A few weeks ago MLG's JP McDaniel went to Blizzard HQ for the Heart of The Swarm reveal, and interviewed Starcraft 2 Lead Designer Dustin Browder & Game Balance Designer David Kim.
"Minus the biases from the players aside, overall I think the balance of the game is pretty solid."
"For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow. Edit: Would like to add, I'm all for brood+infestor being less prominent. Slow powerful units as the center of the unit comp just doesn't feel zergy
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow.
well, that's pretty much only MMA isnt it? and im yet to see someone get broods against him. not saying z or t is imba, just pointing that out
good interviews btw! half the ladder map-pool swapped out for season 3, I sure as hell hope they are talking about 1v1 :D
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow.
well, that's pretty much only MMA isnt it? and im yet to see someone get broods against him. not saying z or t is imba, just pointing that out
I think its catching on with more players, you're right that no one uses it quite as heavily yet. Even getting to the point that you can get broods out safely against MMA seems like quite a feat
I hope new ladder maps are better than Slag Pits and Co. This concept of "giving rush maps, normal maps and macro maps for all players, casual and serious" seems a bit strange. Casual players can still enjoy games and rush on a regular map instead of needing a map that sacrifices quality for these traits.
"The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
"For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
On June 17 2011 06:16 FMStyles wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow. Edit: Would like to add, I'm all for brood+infestor being less prominent. Slow powerful units as the center of the unit comp just doesn't feel zergy
No they are not really. Mma prob would have probs vs broodlord/ifnestor/corrupter. MMA jsut has much better multitasking than his opp, and hence is able to win. IF the zerg has really good multitasking, or just invest in a lot of spines, terrans wont be able to base there entire strategy on drops. And if a terran 200/200 army cant beat a zerg 200/200 army, there has to be some balance change.
I just don't see why people who love rushing can't rush on larger maps? It's almost better to do certain cheeses on bigger maps due to the surprise factor and greediness of your opponents...
One thing that's always bothered me about JP's interviews is that he doesn't really look at the person he's interviewing, he spends the majority of the time looking at the camera. EDIT: Actually it's fine during the David Kim interview lol, just the Dustin Browder interview was kinda weird.
Otherwise, great interview! Very informative tidbits in there.
On June 17 2011 06:16 FMStyles wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
who love rushing love rushing rushing...
Sounds like maps that we will veto on the ladder, and tournaments will ignore. Wouldn't worry about it : )
Part 1 (it contains spoilers of the WoL campaign) with Dustin Browder
Upgrade system in the campaign is more devolved-oriented.
They want to reduce amount of units you can have at one time, but give more choices on how to evolve (more choices of a swarm, so different evolved units from one player to another).
Gonna remain in a RTS-standard campaign, perhaps some hero missions like in WoL.
Plans to make a harder difficulty than Brutal? A little bit (few players apparently have beaten the game on brutal in WoL).
Some units may be improved, removed or kept. They feel the game is overall balanced (nothing new).
Part 2 with David Kim
They have a way of pulling win percentages with "skill" factored into them. Every single match-up were almost perfectly even or balanced except for two (and even then, it wasn't that bad) in terms of ratio. Overall they feel the game is balanced
Easier to solve proxy-structure or early game rush problems are the easiest to fix
Brood Lord + Infestor combo. (late-game issues) is something they're waiting out to see the results, how people are affected, can adapt to it before making a move.
They're trying to rotate half the ladder maps in Season 3.
They feel the role in maps matter a lot more in SC2. They're trying to make a diverse set of maps for all kinds of gameplay (rush, macro, etc.)
Some units are geared towards casual players sometimes (like the mothership). So they're not always bothered or creating issue when some units or structures aren't used
No work on the next patch, more on Season 3 maps and HOTS
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow. Edit: Would like to add, I'm all for brood+infestor being less prominent. Slow powerful units as the center of the unit comp just doesn't feel zergy
No they are not really. Mma prob would have probs vs broodlord/ifnestor/corrupter. MMA jsut has much better multitasking than his opp, and hence is able to win. IF the zerg has really good multitasking, or just invest in a lot of spines, terrans wont be able to base there entire strategy on drops. And if a terran 200/200 army cant beat a zerg 200/200 army, there has to be some balance change.
That is possible, but I don't see a point to arguing hypothetical situations like that until people actually start trying it against him, so I'll leave it at that.
It's really nice to see HotS from their own perspective, but I still have my original opinion. I think the Map pool is heading in a much worse direction as they REFUSE to add maps for different leagues. their explanation was terrible, stating that new maps would feel like a different game for people in bronze. I feel they are heading in the wrong direction and I feel that it's not going to change. It's just my personal opinion.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
On June 17 2011 06:16 FMStyles wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
"For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
Who here is excited for Delta Quadrant RE?!
I kind of like this style for ladder actually. Just veto the maps that are designed to be ridiculously gimmicky. Hopefully they decided to take out destructible rocks at every base beyond the natural though.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Unit numbers aside the protoss shouldn't be giving up something for nothing. If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now. Ultimately the mothership is there b/c it is supposed to fill a role, which could have gone to a better unit if it wasn't there (arbiter ).
Looking past any of that, I just think it is sad to think they put a unit into multiplayer with basically no intention of it being a serious unit. Those units should stay in single player. Just fundamentally bad design.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Zerg has 13 units? I only count 10. I suppose technically Queens don't count, but I threw them in there anyway (they're more akin to a Nexus/Orbital).
I don't understand why they're looking at Brood Lord/Infestor in ZvT. Ghosts wreck both of those units, so I think Terrans just need to use Ghosts more.
I actually hope people start at least trying to use ghosts before this patch hits. It would be a shame if people's lack of creativity were the driving force for patch changes. Zergs adapted to 3 base deathball, Terran learned to macro when Steppes of War was removed and the reaper nerf. Protoss rarely complain about the OPness of the stim marauder anymore, finding double forge builds and all that. Give the game a bit of time, it might surprise you.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Unit numbers aside the protoss shouldn't be giving up something for nothing. If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now. Ultimately the mothership is there b/c it is supposed to fill a role, which could have gone to a better unit if it wasn't there (arbiter ).
Looking past any of that, I just think it is sad to think they put a unit into multiplayer with basically no intention of it being a serious unit. Those units should stay in single player. Just fundamentally bad design.
Even at its current state, I think the mothership has its uses at the VERY end game. (Mothership rushes are cute, but you can't really expect them to work too well. Too much investment ='[ )
Blizzard needs a bigger balance team. And why is the balance team spending so much of their time creating new maps, half of which people will probably not enjoy playing on (too small, too many rocks, etc), when there are plenty of maps already out there to choose from that they could just adopt into the next season of the ladder?
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Unit numbers aside the protoss shouldn't be giving up something for nothing. If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now. Ultimately the mothership is there b/c it is supposed to fill a role, which could have gone to a better unit if it wasn't there (arbiter ).
It's there cause it's cool. They gave up on making it good back in beta.
Looking past any of that, I just think it is sad to think they put a unit into multiplayer with basically no intention of it being a serious unit. Those units should stay in single player. Just fundamentally bad design.
There's not really any reason to remove it, and some people like it. Dunno what the issue is.
Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
I also don't understand why they consider Blord Infestor as OP. It's countered easily by Thor Viking or standard unit compositions with Ghosts and vikings. Ghosts absolutely destroy brood lords and infestors. It is definitely an amazing composition and is hard to stop. I will not deny that. I would not see it as Overpowered though.
Destiny commented he felt brood lords being an All-in unit; because they are so slow they won't be able to go back to defend your base/stop an attack. Also their build time is considerable, corruptor+morph time is huge.
On June 17 2011 06:32 Loxley wrote: Destiny commented he felt brood lords being an All-in unit; because they are so slow they won't be able to go back to defend your base/stop an attack. Also their build time is considerable, corruptor+morph time is huge.
So they're kinda like that other siege unit called the tank? Huh.
They're supposed to break a defensive line, not run back to your base to defend a drop.
On June 17 2011 06:30 Micket wrote: I actually hope people start at least trying to use ghosts before this patch hits. It would be a shame if people's lack of creativity were the driving force for patch changes. Zergs adapted to 3 base deathball, Terran learned to macro when Steppes of War was removed and the reaper nerf. Protoss rarely complain about the OPness of the stim marauder anymore, finding double forge builds and all that. Give the game a bit of time, it might surprise you.
Yup, i think thats why they are waiting to see if people adapt to it before making any changes.
I personally like that decision.
YES, there might be no real answer to the Infestor Broodlord comp as terran, but w/ how 'rigid' most players play today, (marine tank medivac viking w/ a few thors mixed in when there are a lot of mutas) I think we will have to see. I've already seen some players mix in a lot of ghosts vs hivetech zerg and have been pretty successful with it. (although, is most situations, the terran was already ahead. =\)
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Unit numbers aside the protoss shouldn't be giving up something for nothing. If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now. Ultimately the mothership is there b/c it is supposed to fill a role, which could have gone to a better unit if it wasn't there (arbiter ).
It's there cause it's cool. They gave up on making it good back in beta.
Looking past any of that, I just think it is sad to think they put a unit into multiplayer with basically no intention of it being a serious unit. Those units should stay in single player. Just fundamentally bad design.
There's not really any reason to remove it, and some people like it. Dunno what the issue is.
I suppose Protoss is so different in this game that if they had arbiters they would be unkillable.
I feel like in the broodlord/infestor combo that broodlord is okay (movement speed / morph time / tech time considered), but the infestor is the half that I would hope gets fixed a bit. Ghosts are great in the mu, but as soon as you trade with their army and they reload with pure zergling they become pretty useless.
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
Lol, I seriously doubt they'd make Broods slower. In that case you'd have to strain to even tell they were moving It would probably some kind of Infestor nerf if anything. Which is funny considering the recent buff.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Unit numbers aside the protoss shouldn't be giving up something for nothing. If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now. Ultimately the mothership is there b/c it is supposed to fill a role, which could have gone to a better unit if it wasn't there (arbiter ).
Looking past any of that, I just think it is sad to think they put a unit into multiplayer with basically no intention of it being a serious unit. Those units should stay in single player. Just fundamentally bad design.
It isn't being detrimental to gameplay, so there really isn't a problem. Why would they want to remove it?
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Unit numbers aside the protoss shouldn't be giving up something for nothing. If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now. Ultimately the mothership is there b/c it is supposed to fill a role, which could have gone to a better unit if it wasn't there (arbiter ).
It's there cause it's cool. They gave up on making it good back in beta.
Looking past any of that, I just think it is sad to think they put a unit into multiplayer with basically no intention of it being a serious unit. Those units should stay in single player. Just fundamentally bad design.
There's not really any reason to remove it, and some people like it. Dunno what the issue is.
I suppose Protoss is so different in this game that if they had arbiters they would be unkillable.
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
Lol, I seriously doubt they'd make Broods slower. In that case you'd have to strain to even tell they were moving It would probably some kind of Infestor nerf if anything. Which is funny considering the recent buff.
I think with the recent buff, more people have turned their attention to the infestors and its 'opness' became prominent. You can see this a bit in PvT after the ghost change where people will mix in 10~12 ghosts in their army and the protoss 'death ball' is a dead ball . In that situation the ghost unit looks op.
The units were always pretty goiod, but the 'buff' patches put a spotlight on them :D
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
It could result in a Infestor nerf as well (I'm not sure why you only focused on the broodlords), as they are a VERY strong caster unit (and possibly with a nerf to infestors they could buff ultras and/or hydras), or possibly even something like a ghost buff (which already happened) so after waiting it out, it might turn out that terrans will use ghosts more often against zerg, and there won't be a nerf.
Edit: Also, good interview, but I was really hoping Carriers would be mentioned as an underdeveloped unit... more specifically whether or not they are considered a "casual" unit like the mothership, or if they are just underused. They already made changes to BCs to suggest that BCs aren't a casual unit, but carriers are still weak. Gogo armor buff on interceptors and the carrier itself!
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
omg..... my thoughts exactly ><. I can't believe he said that on record.
Blizz: "Here, have this unit. We put it in there because lesser players enjoy using it in low-level games. It's concept is cool no?"
"..." -.-
Blizz: "What? You want to use it in a tournament for money? Wait, this is going to be part of your strategy??? I"m sorry... let me redirect you to the unit we call the colossus..."
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
Lol, I seriously doubt they'd make Broods slower. In that case you'd have to strain to even tell they were moving It would probably some kind of Infestor nerf if anything. Which is funny considering the recent buff.
Also, remember the age of this interview. It predates MMA's discovery of mass drop play that shuts down BL/infestor.
Probably won't be a ghost buff unless Blizzard wants to increase the range of snipe, which might screw brood lords over completely. The other change is an increase in EMP range, but that will just break TvP sideways.
Most likely change is a reduction in infestor movement and/or reduction in energy regen. Probably the closest they can come to making a change without making too large a change, if that makes sense.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
omg..... my thoughts exactly ><. I can't believe he said that on record.
Blizz: "Here, have this unit. We put it in there because lesser players enjoy using it in low-level games. It's concept is cool no?"
"..." -.-
Blizz: "What? You want to use it in a tournament for money? Wait, this is going to be part of your strategy??? I"m sorry... let me redirect you to the unit we call the colossus..."
you guys are being too elitist. not everything in a game needs to be tuned for competitive gaming. ever see the mac10 in serious counter-strike matches?
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
Lol, I seriously doubt they'd make Broods slower. In that case you'd have to strain to even tell they were moving It would probably some kind of Infestor nerf if anything. Which is funny considering the recent buff.
I think with the recent buff, more people have turned their attention to the infestors and its 'opness' became prominent. You can see this a bit in PvT after the ghost change where people will mix in 10~12 ghosts in their army and the protoss 'death ball' is a dead ball . In that situation the ghost unit looks op.
The units were always pretty goiod, but the 'buff' patches put a spotlight on them :D
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
I thought it seemed like a really good explanation, zerg have less units altogether than T and P and Terran have units that aren't used much either (raven is a good example). In BW there was at least 1 unit per race that wasn't used in competitive play, and it didn't make it a boring game or a bad spectator sport.
Also the more useful units you put into the game it exponentially gets harder and harder to balance, so maybe buffing all these units might not be a good thing, as it would really make for a difficult time for Blizzard.
Why add a unit that is not worth using. They filll up protoss tech tree with crappy units that arent that viable ( maybe MS if its a PvZ and he has no corrupter's for some reason) when all the other races have units that are usable even at pro play....
Lol, I'm fine with them keeping in the ability to rush as long as scouting is increased a little bit (which they are planning on), it's pretty much necessary for terran to not get rolled over by zerg who just drones forever, and midgame is exceptionally difficult for protoss to do anything so there has to be an early all-in or turtling until tech is developed and you get a deathball. If you're going to remove the ability to rush, tone down zerg's macro mechanic some at least early game.
Do note guys that these interviews were done before the last MLG so blizzards stance on infestor/broodlord being "op" has probably changed after seeing terrans starting to use ghosts vs zerg. While not many do on the NA server, I know koreans do alot and I can't comment on EU terrans either.
I hope for season 3 they remove scrap/delta/xelnaga at least, that would make me a happy panda bear
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
Agreed, another thing this brings to mind is when he says "units like that" when referring to the mothership,is I can't help but feel he is talking about Carriers too (I'm not sure if cattlebruisers fall in this category too) Seriously though, what other units besides carriers, motherships and possibly cattlebruisers could fall into "units like that" in David Kim's mind??
on another note, Right now I feel like the real problem with infestors is they deal with anything, they disable any micro from units like blink stalkers or stim mm, they crush and low hp units like marines, they just got a buff vs mechanical untis, they can steal any massive unit like a thor or colossus and use it against you, infestors are also great at shutting down air units, and infestors are great units for harassment, o wait fungal can detect cloaked units too. I don't think there should ever be a unit that can counter everything in the game when used well. On top of this once infestors are out the zerg can deal with anything and then get out ultra's or broodlords easily, which are hard enough to deal without the infestors there.
How can they really think its good for the game for zerg to have these kind of late game power units, but toss's late late game units should be for casuals, and storm should take an hour and 2 tons of gas to get out. Fungal, no research required.
I play terran now btw. I'm not trying say the game is imbalanced, just that I can't understand the thinking behind some of these things whatsoever.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
I thought it seemed like a really good explanation, zerg have less units altogether than T and P and Terran have units that aren't used much either (raven is a good example). In BW there was at least 1 unit per race that wasn't used in competitive play, and it didn't make it a boring game or a bad spectator sport.
Also the more useful units you put into the game it exponentially gets harder and harder to balance, so maybe buffing all these units might not be a good thing, as it would really make for a difficult time for Blizzard.
There is only one unit in BW that isn't used in competitive play - the Scout.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
omg..... my thoughts exactly ><. I can't believe he said that on record.
Blizz: "Here, have this unit. We put it in there because lesser players enjoy using it in low-level games. It's concept is cool no?"
"..." -.-
Blizz: "What? You want to use it in a tournament for money? Wait, this is going to be part of your strategy??? I"m sorry... let me redirect you to the unit we call the colossus..."
you guys are being too elitist. not everything in a game needs to be tuned for competitive gaming. ever see the mac10 in serious counter-strike matches?
Mac10 relative to CS and the Mothership to sc2 protoss?? How does that comparison make any sense.
Mac 10 = cheap piece of shit no one cares about, not to mention you have something like 20+ guns you can choose from, with better cost-efficient substitutes. Mothership = ultimate protoss unit, highest unit in the tech tree, for the most technologically advanced race.
People have been discussing its viability since beta... and one year later David Kim tell us we've just been wasting our time???
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
Lol, I seriously doubt they'd make Broods slower. In that case you'd have to strain to even tell they were moving It would probably some kind of Infestor nerf if anything. Which is funny considering the recent buff.
Also, remember the age of this interview. It predates MMA's discovery of mass drop play that shuts down BL/infestor.
Its irrelevant. Some speedlings/crawlers can defend drops.
i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
Lol, I seriously doubt they'd make Broods slower. In that case you'd have to strain to even tell they were moving It would probably some kind of Infestor nerf if anything. Which is funny considering the recent buff.
Also, remember the age of this interview. It predates MMA's discovery of mass drop play that shuts down BL/infestor.
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
Lol, I seriously doubt they'd make Broods slower. In that case you'd have to strain to even tell they were moving It would probably some kind of Infestor nerf if anything. Which is funny considering the recent buff.
Also, remember the age of this interview. It predates MMA's discovery of mass drop play that shuts down BL/infestor.
Its irrelevant. Some speedlings/crawlers can defend drops.
If it was that easy, Losira and July would have beaten MMA's drop style late game. That they didn't attests to how good it is. A Z on 4 bases has to have a lot of speedlings sitting around if he wants to be able to defend drops--especially 16-marine drops--that could appear anywhere at any time.
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
Lol, I seriously doubt they'd make Broods slower. In that case you'd have to strain to even tell they were moving It would probably some kind of Infestor nerf if anything. Which is funny considering the recent buff.
Also, remember the age of this interview. It predates MMA's discovery of mass drop play that shuts down BL/infestor.
Mass drop play was not discovered by MMA lmao
I don't remember any other player using it to that effect against world-class Zerg's before. Yeah, you're right, he didn't discover it, but he was--as far as I know--the first player to really use it that well.
Broodlord Infestor OP??? That just boggles my mind. My personal Motto about Hive Tech units is They don't win you the game, they just end games you've already won.
I don't feel that a Zerg Late game composition, takes you from a disadvantage, to an advantage.
Also switching to hive tech units is tricky. Switch too soon and your dead, Switch too late your also dead.
I feel like Ghosts would completely obliterate that composition. You could probably even land a nuke on a flock of Brood Lords they're so slow.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
I laughed. And then I died a little in side. MY LIFE FOR AUIR!
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Unit numbers aside the protoss shouldn't be giving up something for nothing. If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now. Ultimately the mothership is there b/c it is supposed to fill a role, which could have gone to a better unit if it wasn't there (arbiter ).
It's there cause it's cool. They gave up on making it good back in beta.
Looking past any of that, I just think it is sad to think they put a unit into multiplayer with basically no intention of it being a serious unit. Those units should stay in single player. Just fundamentally bad design.
There's not really any reason to remove it, and some people like it. Dunno what the issue is.
I suppose Protoss is so different in this game that if they had arbiters they would be unkillable.
So true. Toss could just Stasis your whole army and then walk their collosi up. Or stasis Viking clouds. Stasis'ing the back of the opponents army to prevent them from running away could also be used.
- Intention: a unit for low level players to enjoy - Doesn't replace ANYTHING. It's not like there was an arbiter and they removed it for the mothership. - It literally doesn't affect anyone if theres a gimmick unit for low level players to enjoy, this game is a great esport but it can have fun stuff too. You guys have such warped logic to think that if it doesn't add to the competitive side of the game then its worthless...I can't believe anyone can be upset about it.
So much overreacting because he mentions it as something they're keeping an eye on, but specifically stating that it's too early to make any conclusions.
On June 17 2011 06:26 -_- wrote: Dustin Browder looked pretty creepy in the background of David Kim interview. I wonder if he had to monitor his reponses?
David Kim being in front of the camera means he's trusted to answer questions on his own. Speaking from my own experience in animation and visual effects, at most companies, when someone is going to give an interview (or 20 in a row, like those guys probably did that day), usually a PR person will sit down with them in advance to refresh their memory about what is OK to talk about and what's not.
On June 17 2011 07:01 Liudo wrote: the zerg propaganda machine is switched into panic mode
What propaganda? Don't use ghosts and you get crushed vs infestors. Use the units you have and stop complaining.
propoganda because David Kim specifically says blizzard waits to see if the meta-game will adjust (and yes that could mean more ghosts, but not necessarily) and yet at the merest hint at a nerf so many zergs panic and whine whine whine
On June 17 2011 06:48 simansh wrote: "All of the matchups are close to 50%, except for 2"
TvZ
PvZ
TvP
So 2 of the three matchups are off?
Nice observation :D
Anyway, it looks like we won't see new maps until season 3 T.T
No it was a bad observation, considering that what David Kim was saying was regarding the matchups between races in specific regions. So it would be 2 out of a much larger number.
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
Then apparently it's not a cheese, huh? It's pressure.. How is it a complete joke, should zerg be allowed to stay ahead in the early game and continue on into the late game with the advantage when they already have the best macro mechanic? What about zergs like July and MorroW who baneling bust terrans at least once every bo3 and it works like 95% of the time, and if it doesn't they still end up ahead? Is that fair? I've seen terrans double layer their wall and banelings still get in because of the insane amount of damage they do to buildings and their splash. I've seen them just baneling bust through barracks walloffs and still have plenty of lings left over. 60% free win, 30% end p even, 10% end up slightly behind.
Stop whining. Early pressure is not cheese. SCVs can be pulled because of the mule mechanic and because there is no melee unit for the terran they act as a meatshield, it's not cheese or exploitative when the unit is designed to be able to do that.
Looks like zergs will continue to whine until they effortlessly win anything and are granted map hacks to be able to see everything.
If it was that easy, Losira and July would have beaten MMA's drop style late game. That they didn't attests to how good it is. A Z on 4 bases has to have a lot of speedlings sitting around if he wants to be able to defend drops--especially 16-marine drops--that could appear anywhere at any time.
So when Zerg makes Mutas, terran has to put mulitiple turrets up all over each base, but Zerg can't put 2 spines at each base to defend drops?
Nonsense. 8 marines do nothing vs 2 spinecrawlers and a queen. Its a small investment, to protect your expansions. Your argument has 0 merit.
On June 17 2011 06:59 crabz wrote: and the zerg whine begins
The whine about the whine is actually getting worse than the whine that starts in the first place. Atleast the zergs who voice their opinion have more than 5 words in their post and try to bring up points. This is just flame-baitng a whole race into hating another race.
I don't have enough experience to actually know if it is imbalanced or not, but I do think ghosts might easily solve Terran problem late game. EMP is a must unless you want all your marines to explode with 2 fungals. Ghosts secondary ability snipe could also work wonders on Broodlords.
Either way, I can't wait for HOTS and the new season with new maps. I hope some of them are decent. Thanks for the interviews JP.
On June 17 2011 06:16 FMStyles wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
who love rushing love rushing rushing...
Not everyone has time for super long 30 minute no rush games. Some of us just want to do a quick marine scv all-in and move on with our lives.
On June 17 2011 06:16 FMStyles wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
who love rushing love rushing rushing...
Not everyone has time for super long 30 minute no rush games. Some of us just want to do a quick marine scv all-in and move on with our lives.
You mean not everyone wants to get better at the game they're playing, some of you just want to get ladder points and flash your e-peens?
On June 17 2011 06:16 FMStyles wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
who love rushing love rushing rushing...
Not everyone has time for super long 30 minute no rush games. Some of us just want to do a quick marine scv all-in and move on with our lives.
You mean not everyone wants to get better at the game they're playing, some of you just want to get ladder points and flash your e-peens?
If it was that easy, Losira and July would have beaten MMA's drop style late game. That they didn't attests to how good it is. A Z on 4 bases has to have a lot of speedlings sitting around if he wants to be able to defend drops--especially 16-marine drops--that could appear anywhere at any time.
So when Zerg makes Mutas, terran has to put mulitiple turrets up all over each base, but Zerg can't put 2 spines at each base to defend drops?
Nonsense. 8 marines do nothing vs 2 spinecrawlers and a queen. Its a small investment, to protect your expansions. Your argument has 0 merit.
Marines....walk around the two spines? And snipe tech buildings? Or shoot an exposed part of the mineral line? I don't believe there's any way you can position two spines so that both can attack any marine that is shooting at your drones. And 8 marines+one medivac beat one spine+one queen. Once again, if it was as easy as dropping two spines in your mineral line, top Z wouldn't be losing anything to drops any more. It isn't like defending against mutas with turrets, it's more like defending against a fleet of (remarkably cheap) banshees with turrets.
Interesting to hear about how the mothershipCarrier is geared more towards noobs.
I remember that Blizzard had a pseudo-Carrier called the "Tempest" back during the alpha, which was basically a slightly weaker, more specialized, lower-tech version of the Carrier that had a cool Hardened Shields ability vs ground. However, I heard that fan outrage was one of the reasons that it was removed and retextured into the Carrier we have now, which has very little place in competitive play despite being extremely similar to its BW counterpart.
I think the late-game Protoss air units definitely need a redesign considering how irrelevant they are to competitive play.
i think he mixed up what he was trying to say a little, seemed like he was trying to say that maps matter but not as much as in brood war. that's what i got out of it anyway.
oh look, i'm a terran player with mass tier 1 and a few ghosts. You have t1, upgrades, t2 and collosus/high templar? no problems, i'll press 2, e, then spam clicks over your whole army. Now I can 1a and stim, and since your whole fucking army has 50% hp and no energy, I won't lose 10 marauders. Then it's onwards 1a to your base. great.
On June 17 2011 06:16 FMStyles wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
who love rushing love rushing rushing...
Not everyone has time for super long 30 minute no rush games. Some of us just want to do a quick marine scv all-in and move on with our lives.
You mean not everyone wants to get better at the game they're playing, some of you just want to get ladder points and flash your e-peens?
