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On August 07 2014 17:09 Socup wrote: Protip: Widow Mines have bottom level attack priority when not burrowed. Unless you're in wood league, you're not going to just a-move through a mine field..
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On August 07 2014 21:04 TurboMaN wrote: Yeah that might be a good change, or at least they should make something which makes gateways/warpgate switches worth it. Now every game warpgates are researched immediately and there is no incentive to use a gateway
Gateways could have slightly faster production times, maybe slow the transformation into a Gateway as well. Back in the days of Khaydarin Amulet, I suggested that High Templar who are made from a Gateway can start with 75 energy, but those from a Gateway only with 50. (to prevent Warp-in Storms) Maybe something similar could be done with other Protoss units?
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On August 07 2014 13:10 Socup wrote:Balance whining? No. I can appreciate that you really believe what you're saying, but the person with the illogical argument is the one saying that the supply cost of Terran having a bunker somehow makes or breaks Terran being able to fight main army vs main army. That's completely illogical and a terrible stance to take. I can't make you understand if you don't want to understand.
This discussion was never about the merits of a single bunker at the third. The post that started this chain of comments stated that late game harass could be shut down by bunkers and widow mines.
One bunker does not shut down harass against 3-5 bases in the late game. Permanently shutting down harass with a purely mineral investment (as zerg and protoss frequently do via static defense) is not an option for Terran. Furthermore, protoss has near instant warp-in and zerg units are generally very fast so army reinforcement is easy.
Static defense as the means of harassment defense is just not an option for terran. A terran cannot leave 4+ supply at every single base and expect to win the game. You have been backpedaled all the way to a single bunker when the initial claim was bunkers and widow mines.
As I said, in the late game a Terran defense by posturing and attacking to discourage backstabs. The main and natural also get somewhat covered by reinforcing units.
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On August 07 2014 23:47 Thezzy wrote:Show nested quote +On August 07 2014 21:04 TurboMaN wrote: Yeah that might be a good change, or at least they should make something which makes gateways/warpgate switches worth it. Now every game warpgates are researched immediately and there is no incentive to use a gateway Gateways could have slightly faster production times, maybe slow the transformation into a Gateway as well. Back in the days of Khaydarin Amulet, I suggested that High Templar who are made from a Gateway can start with 75 energy, but those from a Gateway only with 50. (to prevent Warp-in Storms) Maybe something similar could be done with other Protoss units? What's the point? The templar will spawn later if not warped in and will have less time to regenerate energy.
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My concern in this game is that people have started to massively look from the "prism of Micro", i.e. - Terran/Bio it up as much as possible.. And it's a terrible idea/area to start from IMO
ATM - all Protoss has flawed is the Colossus, all Zerg has flawed is the SH/Viper combo (not even one of those units each, but only when the two are in combo), and maybe surpass of Mutalisk efficiency in terms of easy endless potential repeatance, and lack of a real, good backdoor
Terran however - probably needs to have Marines nerfed and gotten more AoE control for that cost notice - not even more AoE splash - as if they didn't have enough "blobs" already lol, but things like snares, stuns, defense mechanisms, oh, and less gay cloak (cloak usually breaks Zerg very hard and doesn't do a thing to Protoss)..
A very good candidate for a stun/snare/def mechanism for the Terran arsenal woudl've been the Widow-Mine, but surprise surprise - "big ass explosions" are what's "cool to watch" so Terran cause of that fact now has a terrible AoE control
Speaking of def. mechanisms - PDD is another example - one of those which is both too effective and in the same time too horrible.. PO is another def mechanism which it's flaw is it does actual damage instead of just "control", if MSC had Stasis for example instead of PO - game would've been far better IMO.. Mentioned stasis not cause I'm BW nostalgic or anything, but cause it's the perfect way to do "control" and not snowball..
So - flow control things should do flow control, not just add the "kill counts" "out of nowhere" around.. (I know - Psi Storms, but must say that I'm THAT biased to say that I really like those ), but still - a general guideline - not just Terran, but all races shouldn't have units that snowball out of control once having several of that same kind IMO..
ATM Mostly Raven belongs as the only "jerk" in that category - once piled up to 8,9,10 - too hard to even engage those - terrible game design there, units - even most expensive ones unless requiring to have them babysit almost all the time (like the BW carrier used to be for example) - despite cost - things shouldn't snowball..
