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[June] SC2 General Discussion - Page 6

Forum Index > SC2 General
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Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 09 2011 10:54 GMT
#101
If you ever want to see what teamliquid would be like without moderation go to the in game teamliquid channel on the NA server. Its pretty bad.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
June 09 2011 11:32 GMT
#102
On June 09 2011 02:19 ixi.genocide wrote:
Show nested quote +
On June 06 2011 11:00 Vansetsu wrote:
So... I have kind of felt this way since the roach got +1 (4) range buff. Zerg played correctly at the highest mechanical and strategical level is very strong. In particular against a Protoss. Discluding early to maybe mid game, I feel like even the best Zerg can generate too much income and and can either re-macro strong unit compositions too fast or stockpile and do other things.

I tried to think of a solution for this for a long time, and finally I think I may have come up with a feasible concept - Charging resources for every creep tumor put on the map (initial tumor possibley being free), and maybe charging a slow mineral rate, ala an scv repairing something, for overlords dropping creep. I have no idea what the amounts charged would be, maybe something like 25m?

Creep is free vision, free expansion denial, and free speed advantage. I think forcing the Zerg to passively spend a little of the massive amount of excess minerals they can macro up in SC2 and making creep something of "resource based value" to attack would maybe make the PvZ match up a tad bit more balanced (before the roach range increase, stalkers could harass roaches without speed and kite with good micro ect.) It also makes a stockpiled zerg a little more accountable for how he chooses to engage with units, even if they are in a "throw away army". However, I'm not sure how this would adversely effect TvZ, as creep is often quickly and easily destroyed... but it's something I have been thinking about a lot.

I'd love to hear some intelligent, non bias feedback on the idea. (if that's possible )


Really, the bias in your post kind of makes it hard to come from an unbiased point of view. You state that you believe zerg macro to be too strong; This may or may not be true and is the basis for your suggested nerf. As a zerg player I would love it if creep was removed from the game and some units like the queen and the hydralisk were buffed/changed to compensate.

Btw, you have a unit that is invisible and can see creep tumors. Use it.


I can sort of see where the orgional poster is coming from about Zerg being able to re-max really quickly. But thats the way Zerg was designed to be played. a 200/200 zerg army will be crushed by a 200/200 protoss army because zerg units are generally weaker, so zerg relies on being able to re-max and do the 300 food push, and even then it is sometimes not enough to kill the origional 200/200 protoss army.

I don't think creep should be removed or cost money, it's a good tool for zerg to use and gives zergs a change against T and P armies with the vision and speed advantage.

Also as the second poster says "you have a unit that is invisible and can see creep tumors. Use it."
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Vulcano
Profile Joined June 2011
United States147 Posts
June 09 2011 15:31 GMT
#103
after reading your (Vansetsu) post about charging zerg for creep and their ability to over macro a couple of times, i have to reiterate the same things that have been posted between here and the original post, but pointing out that all the constructive ideas coming from other players are about changing up your play against Z, while your primary ideas are based on nerfing Z. Balance will always be a discussion going on, however not by me as im still becoming intimate with the deep mechanics of everything. My long winded point is this, instead of targeting economic and vision strengths that are hard for you to overcome, implying that they are too strong, develop on your weaknesses that the zerg gameplay mechanics are benefiting from. Not only that, but when talking on macro, (and i realize this is a highly loose idea and may not be specifically pertinent) remember that every race has a way to boost macro, whether they are doing that, or chrono'ing out tech and units only second post so if i need to read quite a bit more before talking, just let me know. otherwise glhf and see you at the barricade (always looking to practice and get better PM me)
someone set up us the bomb
Boundless
Profile Joined July 2010
Canada588 Posts
June 09 2011 15:40 GMT
#104
On June 09 2011 06:05 BushidoSnipr wrote:
Why are terran drops bordering imbalanced?

MMA is just a genius. t.t =D
"Sin shall not be your master, because you are not under law, but under grace." - Romans 6:14
Vorinclex
Profile Joined June 2011
United States1 Post
June 09 2011 15:59 GMT
#105
I was just wondering if anyone else is bothered by the cost of spine crawlers. I'm not talking about the 100 mins but rather to whole economic impact. Since a drone is consumed and you need to make another to replace it so the actual cost of a spine is more along the lines of 200 mins. As a zerg who early expos and sacrifice early attacking units I would feel better if they were cheaper. Anyone else feel this way?
natebreen
Profile Joined June 2011
United States184 Posts
June 09 2011 16:06 GMT
#106
Vorinclex I don't know if making them cheaper is feasible considering the ability to move them and their strength vs. most any unit in the early game.