Games are supposed to be fun, right? I play for fun. I play for fun by getting a good rating, not by being good.
On June 17 2011 07:21 Blessed wrote: why no fucking ghost nerfs?!
oh look, i'm a terran player with mass tier 1 and a few ghosts. You have t1, upgrades, t2 and collosus/high templar? no problems, i'll press 2, e, then spam clicks over your whole army. Now I can 1a and stim, and since your whole fucking army has 50% hp and no energy, I won't lose 10 marauders. Then it's onwards 1a to your base. great.
funny posts going on really entertaining. just mentioning the name dusting seems to attract the green ones from all over hehe. hope they look into slow units in general not just broodlords and reduce the unit movement speed in general hehe. glad they stick with their map pool. But maybe the could ad a slot or two for tournament maps you can choose and if you do so those have top prioritiy if someone is at your level with the same maps, just a cooldown to prevent playing the same opponent again and again.
On June 17 2011 07:21 Blessed wrote: why no fucking ghost nerfs?!
oh look, i'm a terran player with mass tier 1 and a few ghosts. You have t1, upgrades, t2 and collosus/high templar? no problems, i'll press 2, e, then spam clicks over your whole army. Now I can 1a and stim, and since your whole fucking army has 50% hp and no energy, I won't lose 10 marauders. Then it's onwards 1a to your base. great.
How they can nerf BL/infestor composition when actually No Terrans use ghosts, i don't understand. If someone can show me that Ghosts are useless against this comp with a pro replay, then ok. But we don't have any proof right now. Another thing is that Terrans are not really dominated by Zerg in Korea so i hope they will ask pros in Korea and not foreigners,(the only Terran in the top 8 in MLG was Korean, MMA)
On June 17 2011 07:21 Blessed wrote: why no fucking ghost nerfs?!
oh look, i'm a terran player with mass tier 1 and a few ghosts. You have t1, upgrades, t2 and collosus/high templar? no problems, i'll press 2, e, then spam clicks over your whole army. Now I can 1a and stim, and since your whole fucking army has 50% hp and no energy, I won't lose 10 marauders. Then it's onwards 1a to your base. great.
how the fuck can they think that's balanced?
Forever in bronze.
forever 1.3k masters.
forever terran scrub enjoying his OP EMP
A 1.3k masters would not be whining like a little girl over EMPs and terran "a moving" 1.3 masters would have a better understanding of the matchup and not post the rubbish you did.
On June 17 2011 06:59 crabz wrote: and the zerg whine begins
The whine about the whine is actually getting worse than the whine that starts in the first place. Atleast the zergs who voice their opinion have more than 5 words in their post and try to bring up points. This is just flame-baitng a whole race into hating another race.
I don't have enough experience to actually know if it is imbalanced or not, but I do think ghosts might easily solve Terran problem late game. EMP is a must unless you want all your marines to explode with 2 fungals. Ghosts secondary ability snipe could also work wonders on Broodlords.
Either way, I can't wait for HOTS and the new season with new maps. I hope some of them are decent. Thanks for the interviews JP.
Yes yes theoretically ghosts are good against broodlors, infestors, etc.
There's a reason why so many pro terrans don't get ghosts or get enough ghosts vs zerg. You can't just transition into ghosts. Getting ghosts means putting tech labs on your barracks which reduces marine production because you would normally go reactored marines against anything else. Not every zerg goes into late game with infestor/broods. A lot just stick with muta/ling/bane so you can't just mix in ghosts as part of your standard build. I've tried to do this but your ghosts just die because they can't even run away from banelings. Point is, it's not as simple as "just make ghosts".
On June 17 2011 06:16 FMStyles wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
who love rushing love rushing rushing...
Not everyone has time for super long 30 minute no rush games. Some of us just want to do a quick marine scv all-in and move on with our lives.
You mean not everyone wants to get better at the game they're playing, some of you just want to get ladder points and flash your e-peens?
Games are supposed to be fun, right? I play for fun. I play for fun by getting a good rating, not by being good.
That's a bit of a contradiction there. You should not have a good rating if you are not good :p Though i see your point. Somewhat poor scouting options is the reason rushes are so effective.
You don't need much production if you take care of them and don't lose them. Ghosts can take care of themselves very well with cloak + snipe on overseers.
In the first video, during the 4:06-4:16 mark, there is a video of zerglings and kerrigan killing a base. I noticed that when units die, a number appears, +5 for example. Any idea of what is going on there?
He just said they would look into Broodlord/infestor TvZ and see what happens after many games. If Terrans are getting demolished consistently by this comp then something might happen. I am not even sure what they would change.
On June 17 2011 07:21 Blessed wrote: why no fucking ghost nerfs?!
oh look, i'm a terran player with mass tier 1 and a few ghosts. You have t1, upgrades, t2 and collosus/high templar? no problems, i'll press 2, e, then spam clicks over your whole army. Now I can 1a and stim, and since your whole fucking army has 50% hp and no energy, I won't lose 10 marauders. Then it's onwards 1a to your base. great.
how the fuck can they think that's balanced?
Forever in bronze.
forever 1.3k masters.
forever terran scrub enjoying his OP EMP
My god how can you ever think something like that is constructive. People beat MMG all the time so get over yourself, just because you win some games at starcraft doesn't mean you have perfect knowledge of balance.
I think all the whine is premature, all they said was that BL+infestor needed to be gauged, they never said it was definitely going to be nerfed. David Kim admits that the mothership is for casual use and everybody freaks out over it as if it was some grand new revelation about protoss play. If they feel the game is generally balanced then I really don't think they are going to make any sweeping changes to any units before HoTS. The QQ about maps can be easily solved with vetoing, it seems like people care more about forcing everyone to play the same maps and making everyone have the same idea of what a fun or balanced map is tbh.
I would like fungal growth to not hit air. I want the reaver/drop ship instead of colossus. Air move and shoot micro should return. BOOM! Game is perfect.
Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
No mention on Ghosts EMP taking out P army in an instant i find it interesting how a Protoss can be on the verge of winning and EMP's just turn the game around. people say just split ure army but with 4 ghosts out on the field getting max energy they can just carpet EMP and if they sit near a siege tank with a viking given range P players cant use feedback. I play random and i find it annoying in this matchup not trying to try this into a Balance thread but seeing as david kim "plays" random he mus be aware of this.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
He mentioned that not a lot of people beat the campaign on Brutal, but I don't think thats because it's difficult, I think thats because people are too busy playing multiplayer. My friend who is in the bronze league beat it on Brutal...he only uses his mouse and scrolls with the arrow keys, doesn't use any hotkeys or control groups and beat it on Brutal. I'm honestly not sure how.
Yes folks BL/Infestor may be imbalanced. Accept it. I understand Zergs feel as though they're a repressed minority who have been persecuted by evil Blizzard for having to suffer humiliating defeats at the hands of inferior, no talent smucks playing Toss and Terran, but thats not reality.
In reality land BL/Infestor is very strong, and even with ghosts, remains very very strong. There may need to be adjustments. Theres no need to panic like this guy:
"Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all"
relax. A small adjustment may be necessary, Im sure you'll be OK. As for being a "Repressed minority who have been persecuted by evil Blizzard for having to suffer humiliating defeats at the hands of inferior, no talent smucks playing Toss and Terran!!! ....... well i can't help much with that. Seek professional help.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
I'm a Zerg and we are not talkin about your case, we are talking about competitive play so all your statements about "APM" and "too hard" are irrelevant.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
SC2 as a whole is geared towards casual players if you pay attention to the details.
dayvie trying to balance game just by looking at the result of top gamers i guess. Because between lower tier gamers terrans dominate while zergs kill both terran and toss between top gamers.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
I'm a Zerg and we are not talkin about your case, we are talking about competitive play so all your statements about "APM" and "too hard" are irrelevant.
Guess that's why they are looking at THAT SPECIFIC matchup and lategame comp.. done with you
Really interesting interviews. The BL/Infestor thing is a weird thing to be looking at though, Ghosts have already been buffed (made cheaper) and a group of ghosts can wreak havoc on BL with snipe and Infestors with EMP. If they nerf BL/Infestor (which is the only really viable lategame option) in addition to the Ghosts already having been buffed, I think we'll see the TvZ matchup swing heavily in favor of T. Very many TvZs don't go into lategame, so I suspect that part of the matchup hasn't been as developed as it could be (more Terrans incorporating Ghosts into the lategame composition).
So wait.. David Kim says basically "one of the issues PEOPLE ARE TALKING ABOUT, is broodlord + infestor vs terran, so we're WAITING so people get a chance to play those strats more". And this causes a shit storm from people that think he's saying "OH LOL BROODLORD + INFESTOR OP, we will be removing both units and also nerf every single zerg unit" and then draws the conclusions that "lol, omg blizz r clueless of balance!!1"
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
Perhaps you would like to enlighten everyone on how an EXTRA unit becomes one less unit for protoss? What unit does Terran or Zerg have that is equivalent to the Mothership? There is none, it is like a bonus unit that can sometimes be used effectively, but 95% of the time doesn't get built.
Personally I think that they need to hesitate more on making patch changes. I think that given enough time the competitive scene can really evolve and spawn more creative playstyles and unit compositions. More than that, it can force players to use the units they have more strategically instead of waiting on their side of the map for max 200/200 and clashing with another 200/200 army.
...Unless it involves PvP.
Everyone wants a cheap easy solution handed to them. BroodWar's "balance" often teetered on which race had the most creative Pro revolutionizing the matchups with new styles and builds.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer if most zergs literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
On June 17 2011 07:41 Olsson wrote: Weird he names broodlord+infestor in TvZ and not colossi+voidray in PvZ which is more broken.
LOL I must have entered a time machine and woke up in January.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
I'm a Zerg and we are not talkin about your case, we are talking about competitive play so all your statements about "APM" and "too hard" are irrelevant.
david kim is in contact with alot of the pros so i doubt he thinks about average diamond player when he talks about bl/infestor being OP
On June 17 2011 07:45 Stiluz wrote: the Ghosts already having been buffed).
so basically david kim is not aware of the state in PvZ? Zerg is owning Protoss at this moment and he didnt mention PvT either, they think those match are balanced? loool i think they dont watch GSL no protoss...
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
Perhaps you would like to enlighten everyone on how an EXTRA unit becomes one less unit for protoss? What unit does Terran or Zerg have that is equivalent to the Mothership? There is none, it is like a bonus unit that can sometimes be used effectively, but 95% of the time doesn't get built.
Once back before the beta I asked the very same question as you, and then Nony (Liquid'Tyler for those who dont know) quoted me and said:
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
look at this fkin idiot bashing toss saying we dont need micro. ff, blink, feedback, storm,guaridan shield is much harder than stim 1a and 2 eeeee spam ok?
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer if most zergs literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
^ explains that state of PvZ Zerg fails there MASSSSSSSS roach corrupters then QQ that P op when we have almost every unit in our tech tree on the field and they have 2....
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer for zerg literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
I was ironic (Zergs struggled months before finding solutions against Protoss late game, that's why i said that). And Zergs makes roaches en masse because of the timing attacks on 2 basis, so you are forced to have many roaches if you don't wanna die in mid game, you just have to clean your roach supply efficiently (basically agressive trade) when you enter the late game.
On June 17 2011 07:48 EliteReplay wrote: so basically david kim is not aware of the state in PvZ? Zerg is owning Protoss at this moment and he didnt mention PvT either, they think those match are balanced? loool i think they dont watch GSL no protoss...
You need to realize that this was a damn 6minute interview, they didn't have time to go over every possible matchup and unit composition.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
look at this fkin idiot bashing toss saying we dont need micro. ff, blink, feedback, storm,guaridan shield is much harder than stim 1a and 2 eeeee spam ok?
don't feed the troll. He'll go back under his bronze plated bridge. Until then, I wonder if they feel a change necessary. I have a feeling they'd rather nerf ghosts than buff infestors, as the latter would fuck PvZ whereas the former would be helpful to protoss in PvT making it easier.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer if most zergs literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
^ explains that state of PvZ Zerg fails there MASSSSSSSS roach corrupters then QQ that P op when we have almost every unit in our tech tree on the field and they have 2....
Protoss is the a-move race though bro, not like we have to try and forcefield perfectly or get crushed, blink back stalkers that cost twice as much as roaches but die to them no problem, try to keep colossi alive as long as possible against corruptors, and storm roaches which does very little to them. But you know, zerg has that intense bumrush forward to try to hug the protoss army and queue up colossi with your corruptor micro.
Funny how people simply refuse to look at how difficult the matchup is for the other race and act like they have to work 100x harder. Must give them some kind of superiority complex so they have an excuse for every loss.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Zerg has 13 units? I only count 10. I suppose technically Queens don't count, but I threw them in there anyway (they're more akin to a Nexus/Orbital).
I don't understand why they're looking at Brood Lord/Infestor in ZvT. Ghosts wreck both of those units, so I think Terrans just need to use Ghosts more.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer for zerg literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
I was ironic (Zergs struggle months before finding solutions against Protoss late game, that's why i said that). And Zergs makes roaches en masse because of the timing attacks on 2 basis, so you are forced to have many roaches if you don't wanna die in mid game, you just have to clean your roach supply efficiently (basically agressive trade) when you enter the late game.
Alright. But most people's late game army is still literally mass roach, with like 5 broodlords.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer if most zergs literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
^ explains that state of PvZ Zerg fails there MASSSSSSSS roach corrupters then QQ that P op when we have almost every unit in our tech tree on the field and they have 2....
Protoss is the a-move race though bro, not like we have to try and forcefield perfectly or get crushed, blink back stalkers that cost twice as much as roaches but die to them no problem, try to keep colossi alive as long as possible against corruptors, and storm roaches which does very little to them. But you know, zerg has that intense bumrush forward to try to hug the protoss army and queue up colossi with your corruptor micro.
Funny how people simply refuse to look at how difficult the matchup is for the other race and act like they have to work 100x harder. Must give them some kind of superiority complex so they have an excuse for every loss.
100% agree, I honestly think many many many zergs/terrans would do well to step into protoss' shoes for a while and see how hard it is for them to do the things they claim are ezmode 1a.
On June 17 2011 07:45 Stiluz wrote: Really interesting interviews. The BL/Infestor thing is a weird thing to be looking at though, Ghosts have already been buffed (made cheaper) and a group of ghosts can wreak havoc on BL with snipe and Infestors with EMP. If they nerf BL/Infestor (which is the only really viable lategame option) in addition to the Ghosts already having been buffed, I think we'll see the TvZ matchup swing heavily in favor of T. Very many TvZs don't go into lategame, so I suspect that part of the matchup hasn't been as developed as it could be (more Terrans incorporating Ghosts into the lategame composition).
He might be theorycrafting a bit, but it makes sense that it's conceptually hard to beat. Fungal can uncloak the ghosts which would allow them to be killed pretty easily, and vikings/marines/marauders would probably just be killed by fungal.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
look at this fkin idiot bashing toss saying we dont need micro. ff, blink, feedback, storm,guaridan shield is much harder than stim 1a and 2 eeeee spam ok?
Well if you're going to name all these abilities I could do the same for Terrans.
Terrans have to: -stim -split bio units vs Splash <--- This alone is more "APM" consuming -lift units who are bunched up/trapped by forcefields -Avoid storms -Kite against units such as chargelots -If you have ghosts/ravens, use their abilities
But this is besides the point, IMO ghosts are as effective as people say they are against brolords. It's not like the zerg player will not have any banelings/lings/whatever.
I think T>P>Z is the order for how intensive unit control is.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer if most zergs literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
^ explains that state of PvZ Zerg fails there MASSSSSSSS roach corrupters then QQ that P op when we have almost every unit in our tech tree on the field and they have 2....
hydras and lings both die to collosus/ht in seconds, if i have lings and i see ht come out then all those lings are useless in a straightup battle.
mutas die to blink stalkers and phoenix (although a nice muta transition is always cool).
banelings are fodder for forcefields unless dropped, which is a nice strat.
ultras are situationally useful.
which leaves roaches\corrupter\tech to brood lord.
roaches do decent to good against ALL toss units except immortals. with burrow you can even eat storms no problem.
corrupters are not as good as mutas against VR, but own phoenix/collosus.
its possible to use other compositions but as a general rule i get roach/corrupter for a reason.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer for zerg literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
I was ironic (Zergs struggle months before finding solutions against Protoss late game, that's why i said that). And Zergs makes roaches en masse because of the timing attacks on 2 basis, so you are forced to have many roaches if you don't wanna die in mid game, you just have to clean your roach supply efficiently (basically agressive trade) when you enter the late game.
Alright. But most people's late game army is still literally mass roach, with like 5 broodlords.
I don't know who you are watching but i have to disagree. Top Zerg players are not playing that style anymore. The only top Zerg that i see playing this style, is Stephano in Europe. Idra, Sen, Nerchio, Morrow, Losira, Ret are not playing this style at all and they all have very different styles.
On June 17 2011 08:03 TheSubtleArt wrote: "All matchups are basically near 50%....except 2"....uhh...doesn't that leave only 1 matchup? lol
He's likely talking about each matchup in each of the big 3 regions; so 9 total. At Blizzcon I think it was, their panel showed the rates like that so that seems to be how they look at things.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
look at this fkin idiot bashing toss saying we dont need micro. ff, blink, feedback, storm,guaridan shield is much harder than stim 1a and 2 eeeee spam ok?
Well if you're going to name all these abilities I could do the same for Terrans.
Terrans have to: -stim -split bio units vs Splash <--- This alone is more "APM" consuming -lift units who are bunched up/trapped by forcefields -Avoid storms -Kite against units such as chargelots -If you have ghosts/ravens, use their abilities
But this is besides the point, IMO ghosts are as effective as people say they are against brolords. It's not like the zerg player will not have any banelings/lings/whatever.
I think T>P>Z is the order for how intensive unit control is.
not meaning to derail, but I think you're exaggerating.
Stim first, ok you need to press t. fine. split bio units vs splash, you don't do this, you just make a concave which all decent players do. lift units - fine, but this isn't done later on since stalkers will snipe the medivacs and if you claimed to split to make a concave like you said you did, it'll be difficult to forcefield such a wide arc kite against units such as chargelots - fine, that's true avoid storms - achieved by kiting against chargelots, don't count that twice ghosts/ravens, only ability you use as ghosts is EMP which is E then spam clicks. Raven is similarly just PDD.
If you wanted to compare the, sentry F for forcefield = E for EMP; G for Guardian Shield = PDD; but then protoss also needs to use blink micro and feedback micro to have a chance. And really, once the collosus are dead, if you don't have templar with energy for storm or a number of archons, it's over.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
look at this fkin idiot bashing toss saying we dont need micro. ff, blink, feedback, storm,guaridan shield is much harder than stim 1a and 2 eeeee spam ok?
Well if you're going to name all these abilities I could do the same for Terrans.
Terrans have to: -stim -split bio units vs Splash <--- This alone is more "APM" consuming -lift units who are bunched up/trapped by forcefields -Avoid storms -Kite against units such as chargelots -If you have ghosts/ravens, use their abilities
But this is besides the point, IMO ghosts are as effective as people say they are against brolords. It's not like the zerg player will not have any banelings/lings/whatever.
I think T>P>Z is the order for how intensive unit control is.
im sorry. yuo are out right wrong split bio units vs splash = positiioning, every race does it, whether it is to avoid splash or simply putting zlots in front and spreading sentries. CANCELED OUT -stim = 1 button -avoid storm = same as positiong vs splash. i didnt put "avoid emp" cuz its impossible. also, spam - ghost = spam eeeeeeeeeeeeeeeeeeeeeeeeeeee, no cooldown on emp (for some odd reason, since there is cooldown on storm) -ravens : terran dont need ravens to beat protoss. period.
the only legit ones u listed are stim + kite ( categoriezed as studder step), and lift units who are bunched. now compare that to what i listed. ez race
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
wtf is this hate against people who play a game for fun (read: having a good time) ? i think i'll quote some of my thoughts, those users express them in a friendly way.
On June 17 2011 06:43 k!llua wrote: you guys are being too elitist. not everything in a game needs to be tuned for competitive gaming.
On June 17 2011 07:06 ahbeez wrote: why are people so angry about the mothership?
- Intention: a unit for low level players to enjoy - Doesn't replace ANYTHING. It's not like there was an arbiter and they removed it for the mothership. - It literally doesn't affect anyone if theres a gimmick unit for low level players to enjoy, this game is a great esport but it can have fun stuff too. You guys have such warped logic to think that if it doesn't add to the competitive side of the game then its worthless...I can't believe anyone can be upset about it.
ontopic: thank you jp for the interviews, please get sotg up and running again.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer if most zergs literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
^ explains that state of PvZ Zerg fails there MASSSSSSSS roach corrupters then QQ that P op when we have almost every unit in our tech tree on the field and they have 2....
hydras and lings both die to collosus/ht in seconds, if i have lings and i see ht come out then all those lings are useless in a straightup battle.
mutas die to blink stalkers and phoenix (although a nice muta transition is always cool).
banelings are fodder for forcefields unless dropped, which is a nice strat.
ultras are situationally useful.
which leaves roaches\corrupter\tech to brood lord.
roaches do decent to good against ALL toss units except immortals. with burrow you can even eat storms no problem.
corrupters are not as good as mutas against VR, but own phoenix/collosus.
its possible to use other compositions but as a general rule i get roach/corrupter for a reason.
so u think that all this factors u stated adds up to you using 2 units in the whole game all u are doing is naming the things that counter your units in an attempt to make P look OP. See if u thought about it and didnt just QQ at the site of collsi or Queue 1000 corrupters then when the collsi die u have 100 fewd sitting in the sky ( maybe corruption ) when if u threw in infestors to fungal and ultras to charge in and give splash dmg and spare queens to tranfuse the ultras with roaches coming from the flank ( assuming u actually bother to spread creep making this process much faster) our so called deathball is much less dangerous?
It seems Blizzard has to repeat themselves for consecutive interviews since the HotS reveal. It's tedious to hear the same phrases about their input and consideration into the game design and execution, but it is a necessary interview model.
I think Blizzard needs to hire a press secretary so David Kim and Dustin Browder can focus their time internally.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Maybe it would be easy to conquer for zerg literally made something else besides mass roach and corruptor? A lot of people don't even bother adding infestors. You think it's fun to make all of those units to be able to beat one unit?
I was ironic (Zergs struggle months before finding solutions against Protoss late game, that's why i said that). And Zergs makes roaches en masse because of the timing attacks on 2 basis, so you are forced to have many roaches if you don't wanna die in mid game, you just have to clean your roach supply efficiently (basically agressive trade) when you enter the late game.
Alright. But most people's late game army is still literally mass roach, with like 5 broodlords.
No zerg almost always have infestors also and u can't really use hydras/lings etc cos they just melt. So u dont have much of a choice then going roach/broodlord/infestor. And you dont really have enough gas to get ultras when u are going broodlord/infestor
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
look at this fkin idiot bashing toss saying we dont need micro. ff, blink, feedback, storm,guaridan shield is much harder than stim 1a and 2 eeeee spam ok?
Well if you're going to name all these abilities I could do the same for Terrans.
Terrans have to: -stim -split bio units vs Splash <--- This alone is more "APM" consuming -lift units who are bunched up/trapped by forcefields -Avoid storms -Kite against units such as chargelots -If you have ghosts/ravens, use their abilities
But this is besides the point, IMO ghosts are as effective as people say they are against brolords. It's not like the zerg player will not have any banelings/lings/whatever.
I think T>P>Z is the order for how intensive unit control is.
Terran unit control is not harder than protoss unit control, that's ridiculous. They are pretty much equal. Stim is as hard as guardian shield. Splitting bio is as hard as casting forcefields if not easier. I almost never see a terran lift units that are trapped by forcefields in the first place, and if they did the medivac would probably get feedbacked anyway. Most people just let them sit there. Avoiding storms and kiting against chargelots is pretty much the same thing, you are moving backwards then firing. This is no harder than blink micro. No one uses ravens, and using EMP is not harder than using feedback.
Cool interview. I don't think David Kim ever said that the infester/broodlord combo needed a nerf 100%. He actually said that they were going to look at it over time, as the TvZ late game evolves. So nobody panic
On June 17 2011 07:41 Olsson wrote: Weird he names broodlord+infestor in TvZ and not colossi+voidray in PvZ which is more broken.
not to be a stickler but that composition has been figured out for a pretty long time
I have absolutely no idea what you're talking about. That's the problem with these horrible threads, so much bullshit is thrown around with absolutely no basis that I have no way to know if you have a legit reason to say that or if you're another troll.
As far as I know the only thing that's been figured out is how to cheese the protoss before he gets there.
On June 17 2011 08:10 Alabasern wrote: It seems Blizzard has to repeat themselves for consecutive interviews since the HotS reveal. It's tedious to hear the same phrases about their input and consideration into the game design and execution, but it is a necessary interview model.
I think Blizzard needs to hire a press secretary so David Kim and Dustin Browder can focus their time internally.
Err.. why? No one cares about what the PR guy says, not in this industry. You're not getting less HotS because they're participating in an interview, quite sure that's not how it works.
On June 17 2011 07:34 ChrisGraphex wrote: Are people honestly trying to say Broodlord+Infestor/Ling/Bling/ late game is easy to conqueror as Terran? Open your eyes, even DAVID KIM, THE LEAD OF BALANCE thinks they have a problem, but are waiting to see how it plays out.
Maybe you think Colossi/HT/archon/sentry/Blink stalker is easier to conquer for Zerg?
Did you see what i did there?
Don't be a smartass, but as a Terran, if I take it to late game, and have to deal with Infestor+broodlord it is very hard to break. Yes ghosts are very good, but it REQUIRES a lot of APM. I have to micro my vikings, tanks (so lings dont overrun me when I unsiege), marines not getting fungle. I imagine you're a protoss player because you don't have to worry about having to micro your units
look at this fkin idiot bashing toss saying we dont need micro. ff, blink, feedback, storm,guaridan shield is much harder than stim 1a and 2 eeeee spam ok?
Well if you're going to name all these abilities I could do the same for Terrans.
Terrans have to: -stim -split bio units vs Splash <--- This alone is more "APM" consuming -lift units who are bunched up/trapped by forcefields -Avoid storms -Kite against units such as chargelots -If you have ghosts/ravens, use their abilities
But this is besides the point, IMO ghosts are as effective as people say they are against brolords. It's not like the zerg player will not have any banelings/lings/whatever.
I think T>P>Z is the order for how intensive unit control is.
Terran unit control is not harder than protoss unit control, that's ridiculous. They are pretty much equal. Stim is as hard as guardian shield. Splitting bio is as hard as casting forcefields if not easier. I almost never see a terran lift units that are trapped by forcefields in the first place, and if they did the medivac would probably get feedbacked anyway. Most people just let them sit there. Avoiding storms and kiting against chargelots is pretty much the same thing, you are moving backwards then firing. This is no harder than blink micro. No one uses ravens, and using EMP is not harder than using feedback.
I love how 3 people wrote exactly the same thing, lol!
people don't seem to realize that terran can't tech switch in 5 seconds like Zerg can. I'm not crying imba, but as someone already pointed out in tvz people usually don't have tech lab barracks because they produce 1/2 the marines that reactors can.
