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On June 04 2011 23:23 aksfjh wrote:Show nested quote +On June 04 2011 23:19 dooraven wrote:On June 04 2011 23:16 Mercury- wrote: So... basically Protoss is the weakest race again because MC lost in the first round of the Super Tournament...
In a mirror matchup. Did you even bother reading the thread and not the first post lol? On some level, he has a point. If MC was still in, this topic probably wouldn't be here.
But the Thread was need to be done. Toss's gamedesign is fucking screwed (same goes for Zerg probably).
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mods must play protoss otherwise i see no reason why this bs topic filled with whine of bronze players would be still open
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LOL at all the people calling protoss players shit. I wont complain about balance but since the last patch its too soon to judge, the two best toss drew each other r1 but Alicia could still go on and win it. Lets just wait and see.
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On June 04 2011 23:33 crabz wrote: mods must play protoss otherwise i see no reason why this bs topic filled with whine of bronze players would be still open
I don't know what you are talking about but the reason this thread is still open is that there is quite a good discussion going on here.
Protoss players have never really been satisfied with the design of their race - neither during the phases of P being so "ridiculously OP" nore right now where a lot of players are struggling. At the core it all revolves around Warpgate and FF. So I would like some more Terrans and Zerg bitch and whine about FF so that it will get removed or completely reworked so that sentries will become a support unit rather than a core unit. In return Stalkers and Zealots should get useful without FF of course so that they can actually win in a straight up battle against Z and T Tier 1.
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On June 04 2011 23:47 Iamyournoob wrote:Show nested quote +On June 04 2011 23:33 crabz wrote: mods must play protoss otherwise i see no reason why this bs topic filled with whine of bronze players would be still open I don't know what you are talking about but the reason this thread is still open is that there is quite a good discussion going on here. Protoss players have never really been satisfied with the design of their race - neither during the phases of P being so "ridiculously OP" nore right now where a lot of players are struggling. At the core it all revolves around Warpgate and FF. So I would like some more Terrans and Zerg bitch and whine about FF so that it will get removed or completely reworked so that sentries will become a support unit rather than a core unit. In return Stalkers and Zealots should get useful without FF of course so that they can actually win in a straight up battle against Z and T Tier 1.
yeah, if they rework the sentry, (nerf FF), and make zealot stalker stronger, I can see protoss doing multi-pronged attacks, drops, moving arround, but the way it is now... they need to stick together with sentries to stand a chance. lol, even in the start of the game, protoss need balls to stand a chance.
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"When zergs are losing all zergplayers cry, when toss players are losing we get back to the drawing board and work out new good strats" - Protoss player some weeks ago.
Clearly.
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On June 04 2011 23:54 rpgalon wrote:Show nested quote +On June 04 2011 23:47 Iamyournoob wrote:On June 04 2011 23:33 crabz wrote: mods must play protoss otherwise i see no reason why this bs topic filled with whine of bronze players would be still open I don't know what you are talking about but the reason this thread is still open is that there is quite a good discussion going on here. Protoss players have never really been satisfied with the design of their race - neither during the phases of P being so "ridiculously OP" nore right now where a lot of players are struggling. At the core it all revolves around Warpgate and FF. So I would like some more Terrans and Zerg bitch and whine about FF so that it will get removed or completely reworked so that sentries will become a support unit rather than a core unit. In return Stalkers and Zealots should get useful without FF of course so that they can actually win in a straight up battle against Z and T Tier 1. yeah, if they rework the sentry, (nerf FF), and make zealot stalker stronger, I can see protoss doing multi-pronged attacks, drops, moving arround, but the way it is now... they need to stick together with sentries to stand a chance. lol, even in the start of the game, protoss need balls to stand a chance.
4-Gate would be unstoppable though, unfortunately.
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On June 04 2011 23:57 tymt wrote: "When zergs are losing all zergplayers cry, when toss players are losing we get back to the drawing board and work out new good strats" - Protoss player some weeks ago.
Clearly.
yeah, this thread not being closed yet, show they are doing better than zergs...