Sci vessels were already gay enough in BW, luckily there were Scourge to control their flock growth, but looks like Blizz still isn't learning that lesson - there shouldn't be energy-based units that snowball AND get almost too safe once they grow in greater numbers though..
They either be good but engage-able, or be semi/bad and not engageable, but not good and not engageable and then have that - well - mobility blah blah blah conversation as a counter-argument to "rock on".. That's basically "playing with fire" and "praying" that someone manages to make it right after you've "shat things on"..
And - there's another bad unit in the Protoss arsenal that I didn't mention - the Tempest was a Terrible option to even start with (in some ways) - so expecting to see that thing scrapped thoroughly though
Other than that - TBH I don't see any "greater" (except stylistic preferances) game flaws
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Aligulac list 116.
![[image loading]](http://i.imgur.com/mqKrKFk.png)
Regarding winrates, T had an edge against P, and a very small edge against T. PvZ is even.
Regarding populations, there were only about twice as many PvPs as TvTs and 2.5x ZvZs as TvTs, so there's improvement.
On July 24 2014 15:32 Ghanburighan wrote:While we're looking at winrates, here's another Aligulac list: ![[image loading]](http://i.imgur.com/6zp9WrK.png) Just looking at winrates, PvT is rather even, and so is PvZ but TvZ has gone down to the dumps again. On the other hand, the population numbers are the worst ever for Terran. It looks like T has a constant of around 100 games every period, but with the added number of games (last period has 1799 games, this one 3866), only Z and P seem to have added more mirrors. So there are 4.8x as many ZvZ as TvT, and 3.8x as many PvP as TvT. This also means that P has once again caught up with Z populations, last period it was 1.3 ZvZ for every 1 PvP, now it's 1.2. Show nested quote +On July 10 2014 20:15 Ghanburighan wrote:Here's the latest Aligulac list (114) with pretty new formatting. ![[image loading]](http://i.imgur.com/280eKxW.png) With regard to P, nothing seems to have changed. Just like the first half of June, P>T by a slight margin, P and Z are roughly even, and there are roughly the same number of PvP MU's in tournaments. Z did worse in this period, while it was at >55% against T last time, it's now even in winrates. More importantly, looking at populations, while there were 5x more ZvZ than TvT, and 2x more ZvZ than PvP, then now there are only roughly 3x more ZvZ than TvT, and a just over a fourth more ZvZ than PvPs. This suggests that Z is doing worse, and it's mainly doing worse against T (note that worse doesn't imply that they're doing bad, this is a comparison with the previous period). Looking more closely at the population numbers, there appear to have been fewer games, the total for 114 is 1835 and for 113 it was 2379. So for the previous 113 list Z MUs made up 72% of all MUs. P MUs made up 55% (note that the overlap is due to the fact that P plays Z...). T MUs made up 36% of all MUs. In this list, 114, Z MUs made up 65% of all MUs. P MUs made up 57%. T MUs made up 42% of all MUs. So Z is down 7%, P is up 2% and T is up 6%. (with rounding) The previous lists can be found below. On June 29 2014 05:42 Ghanburighan wrote:Sorry for the delay, here's Aligulac 113.. The previous list(s) can be found at the end of this post. ![[image loading]](http://i.imgur.com/Oc9x1bJ.png) Looking at the winrates, P has extended its advantage over T, P has also gained some ground back against Z, yet TvZ has strongly turned in Z favour once gain (it's as bad as it was before the hellbat patch in April). Population numbers are also worse. Previously there were 4x more ZvZ games than TvT games, now there are more than 5x. PvP's have not changed in number, so it's mostly just less terrans and more zergs getting further that's creating the problem. All in all, balance-wise this was a very depressing period. On June 12 2014 15:32 Ghanburighan wrote:Time to post the latest Aligulac list. The previous list can be found at the end of this post. ![[image loading]](http://i.imgur.com/pKEYuFe.png) Regarding winrates, PvT has fluctuated back from T having a slight advantage to P having a minuscule advantage. In PvZ, P has also improved although it hasn't caught up with Z. On the other hand, T has improved in the TvZ MU (110 had 45%, 111 had 47%) and its even now. In terms of populations measured in numbers of mirror MUs, there's virtually no change compared to the last list, the proportions are very close. This means that there is no repopulation of terrans according to these numbers and there are 4 times fewer TvTs than ZvZs. As T MUs have even winrates, there cannot really be a repopulation with these numbers. Furthermore, a word of caution, I'd say that this was one of the best periods for Terran in a long while, Taeja won Hsc 9 (where Z had a comparatively weaker list of players), Maru is tearing up Code S, and Innovation is kicking as in teamleagues and the Dragon cup. I don't think they contributed overly much to the final winrates (their games are still a small fraction of all the games), but taken together they did contribute significantly. If they don't keep their winning ways going, winrates can plunge below 50% again. And, their wins aren't helping repopulate in any way. On May 29 2014 02:45 Ghanburighan wrote:Uploading the latest Aligulac list. ![[image loading]](http://i.imgur.com/wem39XJ.png) Unfortunately there was a TvZ patch in the middle of the period, so those numbers could be anything now. But it looks like P is doing worse against Z in terms of winrate. But the population ratios haven't changed compared to the last list, though. It's still roughly 1/4 TvT, 2/4 PvP and 1/1 ZvZ.
