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On August 15 2014 02:54 TurboMaN wrote: If a protoss plays save on 3 bases with blink he always has an advantage
If this were true, every Protoss would always play defensive Blink up to 3 bases.
+ Show Spoiler +
Pro level Protoss players NEED to be able to mix things up. If they become too predictable then it's easy to counter their play style.
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On August 15 2014 03:21 DinoMight wrote:Show nested quote +On August 15 2014 02:54 TurboMaN wrote: If a protoss plays save on 3 bases with blink he always has an advantage If this were true, every Protoss would always play defensive Blink up to 3 bases. + Show Spoiler +Pro level Protoss players NEED to be able to mix things up. If they become too predictable then it's easy to counter their play style.
Which is the most persistent issue that was created by the new mines, which counter everything but colossus tech and stalker at higher leagues but those generally tend to go hand in hand.
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On August 15 2014 03:26 Mojito99 wrote:Which is the most persistent issue that was created by the new mines, which counter everything but colossus tech and stalker at higher leagues but those generally tend to go hand in hand. I think the oracle stunted build orders to a far greater degree than window mines. Blizzard needs to stop introducing units that force matchups to be played in a specific way.
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On August 15 2014 04:20 r691175002 wrote:Show nested quote +On August 15 2014 03:26 Mojito99 wrote:Which is the most persistent issue that was created by the new mines, which counter everything but colossus tech and stalker at higher leagues but those generally tend to go hand in hand. I think the oracle stunted build orders to a far greater degree than window mines. Blizzard needs to stop introducing units that force matchups to be played in a specific way.
You mean like Lurkers, Siege Tanks, and Reavers in BW?
The problem is not forcing matchups to play predictably, its about whether that predictable play is interesting/dynamic/flashy or not.
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On August 15 2014 01:42 DinoMight wrote:Show nested quote +On August 15 2014 01:29 Nebuchad wrote:On August 15 2014 01:13 Faust852 wrote:On August 15 2014 01:08 Nebuchad wrote:On August 15 2014 00:51 Faust852 wrote:On August 15 2014 00:48 Nebuchad wrote:On August 15 2014 00:43 Faust852 wrote:On August 15 2014 00:32 Nebuchad wrote:It takes a special kind of person to tell me that I'm wrong about what I enjoy to watch in my video games. Also you should man up to your opinions. If terran match-ups are better than the others, we don't want a balanced game, we want a game where terran is favored, so that it's seen more often than the others. That should make everyone happy right? You not being on the trend doesn't make it less true. People tend to prefer match up terrans. And if terran becomes imbalanced, the match up will lose its flavor. I don't have a problem with people prefering terran match-ups. I have a problem with you deducing terran match-ups are better because of that. The overall trend shows that people tend to prefere match up with terran in it. It's better formulated this way ?  Sure. But it's not a different formulation, it's a different statement. Nah, it's the same, you are just nitpicking. When you say most people prefer terran match-ups, you're just stating a fact. That has no consequences, that's like saying most people prefer potatoes over brussels sprouts, the general answer should be 'okay, whatever'. When you say terran match-ups are better, then you're introducing a quality factor into how we are entertained. There are a bunch of things wrong with that. I think you're being nitpicky. He's saying that, when left up to the general population of StarCraft 2 viewers to vote on the best games (the ones they enjoyed the most), the community picked more games with Terran in them. Meaning more people prefer to watch games with Terran. Hence Terran produces "better" (more pleasing) games for the viewers. I think the reason people prefer games with Terrans in them is because since HotS came out Terran has been slumping a bit and there haven't been too many good games involving Terran. So the ones that are good usually get the most recognition. Proleague has had a ton of awesome PvPs.... but ... supply/demand means that the Terran games get more coverage in the "best games" section. Sorry, but that's really nonsensical. If there are less high level terran games then the natural result is /not/ that terran games will have more coverage in any best of list. All things being equal the opposite will be true. And you're playing dumb, you know as well as others do that generally terran games are more preferred than protoss ones independent of rarity, but you're simply claiming that's not the case to misdirect the conversation here.
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[/QUOTE] since HotS came out Terran has been slumping a bit and there haven't been too many good games involving Terran. [/QUOTE]
I highly doubt both statements hold up over all of Hots. Keep in mind that hots was out a long time before mines and hellbats were initially adjusted.