On June 05 2011 00:00 ForTheDr3am wrote:Show nested quote +On June 04 2011 23:54 rpgalon wrote:On June 04 2011 23:47 Iamyournoob wrote:On June 04 2011 23:33 crabz wrote: mods must play protoss otherwise i see no reason why this bs topic filled with whine of bronze players would be still open I don't know what you are talking about but the reason this thread is still open is that there is quite a good discussion going on here. Protoss players have never really been satisfied with the design of their race - neither during the phases of P being so "ridiculously OP" nore right now where a lot of players are struggling. At the core it all revolves around Warpgate and FF. So I would like some more Terrans and Zerg bitch and whine about FF so that it will get removed or completely reworked so that sentries will become a support unit rather than a core unit. In return Stalkers and Zealots should get useful without FF of course so that they can actually win in a straight up battle against Z and T Tier 1. yeah, if they rework the sentry, (nerf FF), and make zealot stalker stronger, I can see protoss doing multi-pronged attacks, drops, moving arround, but the way it is now... they need to stick together with sentries to stand a chance. lol, even in the start of the game, protoss need balls to stand a chance. 4-Gate would be unstoppable though, unfortunately. remove warpgate and buff zealot stalker more... =P
PS: how you know? 4 gate only works when your opponent is greed (except PvP) and right now 4-gate can't even kill a greed zerg, it's an all win and I see no problem protoss being able to kill greed zergs (early expand, 0 units, no spine, etc).
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On June 05 2011 00:00 ForTheDr3am wrote:Show nested quote +On June 04 2011 23:54 rpgalon wrote:On June 04 2011 23:47 Iamyournoob wrote:On June 04 2011 23:33 crabz wrote: mods must play protoss otherwise i see no reason why this bs topic filled with whine of bronze players would be still open I don't know what you are talking about but the reason this thread is still open is that there is quite a good discussion going on here. Protoss players have never really been satisfied with the design of their race - neither during the phases of P being so "ridiculously OP" nore right now where a lot of players are struggling. At the core it all revolves around Warpgate and FF. So I would like some more Terrans and Zerg bitch and whine about FF so that it will get removed or completely reworked so that sentries will become a support unit rather than a core unit. In return Stalkers and Zealots should get useful without FF of course so that they can actually win in a straight up battle against Z and T Tier 1. yeah, if they rework the sentry, (nerf FF), and make zealot stalker stronger, I can see protoss doing multi-pronged attacks, drops, moving arround, but the way it is now... they need to stick together with sentries to stand a chance. lol, even in the start of the game, protoss need balls to stand a chance. 4-Gate would be unstoppable though, unfortunately.
Hmm, not to sure about that. But hey, everyone from all races complains about Warpgate as well (defender's advantage and so on) I wouldn't mind any severe changes to it. There has been lots of discussion on what to do with Warpgates and maybe in HotS Blizz will put it to the Twilight council or whatever.
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On June 04 2011 22:35 Rabiator wrote:Show nested quote +On June 04 2011 17:16 Heavenly wrote:On June 04 2011 17:07 Rabiator wrote: IdrA complains a lot about the other races and what he cant do and so on, but he always sounds like only Zerg have to take risks. Well that isnt the case and maybe Protoss have to realize this as well. With Forcefields and the ability to control the battlefield the Protoss have been playing it pretty safe, but maybe its time to adjust and take a little more risks.