And even if a terran manages to lift off his barracks and factories or whatever to make ghosts, as soon as zerg sees ghosts they can go back to banelings (which ghosts can't outrun) and then you as terran are fucked.
tl;dr = terran tech switches take forever and ghosts can be countered. Ghosts aren't as OP in tvz as many zergs seem to think...
"The Mothership is joke unit and we're fine with that"
"More maps need to be rushy"
Someone take these people off SC2 before e-sport curls up and dies.
First of all, the Mothership was broken during the early Beta since it was too powerful. It's better for it to be an irrelevant unit rather than have it be a guaranteed win whenever it's built, and hopefully, they'll rectify its main issues during future expansions.
Second, he never said that more maps need to be rushy. He says that a portion of the map pool needs to be rushy to satisfy the people who like that kind of style, and map downvotes are there to placate the other players who hate rushes.
I think they are trying too hard to please the casual community, who tend to be a silent majority. Fixing the issues for us "hardcore" players would silence a lot of the complaints from the vocal minority with little possible harm to the casuals.
On June 17 2011 07:41 Olsson wrote: Weird he names broodlord+infestor in TvZ and not colossi+voidray in PvZ which is more broken.
not to be a stickler but that composition has been figured out for a pretty long time
I have absolutely no idea what you're talking about. That's the problem with these horrible threads, so much bullshit is thrown around with absolutely no basis that I have no way to know if you have a legit reason to say that or if you're another troll.
As far as I know the only thing that's been figured out is how to cheese the protoss before he gets there.
Lmao, please point me to the last high level game you've seen where a protoss goes voidray/colossus? Cruncher is probably the only one who still does that (I don't even think he does anymore) and he's not exactly the best protoss. Just because you can't deal with it in diamond doesn't mean it's imbalanced.
Yes Terran takes a little more micro than Protoss, and Zerg. Sure some terrans exaggerate with calling Toss A-Move and stuff, but generally terran does in fact require more micro.
Just like Zerg tends to be more intuative, and Protoss lends itself to more creative play. Terran requires a little more micro. I don't understand why people get upset at this.
On June 17 2011 08:14 NickelStarCraft wrote: Yes Terran takes a little more micro than Protoss, and Zerg. Sure some terrans exaggerate with calling Toss A-Move and stuff, but generally terran does in fact require more micro.
Just like Zerg tends to be more intuative, and Protoss lends itself to more creative play. Terran requires a little more micro. I don't understand why people get upset at this.
yes terran is definitely more micro intensive, anyone who says otherwise is wrong, this coming from a zerg player because honestly terrans gotta spread their bio and shit or lose like all their marines to banelings :D.
On June 17 2011 08:12 darthfoley wrote: people don't seem to realize that terran can't tech switch in 5 seconds like Zerg can. I'm not crying imba, but as someone already pointed out in tvz people usually don't have tech lab barracks because they produce 1/2 the marines that reactors can.
And even if a terran manages to lift off his barracks and factories or whatever to make ghosts, as soon as zerg sees ghosts they can go back to banelings (which ghosts can't outrun) and then you as terran are fucked.
tl;dr = terran tech switches take forever and ghosts can be countered. Ghosts aren't as OP in tvz as many zergs seem to think...
oh yea i forgot terran dont have tech labs anymore since they dont upgrade stim and shield.you only need like 2 ghosts.. get over ur laziness.
ur 2nd paragraph is as silly as fk. first of all, ghosts are not light units, so blings dont kill them instantly secondl, there's something called cloak 3rdly, u forgot terran have medivacs.
On June 17 2011 07:41 Olsson wrote: Weird he names broodlord+infestor in TvZ and not colossi+voidray in PvZ which is more broken.
not to be a stickler but that composition has been figured out for a pretty long time
I have absolutely no idea what you're talking about. That's the problem with these horrible threads, so much bullshit is thrown around with absolutely no basis that I have no way to know if you have a legit reason to say that or if you're another troll.
As far as I know the only thing that's been figured out is how to cheese the protoss before he gets there.
Lmao, please point me to the last high level game you've seen where a protoss goes voidray/colossus? Cruncher is probably the only one who still does that (I don't even think he does anymore) and he's not exactly the best protoss. Just because you can't deal with it in diamond doesn't mean it's imbalanced.
I forgot to add, unintelligent life forms need not answer.
(seriously, why start with lmao, and make assumptions on my league/problems in this game? especially since I said I don't let the game go that long... and you didn't answer my question at all)
On June 17 2011 08:12 darthfoley wrote: people don't seem to realize that terran can't tech switch in 5 seconds like Zerg can. I'm not crying imba, but as someone already pointed out in tvz people usually don't have tech lab barracks because they produce 1/2 the marines that reactors can.
And even if a terran manages to lift off his barracks and factories or whatever to make ghosts, as soon as zerg sees ghosts they can go back to banelings (which ghosts can't outrun) and then you as terran are fucked.
tl;dr = terran tech switches take forever and ghosts can be countered. Ghosts aren't as OP in tvz as many zergs seem to think...
Except ghosts aren't light units so it takes 8 or so blings to kill one. Not that I care about the balance of it all, but why would you say blings counter ghosts when they don't at all.
On June 17 2011 08:14 NickelStarCraft wrote: Yes Terran takes a little more micro than Protoss, and Zerg. Sure some terrans exaggerate with calling Toss A-Move and stuff, but generally terran does in fact require more micro.
Just like Zerg tends to be more intuative, and Protoss lends itself to more creative play. Terran requires a little more micro. I don't understand why people get upset at this.
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race. Protoss does not have creative play in the first place, we just kind of diddle around the map in a ball with high tech units and maybe drop a couple of zealots every once in a while to disrupt mining. I'd go so far as to say protoss and terran are extremely similar races just with different unit design and mechanics, especially when it comes down to gateway/HT/some colossi versus MMMGV. EMP and storm are pretty much the same AOE spell under disguise and the chargelot/stalker/some sentry versus MM ball is pretty even.
On June 17 2011 07:41 Olsson wrote: Weird he names broodlord+infestor in TvZ and not colossi+voidray in PvZ which is more broken.
not to be a stickler but that composition has been figured out for a pretty long time
I have absolutely no idea what you're talking about. That's the problem with these horrible threads, so much bullshit is thrown around with absolutely no basis that I have no way to know if you have a legit reason to say that or if you're another troll.
As far as I know the only thing that's been figured out is how to cheese the protoss before he gets there.
Lmao, please point me to the last high level game you've seen where a protoss goes voidray/colossus? Cruncher is probably the only one who still does that (I don't even think he does anymore) and he's not exactly the best protoss. Just because you can't deal with it in diamond doesn't mean it's imbalanced.
I forgot to add, unintelligent life forms need not answer.
(seriously, why start with lmao, and make assumptions on my league/problems in this game? especially since I said I don't let the game go that long... and you didn't answer my question at all)
Then maybe you shouldn't say things that are deserving of being mocked? Please show me a recent high level late game PvZ where the protoss went colossus/voidray. Or do you think that no PvZ games at the high level go to late game?
You beat it the same way you beat anything else. Roach/infestor/corruptor with an emphasis on infestors and corruptor overkill, since infestor/roach will take out stalkers. The infestor buff made the composition weak to fungal and neural parasite.
On June 17 2011 06:56 Cyanocyst wrote: Good interviews.
Broodlord Infestor OP??? That just boggles my mind. My personal Motto about Hive Tech units is They don't win you the game, they just end games you've already won.
I don't feel that a Zerg Late game composition, takes you from a disadvantage, to an advantage.
Also switching to hive tech units is tricky. Switch too soon and your dead, Switch too late your also dead.
I feel like Ghosts would completely obliterate that composition. You could probably even land a nuke on a flock of Brood Lords they're so slow.
Yeah totally agree with you there.
I love how david kim is excited about being interviewed in Dustin's interview !! lol
edit: i forgot another point, showing again and again the same 5 seconds of gameplay is really anoying i better want to see david kim babling :>
Regarding the Mothership, is there really any "casual" player out there who thinks that it is exciting and fun? Mass Ravens are not even close to being viable, but really fun. Making Battle Cruisers and Carriers can be fun. But the Mothership? Sure, it is "a big thing". But casual gamers are not apes. Generally, I think Blizzard sometimes just underestimates their customers a bit.
I do not think that the Protoss race is weak or needs any additional units (being a Zerg Player) - I rather feel like Protoss is forced into a certain tech path due to bad, shortsighted design. We see Colossi in every Protoss match up, they are fundamental for their army. But the unit goes against both the needs of casual player (after a short while it is just boring to watch) and the competitive scene (zero micro involved, Protoss cannot split up their army etc.). So I really hope that Blizzard can come up with some great ideas for the two expansions. Either way, adding new units and taking away certain units basically equals redesigning the entire game. Good luck to them.
Not just mothership is for low levels, so are Carrier and Warp Prisms only units for low level players to enjoy apparently by their virtual absence in competition. I guess that's okay since all blink stalkers all the time do just fine vs tier 3s.
On June 17 2011 08:23 TraneMason wrote: Regarding the Mothership, is there really any "casual" player out there who thinks that it is exciting and fun? Mass Ravens are not even close to being viable, but really fun. Making Battle Cruisers and Carriers can be fun. But the Mothership? Sure, it is "a big thing". But casual gamers are not apes. Generally, I think Blizzard sometimes just underestimates their customers a bit.
I do not think that the Protoss race is weak or needs any additional units (being a Zerg Player) - I rather feel like Protoss is forced into a certain tech path due to bad, shortsighted design. We see Colossi in every Protoss match up, they are fundamental for their army. But the unit goes against both the needs of casual player (after a short while it is just boring to watch) and the competitive scene (zero micro involved, Protoss cannot split up their army etc.). So I really hope that Blizzard can come up with some great ideas for the two expansions. Either way, adding new units and taking away certain units basically equals redesigning the entire game. Good luck to them.
get rid of the colossus, buff gateway units so they arn't fuckin useless after 10 minutes. the more" hero "units there are, the harder it is to micro. hero units being units that take long time to build but very strong ie. immortal, colossus. they make the game too easy for the opponent's decision making (of course i am gona take down the immortal first since its so strong BUT ONLY 2 OF THEM)
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
How so? Terran requires more micro in their vZ matchup, but then PvP is the most micro oriented matchup in the game. It's pretty similar overall.
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
What an interesting argument, I never thought about it that way.
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
That's an opinion not a fact. care to back it up?
I swear this kid has downsyndrome, yes TERRAN does require more micro. Just watch high level play. Lol, or watch IdrA 1a his army
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
Just because you have units that move at 3.375 speed does not mean it requires more micro.
Protoss out of all races has the most casters and the most active unit production--you have to actually look away to create units. On top of this the race has biggest emphasis on meaningful unit formation (Terran and Zerg almost non existent), and landing multiple spells correctly to trade even. I.E The way Morrow was describing ZvP battles ( Blink micro, FF's/Storms, Colossus focus firing Infestors, etc)
EDIT:
Watch the Xiaot vs MC Starswars game also, there were micro battles going on so intense that both players hit 400APM for periods of time.
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
That's an opinion not a fact. care to back it up?
I swear this kid has downsyndrome, yes TERRAN does require more micro. Just watch high level play. Lol, or watch IdrA 1a his army
Lmao wtf? Because IdrA is a protoss right? You guys have to be trolling. Watch MC play, his APM is almost always higher than any terran opponent. Thorzain's APM was about 170 and around 230 in battles in their games, IdrA's APM is around the same, MC has ~300, higher during battle, and he has spiked up to 400+. Who does more micro depends solely on the player, the fact you are trying to argue that one race is more micro intensive than another is retarded.
WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
On June 17 2011 08:22 Heavenly wrote: Then maybe you shouldn't say things that are deserving of being mocked? Please show me a recent high level late game PvZ where the protoss went colossus/voidray. Or do you think that no PvZ games at the high level go to late game?
You beat it the same way you beat anything else. Roach/infestor/corruptor with an emphasis on infestors and corruptor overkill, since infestor/roach will take out stalkers. The infestor buff made the composition weak to fungal and neural parasite.
1) Worthy of being mocked? You should calm down, I know it's a heated balance discussion but I asked an actual question, I wasn't trying to make a point. The only thing "worthy of being mocked" was your answer.
2)No, honestly, all ZvPs I've seen recently have either been an early timing push from one or the other, or ended badly for the zerg. I was under the impression that this is what had been figured out, how to kill the protoss early.
3) Thanks for finally answering. If you know of such a game, I'd like to see it.
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
There are many people who really don't care about campaign, myself included, I started it on hard or brutal and haven't even played 3 missions. I don't see whats so HARDCORE about beating a single player. Scripted encounters, you can play em over and over till you win. GJ.
On June 17 2011 08:22 Heavenly wrote: Then maybe you shouldn't say things that are deserving of being mocked? Please show me a recent high level late game PvZ where the protoss went colossus/voidray. Or do you think that no PvZ games at the high level go to late game?
You beat it the same way you beat anything else. Roach/infestor/corruptor with an emphasis on infestors and corruptor overkill, since infestor/roach will take out stalkers. The infestor buff made the composition weak to fungal and neural parasite.
1) Worthy of being mocked? You should calm down, I know it's a heated balance discussion but I asked an actual question, I wasn't trying to make a point. The only thing "worthy of being mocked" was your answer.
2)No, honestly, all ZvPs I've seen recently have either been an early timing push from one or the other, or ended badly for the zerg. I was under the impression that this is what had been figured out, how to kill the protoss early.
3) Thanks for finally answering. If you know of such a game, I'd like to see it.
No one does it anymore so I couldn't tell you. Go watch some of Cruncher's past games I suppose.
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
Yeh i found that statistic really weird too since most of the people i play with are from TL and have completed it on brutal
On June 17 2011 08:44 rysecake wrote: I don't think terran necessarily requires more micro than protoss. Multitasking is a word I think that suits better.
There you go, couldn't have said it better myself; that was the word I was looking for lol
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
How so? Terran requires more micro in their vZ matchup, but then PvP is the most micro oriented matchup in the game. It's pretty similar overall.
Never played ling/bane vs ling/bane in zvz have you?
On June 17 2011 08:44 rysecake wrote: I don't think terran necessarily requires more micro than protoss. Multitasking is a word I think that suits better.
There you go
Okay then. That has nothing to do with micro.
And still in that case it comes down solely to the player.
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
There are many people who really don't care about campaign, myself included, I started it on hard or brutal and haven't even played 3 missions. I don't see whats so HARDCORE about beating a single player.
i started on brutal, thought it was too time consumer, switched to casual and made mm and 1a through my missions. got alot of good practice of terran micro on the way. t1a click
On June 17 2011 08:44 rysecake wrote: I don't think terran necessarily requires more micro than protoss. Multitasking is a word I think that suits better.
I personally think that terran has more capability for multitasking. As heavenly said, the races are extremely similar. However, while protoss is strong in a deathball, it's weak split up. Terran's strength is in small mobile groups hence players that take advantage of the high multitasking ceiling such as MMA do very very well.
however, multitasking is a different discussion to micro.
On June 17 2011 08:44 rysecake wrote: I don't think terran necessarily requires more micro than protoss. Multitasking is a word I think that suits better.
Due to drops? It takes just as much multi-tasking--if not more due to how bad gateway units are--to defend multiple positions as opposed to being the one hitting those places.
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
I'm one of those 1%. Awwwwwwwwwwwwwwwwww yeaaaaaaaaaahhhhhhhhhhhhhh.
Always wanted to see David Kim, he's such a 'bro' ^_^
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
That's an opinion not a fact. care to back it up?
I swear this kid has downsyndrome, yes TERRAN does require more micro. Just watch high level play. Lol, or watch IdrA 1a his army
Micro is mostly strategy dependent, not race dependent. Mech builds that Goody uses for example require very little micro, but good macro, positioning, and timings. Heavy bio builds are much more micro intensive, especially if ghosts are abundant, and heavy drop play is very multi-tasking intensive. Protoss heavy sentry usage is very very micro intensive, while heavy collosus play is relatively light on micro requirements. Heavy blink stalker usage is very micro oriented as well. Even with Zerg, destiny style ling/infestor is very very very micro intensive, as micro will completely determine if he wins the entire battle with minimal losses, or loses everything without doing any damage at all, similar to mass sentry strategies with protoss. Baneling drops are also way hard to pull off effectively, if you don't think so then try it. Mass roach strategies require little micro however, and rely upon positioning, macro, and timings.
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
That's an opinion not a fact. care to back it up?
I swear this kid has downsyndrome, yes TERRAN does require more micro. Just watch high level play. Lol, or watch IdrA 1a his army
Micro is mostly strategy dependent. Mech builds that Goody uses for example require very little micro, but good macro, positioning, and timings. Heavy bio builds are much more micro intensive, especially if ghosts are abundant, and heavy drop play is very multi-tasking intensive. Protoss heavy sentry usage is very very micro intensive, while heavy collosus play is relatively light on micro requirements. Heavy blink stalker usage is very micro oriented as well. Even with Zerg, destiny style ling/infestor is very very very micro intensive, as micro will completely determine if he wins the entire battle with minimal losses, or loses everything without doing any damage at all, similar to mass sentry strategies with protoss. Baneling drops are also way hard to pull off effectively, if you don't think so then try it. Mass roach strategies require little micro however, and rely upon positioning, macro, and timings.
I realize that and take everything I said back, I'm a moron and I apologize
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
There are many people who really don't care about campaign, myself included, I started it on hard or brutal and haven't even played 3 missions. I don't see whats so HARDCORE about beating a single player. Scripted encounters, you can play em over and over till you win. GJ.
I finished it on hard but I can't be bothered going back to do it on Brutal, not that I couldn't do it, (I'm around 1.1k Masters~), I'd rather just play ladder or watch streams
On June 17 2011 08:44 rysecake wrote: I don't think terran necessarily requires more micro than protoss. Multitasking is a word I think that suits better.
I personally think that terran has more capability for multitasking. As heavenly said, the races are extremely similar. However, while protoss is strong in a deathball, it's weak split up. Terran's strength is in small mobile groups hence players that take advantage of the high multitasking ceiling such as MMA do very very well.
however, multitasking is a different discussion to micro.
Terran has the ability to force your opponent to multitask at the same level as you (or die)*. That's different to *requiring* multitasking though. Terran doesn't have to play like that, and if you do and your opponent keeps up then they are multitasking just as much.
*or more actually; it requires more multitasking to defend a shift-clicked drop+attack on nat than to execute it.
The whole people getting upset over someone saying terran takes more micro thing is like getting butthurt over a zerg saying they take more macro. They're all different races with different requirements from the player. Multitasking does = micro. You're micro managing you're units, in several small groups. Microing doesn't just equal clicking. C'mon people, terran are known for their micro like zerg are known for their macro, it's not a big deal.
No, terran does not take more micro than protoss, it is equal. The only successful protoss is MC and he is widely regarded as having top micro and would do well as any race
Sorry dude, your wrong. Terran does in fact require more micro. You can rant all you want about whatever you want but your simply wrong.
That's an opinion not a fact. care to back it up?
I swear this kid has downsyndrome, yes TERRAN does require more micro. Just watch high level play. Lol, or watch IdrA 1a his army
Micro is mostly strategy dependent, not race dependent. Mech builds that Goody uses for example require very little micro, but good macro, positioning, and timings. Heavy bio builds are much more micro intensive, especially if ghosts are abundant, and heavy drop play is very multi-tasking intensive. Protoss heavy sentry usage is very very micro intensive, while heavy collosus play is relatively light on micro requirements. Heavy blink stalker usage is very micro oriented as well. Even with Zerg, destiny style ling/infestor is very very very micro intensive, as micro will completely determine if he wins the entire battle with minimal losses, or loses everything without doing any damage at all, similar to mass sentry strategies with protoss. Baneling drops are also way hard to pull off effectively, if you don't think so then try it. Mass roach strategies require little micro however, and rely upon positioning, macro, and timings.
Exactly this. There are micro oriented unit compositions and non-micro oriented ones. We have the luxury of different unit compositions in each match-up.
Great interview with David Kim, it was great to hear how he approaches balance and was it just me or did he give a subtle hint they were looking at balancing the warp prism in some way?
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
There are many people who really don't care about campaign, myself included, I started it on hard or brutal and haven't even played 3 missions. I don't see whats so HARDCORE about beating a single player. Scripted encounters, you can play em over and over till you win. GJ.
He's saying people on TL forget that the majority of star craft 2 players are noooooooobs
On June 17 2011 08:54 blinkingangels wrote: The whole people getting upset over someone saying terran takes more micro thing is like getting butthurt over a zerg saying they take more macro. They're all different races with different requirements from the player. Multitasking does = micro. You're micro managing you're units, in several small groups. Microing doesn't just equal clicking. C'mon people, terran are known for their micro like zerg are known for their macro, it's not a big deal.
On June 17 2011 07:36 Rybread wrote: He mentioned that not a lot of people beat the campaign on Brutal, but I don't think thats because it's difficult, I think thats because people are too busy playing multiplayer. My friend who is in the bronze league beat it on Brutal...he only uses his mouse and scrolls with the arrow keys, doesn't use any hotkeys or control groups and beat it on Brutal. I'm honestly not sure how.
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
There are many people who really don't care about campaign, myself included, I started it on hard or brutal and haven't even played 3 missions. I don't see whats so HARDCORE about beating a single player.
i started on brutal, thought it was too time consumer, switched to casual and made mm and 1a through my missions. got alot of good practice of terran micro on the way. t1a click
Stop posting garbage. I dare you to try and 1a stim your way in higher leagues.
On June 17 2011 08:44 rysecake wrote: I don't think terran necessarily requires more micro than protoss. Multitasking is a word I think that suits better.
I personally think that terran has more capability for multitasking. As heavenly said, the races are extremely similar. However, while protoss is strong in a deathball, it's weak split up. Terran's strength is in small mobile groups hence players that take advantage of the high multitasking ceiling such as MMA do very very well.
however, multitasking is a different discussion to micro.
Terran has the ability to force your opponent to multitask at the same level as you (or die)*. That's different to *requiring* multitasking though. Terran doesn't have to play like that, and if you do and your opponent keeps up then they are multitasking just as much.
*or more actually; it requires more multitasking to defend a shift-clicked drop+attack on nat than to execute it.
You're almost making it sound as if it's easy. The amount of actions (particularly in tvz) is probably the highest needed in sc2. To leap frog tanks, split marines vs banelings, while macroing and expoing, while managing 1-2 drops at different locations is alot harder than you're making it sound. I personally have the highest apm when I'm playing terran.
As someone who's played both terran and protoss quite a bit, I must say that both races are demanding in terms of control. Using abilities is pretty easy in sc2, it was intended in the game design. Blink, FF's, keeping zealots up front, moving back wounded colossus, storm or feedback, takes solid control to do effectively. So does using hellions, siege tanks, MM kiting, drops, ghosts ect. To describe either race as 1a is just plain wrong. I would like to say however, a lot of people miss the fact that protoss macro is more demanding that terran's. You have to place every warpgate unit you make and move your screen to a pylon, use crono constantly (most upgrades and build times for protoss are set with this in mind) Which can be demanding on your multitask. So I would say terrans micro is slightly more demanding while equally necessary to protoss's but the difference is made up for with the difference in macro control.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
New maps is the most exciting thing to hear! ( 1/2 the ladder maps )!
Oh and infestor broodlord is a scary combo, but I pretty much just know i'm dead if i let it get to that point and don't have ghosts and vikings to deal with it.
Terran Micro in a fight: Vs P: use MMM ball in run around and shoot fashion, involves just micro'n units directionally(as opposed to spell casting), pressing stimpack in intervals of time and keeping awareness of force-field potentionals. Siege tanks: Hardly used in TvP due to zealot speed rushes counter hardcore. Only really used as static defense or some contains. Micro needed? Minimal, More of a strategy intensive unit than micro intensive unit. Ghosts: 1a in main army then spam emp Vikings: Micro intensive IF you for some reason want to something other than just 1a'n with your main army(I.E. probe harass or taking out void rays/collosis) Banchee: Get cloak asap and try and go for timing windows. Normally un-microable escape if the P player has detection + blink stalkers or phoenix(s) Raven: similar micro level as ghost Hellions: Most intensive micro unit that is still viable vP. Actually requires attention and constant movement. (other units aren't used much in TvP due to such small timing windows of usefulness(reaper) or just cost-damage inefficiency(battlecruisers).
Protoss micro in a fight: Vs T: Zealots - just throw them out when you are being offensive. That's it. Stalkers - Scout, 1a, then blink if damaged or for some profitable move(blink requires more micro than stim due to blink being more useful being used at different reactionary moments. Sentrys - Forcefields EVERYWHERE. Or at least thats how it seems. Requires awareness and tactical placement. Not too hard on the micro. Unless you love the hallucinations tricks. Dark Templar: Run around 1a then run some more High Templar: Feedback anything with energy. Move slow as hell and storm spam ( similar to emp spam) Immortals - See zealots but tougher and ranged ground unit Collosis - Just keep behind ball of zealot/stalker. Pheonix - Requires attention and a bit of hit and run micro. Overall not too hard. Voidrays - 1a Mothership - Pew pew pew, more tactics than micro Observers - More awareness and positioning than micro Warp Prisms - As much micro as you would use on drop ships, in some cases more Carriers - 1a, oh no too close. Move back... 1a...No wait(repeat)
Micro P is....only as hard you make it. Depends on the tactic involved. I.E. Blink stalkers or warp prism + templar play would require lots of micro. While a collosis rush less so. Conclusion: Depends on tactics
Micro T is....All in the ghosts and marine, marauder balls. Hardly any spells to cast. Mostly just running around. Only if you are going to do something like hellion drops into banshee harass or trying to dodge storms does the micro get higher. Mostly it's just macro and tactics with a few stimpacks thrown in here and there. Conclusion: Depends on tactics
Overall: Micro is a individual experience. Respect that.
Note: My analysis is brief and not to be taken overall seriously. Otherwise I will hunt you down and force field your face.
On June 17 2011 09:06 Probe1 wrote: "Many people on TL found that Brutal wasn't hard enough" Dustin laughs it off like he's kidding.
Have you seen the thread where people beat almost every mission on brutal with just marine medic?
David Kims infestor brood lord comment.
Exactly WHO is complaining about this? This is the first I've even heard of it being an issue.
Every time I see a Dustin/Kim duet I get a little more scared at what may happen.
Well to be honest it's taking the guy a really long time to beat it with just marine medic, and it's because the units are inherently OP, making the campaign more fun. I don't see why people want to spend 100 hours+ trying to beat difficult missions when they can just do that on multiplayer. Personally, I play single player to use RIDICULOUSLY op units to wreck AI on whatever difficulty i choose, be it casual or brutal. I don't think anyone is actually really disappointed with the campaign difficulty, I think we would all rather them keep it the same and push out more battlenet2.0 features.
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
There are many people who really don't care about campaign, myself included, I started it on hard or brutal and haven't even played 3 missions. I don't see whats so HARDCORE about beating a single player.
i started on brutal, thought it was too time consumer, switched to casual and made mm and 1a through my missions. got alot of good practice of terran micro on the way. t1a click
Stop posting garbage. I dare you to try and 1a stim your way in higher leagues.