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On August 15 2014 06:00 Grumbels wrote:Show nested quote +On August 15 2014 01:42 DinoMight wrote:On August 15 2014 01:29 Nebuchad wrote:On August 15 2014 01:13 Faust852 wrote:On August 15 2014 01:08 Nebuchad wrote:On August 15 2014 00:51 Faust852 wrote:On August 15 2014 00:48 Nebuchad wrote:On August 15 2014 00:43 Faust852 wrote:On August 15 2014 00:32 Nebuchad wrote:It takes a special kind of person to tell me that I'm wrong about what I enjoy to watch in my video games. Also you should man up to your opinions. If terran match-ups are better than the others, we don't want a balanced game, we want a game where terran is favored, so that it's seen more often than the others. That should make everyone happy right? You not being on the trend doesn't make it less true. People tend to prefer match up terrans. And if terran becomes imbalanced, the match up will lose its flavor. I don't have a problem with people prefering terran match-ups. I have a problem with you deducing terran match-ups are better because of that. The overall trend shows that people tend to prefere match up with terran in it. It's better formulated this way ?  Sure. But it's not a different formulation, it's a different statement. Nah, it's the same, you are just nitpicking. When you say most people prefer terran match-ups, you're just stating a fact. That has no consequences, that's like saying most people prefer potatoes over brussels sprouts, the general answer should be 'okay, whatever'. When you say terran match-ups are better, then you're introducing a quality factor into how we are entertained. There are a bunch of things wrong with that. I think you're being nitpicky. He's saying that, when left up to the general population of StarCraft 2 viewers to vote on the best games (the ones they enjoyed the most), the community picked more games with Terran in them. Meaning more people prefer to watch games with Terran. Hence Terran produces "better" (more pleasing) games for the viewers. I think the reason people prefer games with Terrans in them is because since HotS came out Terran has been slumping a bit and there haven't been too many good games involving Terran. So the ones that are good usually get the most recognition. Proleague has had a ton of awesome PvPs.... but ... supply/demand means that the Terran games get more coverage in the "best games" section. Sorry, but that's really nonsensical. If there are less high level terran games then the natural result is /not/ that terran games will have more coverage in any best of list. All things being equal the opposite will be true. And you're playing dumb, you know as well as others do that generally terran games are more preferred than protoss ones independent of rarity, but you're simply claiming that's not the case to misdirect the conversation here.
You must be some sort of psychic, reading my mind and all.
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On August 14 2014 23:50 DinoMight wrote:Show nested quote +On August 14 2014 07:49 pure.Wasted wrote:On August 14 2014 07:14 DinoMight wrote:On August 14 2014 07:10 pure.Wasted wrote:On August 14 2014 05:41 Thieving Magpie wrote:On August 13 2014 17:50 pure.Wasted wrote:On August 13 2014 17:38 Svizcy wrote:On August 13 2014 17:29 Mojito99 wrote:On August 13 2014 17:25 Svizcy wrote:On August 13 2014 17:06 pure.Wasted wrote:[quote] Would you agree that Zest is renowned for his mechanical prowess amongst Protoss? He's one of the most intensive battle microers around? If so, I've already done what you ask. You can find it here. The TLDR version is that I took a random game of Maru vs Zest and counted up all of their mechanical actions during the pivotal, big engagements in the game. Although the game picked was random, Zest was obviously microing much harder than most Protoss would have in his situation, Blinking away from WMs and using Warp Prisms in combat. Being as generous as possible to Zest in my estimations, Maru still had over twice as many distinct, separate actions performed in the fights. And, again, Zest is the guy to go to for impressive things happening in fights as far as Protoss players go. I look forward to seeing what you think of my evidence, such as it is. Yes, i agree with this compleatly, thats why Maru won in the end, cause when all this was happening, he was able to macro up at home durring this kind of micro intensive battle and zest wasnt able to. So yea, Maru is better at macro than Zest i would then conclude from your post. I didnt see the game so i am compleatly dependant on your post that you provided link to. From your post i can read that bassicly in the end Maru won cause he did have more units, and while Zest did take the 2 engagements cause of maybe better unit compossition or better possition or w/e the reasson was, he had nothing at home produced to fall back to after the battles. Am i correct? But those extra actions are the result of (a) splitting and (b) kitting yes? or do they involve (c) macro during the fights as well. Because a and b are not even available to protoss and c will always be double for terran because they produce close to double the amount of units in general. I agree, but you would need to get answer from the guy which post i quoted originally, since i am from start assuming that all 3 races tequire about same skill to play on that high level as KR pros are performing. I simply cannot agree to any