Apart from DTs there are very very very few Protoss harasses going on. I am not talking about a bunch of Blink Stalkers jumping in and out of a base, because those are most likely about 90% of the Protoss units. I am more talking about using a Warp Prism to warp in just a few Zealots to disrupt mining and kill a few workers; I am talking about two Immortals in a Warp Prism which are used to snipe a Terrans addons while he is sieging your 3rd / 4th; I am talking about a small bunch of Void Rays (~3) to snipe air defense turrets late game ... there are loads of possibilities, but Protoss do even less harrass than Zerg in mid and late game and that is a key to success. 1.) Tons of protoss play greedy, MC is a prime example and EVERYONE says he either uses abusive timings or plays extremely greedy. Terran plays greedy behind bunkers and zergs play as greedy as humanly possible. Protoss playing greedy is the easiest to exploit in the early and mid game because beyond turtling or timings we are fragile to other race's timings. 2.) Warp prism zealot harass happens all the time. They disrupt mining yeah, at the cost of robo time, 200 mins for warp prism, 100 per zealot, and maybe 2-3 scv or drone deaths before an observant player pulls his scvs away and kills the zealots. Storm drops are still better but an aware player can still pull workers away quickly and you are putting 250 minerals and 300 gas into the hope of killing as many workers as possible. I do see storm drops in the late game even though its a large risk due to vikings and potential turrets up for deterring DTs. Killing 10 workers is nice but still not a huge game changer. 3.) Immortal drops are 700/300 to snipe addons, immortals as part of your army aren't especially great either compared to what could have been a colossi for a bit more time and an additional +50/50. 4.) Void rays aren't going to do anything? In the late game they'll be 0/0, are an expensive tech, worthless in a unit comp unless against zerg and in that case they are better in your army compared to risking them to a horde of corruptors meant for your colossi for the sake of sniping four drones and a couple spores. Greed isnt the same as taking a risk ... strategywise. I really meant they should stop thinking about "the death ball", because thats how Protoss operates nowadays. I just threw out some suggestions and they might be worth it, even though they dont seem to be that cost efficient (sniping a Spire / Infestation Pit before the Zerg can get a huge number of those units can be worth sacrificing two Immortals and a Warp Prism for example). I leave the details to the experts, but Zerg have stopped having one ball of units and started doing multi-pronged attacks and ling-run-bys and whatever and are successful just like Terrans always were with the multi-drops of Marauders / Marines. Its time for Protoss to do it as well, but they might want to do it with a mix of non-standard units like their air units. Only a few Void Rays and Phoenix are enough to kill a WEAK air defense in a base and trigger a necessary powerful response. Yet another way to force your opponent to do things he didnt really want to do and maybe even a reason to finally get a Carrier or two ... Please dont whine about expensive techs, because Terrans have to get a Starport or two against Protoss and Zerg have to get their tech 3 as well ... Its time for Protoss to build a spare Robo now ... and those Stargates to throw off the opponents by showing a handful of Void Rays inbetween battles and to force an excess of Vikings, Hydras or Corruptors. Chronoboost is an awesome tool to be able to switch fast enough between techs and to surprise your opponent.
What? Honestly, not trying to be rude, what level do you play at?
There won't be a necessary powerful response to void rays and phoenix. Phoenix themselves can't do much until there are a large amount of them. You say this as a late game strategy, they will be 0-0, upgraded marines or hydras will tear through them. DT is superior in all ways because you can make archons and get map control, and both die to the same thing (spores/turrets) so you might as well be getting the DTs. They will already have vikings and corruptors to deal with colossi and if you don't get those colossi you will get overrun. Why would you even get one or two carriers...seriously this post just doesn't make sense. There is no point to having one or two random carriers taking up minerals/gas because they get better as you get more and vikings will already be out to deal with colossi.
As for expensive techs and Terrans having to get a Starport or two...what? Are you serious? Do you have any idea how amazing medivacs are for the bioball? They are a complete game changer in TvP that pretty much signify the terran movement into mid-game. Those same reactored starports are later used to pump out vikings as well.
Sorry but I don't think this is the answer. Expensive stargate units that are useless in a real late game combat just to do a couple hundred minerals worth of damage?
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1500 Masters Toss here; I believe now toss is just way to weak against zerg. This is because Roaches cost 33% of a stalker (Yes, if you convert gas) and a roach ALMOST can 1v1 a stalker. Next time you see a ball of roaches, take the number of roaches, and fight with a third of that many stalkers and see what happens 
1 +1 Roach and 1 +1 stalker, the roach wins :/
This along with fungal being completely broken (For any lower league players, fungal is used in 99% of games in high masters/GM)
I was once 200/200 against a zerg max with 160/200, he had 2 brood lords, and I had like 3 cols, 4HT, 3 immortals alot of blink stalkers with a touch of sentries (standard army mix) He fungaled my group twice, so I couldnt move, or blink, or move cols, OR move up HT.
After 2-3 fungals my army was deead and I was at 90 supply, while he was at 140.... Even though I had more bases then him, I lost in the end.
My solution to this problem to fix this match up is :
1) Make stalkers better : Lets be honest, they're terrible right now. Protoss pretty much keeps them in their army to shoot 'up' (which they're horrible AA but the best toss has beside phoenix) and to fodder behind FF, and to blink. Stalker cost an outragous 125-50 which is REALLY expensive, while roaches cost 75-25.... are you fucking serious?