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On August 07 2014 15:00 Socup wrote:
The one thing I can agree with you on is the issue of upgrades. All races have equal cost and time to complete for their upgrades, which doesn't make much sense with Protoss Chrono. I'd rather see Protoss be an over/under race, which is that it's slightly longer to upgrade compared to Z or T unless chrono is used, at which point it's slightly less. However, the people that actually balance the game probably understand the issues better than either of us.
As far as drilling claws go, I assume you've never had the pleasure of setting 10 mines down in front of a protoss army and watching their HTs and colossus all disappear in an instant. I have.
Drilling claws also enable mid to late game mineral line harass for much cheaper than marine drops. You keep focusing solely on the issue of whether robo first is played or not, you have so much hyperfocus towards that one thing that you can't see other alternatives to later game widow mine play. I suppose I'll tell you now that digging claws are an absolute must past the early to early-mid game with Protoss. Its like the mid to late game Terran oracle compared to the Protoss early game oracle. All it takes is a tiny distraction and the Protoss mineral line is instantly gone, regardless of the defenses set up.
If people are having problems with a late game protoss army, maybe try using more expensive higher tier units? I love how people complain that T army is inferior to P army when their army resource cost is always half or less and protoss is using all it's power units. Is this for real or for laugh? A single canon per mineral line is all that's necessary to deter/kill widow mines mid to late game.
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Hey guys, I have the perfect balance proposition coming from parkufarku
Original Message From parkufarku: Show nested quote +Original Message From Faust852: Using Aligulac, which use every high level tournaments (by high level, I mean tournaments that regroup potential pro and up and coming players, such as zotac or go4 later rounds). to prove that there were an equal amount of race is biased? Lol. You are the most biased person here sir. every irrelevant tournament and random qualifers, good job? Only balance at the highest level is relevant. Anything lower, skill level overcomes bias. Why am I not surprised the Terran player is trying to use Aligulac to support the argument? Flawed data to support a flawed argument. If it were up to me, Widow mines would cost 100 mineral 250 gas, 150/150 for medivac (no boost), Mules have half duration, Building lift requires 150/150 research, and Bio upgrade cost goes up significantly.
This way, your OP race can stay balanced.
I think with these changes, terran will do ok.
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On August 08 2014 17:10 Faust852 wrote:Hey guys, I have the perfect balance proposition coming from parkufarku Show nested quote +Original Message From parkufarku: Original Message From Faust852: Using Aligulac, which use every high level tournaments (by high level, I mean tournaments that regroup potential pro and up and coming players, such as zotac or go4 later rounds). to prove that there were an equal amount of race is biased? Lol. You are the most biased person here sir. every irrelevant tournament and random qualifers, good job? Only balance at the highest level is relevant. Anything lower, skill level overcomes bias. Why am I not surprised the Terran player is trying to use Aligulac to support the argument? Flawed data to support a flawed argument. If it were up to me, Widow mines would cost 100 mineral 250 gas, 150/150 for medivac (no boost), Mules have half duration, Building lift requires 150/150 research, and Bio upgrade cost goes up significantly.
This way, your OP race can stay balanced. I think with these changes, terran will do ok.
Jokers to the right...