Yeah I used to say the same thing, but then someone posted a thread on TL about some guy who 4 raxed himself into high master league. I got kind of sad.
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
I don't think I "officially" beat the game on Brutal because of that one "secret" mission I never beat, so the 1% might actually be a bit higher. Still, not that surprising when SC2 sold like 4million? copies
I was kind of hoping that David Kim would talk a little more about units that don't get used as often and how they are planning on fixing it. Specifically Reapers, Warp Prisms, and Overseers as all three are incredibly interesting and underused units.
All in all though it was a good interview with nice little tidbits for Heart of the Swarm. I'm certainly excited to see where they go with it.
ITT: People interpreting and twisting David Kim's words to make themselves feel better about the race they play.
I doubt half the people complaining about balance in this thread could even hold a candle to his GM Random, anyway. So much for knowing more about the game.
Anyway, the interviews were pretty interesting. I don't exactly care about single player, but Warp Prisms could be getting a buff ^______^
siege tanks rape infestors. I don't see the problem. A good terran should throw down 3 reactored starports at 20 min to prepare for a mass broodlord tech switch. It sounds kinda bad, but if you scout broodlords morphing than it's already too late to build the tech to counter. I go all mech against zerg and a broodlord transition is normally an autowin for me, simply because of how slow they are. So broodlords are actually pretty all in. I have more trouble with mass ultras actually. I can see the problem with standard marine tank though. A good zerg vs. an equally good terran won't let his infestors get EMP'ed so ghosts are kinda don't work.
On June 17 2011 06:26 -_- wrote: Dustin Browder looked pretty creepy in the background of David Kim interview. I wonder if he had to monitor his reponses?
On June 17 2011 11:30 blinkingangels wrote: siege tanks rape infestors. I don't see the problem. A good terran should throw down 3 reactored starports at 20 min to prepare for a mass broodlord tech switch. It sounds kinda bad, but if you scout broodlords morphing than it's already too late to build the tech to counter. I go all mech against zerg and a broodlord transition is normally an autowin for me, simply because of how slow they are. So broodlords are actually pretty all in. I have more trouble with mass ultras actually. I can see the problem with standard marine tank though. A good zerg vs. an equally good terran won't let his infestors get EMP'ed so ghosts are kinda don't work.
thats like saying a good protoss vs an equally skilled terran wont' let ghosts emp his units so ghosts don't work -_-.
+ cloaked ghosts are pretty good for emp/snipe as no zerg has overseer's with his army so cloaked ghosts pop up and emp all the infestors and thats x amount of infestors now useless. Or use it to snipe broodlords. I can't wait till NA terrans realize how good ghosts are in tvz and not just on the korean server.
On June 17 2011 06:26 -_- wrote: Dustin Browder looked pretty creepy in the background of David Kim interview. I wonder if he had to monitor his reponses?
lol didnt think of it that way. who knows huh?
Unlikely. David Kim is, for the most part, well liked and respected in the community. He definitely knows his stuff. More likely, Dustin was basically showing JP around the whole place and happened to be there at the interview. At 'worst,' he just wanted to sit in on the Kim-JP interview to see what was said, which would just mean he's a very micromanaging manager.
Comments about the interview: I'm glad Infestor/Broodlord is being looked at, or at least is on the radar of the devs. I really wish they had more specific balance concerns to talk about, but considering 1.33 came out recently and HotS on the horizon, it's understandable they don't have much to address.
One thing I wish was discussed was the lack of Ravens we see. Is that a unit that is supposed to be 'for casual players,' like the Mothership?
Great interviews JP. I am sad that they consider the mothership more of a joke and we're unlikely to see the return of the arbiter. Even if it would be comically overpowered. I was also sad they didn't mention carriers... because fuck they are pathetic right now.
Really glad they're waiting on patching brood/infestor: it seems dominate right now, but we've yet to see terran vary their place significantly from before the strat became popular. Also glad that the imba discussion is finally not PvX.
On June 17 2011 09:19 Aruno wrote: Terran Micro in a fight: Vs P: use MMM ball in run around and shoot fashion, involves just micro'n units directionally(as opposed to spell casting), pressing stimpack in intervals of time and keeping awareness of force-field potentionals. Siege tanks: Hardly used in TvP due to zealot speed rushes counter hardcore. Only really used as static defense or some contains. Micro needed? Minimal, More of a strategy intensive unit than micro intensive unit. Ghosts: 1a in main army then spam emp Vikings: Micro intensive IF you for some reason want to something other than just 1a'n with your main army(I.E. probe harass or taking out void rays/collosis) Banchee: Get cloak asap and try and go for timing windows. Normally un-microable escape if the P player has detection + blink stalkers or phoenix(s) Raven: similar micro level as ghost Hellions: Most intensive micro unit that is still viable vP. Actually requires attention and constant movement. (other units aren't used much in TvP due to such small timing windows of usefulness(reaper) or just cost-damage inefficiency(battlecruisers).
Protoss micro in a fight: Vs T: Zealots - just throw them out when you are being offensive. That's it. Stalkers - Scout, 1a, then blink if damaged or for some profitable move(blink requires more micro than stim due to blink being more useful being used at different reactionary moments. Sentrys - Forcefields EVERYWHERE. Or at least thats how it seems. Requires awareness and tactical placement. Not too hard on the micro. Unless you love the hallucinations tricks. Dark Templar: Run around 1a then run some more High Templar: Feedback anything with energy. Move slow as hell and storm spam ( similar to emp spam) Immortals - See zealots but tougher and ranged ground unit Collosis - Just keep behind ball of zealot/stalker. Pheonix - Requires attention and a bit of hit and run micro. Overall not too hard. Voidrays - 1a Mothership - Pew pew pew, more tactics than micro Observers - More awareness and positioning than micro Warp Prisms - As much micro as you would use on drop ships, in some cases more Carriers - 1a, oh no too close. Move back... 1a...No wait(repeat)
Micro P is....only as hard you make it. Depends on the tactic involved. I.E. Blink stalkers or warp prism + templar play would require lots of micro. While a collosis rush less so. Conclusion: Depends on tactics
Micro T is....All in the ghosts and marine, marauder balls. Hardly any spells to cast. Mostly just running around. Only if you are going to do something like hellion drops into banshee harass or trying to dodge storms does the micro get higher. Mostly it's just macro and tactics with a few stimpacks thrown in here and there. Conclusion: Depends on tactics
Overall: Micro is a individual experience. Respect that.
Note: My analysis is brief and not to be taken overall seriously. Otherwise I will hunt you down and force field your face.
Oh and zerg has the most micro.
No, Immortals are pretty bad if you don't make them shoot armored units.
Just wanted to chime in and note that the interview was intended just to be with Browder. About a minute or so prior to entering the room, Bob (Blizzard PR) introduced me to David Kim and informed me he requested the interview for us (MLG) So thank you Bob for being awesome! :D
I was pretty nervous about these because I had no time whatsoever to think of questions for David, but I'm glad you guys enjoyed it
I'm pretty positive that they will nerf infestor/brood a bit while buffing ultras, i don't think this would be a bad change at all. In fact i would like this better it would be sorta like broodwar were you mostly saw ultras but sometimes you would see guardians as well
Sweet interviews. I have to give big complements on not trying to... push Browder or Kim into revealing things. There's nothing more excruciating than interviewers asking "SO WHATS THE NEXT UNIT GOING TO BE" when the interviewee is just going to say "Well we're still in development".
Good questions, decent answers. The "What's a day in the life of David Kim?" one was especially interesting.
Funny people complain about infestor brood lord... What I say to these people, don't let zerg get to that point . Reason is obvious legitimate because thats what everyone says about zvp deathball.
On June 17 2011 13:07 AdAckbar wrote: Funny people complain about infestor brood lord... What I say to these people, don't let zerg get to that point . Reason is obvious legitimate because thats what everyone says about zvp deathball.
Yeah man, don't let zerg get to that point because Protoss and Terran shouldn't be able to enjoy lengthened macro games right? They should just lose. This zerg trolling needs to stop, the game is in the best state it has been in since release and this hypocrisy is still running wild.
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
Then apparently it's not a cheese, huh? It's pressure.. How is it a complete joke, should zerg be allowed to stay ahead in the early game and continue on into the late game with the advantage when they already have the best macro mechanic? What about zergs like July and MorroW who baneling bust terrans at least once every bo3 and it works like 95% of the time, and if it doesn't they still end up ahead? Is that fair? I've seen terrans double layer their wall and banelings still get in because of the insane amount of damage they do to buildings and their splash. I've seen them just baneling bust through barracks walloffs and still have plenty of lings left over. 60% free win, 30% end p even, 10% end up slightly behind.
Stop whining. Early pressure is not cheese. SCVs can be pulled because of the mule mechanic and because there is no melee unit for the terran they act as a meatshield, it's not cheese or exploitative when the unit is designed to be able to do that.
Looks like zergs will continue to whine until they effortlessly win anything and are granted map hacks to be able to see everything.
Can't.. tell... if... serious?
If you go for an all-in baneling bust vs a 'doubly layer' (as you put it) huge wall off and fail, you lose. Also, if you're genuinely talking about a high econ banebust (the type of walls you're describing would have to be) it's easily scouted and doesn't hit in the first 3-4 minutes... It's just a mid game all-in. I have no problem with All-ins, I just want them to be actual All-ins.
If a terran is losing outright to a baneling bust, guess what? They were being greedy and didn't scout... I already outlined the choice to be greedy, which should be punishable. Did you even read or comprehend what I said?
On June 17 2011 13:15 Blackk wrote: Neural parasite makes terran tier 3 suck
Well marines alone makes whole races suck. If zerg didnt have infestors the terran would steam roll right through the zerg late game everybody knows that. infestors is still one of the best units in the game but i think that marines maybe the best units if you count in the upgrades and costs.
I think thor needs a buff for late game terran they don't handle air well unless its mutas unlike goliaths did. Or they need to get rid of pathogen glands like they did for Kydarian Amulet, doesn't seem fair that Zerg gets insta-Fungals but we don't get insta-storm. We knew the warp in storm is imba but what does that make morph in Fungal?
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
words cannot explain how stupid this is
OT: Thanks for the interview JP. Here's to hoping they rotate out all the maps they introduced in Season 2
I think "infestor/broodlord" should be called "infestor/broodlord/zergling". It might not feel like the zerglings are doing a bunch, but if it wasn't for the zerglings, the composition would be much easier to handle.
In my humble opinion being able to go infestor/broodlord simply ends a game more quickly in most cases. You need so much gas for that combination you must have huge map control to get it. Over 80%(?) of games are over at this point, the terran just doesn't admit it.
Many other unit comp would do the same job you just couldn't attack directly into the siege tanks, so it would be more drawn out and take a few waves of units.
The only time I see it as an issue is when the terran has a good eco and goes vikings in time and has a strong unit comp and still gets rolled because of the mass fungals (on the vikings and marines trying to get into range of the broodlords). This seems like a very small number of the pro games I've seen...most the (4+ base) zerg could have just won another way (versus 3 base Terran with a dried up main), even ultras. (see Morrow vs Nada tonight in Nasl, as an example) It just feels bad for the terran that they get outsieged.
Zerg has the mind control ability now. They could use that too maybe lead into other missions.
For example uh... they want to start a war between Terran X and Terran Y so they so they use X too get a Nuke Launched at Y. Or they want to Kill Protoss Hero X so they use Protoss Hero Y too build up a base and kill X. Bam i want my million dollars!
I have a question, at the end of WoL campaign, Raynor was holding Kerrigan in his arms and she was de-zergified (her skin became pale). Then in HotS Kerrigan seems to be alone (Raynor is no where near her), what happened there? She's killing stuff in the universe after he saves her from that zergy looking building, I hope this becomes clear to players after HotS is released. Or if someone has the answer to my question, PM me please.
On June 17 2011 07:21 Blessed wrote: why no fucking ghost nerfs?!
oh look, i'm a terran player with mass tier 1 and a few ghosts. You have t1, upgrades, t2 and collosus/high templar? no problems, i'll press 2, e, then spam clicks over your whole army. Now I can 1a and stim, and since your whole fucking army has 50% hp and no energy, I won't lose 10 marauders. Then it's onwards 1a to your base. great.
I'm just gonna give props to David Kim for seeming pretty informed. There's going to be a ton of haters, but I really think the balance is pretty damn good. I mean, the metagame seems to have more effect on tournament results than the patches.
On June 17 2011 10:25 Zeke50100 wrote: ITT: People interpreting and twisting David Kim's words to make themselves feel better about the race they play.
I doubt half the people complaining about balance in this thread could even hold a candle to his GM Random, anyway. So much for knowing more about the game.
Anyway, the interviews were pretty interesting. I don't exactly care about single player, but Warp Prisms could be getting a buff ^______^
I played him on ladder today actually.
Random (T) vs Random (P)
Lost to his DTs =/ (somehow missed when scouting/scanning), but as I hear from my brother and other people he's kind of cheesy.
Anyways, I have the mindset that Z>P>T with TvZ being somewhat close, though slighty in Z's favor (though map dependent). Infestors are really strong right now, but I still hate fighting against Mutalisks even more :/.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
Protoss don't get one less unit... they get one more... and it can be used in competitive play (obviously a late game unit). Terran and zerg don't have a unit that fits the role that the mothership does... so they actually have one less unit.
David is wearing a (very nice actually and subtle) terran themed shirt. Dustin is wearing a zerg shirt.
THEY'RE TRYING TO TELL US WHAT RACE THEY ACTUALLY LIKE MOST!!! (What's Matt Cooper, Protoss?)
Anyways, awesome interview, haha it would be funny if they buff Warp Prism speed upgrade to like 8, I wouldn't be surprised though. It would move so fast it would be like "warping" units across the map instead of flying them over :D
And yes haha I would actually like David's shirt. It is actually really well designed and subtle, so that it doesn't scream I PLAY STARCRAFT
I like that answer that they are looking into infestor broodlor combo. It's build that i have most difficult time whit. But i think we (terrans) should use more ghosts in TvZ.
On June 17 2011 17:49 SedativeDev wrote: I like that answer that they are looking into infestor broodlor combo. It's build that i have most difficult time whit. But i think we (terrans) should use more ghosts in TvZ.
Ye its funny i once saw Destinys stream,he had like 12 infestors,didn't pay attention and 2 ghost came in Emped everything and he just left the game,was quite funny.
On June 17 2011 06:21 DeepBlu2 wrote: It's really nice to see HotS from their own perspective, but I still have my original opinion. I think the Map pool is heading in a much worse direction as they REFUSE to add maps for different leagues. their explanation was terrible, stating that new maps would feel like a different game for people in bronze. I feel they are heading in the wrong direction and I feel that it's not going to change. It's just my personal opinion.
I too, dont understand why bronze would feel overwhelmed and had to learn everything new as they climb ladder, if they had new maps as you moved up.
Im pretty sure it would feel quite awesome for the bronze. He would get the feeling of entering a new stage, a new "world" even. Like you are leveling up entering a new zone. Dont get why that would feel bad.
I liked these interviews JP, unlike a lot of the other HotS interviews you didn't try to manipulate some random tid bits of information. You just let them say what they had to say and did not repeat the same question several times in different ways.
The Ghost V BL/Infestor seems like an issue of production. It seems a lot easier for a Zerg to create these units to just overwhelm the number of ghosts that a Terran can create. Each time a Xerg creates an infestor or Broodlord the Terran needs to dedicate an equal amount of production For every Broodlord spawned it takes up 2 production cycles of a barracks to create enough ghosts to kill a Broodlord (assuming 75 energy on the ghost). And for each infesor it takes pretty much 1 ghost (for sniping purposes emp is obviously better to do in the short term but killing an infestor).
So the problem becomes when the Zerg decides to create 6-8 Broodlords and 4-6 Infestors. To then have ghosts capable of handling this the Terran would need to have 8-10 barrack dedicated to creating ghosts for 80 seconds (84 seconds to create a BL). Rarely does Terran have this many barrack and even less often is it with that many tech labs. The solution would then seem to be for the Terran to produce ghosts before this point (to stockpile energy) but doing that leaves you quite vulnerable to the Zerg staying on muta/ling/bling. Though I imagine that if set timing for broodlords becomes common then this vulnerability could be overcome.
David Kim trolling hard in the end Very nice interviews, thank you, JP! If they really want to nerf something, I suggest they look into upgraded PFs and turrets - late game with lots of those on the map + tanks, vikings, ravens and auto-repair is almost impossible to break lolol. If on the other hand, it turns out that zergs are more likely to get their late game optimum than the terrans get theirs -- then obviously the problem isn't that zerg late game is op, but that they have advantages in the early game. I agree with what Browder said about SP that fewer units with more evolving combinations is more fun.
On June 17 2011 18:40 Qzy wrote: I love the guy behind balancing is standing in a terran t-shirt "Yeah, so I think broodlords are OP in ZvT".. ...Oh god... *face palm*.
1st of all it can be WoL tshirt. 2nd as said above he plays random 3rd just coz he said infestor/bl is op you gna whine about future chagnes? really
On June 17 2011 19:19 Striding Strider wrote: Make EMP and Fungal Growth researchable. Remove energy upgrades for Infestor and Ghost. Casters are now balanced.
Units shouldn't be balanced against each other, they should be balanced in terms of the entire race. It's OK if races have strengths and weaknesses the others don't.
On June 17 2011 19:19 Striding Strider wrote: Make EMP and Fungal Growth researchable. Remove energy upgrades for Infestor and Ghost. Casters are now balanced.
By your logic, every race should get their own version of the planatery fortress.
For siege roles, every race's siege unit should be 1 use and they should explode on their own after firing.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
I thought it seemed like a really good explanation, zerg have less units altogether than T and P and Terran have units that aren't used much either (raven is a good example). In BW there was at least 1 unit per race that wasn't used in competitive play, and it didn't make it a boring game or a bad spectator sport.
Also the more useful units you put into the game it exponentially gets harder and harder to balance, so maybe buffing all these units might not be a good thing, as it would really make for a difficult time for Blizzard.
There is only one unit in BW that isn't used in competitive play - the Scout.
On June 17 2011 19:19 Striding Strider wrote: Make EMP and Fungal Growth researchable. Remove energy upgrades for Infestor and Ghost. Casters are now balanced.
By your logic, every race should get their own version of the planatery fortress.
For siege roles, every race's siege unit should be 1 use and they should explode on their own after firing.
Not having to defend my expansions would be pretty cool.
But I don't see the point in your post. Troll somewhere else please.
On June 17 2011 19:19 Striding Strider wrote: Make EMP and Fungal Growth researchable. Remove energy upgrades for Infestor and Ghost. Casters are now balanced.
By your logic, every race should get their own version of the planatery fortress.
For siege roles, every race's siege unit should be 1 use and they should explode on their own after firing.
Not having to defend my expansions would be pretty cool.
But I don't see the point in your post. Troll somewhere else please.
You are the one posting garbage.
And once again, it became silver/gold leagues balance whine thread, with few mid masters thinking that their race is UP.
On June 17 2011 06:15 shift.number wrote: jp makes david kim look tiny o.O
David Kim makes JP look super tall. On a more serious note, nice interview with dayvie on balance, I really enjoyed it and I'm excited for what Blizzard has in store for us in the future.
thinking about the balance comments: "2 matchups are not entirely balanced", means that (because obviously the mirror MU are balanced in terms of winrate: 100% for the race) 2 of 3 crossrace matchups (TvZ, TvP, ZvP) still have troubles.
btw: Broodlord infestor make too much trouble TvZ? I honestly don't see it, as terran can counter this with 1unit that recently got buffed (ghost), getting this composition is ridicoulosly hard (just thinking about the gas costs of those two units and the way, both of those can neither be rushed, nor be played alone before you get to BL/Infestor) and all the ways to conterattack vs this extremly slow composition. Maybe it's the Zerg in me, who is talking, but I don't see this composition being unstoppable or gameplaywise unbeatable (counterattacks, drops...)
On June 17 2011 06:13 Fruscainte wrote: I HEARD WARP PRISM BUFF
AW YEAH
warp prism bufff awww yeaaahh!!!!
problem with protoss drops is that you dont' normally have the dropship, and if you wanna get your units the fuck out of there, you can't:
terran: you always have medivacs anyways. might as well drop. also, after the damage is done, don't need to leave your marines to die.
zerg: same thing.
protoss: need to make warp prism just for dropping. if you warp anything into their base, they are dead because you can't fit them into the warp prism to rum them away.
oh, and protoss has the worst harass ground units ever. one dropship full of marines or fast zerglings can all kill probes easily, but 4 zealots can't do shit.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
I thought it seemed like a really good explanation, zerg have less units altogether than T and P and Terran have units that aren't used much either (raven is a good example). In BW there was at least 1 unit per race that wasn't used in competitive play, and it didn't make it a boring game or a bad spectator sport.
Also the more useful units you put into the game it exponentially gets harder and harder to balance, so maybe buffing all these units might not be a good thing, as it would really make for a difficult time for Blizzard.
There is only one unit in BW that isn't used in competitive play - the Scout.
Bisu once used to clear a ton of siege line.
mothership should cost more and take up only 1 supply.
On June 17 2011 19:19 Striding Strider wrote: Make EMP and Fungal Growth researchable. Remove energy upgrades for Infestor and Ghost. Casters are now balanced.
By your logic, every race should get their own version of the planatery fortress.
For siege roles, every race's siege unit should be 1 use and they should explode on their own after firing.
Not having to defend my expansions would be pretty cool.
But I don't see the point in your post. Troll somewhere else please.
Is it a new trend for people to accuse others of trolling just because the things they read is beyond their understanding? How am I trolling when I'm explaining why your suggestion is flawed?
"If you play 50 games how many of them go into late?" Well if player in lead wants to go late game about 40 of them? last 2 games morrow vs nada in nasl ended both in broodlord infestor action late game for example
On June 17 2011 06:31 Aristotle7 wrote: Jesus christ, Blizzard thinks Infestor Broodlord is OP in ZvT?! So Ultra is bad and now they might make Broodlords slower? Z will have no tier 3 soon at all.
The hope for proper balancing is dashed to the ground again.
Lol, I seriously doubt they'd make Broods slower. In that case you'd have to strain to even tell they were moving It would probably some kind of Infestor nerf if anything. Which is funny considering the recent buff.
Also, remember the age of this interview. It predates MMA's discovery of mass drop play that shuts down BL/infestor.
Mass drop play was not discovered by MMA lmao
It was mastered by him.. and Sixjaxmajor he pulled off some sick drops in MLG
On June 17 2011 19:19 Striding Strider wrote: Make EMP and Fungal Growth researchable. Remove energy upgrades for Infestor and Ghost. Casters are now balanced.
You seem lost...http://us.battle.net/sc2/en/forum/
On June 17 2011 19:19 Striding Strider wrote: Make EMP and Fungal Growth researchable. Remove energy upgrades for Infestor and Ghost. Casters are now balanced.
You seem lost...http://us.battle.net/sc2/en/forum/
Indeed. Let's not squabble and theorycraft here kids. There's already enough of that on the internet without TL.
This interview still worries me. I don't want them to change anything about infestor/brood lord. Terran has reasonable counters already (Vikings and Ghosts) and I don't see it being an issue.
On June 17 2011 19:19 Striding Strider wrote: Make EMP and Fungal Growth researchable. Remove energy upgrades for Infestor and Ghost. Casters are now balanced.
You seem lost...http://us.battle.net/sc2/en/forum/
This interview still worries me. I don't want them to change anything about infestor/brood lord. Terran has reasonable counters already (Vikings and Ghosts) and I don't see it being an issue.
Yea agree. Like they said, it's not easy to test but I do hope they bring Ghosts into the consideration. Terrans still don't use them.
Dunno if the change of warp prism should be done or not. It is just some weird reason very underused, although I am zerg but almost everygame when not paying attention in bigger battles warp prisms would be so devastating to economy. What they could change is warp prism speed, unit capacity or warpin radius.
On June 17 2011 20:18 Luppy1 wrote: Is it a new trend for people to accuse others of trolling just because the things they read is beyond their understanding? How am I trolling when I'm explaining why your suggestion is flawed?
Perhaps because my suggestion is based in reality while yours is complete fantasy?
This thread turned into shit. Hope this thread gets moderated. I read through 4 pages of whether one race demands more micro than the other and whine whine whine.
Brilliant interview, and it feels like Dayvie knows what he is doing. He mentioned spawn locations sometiems giving him issues, he mentioned lategame concerns as well as timing pushes and I agree to the way they're handling the balance.
And yeah, after reading situation reports it was kind of obvious that some of the people involved in the balance process have absolutely no idea what they're doing - glad to see at least Kim really knows his stuff.
On June 17 2011 21:16 EmilA wrote: ^ Two out of nine (NA/KR/EU) isn't way off.
This thread turned into shit. Hope this thread gets moderated. I read through 4 pages of whether one race demands more micro than the other and whine whine whine.
Brilliant interview, and it feels like Dayvie knows what he is doing. He mentioned spawn locations sometiems giving him issues, he mentioned lategame concerns as well as timing pushes and I agree to the way they're handling the balance.
their are some areas where the blizz team seems clueless though. For example their talk of removing the overseer because it isnt "cool"
fully approve with david kim. beeing a R player myself i find it difficult to combad broodlord infestor and easier playing on the zergs side in the lategame of TvZ but this might just be that im not as well in multitaskin drops and so on but thats where the balancing gets really hard if there is a problem that only can be solved with superb mechanics even though the problem it self is easy to be done by the opponent so that the lower level games ae kinda broken ...
On June 17 2011 06:45 Sabu113 wrote: Bwhaha this is terrible but I couldn't help but look at David Kim's shirt see the Terran Icon and think "That figures."
:D
A lot of talk about Kerrigan being hated in Browder's interview...
They said she doesn't really have any friends, didn't we just spend all that time with jim trying to 'save' her?
On June 17 2011 21:13 n0ise wrote: Did he just say
"Almost every matchup is balanced, with the exception of two"? ;d
i love ppl who rip comments out of context... he said the other 7 are about 50:50 and the mentioned 2 are pretty close, which i guess means 55:45 or max 60:40
On June 17 2011 21:13 n0ise wrote: Did he just say
"Almost every matchup is balanced, with the exception of two"? ;d
i love ppl who rip comments out of context... he said the other 7 are about 50:50 and the mentioned 2 are pretty close, which i guess means 55:45 or max 60:40
More like 49:51 - 51:49 ... percentages over 3 realms are huge..
i think its cool that they are looking at the units again. when he said the infestor BL combo, i can see a change of fungal coming. the reason (and incontrol said this) is because fungal stops all micro. you cannot move. with storm, FF, PDD etc you have the choice of just backing off. with fungal that isnt there. so i expect to see some sort of change coming soon. maybe in hots or not.
On June 17 2011 21:13 n0ise wrote: Did he just say
"Almost every matchup is balanced, with the exception of two"? ;d
i love ppl who rip comments out of context... he said the other 7 are about 50:50 and the mentioned 2 are pretty close, which i guess means 55:45 or max 60:40
There are only 3 matchups in terms of balance: ZvT ZvP TvP
I think dustin browder and david kim are very good for this game. everytime i hear them talk I get the impression that they know alot about the game, understand it very very well and love the game to its core.