Make stalkers stack better with Ug's along with roaches, so that even with blink micro, you may actually find them useful. Also, give stalkers +1 Attack right away (without UGs) This way, they might actually fight against mauraders (which they lose horribly to atm). This would make upgraded stalkers useful, without having a stupid reliance on force fields to pick off stray units because your stalkers cant engage directly. Lastly, because stalkers will be doing much more damage, sniping baneling overlords will be much easier.
2) Make Fungal Growth SLOW not Immobile : You can move out of storm, and EMP doesnt cripple your army as much as fungal (although it still hurts). Being fungal does ridiculous damage to your army WHILE immobiling them... what the fuck!?
Storm only does 1 of those . With the cost effectiveness of roaches combined with the fact that fungal keep units from moving, blinking, or MICROING in general, toss has no chance. Fungal growth currently doesnt allow for micro, its saying your units are in this 1 spot, and cannot be microed any other way ( if the zerg is good they will do over 50% of your armies health before engaging. Now, when you combine, fungal growth and neural parasite, you get this thing called a raping. With your units locks at the front, roaches engaging you with neural parasite on cols. immortals, HT, etc. Your useless. Althought this is somewhat to do with stalker being bad, its mainly the ability.
What I propose is having fungal SLOW your army (maybe to 50%) and you can still micro. This way, it still slows down pushes, but toss can micro to counter attack it. Example, during a big battle, they fungal + neural parsite, you can blink stalkers up and snipe the neural parasiting infestors; or you can move your HT and feedback infestors.
3) Make banelings costs 50-50 and 1 Supply : This fixes alot of problems in TvZ AND PvZ
I know all of us have been watching a stream, or gsl, and have been saying "Holy shit, thats way to many banelings to be appropiate". I believe making banelings 50-50 will make "baneling bombs" on mineral lines actually cost something. I mean right now 100-100 is Nothing for a zerg to have a chance to take out 20+ workers, especially if they bomb multiple places. This will affect the mid-game and late-game, and will number banelings accordingly. As it currently stands, zergs can 1a 100 CHEAP banelings, and hit tanks, thors, etc. and still win (GSL games show this ALL the time).
Banelings costing 1 supply and being more expensive will force zerg to play much more cost efficent, rather then just literally throwing banelings away while remaking lings so that after the battle they can make 60 more banelings. As it currently stands, banelings do a FUCK ton of damage for their cost. Including the cost of the ling, 37-25 to splash for over 40+. That seems really imbalanced when you put it like that. With banelings costing a supply, Zerg would have to micro properly and make sure not to just roll in 80 banelings in front of tanks.
Let me know what you guys think of the changes, I know its a long read, but I feel its worth it! 
Thanks
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On June 05 2011 00:16 MK_Shao wrote: My solution to this problem to fix this match up is :
1) Make stalkers better : Lets be honest, they're terrible right now. Protoss pretty much keeps them in their army to shoot 'up' (which they're horrible AA but the best toss has beside phoenix) and to fodder behind FF, and to blink. Stalker cost an outragous 125-75 which is REALLY expensive, while roaches cost 75-25.... are you fucking serious?
Make stalkers stack better with Ug's along with roaches, so that even with blink micro, you may actually find them useful. Also, give stalkers +1 Attack right away (without UGs) This way, they might actually fight against mauraders (which they lose horribly to atm). This would make upgraded stalkers useful, without having a stupid reliance on force fields to pick off stray units because your stalkers cant engage directly. Lastly, because stalkers will be doing much more damage, sniping baneling overlords will be much easier.
Strange opinion. Stalkers are the most important part of PvZ right now. The colossi/HT etc. are the big damage dealers but the stalker backbone is the key part of the army. Currently there's tons of blink stalker play and delaying the big aoe units while relying on blink stalkers is quite common. The retention of the stalkers normally means a P army can get better and better as things go on. Stalkers aren't in the army PvZ just to shoot up. They are the most important units in a P army.
On June 05 2011 00:16 MK_Shao wrote: 3) Make banelings costs 50-50 and 1 Supply : This fixes alot of problems in TvZ AND PvZ
I know all of us have been watching a stream, or gsl, and have been saying "Holy shit, thats way to many banelings to be appropiate". I believe making banelings 50-50 will make "baneling bombs" on mineral lines actually cost something. I mean right now 100-100 is Nothing for a zerg to have a chance to take out 20+ workers, especially if they bomb multiple places. This will affect the mid-game and late-game, and will number banelings accordingly. As it currently stands, zergs can 1a 100 CHEAP banelings, and hit tanks, thors, etc. and still win (GSL games show this ALL the time).