sort of elitism. What the evidence was provided was simply that in that game, Maru played better and won in the end, thats it. It doesnt show any sort of imbalance from my perspective. Zest won two fights by performing less than half of Maru's mechanical actions. Zest looked like he was doing great micro that no other Protoss bother to do against Terrans. If you watch the game, you'll see Zest doing cool stuff like Blinking in the nick of time to avoid WM damage, and using Storm Drops in combat - basically the equivalent of EMP drops. Very impressive stuff. But when you take all of that into account, it's still less than half of what Maru is doing mechanically. Did Zest win? No. But that doesn't matter. We're not arguing about balance (right now), but mechanical requirement for playing the races. Terran can be more mechanically demanding and overpowered, or less mechanically demanding and underpowered, or any other combination of the four. If you want me to believe that this game is an outlier, the burden of proof is now on you to point me to a game where, regardless of the outcome, win or lose, the Protoss was played with more mechanical skill than Zest's P in that game. Apart from maybe Rain and maybe Parting, you won't find one. This is as mechanically tough as Protoss gets. And it's less than half as tough as Terran by my count. If in-combat micro is all you care about then I think we're talking about two different game genres. How did you get "in-combat micro is the only thing that matters" from statements like: Terran, Protoss, and Zerg can have different units, abilities, racial mechanics, strengths, and weaknesses, but the tactical, strategic, mechanical, and multitasking requirements of playing every race absolutely must be as close to equal as is humanly possible to design. It's not OK for PvT Protoss to be strategically harder but mechanically simpler. If that's the case right now, then Terran has to be made strategically harder (which sounds more like a buff than a nerf, honestly) and Protoss has to be made mechanically more demanding. And this: It is NOT OK for one race to be significantly more mechanically demanding while another race is significantly more strategically demanding (whatever that is; I'm still convinced it means "I have the freedom to do basically anything" and is actually an advantage as opposed to a disadvantage). Every race should be equally demanding mechanically, tactically, strategically, and in terms of multi-tasking. Obviously having total parity is impossible, but the standards for what passes for "good enough" have to be MUCH, MUCH higher than what Blizzard have set for themselves. I disagree with you completely. I think it's fine for the races to emphasize different kinds of skill. Besides it's not like one race is playing Contra 2 and the others are playing Mario 64... all three races at the pro level require an insane amount of mechanical skill. What are the reasons that it's fine for the races to emphasize different kinds of skill? "It's cool"? Here are some reasons why it's not fine - it makes balancing the game extremely difficult for Blizzard, because true balance is harder to perceive; it fractures the fanbase further because some people will simply never accept that coin flip wins are A-OK, leading some viewers to conclude that even fantastic players like Zest are "patch Toss"; it creates games/series (PvPs, ZvPs) that are universally panned by the majority of the spectators (almost never make it into Best Games lists) because even if this kind of competition is fair, it's not fun to watch for many; it delegitimizes results when nobodies topple giants (Has vs Jaedong, I'm looking at you). I could go on, but I think these are some pretty serious issues already. I think you overestimate how much mehcanical skill Terran requires (you and almost every other Terran on here). I refer you to this post of mine (which will refer you to another post). I'm not guessing or estimating how much mechanical skill Terran requires, I've actually sat down and counted it up by hand. I took a micro-intensive PvT where both players were obviously playing at a high mechanical level and analyzed all of their observable actions. The degree to which the Terran outmicroed Protoss (while still losing the engagements) is staggering. You can disagree with how I counted actions in that analysis or which actions I counted and which ones I didn't, you can disagree that that game is representative of the mechanical skill floor of high-level TvPs and bring up another that you think is more telling, but please don't dismiss me as though I'm talking out of my ass. Disagree. You just sound a bit salty from losing to Protoss, that's all.
I don't play SC2. My only interest in it is that of a spectator. So there goes that theory.
I'm still the only person here who has actually done any amount of research on the topic at hand. You're welcome to disagree, but please understand that doing so without explaining why my analysis of TvP is factually incorrect makes you look like a fool.
ZvP is a great matchup and PvP is better than it's been for a long time.
PvP is watchable when it's played by some combination of Zest, Rain, Parting, Classic, herO, and sOs. Replace even one of them with another player, and it doesn't look like a MU that should give players money for winning it.
Why don't you suggest ways to make Protoss more mechanically challenging that you think would be fair, then?