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On August 08 2014 17:10 Faust852 wrote:Hey guys, I have the perfect balance proposition coming from parkufarku Show nested quote +Original Message From parkufarku: Original Message From Faust852: Using Aligulac, which use every high level tournaments (by high level, I mean tournaments that regroup potential pro and up and coming players, such as zotac or go4 later rounds). to prove that there were an equal amount of race is biased? Lol. You are the most biased person here sir. every irrelevant tournament and random qualifers, good job? Only balance at the highest level is relevant. Anything lower, skill level overcomes bias. Why am I not surprised the Terran player is trying to use Aligulac to support the argument? Flawed data to support a flawed argument. If it were up to me, Widow mines would cost 100 mineral 250 gas, 150/150 for medivac (no boost), Mules have half duration, Building lift requires 150/150 research, and Bio upgrade cost goes up significantly.
This way, your OP race can stay balanced. I think with these changes, terran will do ok. Marines don't even cost gas with his proposals, what a disgrace.
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On August 08 2014 18:10 TheDwf wrote:Show nested quote +On August 08 2014 17:10 Faust852 wrote:Hey guys, I have the perfect balance proposition coming from parkufarku Original Message From parkufarku: Original Message From Faust852: Using Aligulac, which use every high level tournaments (by high level, I mean tournaments that regroup potential pro and up and coming players, such as zotac or go4 later rounds). to prove that there were an equal amount of race is biased? Lol. You are the most biased person here sir. every irrelevant tournament and random qualifers, good job? Only balance at the highest level is relevant. Anything lower, skill level overcomes bias. Why am I not surprised the Terran player is trying to use Aligulac to support the argument? Flawed data to support a flawed argument. If it were up to me, Widow mines would cost 100 mineral 250 gas, 150/150 for medivac (no boost), Mules have half duration, Building lift requires 150/150 research, and Bio upgrade cost goes up significantly.
This way, your OP race can stay balanced.I think with these changes, terran will do ok. Marines don't even cost gas with his proposals, what a disgrace.
And they still have 5 range! It's like he's not even trying!
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I have a question regarding WM's health, is there any particular reason WM has that specific (90) amount of HP ?
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LOL just read the last 2 pages, and that socup guy is too much; classic case of bigotry at its finest, ignoring all valid arguments against him and instead always blurting out something even more outrageous in response even when pretty much every other poster is against him. A clearly misplaced superiority complex too, and I was dumb enough to actually try and reason with him. Man this is why this thread is so great.
On topic: Even though I try, but I guess I'm just not that good at splitting my army as Z against biomine. I can manage with a smaller count of mines, but once widow mine numbers go out of control (10+), I can't seem to break a minefield at all with ling/bling/muta. Also, baiting mine shots with a few lings fails more often than not vs. good Terrans.
Since I play random, as T I would actively deny creep to the 3rd/4th of Z, prioritize widow mine production burrowing them just outside creep, and patiently wait for creep to recede to push forward. At some point, the Z almost always loses patience and engage off creep as I edge ever closer to his hatchery. Depending on the map, as T sometimes I would lose to counterattacks or be forced to base trade by a good Z, who rightfully refuses to engage off-creep against a large minefield and pre-split bio.
TL;DR: once widow mine numbers reach a critical mass, I feel there is no way to really engage with a traditional ling/bling/muta army as Z. I wouldn't go as far as calling widow mines OP, but the change is definitely very noticeable; a night and day difference since I could used to just move (to prevent kiting) then a-move my entire z army over the T biomine ball and watch it pretty much evaporate.
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On August 08 2014 22:56 egrimm wrote: I have a question regarding WM's health, is there any particular reason WM has that specific (90) amount of HP ? Intuitively:
- Same amount as Hellions. - Survives 2 banes for most of the game. - Survives one Storm.
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On August 08 2014 23:14 TheDwf wrote:Show nested quote +On August 08 2014 22:56 egrimm wrote: I have a question regarding WM's health, is there any particular reason WM has that specific (90) amount of HP ? Intuitively: - Same amount as Hellions. - Survives 2 banes for most of the game. - Survives one Storm.
I am wondering if it isn't a bit too much. Hellions are easier to kill as they don't burrow  Banes do 20+15 dmg so 2 banes do 2*35=70 dmg And I'm not sure if surviving storm is needed. Maybe HT openings would be more viable if WM could be one-shoted with storm?
Additionally you need 9 stalker shots to kill 1 WM. If we count cooldown etc, you need 3 stalkers to kill WM before it burrows. Maybe it should be easier to kill WM given how much dmg WM drop can do?
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One thing regarding TvZ. I feel baneling speed could just research faster or be a bit cheaper. In some games terran just gets so much ahead in the 30-60 seconds before baneling speed is done, which feels pretty dumb imo. I think the overall game dynamic would be better if zerg was just slightly stronger during the 11-13 minute mark as a compensation for terran now being stronger due to Widow Mines at the 13-18 minute time period.