Banelings costing 1 supply and being more expensive will force zerg to play much more cost efficent, rather then just literally throwing banelings away while remaking lings so that after the battle they can make 60 more banelings. As it currently stands, banelings do a FUCK ton of damage for their cost. Including the cost of the ling, 37-25 to splash for over 40+. That seems really imbalanced when you put it like that. With banelings costing a supply, Zerg would have to micro properly and make sure not to just roll in 80 banelings in front of tanks.
This is also slightly odd. Baneling bombs on min lines aren't really an issue. Proper minimap attention and reaction time negates these so much. Banelings TvZ is also a non-issue. Current TvZ issues more revolve around the infestors ability to crush non split marines and deal with any form of mech. People are slowing getting better at dealing with them though.
Baneling bombing in PvZ has been around for awhile and it seems quite nice. Proper blink control, target firing and splitting negates them quite a lot. The combination of fungal and baneling bombs is quite effective though.
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Strange opinion. Stalkers are the most important part of PvZ right now. The colossi/HT etc. are the big damage dealers but the stalker backbone is the key part of the army. Currently there's tons of blink stalker play and delaying the big aoe units while relying on blink stalkers is quite common. The retention of the stalkers normally means a P army can get better and better as things go on. Stalkers aren't in the army PvZ just to shoot up. They are the most important units in a P army.
GSL, hongun vs revival RO32 Super tournament
Hongun in game 2 tried for a 6 gate stalker push and got completely denied just wirh roaches and lings, when revival later transitioned into hydra's. Just roaches (with little ling support) beat upgraded AND blink stalkers. Arent stalker suppose to be good against roaches?
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On June 05 2011 00:16 MK_Shao wrote:1500 Masters Toss here; I believe now toss is just way to weak against zerg. This is because Roaches cost 33% of a stalker (Yes, if you convert gas) and a roach ALMOST can 1v1 a stalker. Next time you see a ball of roaches, take the number of roaches, and fight with a third of that many stalkers and see what happens  1 +1 Roach and 1 +1 stalker, the roach wins :/ This along with fungal being completely broken (For any lower league players, fungal is used in 99% of games in high masters/GM) I was once 200/200 against a zerg max with 160/200, he had 2 brood lords, and I had like 3 cols, 4HT, 3 immortals alot of blink stalkers with a touch of sentries (standard army mix) He fungaled my group twice, so I couldnt move, or blink, or move cols, OR move up HT. After 2-3 fungals my army was deead and I was at 90 supply, while he was at 140.... Even though I had more bases then him, I lost in the end. My solution to this problem to fix this match up is : 1) Make stalkers better : Lets be honest, they're terrible right now. Protoss pretty much keeps them in their army to shoot 'up' (which they're horrible AA but the best toss has beside phoenix) and to fodder behind FF, and to blink. Stalker cost an outragous 125-75 which is REALLY expensive, while roaches cost 75-25.... are you fucking serious? Make stalkers stack better with Ug's along with roaches, so that even with blink micro, you may actually find them useful. Also, give stalkers +1 Attack right away (without UGs) This way, they might actually fight against mauraders (which they lose horribly to atm). This would make upgraded stalkers useful, without having a stupid reliance on force fields to pick off stray units because your stalkers cant engage directly. Lastly, because stalkers will be doing much more damage, sniping baneling overlords will be much easier. 2) Make Fungal Growth SLOW not Immobile : You can move out of storm, and EMP doesnt cripple your army as much as fungal (although it still hurts). Being fungal does ridiculous damage to your army WHILE immobiling them... what the fuck!? Storm only does 1 of those  . With the cost effectiveness of roaches combined with the fact that fungal keep units from moving, blinking, or MICROING in general, toss has no chance. Fungal growth currently doesnt allow for micro, its saying your units are in this 1 spot, and cannot be microed any other way ( if the zerg is good they will do over 50% of your armies health before engaging. Now, when you combine, fungal growth and neural parasite, you get this thing called a raping. With your units locks at the front, roaches engaging you with neural parasite on cols. immortals, HT, etc. Your useless. Althought this is somewhat to do with stalker being bad, its mainly the ability. What I propose is having fungal SLOW your army (maybe to 50%) and you can still micro. This way, it still slows down pushes, but toss can micro to counter attack it. Example, during a big battle, they fungal + neural parsite, you can blink stalkers up and snipe the neural parasiting infestors; or you can move your HT and feedback infestors. 