If my analysis is correct, Protoss takes less than half of the mechanical skill of Terran. Possibly a third. So... are you saying you want me to tell you how to make Protoss take the same amount of skill? You want me to redesign the entire race right here right now? Because that's what's needed. (By the way, Zerg is far from immune to criticism. But I'm happy to concentrate on P to keep the discussion focused.)
Units like Colossus, Immortal, Void Ray, Dark Templar, and Archon need to be completely redesigned. Off the top of my head examples:
-give the Colossus friendly fire and change its attack to travel from the Colossus to its target (as opposed to its current perpendicular beam). This means if you stick a Colossus in your deathball, it will roast half of your Zealots, Stalkers, and Archons on the way to hitting the enemy. GG deathball. GG players who don't constantly reposition their Colossi during combat. Tails and Terminator never make it into Code A again for as long as they live. The Colossus will probably become too vulnerable as they move around the sides of the battlefield, so it'll need a shield or HP boost to compensate. It will probably need a slight damage boost as well considering all the time it'll spend not firing.
-change Dark Templar from 40 HP/80 Shields to 40 HP/20 Shields and give it Blink. Using Blink makes the DT visible for 5 seconds.
-remove the Immortal's hardened shield and give it a new, activated ability called "Overcharge." Using the ability gives the Immortal 50% shield damage resistance at the cost of 50% damage output. Before the Immortal's shields reach 0, the Psionic Wall can be "detonated" (by casting again) to boost that Immortal's damage output by a % based on how much damage its shields have taken since the ability was cast. Casting it at 1% remaining shields will give a MUCH higher boost than casting it at 30% shields. Positioning and timing becomes critical.
These are probably imbalanced as all get out, and they might not even lead to fun gameplay, but there's no way to know without trying. That's what Test Maps and Betas are for. As for the balance, that's easy to fix once the design is good.
On August 15 2014 00:10 ejozl wrote:Show nested quote +What are the reasons that it's fine for the races to emphasize different kinds of skill? "It's cool"? Here are some reasons why it's not fine - it makes balancing the game extremely difficult for Blizzard, because true balance is harder to perceive; it fractures the fanbase further because some people will simply never accept that coin flip wins are A-OK, leading some viewers to conclude that even fantastic players like Zest are "patch Toss"; it creates games/series (PvPs, ZvPs) that are universally panned by the majority of the spectators (almost never make it into Best Games lists) because even if this kind of competition is fair, it's not fun to watch for many; it delegitimizes results when nobodies topple giants (Has vs Jaedong, I'm looking at you). I could go on, but I think these are some pretty serious issues already. It's a game that emphasize very different races, how are you gonna not have them require different skill sets?
By designing the units to have a high skill floor and an even higher skill ceiling. It's not rocket science. I don't want the races to be identical, I want them to take a roughly identical amount of mechanical skill to play.
Early HOTS TvZ proves that it's not impossible to be within the right ballpark. Terran and Zerg were still very different, but both took a lot of mechanical finesse to play that tug of war.
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On August 15 2014 04:36 Thieving Magpie wrote:Show nested quote +On August 15 2014 04:20 r691175002 wrote:On August 15 2014 03:26 Mojito99 wrote:Which is the most persistent issue that was created by the new mines, which counter everything but colossus tech and stalker at higher leagues but those generally tend to go hand in hand. I think the oracle stunted build orders to a far greater degree than window mines. Blizzard needs to stop introducing units that force matchups to be played in a specific way. You mean like Lurkers, Siege Tanks, and Reavers in BW? The problem is not forcing matchups to play predictably, its about whether that predictable play is interesting/dynamic/flashy or not.
Not the same at all, in my opinion. What he's talking about is the potential for a single unit in an individual quantity to completely screws with certain tech paths.
Lurkers didn't do that. Protoss often went corsair, citadel, and templar archives prior to getting a robo for observers, so in reality, lurkers only forced eventual detection.
Siege tanks didn't do that. They weren't gotten until after quite a while in TvZ and could be used in varying quantities, with very limited use, or even to the point of mass use with mech. In TvP you had a choice of opening tank or not and the protoss could respond with a vast amount of counters. Storm is the reason bio wasn't viable in TvP, with reavers being a temporary good substitute (and often necessity).
Reavers were completely optional in PvZ (although desirable very late game) and completely optional in PvT and hardly forced certain openers whatsoever. In fact, 4gate and DT openings were still common.