I think they're appropriately cost-efficient.
MazerRackham
Profile Joined May 2011
United States10 Posts
June 09 2011 21:06 GMT
#107
+ Show Spoiler +




I was just wondering if anyone else is bothered by the cost of spine crawlers. I'm not talking about the 100 mins but rather to whole economic impact. Since a drone is consumed and you need to make another to replace it so the actual cost of a spine is more along the lines of 200 mins. As a zerg who early expos and sacrifice early attacking units I would feel better if they were cheaper. Anyone else feel this way?


A bunker costs 100 min but doesn't do anything unless you put a marine (50 mineral) in it. So a crawler costs Z 100 min+ 50 min (drone) + lost mining time.
Bunker costs T 100 + 50 (marine) + scv's lost mining time.
Cannon costs P 150 min.

Seems pretty fair to me, toss being the only one with a slight but negligible advantage when you consider crawlers can be repositioned and bunkers can be sold back to the mineral gods.
"I don't scout cheese, I just defend it." Suggy
CuHz
Profile Joined January 2011
United States354 Posts
Last Edited: 2011-06-09 21:12:05
June 09 2011 21:07 GMT
#108
edit: nvm
NA GM protoss twitch.tv/cuhzx
czaku
Profile Joined June 2011
Poland429 Posts
June 09 2011 21:12 GMT
#109
+ Show Spoiler +
On June 10 2011 06:06 MazerRackham wrote:
+ Show Spoiler +




Show nested quote +
I was just wondering if anyone else is bothered by the cost of spine crawlers. I'm not talking about the 100 mins but rather to whole economic impact. Since a drone is consumed and you need to make another to replace it so the actual cost of a spine is more along the lines of 200 mins. As a zerg who early expos and sacrifice early attacking units I would feel better if they were cheaper. Anyone else feel this way?


A bunker costs 100 min but doesn't do anything unless you put a marine (50 mineral) in it. So a crawler costs Z 100 min+ 50 min (drone) + lost mining time.
Bunker costs T 100 + 50 (marine) + scv's lost mining time.
Cannon costs P 150 min.

Seems pretty fair to me, toss being the only one with a slight but negligible advantage when you consider crawlers can be repositioned and bunkers can be sold back to the mineral gods.



For me static defense balance is ok, after salvage fix its cool.
Pheint
Profile Joined March 2011
United States73 Posts
June 09 2011 21:46 GMT
#110
I was just wondering. Why is it that the massive air unit demarcation exists? Is there any reason for it. Obviously ground units see a benefit. But massive air units don't seem to be any different from normal ones.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 09 2011 22:33 GMT
#111
On June 10 2011 00:59 Vorinclex wrote:
I was just wondering if anyone else is bothered by the cost of spine crawlers. I'm not talking about the 100 mins but rather to whole economic impact. Since a drone is consumed and you need to make another to replace it so the actual cost of a spine is more along the lines of 200 mins. As a zerg who early expos and sacrifice early attacking units I would feel better if they were cheaper. Anyone else feel this way?


Scans cost 270 minerals so morphing a building with a drone must cost INFINITE MINERALS!


No seriously, the cost of a spine is 150 minerals. End of story.

The morphin time is a bit painful imo but the trade off is 6 pools aren't as easy to sneak in.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Kollapse
Profile Joined April 2010
United States125 Posts
June 10 2011 01:00 GMT
#112
Ok, I got one.

We hear a lot about macro-oriented players, but are there any micro-oriented players? Obviously all pros want to have a strong macro game, so is it even worth describing someone as macro-oriented?
Talent hits a target no one else can hit; Genius hits a target no one else can see.
dreamsmasher
Profile Joined November 2010
816 Posts
Last Edited: 2011-06-10 02:47:26
June 10 2011 02:46 GMT
#113
On June 10 2011 06:06 MazerRackham wrote:
+ Show Spoiler +




Show nested quote +
I was just wondering if anyone else is bothered by the cost of spine crawlers. I'm not talking about the 100 mins but rather to whole economic impact. Since a drone is consumed and you need to make another to replace it so the actual cost of a spine is more along the lines of 200 mins. As a zerg who early expos and sacrifice early attacking units I would feel better if they were cheaper. Anyone else feel this way?


A bunker costs 100 min but doesn't do anything unless you put a marine (50 mineral) in it. So a crawler costs Z 100 min+ 50 min (drone) + lost mining time.
Bunker costs T 100 + 50 (marine) + scv's lost mining time.
Cannon costs P 150 min.

Seems pretty fair to me, toss being the only one with a slight but negligible advantage when you consider crawlers can be repositioned and bunkers can be sold back to the mineral gods.


except you would be building marines anyways. you might as well say a cannon costs 250 then since you need pylon power.

opportunity cost is also measured by the biggest alternative forgone, not the sum of everything you could have done with that drone.
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
June 10 2011 03:57 GMT
#114
Did IdrA ever explain his infamous GG against MMA?
iCCup.Nove
Profile Joined March 2010
United States260 Posts
June 10 2011 04:05 GMT
#115
On June 10 2011 12:57 HolyArrow wrote:
Did IdrA ever explain his infamous GG against MMA?