3) Make banelings costs 50-50 and 1 Supply : This fixes alot of problems in TvZ AND PvZ I know all of us have been watching a stream, or gsl, and have been saying "Holy shit, thats way to many banelings to be appropiate". I believe making banelings 50-50 will make "baneling bombs" on mineral lines actually cost something. I mean right now 100-100 is Nothing for a zerg to have a chance to take out 20+ workers, especially if they bomb multiple places. This will affect the mid-game and late-game, and will number banelings accordingly. As it currently stands, zergs can 1a 100 CHEAP banelings, and hit tanks, thors, etc. and still win (GSL games show this ALL the time). Banelings costing 1 supply and being more expensive will force zerg to play much more cost efficent, rather then just literally throwing banelings away while remaking lings so that after the battle they can make 60 more banelings. As it currently stands, banelings do a FUCK ton of damage for their cost. Including the cost of the ling, 37-25 to splash for over 40+. That seems really imbalanced when you put it like that. With banelings costing a supply, Zerg would have to micro properly and make sure not to just roll in 80 banelings in front of tanks. Let me know what you guys think of the changes, I know its a long read, but I feel its worth it!  Thanks
I think if they make Stalkers better, 4gate would be ridiculously overpowered. I dunno.. Protoss has been going through a rough time. We need a Bisu to show us the way!
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United States7483 Posts
On June 05 2011 00:21 Numy wrote:Show nested quote +On June 05 2011 00:16 MK_Shao wrote: My solution to this problem to fix this match up is :
1) Make stalkers better : Lets be honest, they're terrible right now. Protoss pretty much keeps them in their army to shoot 'up' (which they're horrible AA but the best toss has beside phoenix) and to fodder behind FF, and to blink. Stalker cost an outragous 125-75 which is REALLY expensive, while roaches cost 75-25.... are you fucking serious?
Make stalkers stack better with Ug's along with roaches, so that even with blink micro, you may actually find them useful. Also, give stalkers +1 Attack right away (without UGs) This way, they might actually fight against mauraders (which they lose horribly to atm). This would make upgraded stalkers useful, without having a stupid reliance on force fields to pick off stray units because your stalkers cant engage directly. Lastly, because stalkers will be doing much more damage, sniping baneling overlords will be much easier.
Strange opinion. Stalkers are the most important part of PvZ right now. The colossi/HT etc. are the big damage dealers but the stalker backbone is the key part of the army. Currently there's tons of blink stalker play and delaying the big aoe units while relying on blink stalkers is quite common. The retention of the stalkers normally means a P army can get better and better as things go on. Stalkers aren't in the army PvZ just to shoot up. They are the most important units in a P army.
First, stalkers cost 125/50, not 125/75. That said, they are bad units, until they get blink, then they become fantastic because of micro options. Their dps is god awful, their benefit is that they have a lot of health and armor so they just don't die rapidly.
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On June 05 2011 00:25 MK_Shao wrote:Show nested quote +Strange opinion. Stalkers are the most important part of PvZ right now. The colossi/HT etc. are the big damage dealers but the stalker backbone is the key part of the army. Currently there's tons of blink stalker play and delaying the big aoe units while relying on blink stalkers is quite common. The retention of the stalkers normally means a P army can get better and better as things go on. Stalkers aren't in the army PvZ just to shoot up. They are the most important units in a P army. GSL, hongun vs revival RO32 Super tournament Hongun in game 2 tried for a 6 gate stalker push and got completely denied just wirh roaches and lings, when revival later transitioned into hydra's. Just roaches (with little ling support) beat upgraded AND blink stalkers. Arent stalker suppose to be good against roaches?
There's more factors in a game then just "x is meant to counter y"
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Its time for Protoss to build a spare Robo now ... and those Stargates to throw off the opponents by showing a handful of Void Rays inbetween battles and to force an excess of Vikings, Hydras or Corruptors. Chronoboost is an awesome tool to be able to switch fast enough between techs and to surprise your opponent.