Those were poor examples of forcing certain openings, at least compared to the potential of widow mines (force robo tech first for observer, and then denies a quick chargelot/templar opening) and potential of an oracle (forces terrans to open up with the immediate need to counter a fast oracle. DT were most similar in BW but hit at a definite later stage).
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On August 15 2014 09:42 pure.Wasted wrote: If my analysis is correct, Protoss takes less than half of the mechanical skill of Terran. Possibly a third. So... are you saying you want me to tell you how to make Protoss take the same amount of skill? You want me to redesign the entire race right here right now? Because that's what's needed. (By the way, Zerg is far from immune to criticism. But I'm happy to concentrate on P to keep the discussion focused.)
Your analysis is bullshit, especially if you are only a spectator. Such claims are inappropriate, even for a thread as silly as this.
Typed a good two paragraphs explaining the nuances of what Protoss needs to go through compared to Terran micro and macro wise, but it came off as a silly one-sided rant. Not quite as silly as your assertion, but overall unneeded nonetheless.
EDIT: Double post, didn't realize I was in the same thread.
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On August 15 2014 10:23 FabledIntegral wrote:Show nested quote +On August 15 2014 09:42 pure.Wasted wrote: If my analysis is correct, Protoss takes less than half of the mechanical skill of Terran. Possibly a third. So... are you saying you want me to tell you how to make Protoss take the same amount of skill? You want me to redesign the entire race right here right now? Because that's what's needed. (By the way, Zerg is far from immune to criticism. But I'm happy to concentrate on P to keep the discussion focused.) Your analysis is bullshit, especially if you are only a spectator. Such claims are inappropriate, even for a thread as silly as this. Typed a good two paragraphs explaining the nuances of what Protoss needs to go through compared to Terran micro and macro wise, but it came off as a silly one-sided rant. Not quite as silly as your assertion, but overall unneeded nonetheless. EDIT: Double post, didn't realize I was in the same thread.
Don't give me the theory of what a Protoss needs to do in battle. Link us to a high level game, sit down and actually count the actions that the players are performing. Proving your argument once and for all is that easy.
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United States1330 Posts
On August 15 2014 10:23 FabledIntegral wrote:Show nested quote +On August 15 2014 09:42 pure.Wasted wrote: If my analysis is correct, Protoss takes less than half of the mechanical skill of Terran. Possibly a third. So... are you saying you want me to tell you how to make Protoss take the same amount of skill? You want me to redesign the entire race right here right now? Because that's what's needed. (By the way, Zerg is far from immune to criticism. But I'm happy to concentrate on P to keep the discussion focused.) Your analysis is bullshit, especially if you are only a spectator. Such claims are inappropriate, even for a thread as silly as this. Typed a good two paragraphs explaining the nuances of what Protoss needs to go through compared to Terran micro and macro wise, but it came off as a silly one-sided rant. Not quite as silly as your assertion, but overall unneeded nonetheless. EDIT: Double post, didn't realize I was in the same thread.
Yeah, Protoss definitely takes more than 'half or a third' of Terran's mechnical demands. Protoss requires a lot of skill especially at higher levels that I think unless you've played the race you wouldn't realize, things like making sure you're positioning stalkers correctly / keeping collosi back / splitting HT's / ect are a lot more important for Protoss than they are for Terran.
The problem is that Terran has a much higher 'minimal' micro skill requirement (i.e. a-move + use one ability Protoss rapes a-move + use one ability Terran), and Protoss has greater diminishing returns for micro (i.e. a Terran player splitting units in smaller and smaller groups will continue to see better results, whereas a lot of Protoss micro is either did it correctly or did not do it correctly, such as force fields / spacing out templar / keeping Gateway units in front of Collosi / blinking back hurt stalkers ect. And while there is definitely room for improvement in all of these Protoss things, once you execute them at a certain level executing them better doesn't add much value to your army). In addition to recieving greater diminishing returns, because so much of Protoss micro is about subtle positioning / army movement and anticipating your opponent's moves, it doesn't look nearly as exciting or demanding as Terran splitting and focus firing and dropping all across the map, which compounds the problem.
That being said, I do feel like Terran is more demanding mechanically. But certainly not on a scale of 200-300%, and the advantage of the greater skill demand is greater potential.