Yes on Inside the game:
http://blip.tv/insidethegame/inside-the-game-e06-06-07-2011-5253222

Basically he thought MMA was getting his fourth up not his third and he did not know about MMA killing his own CC.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2011-06-10 05:23:50
June 10 2011 04:06 GMT
#116
If you want to play on EU Starcraft 2 with only NA client installed, do you have to install both an NA or EU client or can you easily switch between them (assuming you have both an NA account and EU account bought)?

Edit - My question is now if you install two clients on one computer, will it overwrite the profile (Not in program files but in the username folder with all the game settings and replays)?
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
June 10 2011 04:10 GMT
#117
On June 10 2011 13:05 iCCup.Nove wrote:
Show nested quote +
On June 10 2011 12:57 HolyArrow wrote:
Did IdrA ever explain his infamous GG against MMA?


Yes on Inside the game:
http://blip.tv/insidethegame/inside-the-game-e06-06-07-2011-5253222

Basically he thought MMA was getting his fourth up not his third and he did not know about MMA killing his own CC.


Thanks.
shinyA
Profile Joined November 2008
United States473 Posts
June 10 2011 05:11 GMT
#118
Like, I never really "rage" about imbalance, even when P, at the start, was weaker than T and Z because back then I could look at a game that I lost and figure out why I lost and how to react in situations to change the outcome. But now, PvZ is literally impossible to win.

On any map not named Shakuras or Tal Darim, I can't secure a natural without going either 3WG/SG or 3WG/DT both of which are countered by a simple spore and both builds pretty much give them a timing to kill me or give them free reign to just mass drone to 70 and then non stop attack me.

The timing Zerg's can hit are ridiculously broken, 2 base roach push after rushing 45 drones is broken. 2 base hydra ling is broken if P does any sort of WG expand whether it be a void ray or dark templar. Any sort of muta / ling build can coin flip win if you try to go early robo, if that happens P will never get a third up.

And even if I just do a 3 WG expand and they don't losirafuck me they can just take 4 base and build a zillion drones and unless I do some all in gateway timing I can't stop it.

I think it's hilarious though how when Zergs were crying about Protoss being imba ZvP was still a winnable matchup for them, it wasn't impossible and every competent Protoss was saying the same thing .. " you aren't doin it right". Now though, win PvZ is unwinnable you hardly hear anything from the P players. The problem is though, I've gone over everything and there ARE NO BUILDS THAT DON'T PUT ME AT A NEAR UNWINNABLE DISADVANTAGE unless I'm going all in of course. It's such a joke, I watch games where I play perfectly and I can't figure out how to change anything or why I lost other than the fact that Z is broken. The shitty zerg's I'm losing to ... it's such a joke.

I hate this game
twitch.tv/ggshinya
MattRz
Profile Joined April 2011
Chile1680 Posts
June 10 2011 05:13 GMT
#119
On June 10 2011 13:05 iCCup.Nove wrote:
Show nested quote +
On June 10 2011 12:57 HolyArrow wrote:
Did IdrA ever explain his infamous GG against MMA?


Yes on Inside the game:
http://blip.tv/insidethegame/inside-the-game-e06-06-07-2011-5253222

Basically he thought MMA was getting his fourth up not his third and he did not know about MMA killing his own CC.

Thank you Nove !
Never interrupt your enemy when he is making a mistake ♞
MazerRackham
Profile Joined May 2011
United States10 Posts
June 10 2011 06:19 GMT
#120
+ Show Spoiler +
On June 10 2011 06:06 MazerRackham wrote:
+ Show Spoiler +
Show nested quote +


A bunker costs 100 min but doesn't do anything unless you put a marine (50 mineral) in it. So a crawler costs Z 100 min+ 50 min (drone) + lost mining time.
Bunker costs T 100 + 50 (marine) + scv's lost mining time.
Cannon costs P 150 min.

Seems pretty fair to me, toss being the only one with a slight but negligible advantage when you consider crawlers can be repositioned and bunkers can be sold back to the mineral gods.


except you would be building marines anyways. you might as well say a cannon costs 250 then since you need pylon power.

opportunity cost is also measured by the biggest alternative forgone, not the sum of everything you could have done with that drone.


I don't know how many terrans would build extra marines for defense if bunkers could attack without requiring marines. And as bunkers and spine crawlers don't give supply, much less marines who drain 1 supply, I'm not sold that a pylon should count as part if the cost of a cannon.

I'm not speaking against your second point about opportunity cost, but could you clarify for me what you believe is the biggest alternative foregone by a drone that becomes a crawler?
"I don't scout cheese, I just defend it." Suggy
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