This is already the case. If I'am playing ladder games and do a Forge+Expand build against a Zerg, he normally screw his game plan and try to stop me with an early Mass Roach Attack which is quite difficult to hold at a time where you just have a handful of Canons and some Sentry/Stalkers. At this stage of the game I go for a quick Stargate into Void Ray and Chronoboost the shit out of it, while delayings his attacks. Suddenly a Void Ray appears and the Zerg is doomed. The Zerg follows with Hydras and additional Queens in case of a Air counterattack but all I do now is going Mass Colossi and roflstomp him. The good thing about that strat is that you don't have to worry about Broodlords/Corruptors cuz you already can produce some Void Rays and nullify his counter to your Colossi.
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On June 05 2011 00:26 K3Nyy wrote:Show nested quote +On June 05 2011 00:16 MK_Shao wrote:1500 Masters Toss here; I believe now toss is just way to weak against zerg. This is because Roaches cost 33% of a stalker (Yes, if you convert gas) and a roach ALMOST can 1v1 a stalker. Next time you see a ball of roaches, take the number of roaches, and fight with a third of that many stalkers and see what happens  1 +1 Roach and 1 +1 stalker, the roach wins :/ This along with fungal being completely broken (For any lower league players, fungal is used in 99% of games in high masters/GM) I was once 200/200 against a zerg max with 160/200, he had 2 brood lords, and I had like 3 cols, 4HT, 3 immortals alot of blink stalkers with a touch of sentries (standard army mix) He fungaled my group twice, so I couldnt move, or blink, or move cols, OR move up HT. After 2-3 fungals my army was deead and I was at 90 supply, while he was at 140.... Even though I had more bases then him, I lost in the end. My solution to this problem to fix this match up is : 1) Make stalkers better : Lets be honest, they're terrible right now. Protoss pretty much keeps them in their army to shoot 'up' (which they're horrible AA but the best toss has beside phoenix) and to fodder behind FF, and to blink. Stalker cost an outragous 125-75 which is REALLY expensive, while roaches cost 75-25.... are you fucking serious? Make stalkers stack better with Ug's along with roaches, so that even with blink micro, you may actually find them useful. Also, give stalkers +1 Attack right away (without UGs) This way, they might actually fight against mauraders (which they lose horribly to atm). This would make upgraded stalkers useful, without having a stupid reliance on force fields to pick off stray units because your stalkers cant engage directly. Lastly, because stalkers will be doing much more damage, sniping baneling overlords will be much easier. 2) Make Fungal Growth SLOW not Immobile : You can move out of storm, and EMP doesnt cripple your army as much as fungal (although it still hurts). Being fungal does ridiculous damage to your army WHILE immobiling them... what the fuck!? Storm only does 1 of those  . With the cost effectiveness of roaches combined with the fact that fungal keep units from moving, blinking, or MICROING in general, toss has no chance. Fungal growth currently doesnt allow for micro, its saying your units are in this 1 spot, and cannot be microed any other way ( if the zerg is good they will do over 50% of your armies health before engaging. Now, when you combine, fungal growth and neural parasite, you get this thing called a raping. With your units locks at the front, roaches engaging you with neural parasite on cols. immortals, HT, etc. Your useless. Althought this is somewhat to do with stalker being bad, its mainly the ability. What I propose is having fungal SLOW your army (maybe to 50%) and you can still micro. This way, it still slows down pushes, but toss can micro to counter attack it. Example, during a big battle, they fungal + neural parsite, you can blink stalkers up and snipe the neural parasiting infestors; or you can move your HT and feedback infestors. 3) Make banelings costs 50-50 and 1 Supply : This fixes alot of problems in TvZ AND PvZ I know all of us have been watching a stream, or gsl, and have been saying "Holy shit, thats way to many banelings to be appropiate". I believe making banelings 50-50 will make "baneling bombs" on mineral lines actually cost something. I mean right now 100-100 is Nothing for a zerg to have a chance to take out 20+ workers, especially if they bomb multiple places. This will affect the mid-game and late-game, and will number banelings accordingly. As it currently stands, zergs can 1a 100 CHEAP banelings, and hit tanks, thors, etc. and still win (GSL games show this ALL the time). Banelings costing 1 supply and being more expensive will force zerg to play much more cost efficent, rather then just literally throwing banelings away while remaking lings so that after the battle they can make 60 more banelings. As it currently stands, banelings do a FUCK ton of damage for their cost. Including the cost of the ling, 37-25 to splash for over 40+. That seems really imbalanced when you put it like that. With banelings costing a supply, Zerg would have to micro properly and make sure not to just roll in 80 banelings in front of tanks. Let me know what you guys think of the changes, I know its a long read, but I feel its worth it!  Thanks I think if they make Stalkers better, 4gate would be ridiculously overpowered. I dunno.. Protoss has been going through a rough time. We need a Bisu to show us the way!