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On August 15 2014 10:35 pure.Wasted wrote:Show nested quote +On August 15 2014 10:23 FabledIntegral wrote:On August 15 2014 09:42 pure.Wasted wrote: If my analysis is correct, Protoss takes less than half of the mechanical skill of Terran. Possibly a third. So... are you saying you want me to tell you how to make Protoss take the same amount of skill? You want me to redesign the entire race right here right now? Because that's what's needed. (By the way, Zerg is far from immune to criticism. But I'm happy to concentrate on P to keep the discussion focused.) Your analysis is bullshit, especially if you are only a spectator. Such claims are inappropriate, even for a thread as silly as this. Typed a good two paragraphs explaining the nuances of what Protoss needs to go through compared to Terran micro and macro wise, but it came off as a silly one-sided rant. Not quite as silly as your assertion, but overall unneeded nonetheless. EDIT: Double post, didn't realize I was in the same thread. Don't give me the theory of what a Protoss needs to do in battle. Link us to a high level game, sit down and actually count the actions that the players are performing. Proving your argument once and for all is that easy.
Only a fool would think you could "prove" what you are asserting.
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On August 15 2014 10:54 FabledIntegral wrote:Show nested quote +On August 15 2014 10:35 pure.Wasted wrote:On August 15 2014 10:23 FabledIntegral wrote:On August 15 2014 09:42 pure.Wasted wrote: If my analysis is correct, Protoss takes less than half of the mechanical skill of Terran. Possibly a third. So... are you saying you want me to tell you how to make Protoss take the same amount of skill? You want me to redesign the entire race right here right now? Because that's what's needed. (By the way, Zerg is far from immune to criticism. But I'm happy to concentrate on P to keep the discussion focused.) Your analysis is bullshit, especially if you are only a spectator. Such claims are inappropriate, even for a thread as silly as this. Typed a good two paragraphs explaining the nuances of what Protoss needs to go through compared to Terran micro and macro wise, but it came off as a silly one-sided rant. Not quite as silly as your assertion, but overall unneeded nonetheless. EDIT: Double post, didn't realize I was in the same thread. Don't give me the theory of what a Protoss needs to do in battle. Link us to a high level game, sit down and actually count the actions that the players are performing. Proving your argument once and for all is that easy. Only a fool would think you could "prove" what you are asserting.
Only a fool would think that it's possible to look at what a Protoss is doing and understand what that Protoss is doing? Lol. And people call Terrans elitists.
If I'm doing one of the players a disservice by not noticing subtle things he's doing, chances are I'm doing both of them a disservice, so on average it should balance itself out. Disagree? Then put your money where your mouth is and get counting. Pause the battles every second if you have to. I certainly did.
On August 15 2014 10:52 Pursuit_ wrote:That being said, I do feel like Terran is more demanding mechanically. But certainly not on a scale of 200-300%, and the advantage of the greater skill demand is greater potential.
I appreciate your civility! But I would appreciate even more if you didn't go on as though it's impossible to get close to the truth and all we can ever do is guess. There is another option: watching games and identifying the actions performed. I've done it. That's where my numbers come from. I didn't just make them up on the spot.
I'm open to the possibility that my numbers are off, or that they're right but the game in question is not representative of how most high level TvPs go... but it's on someone else to prove it.
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On August 15 2014 10:12 FabledIntegral wrote:Show nested quote +On August 15 2014 04:36 Thieving Magpie wrote:On August 15 2014 04:20 r691175002 wrote:On August 15 2014 03:26 Mojito99 wrote:Which is the most persistent issue that was created by the new mines, which counter everything but colossus tech and stalker at higher leagues but those generally tend to go hand in hand. I think the oracle stunted build orders to a far greater degree than window mines. Blizzard needs to stop introducing units that force matchups to be played in a specific way. You mean like Lurkers, Siege Tanks, and Reavers in BW? The problem is not forcing matchups to play predictably, its about whether that predictable play is interesting/dynamic/flashy or not. Not the same at all, in my opinion. What he's talking about is the potential for a single unit in an individual quantity to completely screws with certain tech paths. Lurkers didn't do that. Protoss often went corsair, citadel, and templar archives prior to getting a robo for observers, so in reality, lurkers only forced eventual detection. Siege tanks didn't do that. They weren't gotten until after quite a while in TvZ and could be used in varying quantities, with very limited use, or even to the point of mass use with mech. In TvP you had a choice of opening tank or not and the protoss could respond with a vast amount of counters. Storm is the reason bio wasn't viable in TvP, with reavers being a temporary good substitute (and often necessity). Reavers were completely optional in PvZ (although desirable very late game) and completely optional in PvT and hardly forced certain openers whatsoever. In fact, 4gate and DT openings were still common. Those were poor examples of forcing certain openings, at least compared to the potential of widow mines (force robo tech first for observer, and then denies a quick chargelot/templar opening) and potential of an oracle (forces terrans to open up with the immediate need to counter a fast oracle. DT were most similar in BW but hit at a definite later stage).