On June 17 2011 21:13 n0ise wrote: Did he just say
"Almost every matchup is balanced, with the exception of two"? ;d
i love ppl who rip comments out of context... he said the other 7 are about 50:50 and the mentioned 2 are pretty close, which i guess means 55:45 or max 60:40
There are only 3 matchups in terms of balance: ZvT ZvP TvP
Or he was talking about between regions as well, since he mentioned the regions.
So let's say E is Europe. A is America. K is Korea.
Then it would be EZvET, EZvAT, EZvKT, EZvEP, EZvAP, EZvKP, ETvEP, ETvAP, ETvKP, AZvAT, AZvKT, AZvAP, AZvKP, ATvAP, ATvKP.
So 15 matchups? That obviously doesn't include mirror matches of regions, which would be EZvEZ, EZvAZ, EZvKZ, AZvKZ, ETvET, ETvAT, ETvKT, ATvKT, EPvEP, EPvAP, EPvKP, APvKP. Which is 12 more matchups, but if you want to eliminate each region fighting the same region, it would only be 9 more.
So it's either 15, 24 or 27 match ups depending on how you look at it that way.
On June 17 2011 21:13 n0ise wrote: Did he just say
"Almost every matchup is balanced, with the exception of two"? ;d
i love ppl who rip comments out of context... he said the other 7 are about 50:50 and the mentioned 2 are pretty close, which i guess means 55:45 or max 60:40
There are only 3 matchups in terms of balance: ZvT ZvP TvP
Or he was talking about between regions as well, since he mentioned the regions.
So let's say E is Europe. A is America. K is Korea.
Then it would be EZvET, EZvAT, EZvKT, EZvEP, EZvAP, EZvKP, ETvEP, ETvAP, ETvKP, AZvAT, AZvKT, AZvAP, AZvKP, ATvAP, ATvKP.
So 15 matchups? That obviously doesn't include mirror matches of regions, which would be EZvEZ, EZvAZ, EZvKZ, AZvKZ, ETvET, ETvAT, ETvKT, ATvKT, EPvEP, EPvAP, EPvKP, APvKP. Which is 12 more matchups, but if you want to eliminate each region fighting the same region, it would only be 9 more.
So it's either 15, 24 or 27 match ups depending on how you look at it that way.
between regions? lol. all korean vs nonkorean matchups would be imba then. also latency :\
he means the 3 matchups (zvt, tvp, pvz) in each of the 3 regions. 9 matchups. mirrors dont affect balance.
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
Then apparently it's not a cheese, huh? It's pressure.. How is it a complete joke, should zerg be allowed to stay ahead in the early game and continue on into the late game with the advantage when they already have the best macro mechanic? What about zergs like July and MorroW who baneling bust terrans at least once every bo3 and it works like 95% of the time, and if it doesn't they still end up ahead? Is that fair? I've seen terrans double layer their wall and banelings still get in because of the insane amount of damage they do to buildings and their splash. I've seen them just baneling bust through barracks walloffs and still have plenty of lings left over. 60% free win, 30% end p even, 10% end up slightly behind.
Stop whining. Early pressure is not cheese. SCVs can be pulled because of the mule mechanic and because there is no melee unit for the terran they act as a meatshield, it's not cheese or exploitative when the unit is designed to be able to do that.
Looks like zergs will continue to whine until they effortlessly win anything and are granted map hacks to be able to see everything.
And yet, you failed to prove the zerg equivalent of terran early pressure. If an early baneling bust fails zerg will almost 100% of the time be behind in harvesters (unless for some reason T stopped making SCVs). If you fail a baneling bust you have to catch up economically, and until you do you make yourself very vulnerable to any of T's many timing attacks.
2 rax? You can keep SCV production up during as well as even teching up to hellions once you force lings.
On June 17 2011 21:13 n0ise wrote: Did he just say
"Almost every matchup is balanced, with the exception of two"? ;d
i love ppl who rip comments out of context... he said the other 7 are about 50:50 and the mentioned 2 are pretty close, which i guess means 55:45 or max 60:40
There are only 3 matchups in terms of balance: ZvT ZvP TvP
Or he was talking about between regions as well, since he mentioned the regions.
So let's say E is Europe. A is America. K is Korea.
Then it would be EZvET, EZvAT, EZvKT, EZvEP, EZvAP, EZvKP, ETvEP, ETvAP, ETvKP, AZvAT, AZvKT, AZvAP, AZvKP, ATvAP, ATvKP.
So 15 matchups? That obviously doesn't include mirror matches of regions, which would be EZvEZ, EZvAZ, EZvKZ, AZvKZ, ETvET, ETvAT, ETvKT, ATvKT, EPvEP, EPvAP, EPvKP, APvKP. Which is 12 more matchups, but if you want to eliminate each region fighting the same region, it would only be 9 more.
So it's either 15, 24 or 27 match ups depending on how you look at it that way.
between regions? lol. all korean vs nonkorean matchups would be imba then. also latency :\
he means the 3 matchups (zvt, tvp, pvz) in each of the 3 regions. 9 matchups. mirrors dont affect balance.
Yeaahhh, it's early, I tried to be smart, but just turned out to be stupid. Forgot regions don't even play each other, except in like tournaments.
I definitely don't like the geared towards casual player approach...If the games are balanced in pro level then there's no problem for the casual player as they mostly copied the pro plays in a lesser degree.
On June 17 2011 21:13 n0ise wrote: Did he just say
"Almost every matchup is balanced, with the exception of two"? ;d
i love ppl who rip comments out of context... he said the other 7 are about 50:50 and the mentioned 2 are pretty close, which i guess means 55:45 or max 60:40
There are only 3 matchups in terms of balance: ZvT ZvP TvP
Or he was talking about between regions as well, since he mentioned the regions.
So let's say E is Europe. A is America. K is Korea.
Then it would be EZvET, EZvAT, EZvKT, EZvEP, EZvAP, EZvKP, ETvEP, ETvAP, ETvKP, AZvAT, AZvKT, AZvAP, AZvKP, ATvAP, ATvKP.
So 15 matchups? That obviously doesn't include mirror matches of regions, which would be EZvEZ, EZvAZ, EZvKZ, AZvKZ, ETvET, ETvAT, ETvKT, ATvKT, EPvEP, EPvAP, EPvKP, APvKP. Which is 12 more matchups, but if you want to eliminate each region fighting the same region, it would only be 9 more.
So it's either 15, 24 or 27 match ups depending on how you look at it that way.
between regions? lol. all korean vs nonkorean matchups would be imba then. also latency :\
he means the 3 matchups (zvt, tvp, pvz) in each of the 3 regions. 9 matchups. mirrors dont affect balance.
Yeaahhh, it's early, I tried to be smart, but just turned out to be stupid. Forgot regions don't even play each other, except in like tournaments.
i just thought you were thinking creatively. i would like to think all those matchups are balanced ...
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
Then apparently it's not a cheese, huh? It's pressure.. How is it a complete joke, should zerg be allowed to stay ahead in the early game and continue on into the late game with the advantage when they already have the best macro mechanic? What about zergs like July and MorroW who baneling bust terrans at least once every bo3 and it works like 95% of the time, and if it doesn't they still end up ahead? Is that fair? I've seen terrans double layer their wall and banelings still get in because of the insane amount of damage they do to buildings and their splash. I've seen them just baneling bust through barracks walloffs and still have plenty of lings left over. 60% free win, 30% end p even, 10% end up slightly behind.
Stop whining. Early pressure is not cheese. SCVs can be pulled because of the mule mechanic and because there is no melee unit for the terran they act as a meatshield, it's not cheese or exploitative when the unit is designed to be able to do that.
Looks like zergs will continue to whine until they effortlessly win anything and are granted map hacks to be able to see everything.
And yet, you failed to prove the zerg equivalent of terran early pressure. If an early baneling bust fails zerg will almost 100% of the time be behind in harvesters (unless for some reason T stopped making SCVs). If you fail a baneling bust you have to catch up economically, and until you do you make yourself very vulnerable to any of T's many timing attacks.
2 rax? You can keep SCV production up during as well as even teching up to hellions once you force lings.
You must be one of those zergs that want to be able to 14 hatch greedily with no consequences. If you saw a Terran opponent trying to 14 CC on Xel Naga Caverns, you wouldn't try to punish him? All you have to do to stop a bunker rush is pool first and stop trying to get by the first 5-6minutes of the game building no army.
I think the most perfect scenario is that all race stats are equal regardless of big or small maps. I do like to see games on smaller maps like Xel'naga carvens. Now almost all the maps are 4 players.
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
Then apparently it's not a cheese, huh? It's pressure.. How is it a complete joke, should zerg be allowed to stay ahead in the early game and continue on into the late game with the advantage when they already have the best macro mechanic? What about zergs like July and MorroW who baneling bust terrans at least once every bo3 and it works like 95% of the time, and if it doesn't they still end up ahead? Is that fair? I've seen terrans double layer their wall and banelings still get in because of the insane amount of damage they do to buildings and their splash. I've seen them just baneling bust through barracks walloffs and still have plenty of lings left over. 60% free win, 30% end p even, 10% end up slightly behind.
Stop whining. Early pressure is not cheese. SCVs can be pulled because of the mule mechanic and because there is no melee unit for the terran they act as a meatshield, it's not cheese or exploitative when the unit is designed to be able to do that.
Looks like zergs will continue to whine until they effortlessly win anything and are granted map hacks to be able to see everything.
And yet, you failed to prove the zerg equivalent of terran early pressure. If an early baneling bust fails zerg will almost 100% of the time be behind in harvesters (unless for some reason T stopped making SCVs). If you fail a baneling bust you have to catch up economically, and until you do you make yourself very vulnerable to any of T's many timing attacks.
2 rax? You can keep SCV production up during as well as even teching up to hellions once you force lings.
You must be one of those zergs that want to be able to 14 hatch greedily with no consequences. If you saw a Terran opponent trying to 14 CC on Xel Naga Caverns, you wouldn't try to punish him? All you have to do to stop a bunker rush is pool first and stop trying to get by the first 5-6minutes of the game building no army.
15 hatch isn't greedy and pool first vs terran puts you miles behind.
so have they confirmed when season 3 starts? I know that hots is getting its own ladder, so I imagine that will be a new ladder season whenever that comes out. I guess my thoughts would be if they waited for hots for season 3 then we can expect a ladder season to be a year on average... I dont know, any rumors or confirmation on release date?
On June 17 2011 21:13 n0ise wrote: Did he just say
"Almost every matchup is balanced, with the exception of two"? ;d
i love ppl who rip comments out of context... he said the other 7 are about 50:50 and the mentioned 2 are pretty close, which i guess means 55:45 or max 60:40
There are only 3 matchups in terms of balance: ZvT ZvP TvP
Why are you all so fail at math and listening to what David Kim said? He said the following:
We have a way of judging win percentages with skill factored into them. And, judging from those in the 3 major regions: Korea, US and EU, every single matchup was almost close to 50% balanced umm except for 2 and even those 2 weren't off by too much.
Which is to say: Bronze: 3 MUs Silver: 3 MUs Gold: 3 MUs Platnium: 3 MUs Diamond: 3 MUs Masters: 3 MUs GM: 3 MUs (Pro/Tourneys?): 3 MUs
That makes the MU pool, factoring in skill levels, 21 per region (excluding tournament level). Since he mentioned they compare MU percentages for all 3 regions that gives a total of 63 MUs in the pool used for comparsion (3 MUs per skill level, 7 different levels, 3 different regions).
To have 2 matchups out of 63 that aren't "off by too much" is pretty good. And in all likelihood, the MUs that are off are at the lower skill levels since they've stated in the past that at lower level PvT tends to favor P -- I can find the reference if you need it.
On June 17 2011 21:13 n0ise wrote: Did he just say
"Almost every matchup is balanced, with the exception of two"? ;d
i love ppl who rip comments out of context... he said the other 7 are about 50:50 and the mentioned 2 are pretty close, which i guess means 55:45 or max 60:40
There are only 3 matchups in terms of balance: ZvT ZvP TvP
Or he was talking about between regions as well, since he mentioned the regions.
So let's say E is Europe. A is America. K is Korea.
Then it would be EZvET, EZvAT, EZvKT, EZvEP, EZvAP, EZvKP, ETvEP, ETvAP, ETvKP, AZvAT, AZvKT, AZvAP, AZvKP, ATvAP, ATvKP.
So 15 matchups? That obviously doesn't include mirror matches of regions, which would be EZvEZ, EZvAZ, EZvKZ, AZvKZ, ETvET, ETvAT, ETvKT, ATvKT, EPvEP, EPvAP, EPvKP, APvKP. Which is 12 more matchups, but if you want to eliminate each region fighting the same region, it would only be 9 more.
So it's either 15, 24 or 27 match ups depending on how you look at it that way.
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
Then apparently it's not a cheese, huh? It's pressure.. How is it a complete joke, should zerg be allowed to stay ahead in the early game and continue on into the late game with the advantage when they already have the best macro mechanic? What about zergs like July and MorroW who baneling bust terrans at least once every bo3 and it works like 95% of the time, and if it doesn't they still end up ahead? Is that fair? I've seen terrans double layer their wall and banelings still get in because of the insane amount of damage they do to buildings and their splash. I've seen them just baneling bust through barracks walloffs and still have plenty of lings left over. 60% free win, 30% end p even, 10% end up slightly behind.
Stop whining. Early pressure is not cheese. SCVs can be pulled because of the mule mechanic and because there is no melee unit for the terran they act as a meatshield, it's not cheese or exploitative when the unit is designed to be able to do that.
Looks like zergs will continue to whine until they effortlessly win anything and are granted map hacks to be able to see everything.
And yet, you failed to prove the zerg equivalent of terran early pressure. If an early baneling bust fails zerg will almost 100% of the time be behind in harvesters (unless for some reason T stopped making SCVs). If you fail a baneling bust you have to catch up economically, and until you do you make yourself very vulnerable to any of T's many timing attacks.
2 rax? You can keep SCV production up during as well as even teching up to hellions once you force lings.
You must be one of those zergs that want to be able to 14 hatch greedily with no consequences. If you saw a Terran opponent trying to 14 CC on Xel Naga Caverns, you wouldn't try to punish him? All you have to do to stop a bunker rush is pool first and stop trying to get by the first 5-6minutes of the game building no army.
15 hatch isn't greedy and pool first vs terran puts you miles behind.
Nestea does it all the time. It doesn't put you as far behind as you think. Going hatch first back in the open seasons was considered extremely greedy (and it was punished hard via scv all ins). You don't think it's greedy for a zerg to not make any units for the first 6 minutes of the game, then make a 3rd at 8 minutes using only 6-8 lings to defend? People that play like this are the reason why terrans open aggressively.
I really don't like the idea of them putting garbage ("casual") units in the game or removing units. Sorry, it's quite clear the BW developers were better at this. Oh, this unit is too hard to balance and give it a role (no matter how niche) so let's make it a non-factor? Lazy much?
On June 18 2011 00:57 Ownos wrote: I really don't like the idea of them putting garbage ("casual") units in the game or removing units. Sorry, it's quite clear the BW developers were better at this. Oh, this unit is too hard to balance and give it a role (no matter how niche) so let's make it a non-factor? Lazy much?
Scouts are even more useless than the mothership. I won't say anything about devourers as hivetech ZvZ is pretty rare but let's not kid ourselves, BW also had units that saw little to no use over 10 years.
only 1% beat WoL on brutal???? but how many ppl attempted it, they should give the % on that. And yea I agree Brutal was actually pretty easy once u've done the mission a couple times through on hard or w.e
On June 18 2011 01:25 OPKutty wrote: only 1% beat WoL on brutal???? but how many ppl attempted it, they should give the % on that. And yea I agree Brutal was actually pretty easy once u've done the mission a couple times through on hard or w.e
Doesn't sound very easy when you say you had to attempt it a couple times. If it means anything, Tyler had to look up a walk-through; like what 50% of that 1% had to do. I like where the difficulty is for brutal. It feels very much like one of those old super hard games. Getting to diamond was way easier than brutal.
ur right, the underpowered race tends to whine a lot...go figure
You know what? I think we've finally gotten to the point that it is absolutely not okay to just refer to Zerg as underpowered without giving a single reason for it. There is absolutely NO consensus in the community whatsoever that Zerg is underpowered. Heck, even Idra himself has said he thinks the game is fairly balanced at the moment. So cut it out.
ur right, the underpowered race tends to whine a lot...go figure
You know what? I think we've finally gotten to the point that it is absolutely not okay to just refer to Zerg as underpowered without giving a single reason for it. There is absolutely NO consensus in the community whatsoever that Zerg is underpowered. Heck, even Idra himself has said he thinks the game is fairly balanced at the moment. So cut it out.
my thoughts exactly... many zergs just keep the "underpowered" card in their backpocket no matter what. They aren't even paying attention to the changes in the metagame and how much success zergs have been experiencing recently.
I forget who said this but...
Early Game Loss - Cheese Mid Game Loss - All-in Late Game Loss - Imbalance
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
I thought it seemed like a really good explanation, zerg have less units altogether than T and P and Terran have units that aren't used much either (raven is a good example). In BW there was at least 1 unit per race that wasn't used in competitive play, and it didn't make it a boring game or a bad spectator sport.
Also the more useful units you put into the game it exponentially gets harder and harder to balance, so maybe buffing all these units might not be a good thing, as it would really make for a difficult time for Blizzard.
Yeah, in BW some units didn't have a lot of use. That's fine, at least they weren't designed as shit units as a beginner's trap and had their small role in pro play. Seemed alright to add more units for BW. It's just lazy design. Yeah, adding more units that is harder. So what? Try harder.
These units don't exactly have to be game changing. Niche roles for new units are fine. Devourers and valkyries and corsairs had very limited AtA roles. But they had their role and didn't mess up balance. Medics completely changed the way T was played. Lurkers added an interesting factor into Z play. DTs open up a few more possibilities for P. Chitinous plating + speed made ultras good. Charon boosters made goliaths not suck.
Yeah, like I said BW devs were better at this. They were able to add upgrades making previous shit units good, 6 units into the game and not worry OH NOES TEH BALANCE TOO HARD NAO!
I wonder if they'd add the level of content that was in BW over 2 expansions i.e. 3 new units for HOTS and 3 new units for LOTV. Actually they even talked about REMOVING units. Even lazier! What? They're going to remove the stalker and give us a dragoon that is basically a stalker with +2 on upgrades? Do they think they could fool us?
I just want every unit to have it's role; especially units that I like aesthetically/thematically, but can't use them because they're crap by design. Leaving in crap units that no one uses is a design flaw that's from other game developers. I remember distinctly during the BW days that the devs wanted every unit to have a purpose. Blizzard didn't want to be like those other developers that threw in 100 different unit types for marketing purposes and find out only 3 are worth building.
On June 18 2011 00:57 Ownos wrote: I really don't like the idea of them putting garbage ("casual") units in the game or removing units. Sorry, it's quite clear the BW developers were better at this. Oh, this unit is too hard to balance and give it a role (no matter how niche) so let's make it a non-factor? Lazy much?
Scouts are even more useless than the mothership. I won't say anything about devourers as hivetech ZvZ is pretty rare but let's not kid ourselves, BW also had units that saw little to no use over 10 years.
Oh I remember the good old scout, they looked really cool in the protoss BW ending.
On June 18 2011 01:57 Ownos wrote: Yeah, like I said BW devs were better at this. They were able to add upgrades making previous shit units good, 6 units into the game and not worry OH NOES TEH BALANCE TOO HARD NAO!
On June 17 2011 07:43 dde wrote: dayvie trying to balance game just by looking at the result of top gamers i guess. Because between lower tier gamers terrans dominate while zergs kill both terran and toss between top gamers.
Honestly I don't think he should bother with the lower tier games as balance really doesn't matter much. I think knowledge and understanding is much more important. As a ex-Terran playing Zerg I find playing against Terran the easiest thing in the world, I know all the strengths, weaknesses and timings. Because the low tiers in their haste to get promoted often copy what higher levels are doing it's often extremely easy to read them and beat them. Only when a Terran understands the MU from a zerg point of view does he understand which units to get at a certain situation and not just continue to go for Banshees after I just scouted him building his early second gas.
Playing against Toss on the other hand I find extremely difficult because I just don't understand Toss and therefore need much more discipline in scouting my opponent. I've had my IdrA moments when the Toss push came and I got slaughtered. Only when you look at the replays you realize just how much you could have done to win or be better prepared of course instantly regretting your BM as well.
Anyway coming back to my point. I think balance talks in general should be kept to the high tier games precisely because of how important it is to have a better understanding in order to really become a better player. Therefore when a high level player faces a situation prepared and still loses you can think: "what could be wrong?" or with the expansion games in mind: "Which type of units could this race use to help him at this situation?".
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
Then apparently it's not a cheese, huh? It's pressure.. How is it a complete joke, should zerg be allowed to stay ahead in the early game and continue on into the late game with the advantage when they already have the best macro mechanic? What about zergs like July and MorroW who baneling bust terrans at least once every bo3 and it works like 95% of the time, and if it doesn't they still end up ahead? Is that fair? I've seen terrans double layer their wall and banelings still get in because of the insane amount of damage they do to buildings and their splash. I've seen them just baneling bust through barracks walloffs and still have plenty of lings left over. 60% free win, 30% end p even, 10% end up slightly behind.
Stop whining. Early pressure is not cheese. SCVs can be pulled because of the mule mechanic and because there is no melee unit for the terran they act as a meatshield, it's not cheese or exploitative when the unit is designed to be able to do that.
Looks like zergs will continue to whine until they effortlessly win anything and are granted map hacks to be able to see everything.
And yet, you failed to prove the zerg equivalent of terran early pressure. If an early baneling bust fails zerg will almost 100% of the time be behind in harvesters (unless for some reason T stopped making SCVs). If you fail a baneling bust you have to catch up economically, and until you do you make yourself very vulnerable to any of T's many timing attacks.
2 rax? You can keep SCV production up during as well as even teching up to hellions once you force lings.
And yet, if a terran player don't aply pressure in the early game he will problably get behind in economy. I even saw some games where terran aplys a 2 rax builds and stills gets behind in the mid game economy.
On June 18 2011 01:25 OPKutty wrote: only 1% beat WoL on brutal???? but how many ppl attempted it, they should give the % on that. And yea I agree Brutal was actually pretty easy once u've done the mission a couple times through on hard or w.e
Doesn't sound very easy when you say you had to attempt it a couple times. If it means anything, Tyler had to look up a walk-through; like what 50% of that 1% had to do. I like where the difficulty is for brutal. It feels very much like one of those old super hard games. Getting to diamond was way easier than brutal.
Way to twist what he said, he said it's easy once you've done it (even) on a lower difficulty(because you know how the mission plays out). There are only a few missions that may take a couple of tries, the rest are pretty easy for any decent player(for example I beat all-in on my first try, and I have no idea why people find massing 100 damage tanks hard). I got in diamond right after they introduced it though, so my views might not represent the "average" player or whatever you use to base difficulty on.
He was talking about the 3 matchups on the 3 main servers, which makes 9 in total and 2 out of them are a bit off.
I'm afraid of the infestor broodlord nerf, I think we should wait for more ghost usage in ZvT, it's too early to judge. It might turn out that inf bl even needed a buff if ghosts murder that comp.
ur right, the underpowered race tends to whine a lot...go figure
You know what? I think we've finally gotten to the point that it is absolutely not okay to just refer to Zerg as underpowered without giving a single reason for it. There is absolutely NO consensus in the community whatsoever that Zerg is underpowered. Heck, even Idra himself has said he thinks the game is fairly balanced at the moment. So cut it out.
personally i think balance is okay, i was being sarcastic and pointing out that ppl who complain about whiners r just as bad as whiners. i wanted to bring to their attention that if Zerg whine is as prevalent as these ppl think, why do u think that is? the game is pretty balanced and there is a lot of QQ from all the races. if u actually think Zerg players really whine more than the other races, than the only logical explanation is that their race is actually UP.
The only reason I did not finish the game on brutal is because my computer was not good enough to handle it. Brutal mode wasnt that hard for most gamers but despite the fact that my computer meets the system requirments and is good enough for ladder play it is not good enough for brutal mode. I honestly felt deceived that even tho I met the specs needed when there is a lot on the screen my computer cant really handle it. I get the feeling that might be the case for a lot of people. I also get the feeling a lot of ladder players just don't care enough about single player to want to beat it on brutal. Like the WoW players who have very hihg arena rankings but have not killed any raid bossess.
The problem with broodlord/infestor combo, is that the broodlords become incredibly difficult to kill. The vikings die so fast to fungal growth, because they are considered armored. In order to fix this problem I think vikings should not take so much damage from fungal growth.
And to everyone saying make ghosts - It's not that easy. The broodlord/infestor combo is the core of the army, but the zerglings/banelings can just overrun all your ghosts very easily, as you cannot really siege your tanks under broodlord fire.
On June 18 2011 01:25 OPKutty wrote: only 1% beat WoL on brutal???? but how many ppl attempted it, they should give the % on that. And yea I agree Brutal was actually pretty easy once u've done the mission a couple times through on hard or w.e
Doesn't sound very easy when you say you had to attempt it a couple times. If it means anything, Tyler had to look up a walk-through; like what 50% of that 1% had to do. I like where the difficulty is for brutal. It feels very much like one of those old super hard games. Getting to diamond was way easier than brutal.
Only level that required help was the last Protoss mission. That shit was impossible on brutal without abusing a glitch.
On June 17 2011 14:38 DeLoReAn wrote: what about duran? What is going on with duran!?
I am asking myself the same question mate. I mean, Duran is the main reason for the existence of the hybrids according to BW :/ I will be sooooooooooooooo disappointed if they decide to not include him in HotS...
Actually I don't really envy Blizzard's position in the whole balancing thing. It's obvious they cannot just stand idly by for 10 years hoping that the pro players will eventually find the balance and in the process lose 80% of the casual players. So instead they have to try to make "balance patches" to try to balance the game for the majority of the player base in short term even though that might actually be reducing the balance in the long run.
So overall, it's a very very difficult subject and I just hope that they will stop patching when they find some compromise where the majority will find the game balanced and the pro players will see the game as imbalanced, then balanced, then imbalanced again, then balanced and so on. But as said, that is extremely difficult, especially with the expansions coming up.
On June 18 2011 06:05 Kilby wrote: Actually I don't really envy Blizzard's position in the whole balancing thing. It's obvious they cannot just stand idly by for 10 years hoping that the pro players will eventually find the balance and in the process lose 80% of the casual players. So instead they have to try to make "balance patches" to try to balance the game for the majority of the player base in short term even though that might actually be reducing the balance in the long run.
So overall, it's a very very difficult subject and I just hope that they will stop patching when they find some compromise where the majority will find the game balanced and the pro players will see the game as imbalanced, then balanced, then imbalanced again, then balanced and so on. But as said, that is extremely difficult, especially with the expansions coming up.
I don't see your point. Your post suggests that the patches might turn out to imbalance the game. That's true, yet there is no (realisticly possible) way of determining this, so any patch that helps in the shortrun to balance the game, is an improvement. I really can't see, how things like the phoenix buildtime buff or the infestor fungal grwoth buff weren't improvements, even though the problems they addressed, might have been solved in another way (5-6gate vs mutas, baneling drops vs deathballs).