I don't think they should make stalkers better, they should make roaches slightly worse but I don't see it happening. Not even necessarily a nerf to their current state, but making their upgrades only make it +1 attack like stalkers. I think giving stalkers +2 for each upgrade would make them too powerful but roaches should never be able to just roflstomp over stalkers. Even if you made stalkers better they're still just laughable in the PvT matchup for anything but AA and being one of the only units that can actually kind of hit a kiting army. Marauder v. stalker makes roach v. stalker look reasonable.
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Canada13379 Posts
On June 05 2011 00:21 Numy wrote:Show nested quote +On June 05 2011 00:16 MK_Shao wrote: My solution to this problem to fix this match up is :
1) Make stalkers better : Lets be honest, they're terrible right now. Protoss pretty much keeps them in their army to shoot 'up' (which they're horrible AA but the best toss has beside phoenix) and to fodder behind FF, and to blink. Stalker cost an outragous 125-75 which is REALLY expensive, while roaches cost 75-25.... are you fucking serious?
Make stalkers stack better with Ug's along with roaches, so that even with blink micro, you may actually find them useful. Also, give stalkers +1 Attack right away (without UGs) This way, they might actually fight against mauraders (which they lose horribly to atm). This would make upgraded stalkers useful, without having a stupid reliance on force fields to pick off stray units because your stalkers cant engage directly. Lastly, because stalkers will be doing much more damage, sniping baneling overlords will be much easier.
Strange opinion. Stalkers are the most important part of PvZ right now. The colossi/HT etc. are the big damage dealers but the stalker backbone is the key part of the army. Currently there's tons of blink stalker play and delaying the big aoe units while relying on blink stalkers is quite common. The retention of the stalkers normally means a P army can get better and better as things go on. Stalkers aren't in the army PvZ just to shoot up. They are the most important units in a P army. Show nested quote +On June 05 2011 00:16 MK_Shao wrote: 3) Make banelings costs 50-50 and 1 Supply : This fixes alot of problems in TvZ AND PvZ
I know all of us have been watching a stream, or gsl, and have been saying "Holy shit, thats way to many banelings to be appropiate". I believe making banelings 50-50 will make "baneling bombs" on mineral lines actually cost something. I mean right now 100-100 is Nothing for a zerg to have a chance to take out 20+ workers, especially if they bomb multiple places. This will affect the mid-game and late-game, and will number banelings accordingly. As it currently stands, zergs can 1a 100 CHEAP banelings, and hit tanks, thors, etc. and still win (GSL games show this ALL the time).
Banelings costing 1 supply and being more expensive will force zerg to play much more cost efficent, rather then just literally throwing banelings away while remaking lings so that after the battle they can make 60 more banelings. As it currently stands, banelings do a FUCK ton of damage for their cost. Including the cost of the ling, 37-25 to splash for over 40+. That seems really imbalanced when you put it like that. With banelings costing a supply, Zerg would have to micro properly and make sure not to just roll in 80 banelings in front of tanks.
This is also slightly odd. Baneling bombs on min lines aren't really an issue. Proper minimap attention and reaction time negates these so much. Banelings TvZ is also a non-issue. Current TvZ issues more revolve around the infestors ability to crush non split marines and deal with any form of mech. People are slowing getting better at dealing with them though. Baneling bombing in PvZ has been around for awhile and it seems quite nice. Proper blink control, target firing and splitting negates them quite a lot. The combination of fungal and baneling bombs is quite effective though.
But Stalkers really do suck against Roaches without forcefield to force some of the units to just sit there and not attack. The Stalker needs attack upgrades and blink to stay even with Roaches which cost 75-25 before you get AOE out.
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MC is going to win the MLG, he's playing insane at the moment.
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