Being forced to play in a specific way is not relegated to opening build orders. All units forces players to play a specific way, its why we have units in the first place. The problem is not the specificity of how we play but of whether those specifics are things we like.
PvZ in BW required Observers because lurkers existed. Sure it doesn't need fast robo observers every game--but pretty much you are required to get observers. Siege Tanks in TvEverything was the go to unit. When facing terran as any of the 3 races in BW you always had to ask yourself "how do I deal with tanks"
What you're complaining about is openings, not units. That is a completely different discussion.
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On August 15 2014 14:28 Thieving Magpie wrote:Show nested quote +On August 15 2014 10:12 FabledIntegral wrote:On August 15 2014 04:36 Thieving Magpie wrote:On August 15 2014 04:20 r691175002 wrote:On August 15 2014 03:26 Mojito99 wrote:Which is the most persistent issue that was created by the new mines, which counter everything but colossus tech and stalker at higher leagues but those generally tend to go hand in hand. I think the oracle stunted build orders to a far greater degree than window mines. Blizzard needs to stop introducing units that force matchups to be played in a specific way. You mean like Lurkers, Siege Tanks, and Reavers in BW? The problem is not forcing matchups to play predictably, its about whether that predictable play is interesting/dynamic/flashy or not. Not the same at all, in my opinion. What he's talking about is the potential for a single unit in an individual quantity to completely screws with certain tech paths. Lurkers didn't do that. Protoss often went corsair, citadel, and templar archives prior to getting a robo for observers, so in reality, lurkers only forced eventual detection. Siege tanks didn't do that. They weren't gotten until after quite a while in TvZ and could be used in varying quantities, with very limited use, or even to the point of mass use with mech. In TvP you had a choice of opening tank or not and the protoss could respond with a vast amount of counters. Storm is the reason bio wasn't viable in TvP, with reavers being a temporary good substitute (and often necessity). Reavers were completely optional in PvZ (although desirable very late game) and completely optional in PvT and hardly forced certain openers whatsoever. In fact, 4gate and DT openings were still common. Those were poor examples of forcing certain openings, at least compared to the potential of widow mines (force robo tech first for observer, and then denies a quick chargelot/templar opening) and potential of an oracle (forces terrans to open up with the immediate need to counter a fast oracle. DT were most similar in BW but hit at a definite later stage). Being forced to play in a specific way is not relegated to opening build orders. All units forces players to play a specific way, its why we have units in the first place. The problem is not the specificity of how we play but of whether those specifics are things we like. PvZ in BW required Observers because lurkers existed. Sure it doesn't need fast robo observers every game--but pretty much you are required to get observers. Siege Tanks in TvEverything was the go to unit. When facing terran as any of the 3 races in BW you always had to ask yourself "how do I deal with tanks" What you're complaining about is openings, not units. That is a completely different discussion.
I was only responding to your comment, which was commenting in response to someone else specifically mentioning build orders.
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Aaaaand Pure Wasted doesn't even play the game. How am I not surprised. Please ignore everything he says from now on. He really has no idea what he's talking about. As an observer... as someone who is only watching a broadcasted game of StarCraft and making assumptions about what it takes to play the game at this level... how can you honestly think that your opinion of which race is more mechanically demanding matters at all?
There's a reason all sport commentators are former players. They have no credibility otherwise.
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On August 16 2014 00:08 DinoMight wrote: Aaaaand Pure Wasted doesn't even play the game. How am I not surprised. Please ignore everything he says from now on. He really has no idea what he's talking about. As an observer... as someone who is only watching a broadcasted game of StarCraft and making assumptions about what it takes to play the game at this level... how can you honestly think that your opinion of which race is more mechanically demanding matters at all?
There's a reason all sport commentators are former players. They have no credibility otherwise. Can you stop with your stupid comments like this? It brings the thread down alot.
The interest i have right now is the numbers from pure. Maybe he is wrong, maybe he is right but atleast he has something it seems.