I agree that this is a difficult task, yet blizzard claims to be the one developer that really tries to balance games. Their whole firm policy is to make gameplaywise superior games, so I really think, one can expect of them, that they improve the game in every aspect, as long as there is need to. (probalance, casualbalance, GAMEDESIGN, fun) Don't get me wrong, blizzard are the best. Yet I have to say, if they claim to make the best games, I think some things should not be left with a 50:50 (scout/guess right vs get easily denied/guess wrong) coinflip balance.
And thinking of terrans many, many possible compositions (bio, bio/mech, bio/air, mech, mech/air, air?), makes me hope that at some future day, we might be seeing more playable compositions for Zerg and Protoss too, even though it might take some phases of patching and repatching.
I think we shouldn't confuse a balanced game with a well designed game. Although that said, complaints about design can really just come down to, "I wish this game was this way because I think that would make it better." It can be characterised as nothing other than a personal wish list. This is not to say that all comments about design are like this, some are genuine concern for the game but some aren't; and it's hard to expect Blizzard to take not of all, or even most, of these comments.
Personally, I wish Protoss had a stronger racial identity in SC2 the way they had in BW - they feel a little too gimmicky to me in SC2; still cool but not as tough. So I'd like SC2 Protoss to move just a little in that direction, but if the game is currently balanced or close to in terms of match-ups then it's good to hear that Blizzard are taking things easy on the patches. IMO, they've been a bit too active on the patches since release in any case, so it would be nice if they eased off and let the game develop before thinking about implementing any more major patches.
Okay I literally read through all 20 pages and the complaints about broodlord/infestor. As a Zerg player I can't help but feel terrans just aren't scouting properly for it. A lot of people are making it seem like they're playing with their standard tank marine medivac composition and then SURPRISE! Zerg comes out of nowhere with broodlords. Terrans should constantly be scouting Zerg in the late game to see if he is going hive tech and should scan his spire to see if he is morphing a greater spire. Getting broodlords takes a lot of time and a broodlord infestor composition is extremely gas heavy not to mention they both take long to make. As soon as you see him teching to hive you should start getting a few ghosts and Vikings.
I find it completely unacceptable that so many terrans complain about infestor/broodlord and yet they don't scout it or use either of their caster units (ravens, ghosts). Do you really expect to get by without using your casters even though toss and Zerg use theirs constantly? Catch up with the metagame please...
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
And why the hell not? It's an option. It's there. It's more appealing to casual players. It doesn't get in the way of anything non-casual players are doing. It's not taking the place of some other unit. It's just there. Use it or don't use it - they won't be too offended (as it's not expected to be seen always, derp).
1. they balance broken stuff. for example things that cannot be defended without getting behind everytime and very obvious map imbalances. (race and map balance).
2. they shift the balance towards a point where the game isnt too one-dimensional. Units that take up too much space and make everything else not viable compared to them are not good from a design standpoint (balancing of features).
everything they did so far was reasonable. I can't point out a change where there is no good reason behind it. Everything they did can be discussed and nothing was 100% wrong as far as my understanding goes.
Blizzard are doing a very good job IMO. They will change the game drastically again with hots and the following expansion which will influence balance in a bad way but I trust them to improve the game overall.
Allways keep in mind that behind all the ESPORTS awesomeness of blizzard games there was allways a solid design that made the units and mechanics interesting instead of just balanced.
Hey JP, when you are asking questions, stop looking at the camera. It brings nothing to equation. It looks pretty silly, you are asking him a question, you are not asking us a question. If you want to look more professional, stop this trend right now before it becomes a bad habit.
On June 18 2011 07:39 sagefreke wrote: Okay I literally read through all 20 pages and the complaints about broodlord/infestor. As a Zerg player I can't help but feel terrans just aren't scouting properly for it. A lot of people are making it seem like they're playing with their standard tank marine medivac composition and then SURPRISE! Zerg comes out of nowhere with broodlords. Terrans should constantly be scouting Zerg in the late game to see if he is going hive tech and should scan his spire to see if he is morphing a greater spire. Getting broodlords takes a lot of time and a broodlord infestor composition is extremely gas heavy not to mention they both take long to make. As soon as you see him teching to hive you should start getting a few ghosts and Vikings.
I find it completely unacceptable that so many terrans complain about infestor/broodlord and yet they don't scout it or use either of their caster units (ravens, ghosts). Do you really expect to get by without using your casters even though toss and Zerg use theirs constantly? Catch up with the metagame please...
Really well said, I agree. It seems like when playing Terran people don't want to be a little bit proactive against this build when it only takes a little scouting and about two EMPs to cripple the infestors.
On June 18 2011 07:56 clickrush wrote: I think blizzard has done this with sc2 so far:
1. they balance broken stuff. for example things that cannot be defended without getting behind everytime and very obvious map imbalances. (race and map balance).
2. they shift the balance towards a point where the game isnt too one-dimensional. Units that take up too much space and make everything else not viable compared to them are not good from a design standpoint (balancing of features).
everything they did so far was reasonable. I can't point out a change where there is no good reason behind it. Everything they did can be discussed and nothing was 100% wrong as far as my understanding goes.
Blizzard are doing a very good job IMO. They will change the game drastically again with hots and the following expansion which will influence balance in a bad way but I trust them to improve the game overall.
Allways keep in mind that behind all the ESPORTS awesomeness of blizzard games there was allways a solid design that made the units and mechanics interesting instead of just balanced.
2 things were 100% wrong: getting rid of KA and Flux Vanes.
In my understanding getting rid of upgrades like that is completely wrong. Why not just nerf them a bit, if they were too powerful? Not even reaper speed, which was the sickest broken thing since the beginning of beta was taken out of the game.
And now Z/T always complain about Colossi...probably not cause they are OP, but because they see them every single game they play against a P. And protoss on the other hand make only Colossi, because thats the best T3 unit they have. P air and templar are just sub pair compared to Colossi. IMO it shouldnt be that way. KA and FV - even if nerfed but still in the game - could have made for more variety from P.
On June 18 2011 07:39 sagefreke wrote: Okay I literally read through all 20 pages and the complaints about broodlord/infestor. As a Zerg player I can't help but feel terrans just aren't scouting properly for it. A lot of people are making it seem like they're playing with their standard tank marine medivac composition and then SURPRISE! Zerg comes out of nowhere with broodlords. Terrans should constantly be scouting Zerg in the late game to see if he is going hive tech and should scan his spire to see if he is morphing a greater spire. Getting broodlords takes a lot of time and a broodlord infestor composition is extremely gas heavy not to mention they both take long to make. As soon as you see him teching to hive you should start getting a few ghosts and Vikings.
I find it completely unacceptable that so many terrans complain about infestor/broodlord and yet they don't scout it or use either of their caster units (ravens, ghosts). Do you really expect to get by without using your casters even though toss and Zerg use theirs constantly? Catch up with the metagame please...
The problem isn't scouting the broodlord/infestor combo. The problem is dealing with this combo. Terran does not have a cost efficient answer to this, as vikings are armored and die so fast to fungal growth. The other thing is that the broodlords makes it so that the siege tanks can¨t really siege up, therefore its free room for speedlings/banelings to wreak their havoc. Which means that it will be hard to use ghosts as he the zerg can just overrun the ghosts with speedlings.
Yup, Broodlord + Infestor is OP as David Kim said. Glad that David Kim and Blizzard realize this and I look forward to the upcoming nerfs to the Broodlord + Infestor issue.
On June 18 2011 09:32 huddo38 wrote: Good Interview JP cheers
JP failed in the followup question category.
The interviewee says all but two matchups are unbalanced. There are only 3 non-mirror matchups. JP happily moves to his next question while glancing at the camera awkwardly.
The interviewee says some units, like the mothership, are not a concern if they are seldom used because they are aimed at more casual players. JP moves to his next question when he could have asked what other units also fall into the "we don't care about being used in high-level play" category.
And, as others have noted, he could have asked about the tendency to remove content rather than rebalance it or add new content.
On June 18 2011 09:32 huddo38 wrote: Good Interview JP cheers
JP failed in the followup question category.
The interviewee says all but two matchups are unbalanced. There are only 3 non-mirror matchups. JP happily moves to his next question while glancing at the camera awkwardly.
The interviewee says some units, like the mothership, are not a concern if they are seldom used because they are aimed at more casual players. JP moves to his next question when he could have asked what other units also fall into the "we don't care about being used in high-level play" category.
And, as others have noted, he could have asked about the tendency to remove content rather than rebalance it or add new content.
The hell you think this is, an interview with Halliburton on their Middle East oil contracts? JP isn't here to 'ask tough questions,' and David Kim said that those two imbalanced matchups were only slightly imbalanced. You also misunderstood, because that was from data from ALL THREE REGIONS individually, meaning two matchups from a single region were imbalanced, aka Korean TvT stats are different from North American TvT stats.
On June 18 2011 09:32 huddo38 wrote: Good Interview JP cheers
JP failed in the followup question category.
The interviewee says all but two matchups are unbalanced. There are only 3 non-mirror matchups. JP happily moves to his next question while glancing at the camera awkwardly.
The interviewee says some units, like the mothership, are not a concern if they are seldom used because they are aimed at more casual players. JP moves to his next question when he could have asked what other units also fall into the "we don't care about being used in high-level play" category.
And, as others have noted, he could have asked about the tendency to remove content rather than rebalance it or add new content.
The hell you think this is, an interview with Halliburton on their Middle East oil contracts? JP isn't here to 'ask tough questions,' and David Kim said that those two imbalanced matchups were only slightly imbalanced. You also misunderstood, because that was from data from ALL THREE REGIONS individually, meaning two matchups from a single region were imbalanced, aka Korean TvT stats are different from North American TvT stats.
Relax.
On another note, it isn't clear whether he meant that he was grouping the statistics for all three regions for 3 separate match ups or looking at 9 different match ups and making a difference between each region. Given that he included tournaments as well, I'd say you're being the optimist in trying to excuse him by saying that there are actually 9 different MUs.
It really just comes down to whether you're trying to be optimistic (and thus defending Blizz) or pessimistic (and assaulting them) because both sides are putting words in his mouth. Once again though, to me it sounds like he was only talking about 3 different matchups given that he included tournaments that include foreigners and koreans alike.
And you're right. The questions don't have to be incredibly tough, but I for one am a little tired of Blizzard's constant excuses. "Oh, that ability doesn't work? Remove it." "Oh, that unit doesn't work? Well we never really intended for THAT unit to work. That's just for fun! God!"
Lots of excuses... and just to reinforce the point. It's no surprise that Kim is wearing a Terran shirt.
On June 18 2011 09:32 huddo38 wrote: Good Interview JP cheers
JP failed in the followup question category.
The interviewee says all but two matchups are unbalanced. There are only 3 non-mirror matchups. JP happily moves to his next question while glancing at the camera awkwardly.
The interviewee says some units, like the mothership, are not a concern if they are seldom used because they are aimed at more casual players. JP moves to his next question when he could have asked what other units also fall into the "we don't care about being used in high-level play" category.
And, as others have noted, he could have asked about the tendency to remove content rather than rebalance it or add new content.
The hell you think this is, an interview with Halliburton on their Middle East oil contracts? JP isn't here to 'ask tough questions,' and David Kim said that those two imbalanced matchups were only slightly imbalanced. You also misunderstood, because that was from data from ALL THREE REGIONS individually, meaning two matchups from a single region were imbalanced, aka Korean TvT stats are different from North American TvT stats.
Ahhh, I get the race balance thing now, my bad. Second point still stands. The point this was an opportunity to find out something interesting, rather than stuff we already knew.
Nice interview JP. Good to hear that there is going to be new maps having a large map diversity is awesome can’t wait to see what new tactics may evolve on the new maps. Hopefully a good range from macro games to cheese games (just not to many) it does make it more interesting.
On June 18 2011 09:32 huddo38 wrote: Good Interview JP cheers
JP failed in the followup question category.
The interviewee says all but two matchups are unbalanced. There are only 3 non-mirror matchups. JP happily moves to his next question while glancing at the camera awkwardly.
The interviewee says some units, like the mothership, are not a concern if they are seldom used because they are aimed at more casual players. JP moves to his next question when he could have asked what other units also fall into the "we don't care about being used in high-level play" category.
And, as others have noted, he could have asked about the tendency to remove content rather than rebalance it or add new content.
The hell you think this is, an interview with Halliburton on their Middle East oil contracts? JP isn't here to 'ask tough questions,' and David Kim said that those two imbalanced matchups were only slightly imbalanced. You also misunderstood, because that was from data from ALL THREE REGIONS individually, meaning two matchups from a single region were imbalanced, aka Korean TvT stats are different from North American TvT stats.
Relax.
On another note, it isn't clear whether he meant that he was grouping the statistics for all three regions for 3 separate match ups or looking at 9 different match ups and making a difference between each region. Given that he included tournaments as well, I'd say you're being the optimist in trying to excuse him by saying that there are actually 9 different MUs.
Why are you guys still confused about this issue. David Kim explained it quite clearly and I broke it down for everyone on page 18 of this thread.
Let me reiterate that point quickly. The following is the direct quote from David Kim followed by a brief explanation.
David Kim:We have a way of judging win percentages with skill factored into them. And, judging from those in the 3 major regions: Korea, US and EU, every single matchup was almost close to 50% balanced umm except for 2 and even those 2 weren't off by too much.
So, number of matchups using this metric (assuming "skill" == "league") is ( (7 leagues * 3 MUs) * 3 regions) = 63.
TLDR; dayvie made it clear that they look at matchups as a function of skill and regions (7 x 3 x 3 = 63)
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Unit numbers aside the protoss shouldn't be giving up something for nothing. If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now. Ultimately the mothership is there b/c it is supposed to fill a role, which could have gone to a better unit if it wasn't there (arbiter ).
Looking past any of that, I just think it is sad to think they put a unit into multiplayer with basically no intention of it being a serious unit. Those units should stay in single player. Just fundamentally bad design.
No it's not bad design. Using Mothership in pro matches can be absolutely viable. The situations are just very rare. Only thing he said is that it isnt as bad as not seeing smaller units more often. Who cares about the mothership if it isnt used much? Noone! Buffing it would be absolutely ridiculous and stupid. R the rest of the protoss units is fine
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow. Edit: Would like to add, I'm all for brood+infestor being less prominent. Slow powerful units as the center of the unit comp just doesn't feel zergy
...which is why they're looking at fixing it, so it's not the dominant strategy.
If find it disturbing that they seem to feel a match-up is balanced based upon the win percentages being close to 50%. Isn't it also possible that as Idra has stated many times, that match-ups are full of coin flips with various all-ins, weak scouting and the ridiculous production potential given by the mule, chrono, warpgate and larve mechanics. While the gameplay would be weak and fragile, coinflips would lead to 50% win rates over many iterations? Does this make sense. I feel like there should be more to altering the game that just getting the win percentages to 50%.
On June 17 2011 07:06 ahbeez wrote: why are people so angry about the mothership?
- Intention: a unit for low level players to enjoy - Doesn't replace ANYTHING. It's not like there was an arbiter and they removed it for the mothership. - It literally doesn't affect anyone if theres a gimmick unit for low level players to enjoy, this game is a great esport but it can have fun stuff too. You guys have such warped logic to think that if it doesn't add to the competitive side of the game then its worthless...I can't believe anyone can be upset about it.
Agreed, people fail to understand most of the SC players are not hardcore, and likely don't even know who the hell Idra is, or about this website even. Blizzard is looking to please them too.
On June 17 2011 07:06 ahbeez wrote: why are people so angry about the mothership?
- Intention: a unit for low level players to enjoy - Doesn't replace ANYTHING. It's not like there was an arbiter and they removed it for the mothership. - It literally doesn't affect anyone if theres a gimmick unit for low level players to enjoy, this game is a great esport but it can have fun stuff too. You guys have such warped logic to think that if it doesn't add to the competitive side of the game then its worthless...I can't believe anyone can be upset about it.
Agreed, people fail to understand most of the SC players are not hardcore, and likely don't even know who the hell Idra is, or about this website even. Blizzard is looking to please them too.
You're right, but the competitive side of Starcraft is pretty much the reason why it is such an enduring and popular game. Yes, many people are way too elitist about Starcraft but there are valid points behind it.
"Minus the biases from the players aside, overall I think the balance of the game is pretty solid."
Isn't Kim the guy who should marry the rine-SCV since he spends all his time with it on ladder?
A better answer would have been "we balance for high-end play, you can cheese to a high ladder level but you'll get stomped after reaching it."
BitByBit made it to the GSL. Think about that.
David Kim works for Blizzard's balance, it's his job to test balance. He's one of the top foreign random players.
They said at BlizzCon that they want rushing to be viable (which it should be), but designing maps to facilitate it is a bit too far. You can still cheese on macro maps, but forcing a macro player to be at a disadvantage on a 'rush map' is horrible.
WTF? give me back the arbiter from BW if you want the mother ship for "casual players" wtf is that BS...? why doesn't every race get one useless unit only protoss wtf...
The mothership for casuals argument sounds like an excuse for failed design, because pleasing the casuals happens in single player. Multi-player doesn't have to have redundant units by design - "and here are some hobbits for the LOTR fans..."
Today again zerg showed that if there's a problem with it, it's rather in early-mid game than in late game. I have to conclude that Blizzard just continues deliberately to design SC2, so that games are short, mostly played on lower tiers - something they went for, since beta.
On June 18 2011 15:20 Dr.FuzzyBallz wrote: WTF? give me back the arbiter from BW if you want the mother ship for "casual players" wtf is that BS...? why doesn't every race get one useless unit only protoss wtf...
yeah, because reapers and battlecruisers are used all the time in every MU overseer spells rock hardcore
why does zerg just have less units? Because that's how the game is designed. Not every unit is designed to be incredible useable all the time. That doesn't mean the mothership is BS, it means that getting it should have a very specific reason! (unlike getting marines...)
Can someone explain why the mothership is a great unit for casuals anyways? Is a mothership rush super powerful in lower leagues or do they often get to the long macro game to use it? The mothership won't destroy lots of units at the casual level it will die just as quickly or are casuals going to have some super effective pro vortex or recalls. (and if they like recalls might as well have the arbiter you don't need a superweapen for it)
Really the nuke is a better thing for casuals since it has the potential to do a lot and be super fun and make you feel good for nuking the army. Mothership doesn't really have anything like that it just dies quickly in the late game the casual might die if you rush for it early game and feel sad so they won't use it anymore if it doesn't do anything fun or effective.
If you want something for casuals give it a ridiculous cost like 2000 2000 and make it very powerful and tough with some cool spells (like they showed in it's original reveal)
On June 18 2011 19:04 coolcor wrote: Can someone explain why the mothership is a great unit for casuals anyways? Is a mothership rush super powerful in lower leagues or do they often get to the long macro game to use it? The mothership won't destroy lots of units at the casual level it will die just as quickly or are casuals going to have some super effective pro vortex or recalls. (and if they like recalls might as well have the arbiter you don't need a superweapen for it)
Really the nuke is a better thing for casuals since it has the potential to do a lot and be super fun and make you feel good for nuking the army. Mothership doesn't really have anything like that it just dies quickly in the late game the casual might die if you rush for it early game and feel sad so they won't use it anymore if it doesn't do anything fun or effective.
If you want something for casuals give it a ridiculous cost like 2000 2000 and make it very powerful and tough with some cool spells (like they showed in it's original reveal)
It's a big unit that is incredibly strong.(maybe the best unit in a 1v1situation in the game) It was balanced in a way so that it is not important for the Protoss army to have it, yet you have the choice of building it.
There a 4ways to approach this mothership issue: a) make it so strong, that u need it in your army as Protoss (therefore nerf all other compositions) b) make it so weak, that u have the opportunity of adding it to your composition, but only as support unit (like right now) c) make a unit, that has exactly the same role (support caster), which is massable but weaker (arbiter) d) remove it
hm... so: a) wouldn't it be funny if a Protoss had to get and protect a mothership everygame in the lategame? No it wouldn't! It would just be bad gamedesign (note, if the mothership was strong, but the other units were the same strenght as now, a usual lategame composition+mothership would just be too powerful) b) yeah, Protoss has an extra unit, that might have a use sometime. Why not? c) oh, I have a unit that is exactly the same/costs exactly the same once I have (let's say) 3 of them. I doesn't look impressive and it doesn't do the job any better. So, why the heck did we change the game for it? d) so there is no mothership. It doesn't hurt a lot, but we could have left it in the game, couldn't we? (for all the players who like it, and still experiment with it)
On June 18 2011 09:32 huddo38 wrote: Good Interview JP cheers
JP failed in the followup question category.
The interviewee says all but two matchups are unbalanced. There are only 3 non-mirror matchups. JP happily moves to his next question while glancing at the camera awkwardly.
The interviewee says some units, like the mothership, are not a concern if they are seldom used because they are aimed at more casual players. JP moves to his next question when he could have asked what other units also fall into the "we don't care about being used in high-level play" category.
And, as others have noted, he could have asked about the tendency to remove content rather than rebalance it or add new content.
The hell you think this is, an interview with Halliburton on their Middle East oil contracts? JP isn't here to 'ask tough questions,' and David Kim said that those two imbalanced matchups were only slightly imbalanced. You also misunderstood, because that was from data from ALL THREE REGIONS individually, meaning two matchups from a single region were imbalanced, aka Korean TvT stats are different from North American TvT stats.
Ahhh, I get the race balance thing now, my bad. Second point still stands. The point this was an opportunity to find out something interesting, rather than stuff we already knew.
edit: I work for Halliburton, lol
My bad for overreacting, didn't mean to come across raging. Anyhow, I agree with you that we didn't learn as much as we'd like, but honestly Blizz has been dodging a lot questions in general, mostly because there isn't anything there to talk about.
Since 1.3 came out recently (by SC2 patch standards,) it's unlikely they have any concrete balance things to share, as DKim only mentioned the ZvT and didn't talk about any concrete changes. And as for HotS, they're currently working on singleplayer, not multiplayer. So likely JP didn't want to ask questions he knew would get the typical "We aren't ready to talk about that yet" responses.
On June 18 2011 09:32 huddo38 wrote: Good Interview JP cheers
JP failed in the followup question category.
The interviewee says all but two matchups are unbalanced. There are only 3 non-mirror matchups. JP happily moves to his next question while glancing at the camera awkwardly.
The interviewee says some units, like the mothership, are not a concern if they are seldom used because they are aimed at more casual players. JP moves to his next question when he could have asked what other units also fall into the "we don't care about being used in high-level play" category.
And, as others have noted, he could have asked about the tendency to remove content rather than rebalance it or add new content.
The hell you think this is, an interview with Halliburton on their Middle East oil contracts? JP isn't here to 'ask tough questions,' and David Kim said that those two imbalanced matchups were only slightly imbalanced. You also misunderstood, because that was from data from ALL THREE REGIONS individually, meaning two matchups from a single region were imbalanced, aka Korean TvT stats are different from North American TvT stats.
Ahhh, I get the race balance thing now, my bad. Second point still stands. The point this was an opportunity to find out something interesting, rather than stuff we already knew.
edit: I work for Halliburton, lol
My bad for overreacting, didn't mean to come across raging. Anyhow, I agree with you that we didn't learn as much as we'd like, but honestly Blizz has been dodging a lot questions in general, mostly because there isn't anything there to talk about.
Since 1.3 came out recently (by SC2 patch standards,) it's unlikely they have any concrete balance things to share, as DKim only mentioned the ZvT and didn't talk about any concrete changes. And as for HotS, they're currently working on singleplayer, not multiplayer. So likely JP didn't want to ask questions he knew would get the typical "We aren't ready to talk about that yet" responses.
And hehe at Halliburton.
Just a throwback, I don't understand how TvT stats can differ from region to region when they're both the same race...
On June 18 2011 09:32 huddo38 wrote: Good Interview JP cheers
JP failed in the followup question category.
The interviewee says all but two matchups are unbalanced. There are only 3 non-mirror matchups. JP happily moves to his next question while glancing at the camera awkwardly.
The interviewee says some units, like the mothership, are not a concern if they are seldom used because they are aimed at more casual players. JP moves to his next question when he could have asked what other units also fall into the "we don't care about being used in high-level play" category.
And, as others have noted, he could have asked about the tendency to remove content rather than rebalance it or add new content.
Well ZvZ has always been kinda debated. PvP is definitely one of the most complained matchups. and then there is PvZ/ZvP players arguing about the other being op.
The mothership is pretty much the only unit they've ever said this about (multiple times in other interviews). The other units they've mentioned that may be removed or changed are overseer, reaper, warp prism, archon, immortal, corruptor, and just generally adding some zerg units
and Ruscour, TvT stats can vary because blizzard has more stats than just win percentages. They have average game time, most used units, etc.
On June 18 2011 09:32 huddo38 wrote: Good Interview JP cheers
JP failed in the followup question category.
The interviewee says all but two matchups are unbalanced. There are only 3 non-mirror matchups. JP happily moves to his next question while glancing at the camera awkwardly.
The interviewee says some units, like the mothership, are not a concern if they are seldom used because they are aimed at more casual players. JP moves to his next question when he could have asked what other units also fall into the "we don't care about being used in high-level play" category.
And, as others have noted, he could have asked about the tendency to remove content rather than rebalance it or add new content.
The hell you think this is, an interview with Halliburton on their Middle East oil contracts? JP isn't here to 'ask tough questions,' and David Kim said that those two imbalanced matchups were only slightly imbalanced. You also misunderstood, because that was from data from ALL THREE REGIONS individually, meaning two matchups from a single region were imbalanced, aka Korean TvT stats are different from North American TvT stats.
Ahhh, I get the race balance thing now, my bad. Second point still stands. The point this was an opportunity to find out something interesting, rather than stuff we already knew.
edit: I work for Halliburton, lol
My bad for overreacting, didn't mean to come across raging. Anyhow, I agree with you that we didn't learn as much as we'd like, but honestly Blizz has been dodging a lot questions in general, mostly because there isn't anything there to talk about.
Since 1.3 came out recently (by SC2 patch standards,) it's unlikely they have any concrete balance things to share, as DKim only mentioned the ZvT and didn't talk about any concrete changes. And as for HotS, they're currently working on singleplayer, not multiplayer. So likely JP didn't want to ask questions he knew would get the typical "We aren't ready to talk about that yet" responses.
And hehe at Halliburton.
Just a throwback, I don't understand how TvT stats can differ from region to region when they're both the same race...
I don't know, this doesn't sound good. The fact that this guy mentioned TvZ BL/infestor (even as example) couple of times and didn't even touch the fact that the community (not just zerg) has been in a crusade for the past 5 months against protoss units such as colossus and sentries, really makes me worried that they are thinking things are "ok" when they are actually not.
Also, thye are looking into BL/infestor builds when they didn't even "look into" massive deathballs of void/colossus few months ago that used melt 200 zerg amries without losing more than 15 supply themselves, yet look how that worked out by itself. I think BL/infestor is fine, the problem is in the current meta-game most terran players have not learned that they can build ghost in TvZ and use EMP/snipe. I've played lately on the ladder some mid-master terrans that started doing it, they just don't seem to have the APM to use ghosts, which is understanble since they are used to play at low APMs as terran, but then again, that's not an imbalance issue.
