05 2011 17:59 BeMannerDuPenner wrote:Show nested quote +On April 05 2011 17:35 tdt wrote:
I still think 200 vs 200 protoss should win because of unit cost and slow rebuild not to mention it offers more dynamics to the game.
just wanna throw in that terran actually rebuilds slower then protoss. P can in some cases even keep up with Z.  and i thought this is finally proven wrong? look at the gateway spam pvt styles, or at kor vs world ro8 spoiler + Show Spoiler +san crushing thru a 200/200 mostly hydra + raoch/ling army of dimaga with a 180 supply 95%stalkers, few sentries and 2-3 immortals army
Protoss builds the slowest. Zealots/Stalker/Sentry have greater production time than Marine/Marauder (when adding in the 5second warpin time). Voidrays/Immortals both have greater build times than Siege tanks, and the immortal is 5seconds faster than a thor where as a Voidray has the same. The Colossus has greater production time than every Terran unit sans BC, and the Carrier has greater Production time and cost than everything in the game - build time: 120seconds + 32seconds for 4more interceptors. Total cost is 450/250 . Chrono boost throws all that around but you don't have infinite Chronoboost
+ Show Spoiler + Last game vs Dimaga, he wasn't maxed. His ranged upgrade finished a fraction too late, he was behind on upgrades and ran into force fields, the force fields didn't even cut the hydra off, he could have ran back but he didn't. Also 30+ of Dimagas supply was in Eggs and San had +3 half way into the fight
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Im still wondering why they had to nerf stimpack build time? Really tell me one person who has done _stim timing push_ and won the game with it at top? I mean, its not common...
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On April 05 2011 19:42 zanmat0 wrote:Show nested quote +On April 05 2011 19:31 nkr wrote: And you don't think it's a game balancers job to test out every single strategy there is, instead of doing the same shit game after game? 1 Hellion against 3 gate robo. Maybe he should test out 1 base BCs as well. I mean you never know, right?
Doing shit like that and staying on the same mmr as huk should tell you something about how good he is at this game
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On April 05 2011 19:42 Dommk wrote:Show nested quote +On April 05 2011 17:59 BeMannerDuPenner wrote:On April 05 2011 17:35 tdt wrote:
I still think 200 vs 200 protoss should win because of unit cost and slow rebuild not to mention it offers more dynamics to the game.
just wanna throw in that terran actually rebuilds slower then protoss. P can in some cases even keep up with Z.  and Gateway units are garbage i thought this is finally proven wrong? look at the gateway spam pvt styles, or at kor vs world ro8 spoiler + Show Spoiler +san crushing thru a 200/200 mostly hydra + raoch/ling army of dimaga with a 180 supply 95%stalkers, few sentries and 2-3 immortals army Protoss builds the slowest. Zealots/Stalker/Sentry have greater production time than Marine/Marauder (when adding in the 5second warpin time). Voidrays/Immortals both have greater build times than Siege tanks, and the immortal is 5seconds faster than a thor where as a Voidray has the same. The Colossus has greater production time than every Terran unit sans BC, and the Carrier has greater Production time and cost than everything in the game - build time: 120seconds + 32seconds for 4more interceptors. Total cost is 450/250 . Chrono boost throws all that around but you don't have infinite Chronoboost + Show Spoiler + Last game vs Dimaga, he wasn't maxed. His ranged upgrade finished a fraction too late, he was behind on upgrades and ran into force fields, the force fields didn't even cut the hydra off, he could have ran back but he didn't. Also 30+ of Dimagas supply was in Eggs and San had +3 half way into the fight
He was talking in a 200 vs. 200 situation. After a 200 vs. 200 engagement, all of Protoss's Warp Gates should have been fully recharged for a while (heck, he might even add more Gates for Day9's "300 Food Push" tactic) and have money built up. After a 200 vs. 200 engagement, Protoss can instantly summon more units onto the field while Terran has no way to boost their production capabilities (Zerg can Pool a bunch of Larvae as well), so Protoss DO produce faster than Terran in the lategame.
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On April 05 2011 17:51 theBOOCH wrote:Show nested quote +* David Kim is a Game Balance Designer for StarCraft II. He plays random against himself-- and wins.
I thought this was funny. Watching dayvies games always makes me question what Blizzard is thinking. At MLG Dallas I watched Huk (from over his shoulder) play a warm up game against dayvie (just a random ladder match on bnet). Dayvie went some three factory rush something or other against Huks 3gate robo. Huk attacked and dayvie had 1 hellion... I'm sure he doesn't play like that all the time, but how can he be a balance designer if he doesn't know (or doesnt care that) a strat like that is going to fail 99.9% of the time X(
Dayvie is actually super good.
He's on the same MMR as HuK, for example. And is one of(If not the) highest ranked Random player in the world.
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Also I find it hilarious with comments like "oh huk attacked and he only had a hellion". If a protoss goes for a DT rush vs T and gets attacked before the DT are out, is he then a terrible player because he only had a sentry and a few stalker/zealots?
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On April 05 2011 12:03 GP wrote:Show nested quote +On April 05 2011 08:15 AcrossFiveJulys wrote:On April 05 2011 05:48 BeMannerDuPenner wrote:On April 05 2011 05:24 pureball wrote: "Stimpack timing pushes by terran players can be extremely difficult for opponents to stop without employing effective scouting. We wanted these types of pushes to come slightly later in order to provide more time for opponents to prepare for these attacks and to potentially get scouting units together to effectively scout for these types of pushes."
but proxi pylon 3 gate and 4 gate all ins are perfectly fine? give me a F'n break ......
MUCH harder to scout , hardly ANY warning, reinforce right outside your base (do NOT say you should scout because thats basicaly why they nerfed bunker buildtime)
absolute joke. well dont quite like your wording but agree with the point. how they can say stuff like that with warpgate variations dominating since the early days of beta is beyond me. esp when the stim also has huge affects on the ability to defend pushes .. ( how often did we see a T losing to a attack with 5-15 secs left on stim since 1.3?) also stim pushes were one of the easiest things to scout/expect and defend . not to mention bigger maps already decreasing the timing window a ton... i dont think its a huge gamebreaking point but the change was a bad one and their reasoning is even worse. I completely agree. Nerfing stim has made 1 rax FE, basically the only viable opening against protoss imo, much harder to hold against protoss allins (4 gate, 3 gate star) and has not made 3 rax stim rushes any less effective. The problem with protoss allins being too damn powerful since the beta isn't the strength of protoss units, but the warpin mechanic which I absolutely despise since early in the beta ( http://www.teamliquid.net/forum/viewmessage.php?topic_id=118657). Warp gate negates defender's advantage, even on HUGE maps, and at the same time makes it difficult to harass a protoss once a good amount of warp gates are online. Warp gate is what's wrong with protoss. Force fields seem imba at times but I think we'd see way less of "ok that's ridiculous" moments if warp gate was flat out removed or heavily nerfed. Dude, I actually love your idea for warp-in. I've personally hate the idea of warp-ins myself. If you could only warp-in with cheap warp prisms they could easily buff Gateway units and nerf colossi without completely breaking the game.
His idea is all fine and dandy if buildings weren't so flimsy in SC2. Even WITH Warp in, a stim marauder drop can utterly destroy a base so quickly it's insane.
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