And you talk out of your ass. If a sport commentator hasnt even played the sport he is commentating. If the man decides to study the strategies involved, why the players move like they do.
Iam sure that man could become an expert in understanding the sport, the strategies behind it and even the mindgames behind it.
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On August 15 2014 14:36 FabledIntegral wrote:Show nested quote +On August 15 2014 14:28 Thieving Magpie wrote:On August 15 2014 10:12 FabledIntegral wrote:On August 15 2014 04:36 Thieving Magpie wrote:On August 15 2014 04:20 r691175002 wrote:On August 15 2014 03:26 Mojito99 wrote:Which is the most persistent issue that was created by the new mines, which counter everything but colossus tech and stalker at higher leagues but those generally tend to go hand in hand. I think the oracle stunted build orders to a far greater degree than window mines. Blizzard needs to stop introducing units that force matchups to be played in a specific way. You mean like Lurkers, Siege Tanks, and Reavers in BW? The problem is not forcing matchups to play predictably, its about whether that predictable play is interesting/dynamic/flashy or not. Not the same at all, in my opinion. What he's talking about is the potential for a single unit in an individual quantity to completely screws with certain tech paths. Lurkers didn't do that. Protoss often went corsair, citadel, and templar archives prior to getting a robo for observers, so in reality, lurkers only forced eventual detection. Siege tanks didn't do that. They weren't gotten until after quite a while in TvZ and could be used in varying quantities, with very limited use, or even to the point of mass use with mech. In TvP you had a choice of opening tank or not and the protoss could respond with a vast amount of counters. Storm is the reason bio wasn't viable in TvP, with reavers being a temporary good substitute (and often necessity). Reavers were completely optional in PvZ (although desirable very late game) and completely optional in PvT and hardly forced certain openers whatsoever. In fact, 4gate and DT openings were still common. Those were poor examples of forcing certain openings, at least compared to the potential of widow mines (force robo tech first for observer, and then denies a quick chargelot/templar opening) and potential of an oracle (forces terrans to open up with the immediate need to counter a fast oracle. DT were most similar in BW but hit at a definite later stage). Being forced to play in a specific way is not relegated to opening build orders. All units forces players to play a specific way, its why we have units in the first place. The problem is not the specificity of how we play but of whether those specifics are things we like. PvZ in BW required Observers because lurkers existed. Sure it doesn't need fast robo observers every game--but pretty much you are required to get observers. Siege Tanks in TvEverything was the go to unit. When facing terran as any of the 3 races in BW you always had to ask yourself "how do I deal with tanks" What you're complaining about is openings, not units. That is a completely different discussion. I was only responding to your comment, which was commenting in response to someone else specifically mentioning build orders.
Which is why I was pointing out his false logic.
All units force you to play a specific way. His complaint was about build order options--which can be fixed as much by building costs and build/construction time as it can be fixed by unit redesign. He should either talk about changing how units interact or how build orders function, talking about them as one and the same thing is foolish.
For example, if you remove the 2nd gas in the main and natural I can promise you that one base oracles and defending with 3-4 sentries stops being a problem. Other problems with come up, of course, but its a fast way to solve the current problems. He was making a false causation argument, which is why I responded the way I did.
However, I did not realize it was a different person you retorted and hence I responded too quickly to your statements, sorry about that.
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On August 16 2014 00:26 Foxxan wrote:Show nested quote +On August 16 2014 00:08 DinoMight wrote: Aaaaand Pure Wasted doesn't even play the game. How am I not surprised. Please ignore everything he says from now on. He really has no idea what he's talking about. As an observer... as someone who is only watching a broadcasted game of StarCraft and making assumptions about what it takes to play the game at this level... how can you honestly think that your opinion of which race is more mechanically demanding matters at all?
There's a reason all sport commentators are former players. They have no credibility otherwise. Can you stop with your stupid comments like this? It brings the thread down alot. The interest i have right now is the numbers from pure. Maybe he is wrong, maybe he is right but atleast he has something it seems. And you talk out of your ass. If a sport commentator hasnt even played the sport he is commentating. If the man decides to study the strategies involved, why the players move like they do. Iam sure that man could become an expert in understanding the sport, the strategies behind it and even the mindgames behind it.
Also, you don't have to play a game to be able to know what you enjoy seeing in the game. There's a reason American Football has been changing its rules every few years to protect quarterbacks just because the viewership loves watching quarterbacks. The same can be done for non-American-Football sports/esports.
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