All in all, this interview worries me that Kim and his team are really disconnected with the community, the fact they didn't even mention protoss (which has been THE trending issue in balance for 5 months now) is kind of insulting to the community. It's like saying, yeah..you guys don't know what you are talking about so I won't even mention it, I rather talk about a new issue that could potentially most likely be a meta-game stage than anything else.
The HoTs stuff looks good, not that I care much for the campaign but looks fun.
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow. Edit: Would like to add, I'm all for brood+infestor being less prominent. Slow powerful units as the center of the unit comp just doesn't feel zergy
I haaaaaaate broodlords. I wish they were way weaker but cheaper and more mobile. It's probably just my mindset and playstyle but it took me a long time to learn to even use them properly and I still try to avoid them if I can stay on tier 2 tech and win.
All balance issues aside they are right in saying the game is fairly balanced. Taking pros only in consideration and just observing how the scene has evolved we can say that the game has reached a state of APPARENT balance. There isn't a non-mirror matchup that is clearly broken.
But there are a few units that are a bit too strong and when abused they SEEM to make games go in ways they shouldn't. Broodlords are 100% fine but infestors indeed are a bit too strong. The real problem in BL/Infestor in TvZ is that you can' really build vikings to counter it as they cripple severely your ground army and the infestors clears a huge chunk of units on the ground before they are cleared. After that the zergling carpet can easily clear anything left.
Sentries are a tad too strong in early PvZ as zergs can't really counter it at all. So the protoss can sit on (usually) 2 bases for a long period of time ramping up production to do a very strong push while zerg has to try to keep up on macro or all-in.
Terrans right now are mainly abusing bunker harass against zerg with 2 rax. That is probably the most "abusive" thing viable right now.
And there are the "shit tier" units. Carriers, Mothership, Reapers, hydras(they aren't shit but are only viable in one matchup), battlecruisers...
And there are the "shit tier" units. Carriers, Mothership, Reapers, hydras(they aren't shit but are only viable in one matchup), battlecruisers...
Carriers are the only definitively useless unit you got on there. Kiwikaki has proven time and time again that mothership play is a powerful option. Reapers can still harass and scout early game. If hydra's aren't shit why put them in that category? It's like saying "Robert Downey Jr. is black (he isn't black but is black in one movie)"
Battlecruisers... I know some Terrans in masters use them but it's usually the case of " The Everything Build" so I can't really say how useful they are.
And there are the "shit tier" units. Carriers, Mothership, Reapers, hydras(they aren't shit but are only viable in one matchup), battlecruisers...
Carriers are the only definitively useless unit you got on there. Kiwikaki has proven time and time again that mothership play is a powerful option. Reapers can still harass and scout early game. If hydra's aren't shit why put them in that category? It's like saying "Robert Downey Jr. is black (he isn't black but is black in one movie)"
Battlecruisers... I know some Terrans in masters use them but it's usually the case of " The Everything Build" so I can't really say how useful they are.
Hydras are only viable in PvZ and only on certain situations. They are not bad IN THAT situation but they are very limited. Motherships are jokes sorry.
Reapers aren't bad for scouting and a BIT of harass but they have an upgrade that make absolutley no sense at all. BCs are bad too. They are useful in the same situations that Carriers and Motherships are.
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow. Edit: Would like to add, I'm all for brood+infestor being less prominent. Slow powerful units as the center of the unit comp just doesn't feel zergy
Guardians queens defilers lurkers. Pretty slow clunky, space controlling, and ability powerful units.
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow. Edit: Would like to add, I'm all for brood+infestor being less prominent. Slow powerful units as the center of the unit comp just doesn't feel zergy
Guardians queens defilers lurkers. Pretty slow clunky, space controlling, and ability powerful units.
and can you tell me how I do build those units? Am I the only person who doesn't find the lurker upgrade in his T2 hydra den? obviously, this thread is about SC2, so plz comment on SC2! however, I don't think BL,Infestor is too strong or unzergish. Without blizzard mentioning it, most people would not even have thought of it being OP...
And there are the "shit tier" units. Carriers, Mothership, Reapers, hydras(they aren't shit but are only viable in one matchup), battlecruisers...
Carriers are the only definitively useless unit you got on there. Kiwikaki has proven time and time again that mothership play is a powerful option. Reapers can still harass and scout early game. If hydra's aren't shit why put them in that category? It's like saying "Robert Downey Jr. is black (he isn't black but is black in one movie)"
Battlecruisers... I know some Terrans in masters use them but it's usually the case of " The Everything Build" so I can't really say how useful they are.
There have been carrier and mothership rushes in the GSL that worked. I really hate, how people confuse units that are in the game for a particular purpose (BCs to counter Mech), with units that you simply have to get, because they are basic. Why is the carrier in the game? Because they are maybe the best counter to a meching terran in the lategame. Why don't we see them? Because hardly anybody ever plays mech in TvP! If you want to see carriers, watch Goody vs Protoss. Then you will see Carriers.Winning! (If you want to see BCs, just watch a random IMMVP game - maybe the best terran in the world - in nearly any 20min+ TvT. Or Thorzain. Or TLO. Those guys LOVE their BCs in TvT) It's like asking: "Why don't we see more hydras vs tanks?" (obviously because this is not the situation in which you need hydras...)
On June 17 2011 06:16 FMStyles wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow. Edit: Would like to add, I'm all for brood+infestor being less prominent. Slow powerful units as the center of the unit comp just doesn't feel zergy
Guardians queens defilers lurkers. Pretty slow clunky, space controlling, and ability powerful units.
and can you tell me how I do build those units? Am I the only person who doesn't find the lurker upgrade in his T2 hydra den? obviously, this thread is about SC2, so plz comment on SC2! however, I don't think BL,Infestor is too strong or unzergish. Without blizzard mentioning it, most people would not even have thought of it being OP...
And there are the "shit tier" units. Carriers, Mothership, Reapers, hydras(they aren't shit but are only viable in one matchup), battlecruisers...
Carriers are the only definitively useless unit you got on there. Kiwikaki has proven time and time again that mothership play is a powerful option. Reapers can still harass and scout early game. If hydra's aren't shit why put them in that category? It's like saying "Robert Downey Jr. is black (he isn't black but is black in one movie)"
Battlecruisers... I know some Terrans in masters use them but it's usually the case of " The Everything Build" so I can't really say how useful they are.
There have been carrier and mothership rushes in the GSL that worked. I really hate, how people confuse units that are in the game for a particular purpose (BCs to counter Mech), with units that you simply have to get, because they are basic. Why is the carrier in the game? Because they are maybe the best counter to a meching terran. Why don't we see them? Because hardly anybody ever plays mech in TvP! If you want to see carriers, watch Goody vs Protoss. Then you will see Carriers.Winning! (If you want to see BCs, just watch a random IMMVP game - maybe the best terran in the world - in nearly any 20min+ TvT. Or Thorzain. Or TLO. Those guys LOVE their BCs in TvT)
Carriers and BCs are similar in use but are bad for different reasons. BCs are bad because they are good in ONE situation and carriers are bad because you can't transition safely to them.
For the cost, vikings end up countering them both even though you can't kite carriers with them.
On June 18 2011 21:25 Tacoss23 wrote: I don't know, this doesn't sound good. The fact that this guy mentioned TvZ BL/infestor (even as example) couple of times and didn't even touch the fact that the community (not just zerg) has been in a crusade for the past 5 months against protoss units such as colossus and sentries, really makes me worried that they are thinking things are "ok" when they are actually not.
Also, thye are looking into BL/infestor builds when they didn't even "look into" massive deathballs of void/colossus few months ago that used melt 200 zerg amries without losing more than 15 supply themselves, yet look how that worked out by itself. I think BL/infestor is fine, the problem is in the current meta-game most terran players have not learned that they can build ghost in TvZ and use EMP/snipe. I've played lately on the ladder some mid-master terrans that started doing it, they just don't seem to have the APM to use ghosts, which is understanble since they are used to play at low APMs as terran, but then again, that's not an imbalance issue.
All in all, this interview worries me that Kim and his team are really disconnected with the community, the fact they didn't even mention protoss (which has been THE trending issue in balance for 5 months now) is kind of insulting to the community. It's like saying, yeah..you guys don't know what you are talking about so I won't even mention it, I rather talk about a new issue that could potentially most likely be a meta-game stage than anything else.
The HoTs stuff looks good, not that I care much for the campaign but looks fun.
Yeh I agree. Now go coach Nada/bratok/sjow and all other top terran players on how to play tvz. Because obiviously they just need to mass ghosts, and hence they must be pretty stupid (compared to you).
On June 17 2011 06:08 GwSC wrote: Good interviews A little strange to me that he specifically mentions broodlord+infestor vs T as something they are looking at. It seems that especially Korean Terrans with their crazy drop play are able to roll over that comp, being that its so slow. Edit: Would like to add, I'm all for brood+infestor being less prominent. Slow powerful units as the center of the unit comp just doesn't feel zergy
that seems similar to the old problem of overpowered siege tanks vs banelings, where to counter it you needed to drop from overlords, where as the terran army just needed to do a slow push. So yes it can be countered, but just because the high apm pro players can counter a specific play dose'nt mean its balanced even for master or diamond leagues
"For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
makes me real apprehensive. Didn't we already go through this with the release of WoL? Making tiny maps that favor a bunch of cheesy rushes is not good. That statement really should have read, "we learned a lot from the WoL map making process and are striving to make maps balanced for tournament play in all the matchups."
Also, if all the matchups are balanced, why are we looking at Broodlord - Infestor? Is it perhaps...not balanced?! And on the (touchy) subject of balance, I'd like to reiterate this:
On June 18 2011 21:25 Tacoss23 wrote: I don't know, this doesn't sound good. The fact that this guy mentioned TvZ BL/infestor (even as example) couple of times and didn't even touch the fact that the community (not just zerg) has been in a crusade for the past 5 months against protoss units such as colossus and sentries, really makes me worried that they are thinking things are "ok" when they are actually not.
Seems like plenty more complaining has been done about the collosus and the sentry than the Broodlord/infestor combo.
On a less pessimistic note, I'm kinda ok with the mothership being there as a "mostly for casuals" type unit. As long as it's the only unit of that takes that throne. Also, I definitely would love a tougher-than-brutal difficulty. Some of the brutal missions were pretty tough (In Utter Darkness comes to mind) but others were waaaaaay easy.
On June 19 2011 05:32 Lobotomist wrote: "For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."
makes me real apprehensive. Didn't we already go through this with the release of WoL? Making tiny maps that favor a bunch of cheesy rushes is not good. That statement really should have read, "we learned a lot from the WoL map making process and are striving to make maps balanced for tournament play in all the matchups."
He addressed this. Battlnet maps are for all players, including the ones who like rush gameplay. Tournaments can, and should use, maps tailored for high level tournament play.
I'm not opposed to maps that aren't huge, but Steppes of War style bullshit is moronic and has no place in the game.
However, aside from that...
I generally think Blizzard has done a much, much better job of moving this game towards balance, on both the casual and pro level, than most people give them credit for. Since the game has been released, every single patch has been greeted with mass complaints--that Blizzard was breaking the game, that they were rendering entire tech paths obsolete, that they were dumbing it down, that they hated Zerg or loved P or T...
and yet the state of the game right now is VASTLY better than it was at launch. Play is more balanced and more diverse. There have been a few missteps, but a lot of the changes have been inspired--the Infestor change, for example, was one NOBODY in the community saw coming, and it completely changed Zerg for the better in a way that didn't break the game. The ONLY way they come up with a change that clever, is if they are in fact paying very, very close attention to the game, and thinking very hard about how they can improve it. Thus far, I think they're doing a bang-up job. So much so, in fact, that I hope they stay pretty hands off until HotS ccomes out--I don't think WoL is in any glaring need of balance changes anymore.
Terran unit control is not harder than protoss unit control, that's ridiculous. They are pretty much equal. Stim is as hard as guardian shield. Splitting bio is as hard as casting forcefields if not easier. I almost never see a terran lift units that are trapped by forcefields in the first place, and if they did the medivac would probably get feedbacked anyway. Most people just let them sit there. Avoiding storms and kiting against chargelots is pretty much the same thing, you are moving backwards then firing. This is no harder than blink micro. No one uses ravens, and using EMP is not harder than using feedback.
marine splitting is in no way easier or anywhere near the same level of difficulty as casting forcefield. I play random.
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
What the hell are you talking about?
In order to execute an effective 2 rax, you cut scvs to get your barracks out quicker. Which means you take a hit to economy. It isn't really a cheese at all. If you don't do some kind of aggression as terran vs zerg, you will have a hard time competing with him later in the game. Your post is garbage balance whine imo.
marine splitting is in no way easier or anywhere near the same level of difficulty as casting forcefield. I play random.
Marine splitting is irrelevant to PvT, and indeed against pretty much anything but banelings--nobody effectively splits much vs. Colossus, for example. It is hard/awesome, but its not the be-all, end-all of playing T, and chances are if you're not pro you're not that good at it anyway. Lots of the Terrans talking up how awesome and hard T micro is are still a-moving big bioballs.
Top-level Toss micro is still hard as fuck. There's a big difference between massing sentries and spamming forcefields to split an army once--which anyone can do--and timing it exactly so you have exactly enough energy to perfectly place the exact number of FFs you'll need to win, ala MC. Anyone can blink up and down high ground, but MC-style blink stalker control is far, far beyond the skill level of even most master level Toss. Toss micro isn't super flashy, but watching a really good Toss manage a diverse composition of units that are all vastly different speeds, making sure they're arranged just so, spreading to avoid FG and EMP, FFing and binking perfectly, is still super impressive.
god damn that camera man must ether be from Cloverfield or has one leg shorter then the other. The Broodlord Infestor combo doesn't seem as op as they were saying. I mean ghosts counter both of them but it seems Terran don't want to stop making Marian Tank....
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
I bet a large majority of people on Team Liquid and a majority of progamers have never beaten the single player on brutal. I know I'd rather not waste the time.
awesome interviews and very informative, but i wish JP brought up close spawn positions during the map segment with david kim. theyve been dispelled from essentially all online play and its aggravating to feel like whenever its close spawn on a map the game doesnt matter and that i should just all in.
David Kim said 2 matchups had a measurable deviation from 50% winrate ... but at the same time not too large of a deviation (Using their advanced skill-factor analysis). Yet he refrains from saying which two matchups these are?
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
What the hell are you talking about?
In order to execute an effective 2 rax, you cut scvs to get your barracks out quicker. Which means you take a hit to economy. It isn't really a cheese at all. If you don't do some kind of aggression as terran vs zerg, you will have a hard time competing with him later in the game. Your post is garbage balance whine imo.
Balance talk isn't always unwarranted.
You don't really cut that many scvs when you 2 rax. Maybe a couple at most. Depending on how aggressive the bunker rush is intended to bring, you might bring 1-3 scvs, and zerg will have to bring anywhere from 5-10 or so drones to help hold it off, losing mining time. And of course, some of these will die of course. (Mules for T are huge that early in the game too, esp. when zerg isn't mining that much while holding off the rush, for what its worth).
You can see how well it does in the pro scene as well, and decide if it's balanced from that if you want. I may be a little biased towards zerg admittedly, but almost every 2 rax bunker rush I've watched at the pro level I have considered the trade to be either relatively even or in the advantage for terran. There's a fair amount of games where the zerg loses outright, but worse case scenario for terran, you cut say 2 scvs, lost 3, but in the meantime you've still been mining with the others (plus the MULE) and producing marines, which are pretty well rounded units and useful in most situations against zerg.
Don't mean my post to be "whiney" but I do think the 2 rax bunker rush is too strong in terms of risk vs reward. Of course, I do feel that way about a LOT of rushes in sc2, but this one seems to be the most prevalent in that regard
On June 19 2011 06:06 awesomoecalypse wrote: I'm not opposed to maps that aren't huge, but Steppes of War style bullshit is moronic and has no place in the game.
However, aside from that...
I generally think Blizzard has done a much, much better job of moving this game towards balance, on both the casual and pro level, than most people give them credit for. Since the game has been released, every single patch has been greeted with mass complaints--that Blizzard was breaking the game, that they were rendering entire tech paths obsolete, that they were dumbing it down, that they hated Zerg or loved P or T...
and yet the state of the game right now is VASTLY better than it was at launch. Play is more balanced and more diverse. There have been a few missteps, but a lot of the changes have been inspired--the Infestor change, for example, was one NOBODY in the community saw coming, and it completely changed Zerg for the better in a way that didn't break the game. The ONLY way they come up with a change that clever, is if they are in fact paying very, very close attention to the game, and thinking very hard about how they can improve it. Thus far, I think they're doing a bang-up job. So much so, in fact, that I hope they stay pretty hands off until HotS ccomes out--I don't think WoL is in any glaring need of balance changes anymore.
Yeah I don't know if I like that they said they will be having "rush maps". You can rush on just about any map with reasonable success if you do it will and mind-game your opponent with it (ie "He wouldn't rush on a big map like Shattered Temple - I'll be fine" or something like that). I don't think that rushes are becoming so weak that we need maps specifically made for them (probably the opposite if anything!)
Since when is Brood Lord/Infestor a problem? Not only are they extremely expensive and incredibly slow, they also are unavailable until deep in the game. It's the other player's responsibility to stop the game from reaching that point. If you have mass BL/Infestor, that also means you're pretty much on at least 4 bases, probably 5. That's the problem, not the units themselves.
Since when is Brood Lord/Infestor a problem? Not only are they extremely expensive and incredibly slow, they also are unavailable until deep in the game. It's the other player's responsibility to stop the game from reaching that point. If you have mass BL/Infestor, that also means you're pretty much on at least 4 bases, probably 5. That's the problem, not the units themselves.
I agree. As a Protoss player, if Colossus/VR deathballs aren't something that need to be patched out, then BL/Infestor shouldn't either. The fact is, if you are able to mass up a ton of high tech, super expensive units, that should be really hard to beat. Otherwise whats the point? The answer to compositions like that is to kill your opponent before they can get to it--Zerg learned to do it against Toss, and other races should do the same against Zerg.
On June 19 2011 10:10 Danglars wrote: David Kim said 2 matchups had a measurable deviation from 50% winrate ... but at the same time not too large of a deviation (Using their advanced skill-factor analysis). Yet he refrains from saying which two matchups these are?
Any guesses, community?
Well, a thread on TL a few weeks ago showed that, at (major) tournament level, protoss was behind against both terran and zerg, but this could be completely different on ladder.
i love these interviews with dayvie and dustin. gives an awesome, new perspective. at least we know there are a few guys working around the clock to get this game right.
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
What the hell are you talking about?
In order to execute an effective 2 rax, you cut scvs to get your barracks out quicker. Which means you take a hit to economy. It isn't really a cheese at all. If you don't do some kind of aggression as terran vs zerg, you will have a hard time competing with him later in the game. Your post is garbage balance whine imo.
You can just look at the recent Idra vs MC match in MLG to see this is wrong. That series is a pretty clear example of the risk/reward involved in a terran 2-rax.
Game 1: The Reward MC's 2-raxes doesn't get scouted -> Idra immediately loses.
Game 2: The Risk MC's 2-rax is scouted and Idra defends correctly -> MC floats his barracks safely back to his base and keeps up with Idra in economy -> MC wins later with a 2-base push.
Edit: sorry, thinking of MMA, not MC. The games that knocked him into the losers bracket.
On June 19 2011 13:23 Nakas wrote: You can just look at the recent Idra vs MC match in MLG to see this is wrong. That series is a pretty clear example of the risk/reward involved in a terran 2-rax.
Game 1: The Reward MC's 2-raxes doesn't get scouted -> Idra immediately loses.
Game 2: The Risk MC's 2-rax is scouted and Idra defends correctly -> MC floats his barracks safely back to his base and keeps up with Idra in economy -> MC wins later with a 2-base push.
Sure you're not talking about another Korean Pro? And that's IdrA's fault for not scouting it correctly; And I also have to question his mindset since he seems to always become very upset when he feels that it was a cheap victory.
On June 17 2011 06:55 crms wrote: i like the balance more or less besides 1 thing...
rushes having no real economic impact.
A terran can 2 rax (proxy or not) pull SCV's and have it fail vs Z and still end up being basically even. This is a complete joke. There needs to be a choice, go for cheese win, play greedy or play standard. There shouldn't be this 'im going for cheese oh well it failed, time to play standard." I hate that, I want actually risks to being cheesy just like there are risks to playing greedy. The way the game is setup it's stupid to not 2 rax cheese, bunker rush etc., 20% free win 70% end up even, 10% end up slightly behind.*
*obviously numbers pulled out of my ass but I hope you get my point.
What the hell are you talking about?
In order to execute an effective 2 rax, you cut scvs to get your barracks out quicker. Which means you take a hit to economy. It isn't really a cheese at all. If you don't do some kind of aggression as terran vs zerg, you will have a hard time competing with him later in the game. Your post is garbage balance whine imo.
You can just look at the recent Idra vs MC match in MLG to see this is wrong. That series is a pretty clear example of the risk/reward involved in a terran 2-rax.
Game 1: The Reward MC's 2-raxes doesn't get scouted -> Idra immediately loses.
Game 2: The Risk MC's 2-rax is scouted and Idra defends correctly -> MC floats his barracks safely back to his base and keeps up with Idra in economy -> MC wins later with a 2-base push.
somehow i doubt that MC ever did a 2rax....
besides that there is one more option what can happen with 2rax
1) Terran does a lot of damage because the zerg player did a micro mistake. Worst Case he immiditaly wins the game.
2) Terran does some damage and knows when to back off, zerg defends properly. Both players are even
3) Terran overcommitts and loses too much to almost no losses for zerg. Most of the time not an immidiatly win for zerg but he can jump far ahead.
not to forget that every 2rax can easily be negated by opening pool first and not hatch first. just like nestea did against scfou in gsl semi finals because he didn't wanted to play the 2rax game.
I do not support!!!! What can zerg do now vs MMA and tanks? SERIOUSLY! Get ghosts and snipe the broodlord. If blizzard changes this, zerg win % will go way down.
Secondly, keeping motherships and carriers useless? So zerg and terran have practically all of their units be versatile while protoss will continue to have 2 useless units. How is that balanced? Even battlecruisers are essential in TvT as it is good against tanks.
So people who likes to make can make big units. You know, one of my friend was really happy when he made his first mothership. Then he almost immediately became sad when he found out how much the mothership sucks. So blizzard, you are bring people's hopes up just to crush it.
Can blizzard possibly fail anymore?
-Still pissed off about no LAN, and stupid custom maps interface. I'm losing all hope in blizzard.
Secondly, keeping motherships and carriers useless? So zerg and terran have practically all of their units be versatile while protoss will continue to have 2 useless units. How is that balanced? Even battlecruisers are essential in TvT as it is good against tanks.
Carriers are great vs Terran Mech. It's not the Carrier that is underpowered, it's mech that doesn't get played! The mothership is a unit which starts being useful after 25min of the game, in pretty much any matchup. I really don't see why players refuse to build it, once they start hitting max and still cannot straight up attack, as it is sooo supplyefficient, and money doesn't matter a lot at that time. + Show Spoiler +
Just look at Dimaga vs Socke on Crevasse. INCREDIBLE use of the motherships recall
I think it's bad if people are just watching GSL and say "Terran is so OP, it wins in GSL!" And if they try to balance the game with GSL results that's just stupid. Why? Because how can you win with skill? Think about this: better player plays as Terran and wins Protoss every time. Blizzard look and buff protoss so worse player can win the better one and it might turn to 50% winrate. Ofcourse this works only if they don't look the whole community but there is always some games where the better player just won. It doesn't mean it is imba. :B
On June 19 2011 18:34 pwadoc wrote: I'm starting to think David Kim isn't very good at his job.
Close to 50% W/L on all matchups and constantly getting closer, and you think he doesn't do his job well?
The amount of zerg qq in this thread disgusts me.
his post doesn't say anything about his race...
and yeah, we zergs do qq about our carriers and motherships being underpowered. Lol no, that's the Protoss players and we do complain about broodlord+infestor... lol blizzard only pointed out, that there might be a problem. they are watching it.
Meh I think that from a strictly statistical point of view blizzard did a good job, but that's not everything For example in TvZ i'd prefer to see zerg having serious possibility of doing pressure in the early and mid game and the bloodlords infestor nerfed so T can actually fight back in late And there are some specific problems with Z scouting that overall may balance the game (because if the scouting was better the win/loss ratio would favor zerg), but again I would prefer to see better scouting in some situations and some nerfs somewhere else I don't think statistical data is everything
On June 19 2011 18:34 pwadoc wrote: I'm starting to think David Kim isn't very good at his job.
Close to 50% W/L on all matchups and constantly getting closer, and you think he doesn't do his job well?
The amount of zerg qq in this thread disgusts me.
his post doesn't say anything about his race...
and yeah, we zergs do qq about our carriers and motherships being underpowered. Lol no, that's the Protoss players and we do complain about broodlord+infestor... lol blizzard only pointed out, that there might be a problem. they are watching it.
disgusting comment, on your side!
If you are going to make a straw man argument, at least do it well.
JP should really work on his enunciation. Not only does he mess up "Heart of the Swarm", he goes on to say that they're at the Blizzard "H Goo" in "Irvine, Californ."
Wouldn't it be cool if the change Infestor Stun into Silence? I still would be able to micro my units even after the have been hit but still can't Blink/Stim/Burrow ... away. Wouldn't this not be the best change to still keep the Infestor usefull but lower its strength?
Brood+infestor op? Well ghost is pretty much perfect vs that. Im zerg mostly and mass muta seems a bit too easy to win with. Well im low league so it prob doesnt matter.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
There are 15 Protoss units, 13 Zerg units, and 13 Terran units. (Excluding "special" units like PDD, changeling, interceptor, etc.) Are you seriously complaining about P having less units?
Unit numbers aside the protoss shouldn't be giving up something for nothing. If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now. Ultimately the mothership is there b/c it is supposed to fill a role, which could have gone to a better unit if it wasn't there (arbiter ).
Looking past any of that, I just think it is sad to think they put a unit into multiplayer with basically no intention of it being a serious unit. Those units should stay in single player. Just fundamentally bad design.
You've got to be kidding me, right? Protoss has such a huge variety in units. Think of all the different, viable unit compositions they have in each match-up: Colossi+Gateway, Upgrades+Gateway, Archon/HT+Zealot, Archon/HT+Immortal, Voids/Phoenix+Gateway, Voids+Colossi, of course Protoss players haven't even explored using the carrier (probably because Void Rays are so powerful that for the most part they're a better option, but whatever). I'm assuming that what you're saying is that Protoss is somehow weaker then the other races because you don't have Arbiters. I don't know if you've ever played Zerg or Terran, but in StarCraft 2 they actually don't have Arbiters either so I guess all races are UP.