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On August 08 2014 23:28 egrimm wrote:Show nested quote +On August 08 2014 23:14 TheDwf wrote:On August 08 2014 22:56 egrimm wrote: I have a question regarding WM's health, is there any particular reason WM has that specific (90) amount of HP ? Intuitively: - Same amount as Hellions. - Survives 2 banes for most of the game. - Survives one Storm. I am wondering if it isn't a bit too much. Hellions are easier to kill as they don't burrow  Banes do 20+15 dmg so 2 banes do 2*35=70 dmg And I'm not sure if surviving storm is needed. Maybe HT openings would be more viable if WM could be one-shoted with storm? Additionally you need 9 stalker shots to kill 1 WM. If we count cooldown etc, you need 3 stalkers to kill WM before it burrows. Maybe it should be easier to kill WM given how much dmg WM drop can do?
You actually need 5 stalkers, as the third shot goes on already borrowed mine and do 0 damage(and stalkers dont shot like marines)
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On August 08 2014 23:28 egrimm wrote:Show nested quote +On August 08 2014 23:14 TheDwf wrote:On August 08 2014 22:56 egrimm wrote: I have a question regarding WM's health, is there any particular reason WM has that specific (90) amount of HP ? Intuitively: - Same amount as Hellions. - Survives 2 banes for most of the game. - Survives one Storm. I am wondering if it isn't a bit too much. Hellions are easier to kill as they don't burrow  Banes do 20+15 dmg so 2 banes do 2*35=70 dmg And I'm not sure if surviving storm is needed. Maybe HT openings would be more viable if WM could be one-shoted with storm? Additionally you need 9 stalker shots to kill 1 WM. If we count cooldown etc, you need 3 stalkers to kill WM before it burrows. Maybe it should be easier to kill WM given how much dmg WM drop can do?
I feel like if widow mines had 5 less HP i would never die to widow mines lol. Everytime I'm like 2-3hp away from killing it and it burrows successfully and kills half my probes.
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On August 08 2014 23:50 DinoMight wrote:Show nested quote +On August 08 2014 23:28 egrimm wrote:On August 08 2014 23:14 TheDwf wrote:On August 08 2014 22:56 egrimm wrote: I have a question regarding WM's health, is there any particular reason WM has that specific (90) amount of HP ? Intuitively: - Same amount as Hellions. - Survives 2 banes for most of the game. - Survives one Storm. I am wondering if it isn't a bit too much. Hellions are easier to kill as they don't burrow  Banes do 20+15 dmg so 2 banes do 2*35=70 dmg And I'm not sure if surviving storm is needed. Maybe HT openings would be more viable if WM could be one-shoted with storm? Additionally you need 9 stalker shots to kill 1 WM. If we count cooldown etc, you need 3 stalkers to kill WM before it burrows. Maybe it should be easier to kill WM given how much dmg WM drop can do? I feel like if widow mines had 5 less HP i would never die to widow mines lol. Everytime I'm like 2-3hp away from killing it and it burrows successfully and kills half my probes.
Move your probes ? v_v
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On August 08 2014 23:50 DinoMight wrote:Show nested quote +On August 08 2014 23:28 egrimm wrote:On August 08 2014 23:14 TheDwf wrote:On August 08 2014 22:56 egrimm wrote: I have a question regarding WM's health, is there any particular reason WM has that specific (90) amount of HP ? Intuitively: - Same amount as Hellions. - Survives 2 banes for most of the game. - Survives one Storm. I am wondering if it isn't a bit too much. Hellions are easier to kill as they don't burrow  Banes do 20+15 dmg so 2 banes do 2*35=70 dmg And I'm not sure if surviving storm is needed. Maybe HT openings would be more viable if WM could be one-shoted with storm? Additionally you need 9 stalker shots to kill 1 WM. If we count cooldown etc, you need 3 stalkers to kill WM before it burrows. Maybe it should be easier to kill WM given how much dmg WM drop can do? I feel like if widow mines had 5 less HP i would never die to widow mines lol. Everytime I'm like 2-3hp away from killing it and it burrows successfully and kills half my probes.
Yeah, I feel alike Which is especially frustrating when you think you have proper defence (2-3 stalkers in mineral line) and you still lose half of probes or try move probes away split sec to late and lose all of them lol
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