And who's to say that there is no use for the Mothership. Inventive players like HuK and KiWiKaKi have used the Mothership in entirely different fashions (HuK rushes with it whereas KiWi was the one who I first saw use the Archon toilet). Are either of those things going to become standard play? No of course not, but it doesn't mean that somehow the Mothership is this unit that will never serve any purpose (personally I disagree with the nerf to the Mothership's Vortex ability in the most recent patch, but that's besides the point).
Let's look at another unit that got nerfed and for a while everybody said that it would never be used again: the Terran's Reaper. After Nitro Packs got nerfed, I think everybody thought that they would never see the beauteous 5 Rax Reaper into Marauder Transition that once dominated TvZ. Those people were right, we have yet to see that build used since then; however, Reapers recently are used by a lot of high level Terran players in all Match-Ups for scouting purposes. Players like Kas often go for builds involving a reaper first for scouting. The role of the unit is very different then what it was back when MorroW beat IdrA at IEM, but it still serves a purpose. Then qxc in the TSL3 used Reapers in a very odd fashion against Genius (at least I think it was that match) on Xel'Naga Caverns. Personally I think by the time he started getting Reapers he was so far ahead that he could have beaten Genius with anything in those dropships, but still it was an inventive way to use Reapers.
As far as the Mothership goes, who knows, perhaps it will be used, I mean despite it being slow and costly, it is still a giant floating unit that cloaks all your unit and can teleport your entire army across the map. Why must you use Recall to bring all your units directly to their base, why not use it to pull all your units back. SLIGHTLY OFF TOPIC:
Also, just out of curiosity when you say "If having 2 more unit options was that important protoss wouldn't have a much higher winning % than they do now" what winning percentages are you referring to exactly? If you're talking about tournaments and you want to tell me that clearly the GSL ST shows how UP your race is, think about it like this: the two best P's in the entire world played each other first round, and the other didn't lose until he met the eventual champion (MC, Alicia, Polt). Also, it just so happens that TvP happens to be Polt's best Match-Up, so it isn't even that surprising to me that Polt won that match. And if you're trying to say that Terran is overpowered as proven by the Super Tournament I'd like to point you towards the results of the StarsWar Killer 6. Outside of PvP, the four finalists combined lost a total of 3 games on their trip to the finals. Of the 11 P's, only 3 failed to get to the second round.
Or perhaps if you want another tournament with similar results let's look at the TSL3. Outside of PvP, only seven P's lost, and three of them (NaNiwa, MC, Tyler) didn't lose until they met the champion, ThorZaIN.
That being said I'm not blaming this on imbalance or anything, but rather stating that P's can do well in major tournaments with big name players of other races. Protoss isn't UP at all, personally I think the game is quite balanced (though Infestor/Broodlord is ridiculously hard to deal with haha), and the fact that P's have the option to build Motherships, as odd and eccentric as they may be, does not somehow make them underpowered. Would you be happy with the way that David Kim has balanced the game were he to completely remove Motherships from the game?
There is a problem when a zerg 200/200 army can beat terran 200/200 army in a standup fight. Zerg is supposed to have the weakest and the least cost-effective units, which is equalized by the ability to remax unspeakably fast.
As a terran player TvZ just feels like a ticking timebomb which just becomes more unwinnable the longer the game goes on and I really dislike the fact that playing macro is completely unviable option.
It's a time bomb because you insinst on using the same strategies all over again. You invest everything to have a very strong push mid game with Tank Marines Medivac and if you fail you have nothing in the end game. You know for sure that Z is going brood infestor and yet no ghost and no antiair until it's too late. Also I feel that since Z can't really do anything in the early - mid game against marines tanks if the T plays correctly, I feel it's totally normal that if you fail you loose.
Besides, I remember that when Z complained about P and T deathballs the answer was "don't fight the deathball" Fun to see how for broodlord infestor is totally different ^^
I dont really see how they can nerf the broodlord or the infestor without destroying zerg. Its really funny to me because they made the infestor a dps aoe anti armored anti infantry combination unit when in reality that role could easily have been given to the lurker if it had existed in tier 2 as a roach morph or hydra (if hydra where tier 1) morph.
my point being. They removed the lurker stating it overlapped with some roles.
and now the infestor has been buffed to fill its own role and the lurker role at the same time.
On June 20 2011 01:15 shr0ud wrote: There is a problem when a zerg 200/200 army can beat terran 200/200 army in a standup fight. Zerg is supposed to have the weakest and the least cost-effective units, which is equalized by the ability to remax unspeakably fast.
As a terran player TvZ just feels like a ticking timebomb which just becomes more unwinnable the longer the game goes on and I really dislike the fact that playing macro is completely unviable option.
Zerg can remax really fast only if they have the resource to do it. This means that Zerg essentially has the weakest late game at the 200 food mark due to Zerg no longer being able have an economic advantage. I don't know why people think that Zerg can just draw resource from some secret fund to make full use of every single one of their larvae at anytime they like.
Also Terran is not weak in the late game simply because of how strong their harassment are (meaning it's much more expensive for Protoss or Zerg to secure extra expansions than Terran). The only weak point for Terran is their mid-game due the way the macro mechanics work for the other races, but you can harass to keep up.
And who's to say that there is no use for the Mothership. Inventive players like HuK and KiWiKaKi have used the Mothership in entirely different fashions (HuK rushes with it whereas KiWi was the one who I first saw use the Archon toilet). Are either of those things going to become standard play? No of course not, but it doesn't mean that somehow the Mothership is this unit that will never serve any purpose
100% agreed. Motherships aren't somethng you plan to tech to at the start of the game, but they are super useful in a lot of really lategame situations where supply is a bigger concern than resources. Not every unit has to show up in all or even most maches--its okay for there to be rare units that show up only occasionally, and when they do everyone goes "oh snap, a Mothership!"
I mean, in BW, a ton of ghost play (esp. stuff like lockdown) was super niche stuff--you could watch 50 T matches and not see a single one. Did that mean it shouldn't be in the game? No, because on the rare occasions when someone did use it to deliver a win, it was awesome (see: Boxer).
Motherships have a lot more in common with that kind of thing, than something like Scouts--a lame, useless unit with no place whatsoever.
On June 20 2011 01:15 shr0ud wrote: There is a problem when a zerg 200/200 army can beat terran 200/200 army in a standup fight. Zerg is supposed to have the weakest and the least cost-effective units, which is equalized by the ability to remax unspeakably fast.
As a terran player TvZ just feels like a ticking timebomb which just becomes more unwinnable the longer the game goes on and I really dislike the fact that playing macro is completely unviable option.
sry, but that's just wrong. Zerg is neither supposed to have the weakest, nor the least costefficient army. It is supposed to be balanced around the larva principle. most zerg compositions won't be good in 200/200 fights because their main units: zerglings, roaches, mutalisks are supplyinefficient, but therefore either extremly easily massable (roaches, zerglings) or extremly universal (mutalisk). once you talk about hightier expensive units, such as banelings, ultralisks, infestor, broodlord, you simply have to leave the remax-mechanism out of the equation, because you simply cannot remax easily on those. (they are not limited by larva, but by cost, buildtime, and tech!) if you actually look at any ZvT game, that was won by broodlord/infestor, you will see that zerg is aiming for this composition for a really long time (incorporate infestors, trade low tier units, slowly add broodlords, spinecrawler up at certain locations, keep infestors alive, add more broodlords), so imo, a terran has plenty of time, to hold the immidiate broodlord attacks with vikings, but transition into ghosts or marauder from then on, depending on the zergs behavior. (suciding broodlords-->marauder vs ultras; very conservative style with broodlords-->ghosts)
btw, Protoss can remax faster then terran as well (just thinking about top protoss players, that get up to 25gateways in the lategame, and that can use chronoboost from 4 to 8 nexi additionally), yet a lot of people would argue, that usual 200/200 Protoss deathballs do crush usual Terran 200/200 armies.
deeper (very theoretical) thoughts about a balancing in which a zerg 200/200 can never engage a terran 200/200: + Show Spoiler +
let's say we are deep in the lategame, both players maxed. someone pushes and ofc terran comes out on top (200 vs 200 rule), then there are 3 possible scenarios (assuming kind of perfect play): -) terran loses a part of his army and gets overrolled by zerg if he rebuilds the right units. (zerg is OP, because there is noway for terran to win, if zerg plays right) -) terran loses a part of his army, but the following battles turn the game back into a state of balance (terran is OP on symmetrical maps, because zerg has to invest more into holding pushes, therefore will mine out his side faster) -) terran crushes the zerg with minimal losses, and therefore cannot be stopped by reinforcements, as they can only be as strong as the former army (terran is OP, as there is no way to beat a terran out of a balanced position) (notice, this comment should not be an argument, it was just a thought of me, that I wanted to post; it should just state, that a game that is meant to reach "maxsupply" at some point, has to have a "stalemate balance" too, in which neither player can lose, if he doesn't make a mistake)
Pretty weak interview imo. Considering Jp represents MLG, there's a lot of short comings in the game that directly damage MLG and none of them were brought up. If anyone were to hold their feet to the fire about the tremendous weaknesses of Bnet 0.2, it could be Jp and MLG and noone would think twice about it.
yet a lot of people would argue, that usual 200/200 Protoss deathballs do crush usual Terran 200/200 armies.
Most Terran 200/200 armies aren't deathballs, they're just mass T1 infantry with some tanks and vikings thrown in. Frankly, that type of composition *should* lose to mass Colossi/VR, because mass Colosssi/VR leaves you significantly more vulnerable while teching to it.
However, there are T deathballs that can go toe to toe with and stomp P deathballs--there's a good one here http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753 that uses marines, marauders, blue flame hellions, tanks, a raven, medivacs, vikings and ghosts and it takes Colossi comps to school. Its not easy to tech to (though that thread points out ways to get to it), but thats the entire point of deathballs--the harder they are to tech to, the harder they should be to beat.
yet a lot of people would argue, that usual 200/200 Protoss deathballs do crush usual Terran 200/200 armies.
Most Terran 200/200 armies aren't deathballs, they're just mass T1 infantry with some tanks and vikings thrown in. Frankly, that type of composition *should* lose to mass Colossi/VR, because mass Colosssi/VR leaves you significantly more vulnerable while teching to it.
However, there are T deathballs that can go toe to toe with and stomp P deathballs--there's a good one here http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753 that uses marines, marauders, blue flame hellions, tanks, a raven, medivacs, vikings and ghosts and it takes Colossi comps to school. Its not easy to tech to (though that thread points out ways to get to it), but thats the entire point of deathballs--the harder they are to tech to, the harder they should be to beat.
exactly what Im thinking. (that's why I wrote "usual" in front of both P's and T's army) That's exactly why I do think, that a high tier zerg composition, such as broodlord/infestor should be at least on equal footing with a pretty usual midgame composition (tank/marine/medivac) in which terran added some vikings (which aren't even a new tech, as there will be a reactored starport anyway) I really do believe that creative players like MVP and NaDa will soon show us ways to deal with it on the highest level of play. (maybe ghosts, maybe vikings, maybe multiple drops, or maybe another solution)
On June 19 2011 14:12 Nazeron wrote: season 3, new maps, hopefully they get rid on slag, dq, backwater and typhon
What about Scrap Station? Personally I think that the map pool should be changed from it's current listing by removing Scrap Station, Slag Pits, Delta Quadrant, and Backwater Gulch. Then they should implement MLG variants of the Blizzard maps like Metalopolis (REMOVE CLOSE SPAWNS NOW) and also on Typhon Peaks both top/both bottom spawns should be removed (Colossi and Tanks are able to harass the natural third base too easily in my opinion, which becomes exceedingly easy to do when both players spawn top or bottom).
Also, I'm still praying that Blizzard adds in more GSL maps like Crevasse, Dual Sight, or Xel'Naga Fortress. Since so many tournaments are using MLG and GSL maps, it only makes sense that the ladder maps reflect these trends in recent tournaments. Laddering obviously isn't as good of a tool for practicing for a tournament that preparing by playing against friends in Custom Games, but at the same time laddering should be a better tool for preparation.
Let's just pray that by "Rush maps" they don't meant that they're implementing Steppes of War again.
On June 20 2011 03:08 Jibba wrote: Pretty weak interview imo. Considering Jp represents MLG, there's a lot of short comings in the game that directly damage MLG and none of them were brought up. If anyone were to hold their feet to the fire about the tremendous weaknesses of Bnet 0.2, it could be Jp and MLG and noone would think twice about it.
Is it Bnet 2.0 that's horrible though or no lan? Problems should be expected with online tournaments and Bnet 2.0 probably can't get much better about that. LAN could fix that. But this has already been said a bajillion times, which is probably why JP didn't talk about it because nothings going to change.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
No, it's quite a good explanation which anyone interested in game design should understand.
Players span different psychographical attributes that developers need to take into account. One example is the core reason someone is playing the SC2 multiplayer; some players play to become better at the game (competitors) while others play just to have fun with friends (casuals).
Now, you could go about and make different multiplayers for competitive and casual play. But as players often span across several categories and players with different psychographics sometimes still want to play each other it's usually advantageous to avoid fragmenting of the community if possible.
For Blizzard it is pretty simple to just make competitive units and balance them to cater to competitors. Then they can add as many extravagant "just-for-fun" units as they want as long as they do not affect the game balance. Easiest is to make them objectively genuinely bad but good game designers can sometimes still make them fill small niche roles in competitive play.
You clearly fall into the competitive category of players, but please respect the interest of other types players. The addition of these "fun"-units doesn't even affect your play negatively.
On June 20 2011 03:08 Jibba wrote: Pretty weak interview imo. Considering Jp represents MLG, there's a lot of short comings in the game that directly damage MLG and none of them were brought up. If anyone were to hold their feet to the fire about the tremendous weaknesses of Bnet 0.2, it could be Jp and MLG and noone would think twice about it.
What? Ask about LAN? We all know the answer to that so why waste time.
On June 20 2011 03:08 Jibba wrote: Pretty weak interview imo. Considering Jp represents MLG, there's a lot of short comings in the game that directly damage MLG and none of them were brought up. If anyone were to hold their feet to the fire about the tremendous weaknesses of Bnet 0.2, it could be Jp and MLG and noone would think twice about it.
What? Ask about LAN? We all know the answer to that so why waste time.
Did Jibba say anything about LAN specifically? I'm pretty sure he's referencing shortcomings in general. There is MUCH more wrong with Bnet2.0 other than LAN support that has been within the grasp of the developers to fix for quite awhile now. Even some of the simplest fixes can relieve a huge headache for players and tournament admins.
Here's a few glaring problems (other than no LAN) that BNet 2.0 has that should be fixable and deserve at least a passing question about.
1) Low Friends list limit. Having to consistently rotate people in and out of your friends list in order to be able to invite them to a game is horrible and inefficient. If you're not an tournament admin/streamer that has had to deal with this yourself, then perhaps you've watched someone have to deal with it. Either way its bad.
2) "Input Limit Reached". This allegedly occurs because when accessing a particular player profile, the system also queries profile info for everyone on your friends list. The larger the list, the easier your input limit gets reached. Terrible implementation
3) Ability to drag people (pro players) into chat rooms without their permission.
4) Ability to spam people (pro players) with invites to games. Even when those players have their status set to busy, the invites pile up in some sort of queue that gets flushed at random times, causing extreme lag to players in mid game. This is why MLG is no longer going to release replays during the tournament, as character information can be parsed from the replay format and used to abuse players during games.
5) More of a UI problem than anything: Lack of a "CLOSE ALL CHAT WINDOWS" button. Probably the biggest oversight I've ever seen. Anyone who has watched any popular streamers such as WhiteRa has seen the clusterfuck that becomes the bottom of the window when up to 60 or more people are talking to him at once.
Watching his game have a grand mal seizure as it tries to index and recall each and every message from each person while he scrolls through them all to find the one person he actually wants to talk to is almost a rage inducing experience. As is watching him close each and every window individually just to get his game to a stable state once again.
These are all symptoms of either cutting corners, rushed work, or just shoddy implementations that can and should be fixed in a simple hotfix patch between the larger balance patches. I'd love to hear some of the reasons behind these issues and when a fix can be expected.
On June 20 2011 03:08 Jibba wrote: Pretty weak interview imo. Considering Jp represents MLG, there's a lot of short comings in the game that directly damage MLG and none of them were brought up. If anyone were to hold their feet to the fire about the tremendous weaknesses of Bnet 0.2, it could be Jp and MLG and noone would think twice about it.
Is it Bnet 2.0 that's horrible though or no lan? Problems should be expected with online tournaments and Bnet 2.0 probably can't get much better about that. LAN could fix that. But this has already been said a bajillion times, which is probably why JP didn't talk about it because nothings going to change.
There's far more wrong than just lack of LAN. Columbus finals were delayed because of the lag caused by the terrible chat channel/friend implementation.
On June 17 2011 18:36 arto wrote: I liked these interviews JP, unlike a lot of the other HotS interviews you didn't try to manipulate some random tid bits of information. You just let them say what they had to say and did not repeat the same question several times in different ways.
The Ghost V BL/Infestor seems like an issue of production. It seems a lot easier for a Zerg to create these units to just overwhelm the number of ghosts that a Terran can create. Each time a Xerg creates an infestor or Broodlord the Terran needs to dedicate an equal amount of production For every Broodlord spawned it takes up 2 production cycles of a barracks to create enough ghosts to kill a Broodlord (assuming 75 energy on the ghost). And for each infesor it takes pretty much 1 ghost (for sniping purposes emp is obviously better to do in the short term but killing an infestor).
So the problem becomes when the Zerg decides to create 6-8 Broodlords and 4-6 Infestors. To then have ghosts capable of handling this the Terran would need to have 8-10 barrack dedicated to creating ghosts for 80 seconds (84 seconds to create a BL). Rarely does Terran have this many barrack and even less often is it with that many tech labs. The solution would then seem to be for the Terran to produce ghosts before this point (to stockpile energy) but doing that leaves you quite vulnerable to the Zerg staying on muta/ling/bling. Though I imagine that if set timing for broodlords becomes common then this vulnerability could be overcome.
Mmm I might get banned for discussing balance issues but as it seems so many people are doing it I might chip in aswell, note I did only read 16 pages until I decided to post.
Note im a decent player (1600 Masters u can check in my quote BeyondLimits)
The problem with TvZ is basically your working uphill the entire game which in the basic race concept of Zerg and Terran is fine imo, and the BL/Infestor itself is not a big problem to handle with but when the zerg is really good and can catch your Ghosts with fungals and has a backup army of million mutalisks banes and lings no amount of ghosts is sufficient, I managed to deal with this composition by being extremely pathetic and massing planetaries viking thors tanks and ghosts but even then its hard and you lose 80% of the time cuz the zerg wont let you get what I've listed.
Now some of you might say if the zerg has gotten all that its your fault you lost because the game is lost even before those units arrive, that is true if he went infestor first on T2 due to the fact u can exploit dropping on main 3rd at the same time while leading battles, but when he mutas on T2 and then switches into infestor BL its extremely hard.
From a Terran perspective ( as this is a individual opinion take it with a grain of salt ) I think the most optimal nerf is just if the Fungal doesnt reveal cloaked units or doesnt make them stand still and wait to get destroyed by whatever, just a suggestion.
Their logic for the 1v1 maps is just so bothering to me. If you have a macro map, you can execute a rush strategy, but it needs to be more crisp and well thought out and is less forgiving than that on a rush map. If you play on a rush map though, you more or less take away all other options except a short rush based game. If they want a diversity of games, this methodology is quite counterproductive.
On June 21 2011 03:11 TheRPGAddict wrote: Their logic for the 1v1 maps is just so bothering to me. If you have a macro map, you can execute a rush strategy, but it needs to be more crisp and well thought out and is less forgiving than that on a rush map. If you play on a rush map though, you more or less take away all other options except a short rush based game. If they want a diversity of games, this methodology is quite counterproductive.
I completely agree. The rush map would completely cater to rush strategies, so we would probably experience more rushes on that map. The macro maps would cater to macro style, so we would most likely see macro games there.
Why not just have more macro oriented maps? Rushing would still be possible and it would add some variety and unpredictability to games.
On June 21 2011 03:11 TheRPGAddict wrote: Their logic for the 1v1 maps is just so bothering to me. If you have a macro map, you can execute a rush strategy, but it needs to be more crisp and well thought out and is less forgiving than that on a rush map. If you play on a rush map though, you more or less take away all other options except a short rush based game. If they want a diversity of games, this methodology is quite counterproductive.
Its ok if they try and fail. How else do you come out with a new edge? Besides they can patch it. LULZ!
On June 17 2011 06:59 crabz wrote: and the zerg whine begins
The whine about the whine is actually getting worse than the whine that starts in the first place. Atleast the zergs who voice their opinion have more than 5 words in their post and try to bring up points. This is just flame-baitng a whole race into hating another race.
I don't have enough experience to actually know if it is imbalanced or not, but I do think ghosts might easily solve Terran problem late game. EMP is a must unless you want all your marines to explode with 2 fungals. Ghosts secondary ability snipe could also work wonders on Broodlords.
Either way, I can't wait for HOTS and the new season with new maps. I hope some of them are decent. Thanks for the interviews JP.
Yes yes theoretically ghosts are good against broodlors, infestors, etc.
There's a reason why so many pro terrans don't get ghosts or get enough ghosts vs zerg. You can't just transition into ghosts. Getting ghosts means putting tech labs on your barracks which reduces marine production because you would normally go reactored marines against anything else. Not every zerg goes into late game with infestor/broods. A lot just stick with muta/ling/bane so you can't just mix in ghosts as part of your standard build. I've tried to do this but your ghosts just die because they can't even run away from banelings. Point is, it's not as simple as "just make ghosts".
Glad they are looking at this.
You serious !!, you cant tell me a Terran cant build a ghost academe and pump out a couple of ghosts 25 mins into a game? I mean doesn't the tech lab give you combat shield, stim etc which you will certainly have any ways?
I think a lot of Terran players are being lazy with their MMM auto wins. Now they finally have to work for the win its "oh no Zerg and Protoss are OP",
Bomber destroyed MC at Dreamhack by using a couple of ghosts in his army, and i don't see why they cant be used against Zerg
On June 17 2011 08:41 InToTheWannaB wrote: WoW! Does anyone find it amazing that only 1% of players beat the single player on brutal? Being on TL so much and playing with BW vets in such a insular hardcore community. You forget that 99% of people are noobs that just want to fly big motherships around the map. Its really pretty neat that Blizzard focus as much as they do on us because we clearly are not the majority lol.
I don't think I "officially" beat the game on Brutal because of that one "secret" mission I never beat, so the 1% might actually be a bit higher. Still, not that surprising when SC2 sold like 4million? copies
I was shocked at 1% too but then I realised that theres not actually an achievement for completing on Brutal they can count and that he probably means getting the 1% completionist 29 missions on Brutal. So that excludes those that didnt find the secret mission as you say, those that were plagued by the mission counter bugs that occurred at the time of release and didnt replay those mission and those that arent completionists but did finish on Brutal.
Though even within the player community I rarely see a pro player that has even played the SC2 campaign let alone on brutal. Even Day9 hasn't got all the Brutal missions yet and remember him saying one of the things he wanted to do was to play through on brutal now that he has more time.
Really messes up terran in the late game w Broodlord who take out the ghosts from afar. Vikings can't do anything to broods since they get fungled. Marines either.
Messes up ZvZ in that every match is becoming Roach Infestor.
Protoss can deal pretty well with it using HT and blink but it would still be nice to have another option like Phoenix play.
I like the idea of not being able to target air they were playing with in PTR 1.2. Solves all three matchups. Zerg could now use mutas again. Vikings would be effective as long as he didnt have to many Corruptors guarding his broods. Would add more diversity to protoss options like Phoenix play. We'll see.
On June 17 2011 06:16 On_Slaught wrote: "The mothership is more geared towards casual players." - David Kim
Holy shit that is a HORRIBLE explanation for why they keep a HORRIBLE unit in competitive play. How about give the terran all the units in the single player too for the bronze and gold league players?
They just told protoss that you get one less viable unit b/c its fun for some players who don't care about winning.
Meh MS timing pushes are fun.... in team >.< God damnit I just wish interceptors didnt get destroyed by stupid marines.
I mean seriously... a carrier can hardly kill 10 stimmed marines.
On June 20 2011 03:08 Jibba wrote: Pretty weak interview imo. Considering Jp represents MLG, there's a lot of short comings in the game that directly damage MLG and none of them were brought up. If anyone were to hold their feet to the fire about the tremendous weaknesses of Bnet 0.2, it could be Jp and MLG and noone would think twice about it.
I don't get this mentality of saying JP was too easy. First of all, this is a game preview interview, not questioning a suspected corrupt politician. Second, Blizzard has already talked about LAN/Bnet tons of times.
Fact is, if you think JP bringing the question up would've made Blizz go "Gee, now that you mention it, we SHOULD add LAN, great idea JP we never thought of that," then I don't know what to tell you. Blizzard will basically dodge with something like "We are aware of the issues and looking into it."
So sure, be mad at Blizzard for their faults, but don't chastise JP for going for a pleasant interview rather than asking futile, pointless questions.
On June 22 2011 15:30 tdt wrote: Glad they are looking into this infestor problem.
Really messes up terran in the late game w Broodlord who take out the ghosts from afar. Vikings can't do anything to broods since they get fungled. Marines either.
Messes up ZvZ in that every match is becoming Roach Infestor.
Protoss can deal pretty well with it using HT and blink but it would still be nice to have another option like Phoenix play.
I like the idea of not being able to target air they were playing with in PTR 1.2. Solves all three matchups. Zerg could now use mutas again. Vikings would be effective as long as he didnt have to many Corruptors guarding his broods. Would add more diversity to protoss options like Phoenix play. We'll see.
you talk about protoss need more options in PvZ? you can basically go for any tech and win.. zerg can go for near nothing compared to it, BL's and infestors are the only late tech units that zerg really got atm, yeah you can go for ultralisks.. but to be honest.. not worth the cost, they die quite quickly to any heavy hitters (marauders, siege tanks, thors, immortals, voidrays etc.) and constantly f*cks up your micro 'cause they're so big and incredibly slow for a ground melee unit, sure when they got your army surrounded and is backed up by another unit they're good, but how often is that even possible? if they nerf infestor/broodlord too much there ain't much zerg can do on high level in late game..
and corruptors to kill high viking counts? thats simply a waste of food & money since vikings rip corruptors apart.
imo terran just need to work with it, they'll find a way.. and in ZvP and ZvZ its not really that much of a problem (in ZvZ you rarely ever hit that point, and when you do its about who'll make the BL's last and still got corruptors)
I'm not a fan of JP interviewing. During MLG he spoke extremely fast and use colloquial language when interviewing players. As someone who speaks another language, it's not easy to understand these two components even for an adept translator.
Also, in the first interview, JP has his back to David Kim who is standing awkwardly to his stage right during the entire interview. I think JP needs to re-evaluate how he performs these interviews
I really dont understand why so many ppl hate units like collosi.I think they are either Tor Z.Same for marauders, hated by Z and P, and infestor hated by P and T.Get over it guys...this is the game so try to adapt your strategies.And stop talking about reavers and lurkers and other SC1 units...its like saying we should go to war with weapons from WW2 in iraq or other places in the 21st century.If you dont like the game, maybe go and play SC1?