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Designated Balance Discussion Thread - Page 133

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ChristianS
Profile Blog Joined March 2011
United States3304 Posts
October 02 2011 01:08 GMT
#2641
FFE is defendable. You definitely need to scout, but you only need to scout, say, whether or not gas goes up. That is scouting information you should be able to get, and the T should have an advantage if they can deny that somehow. If they wall off with rax+2 depots, that's scouting information right there that can rule some good builds out.

I'm curious. In the spirit of the thread, what exactly is the balance issue you are pointing to? And what is your suggestion for fixing it?
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
kofman
Profile Joined August 2011
Andorra698 Posts
October 02 2011 01:25 GMT
#2642
On October 02 2011 05:29 Toadvine wrote:
Show nested quote +
On October 02 2011 05:03 ChristianS wrote:
On October 01 2011 17:47 freetgy wrote:
sorry, but having getting an expansion of safe against allmost any attack makes any investment worth it, especially if you get it refunded later on.

A bunker defense is not "safe against any attack" any more than putting a planetary fortress at an expansion makes that planetary "safe against any attack".

If you do, say, a five or six gate push against an early-expand Terran, then 2-3 bunkers is the only way he can hold. The only way. And even then, it's not guaranteed; he needs to have SCVs nearby for repair, and if force fields block off the repair, then the bunkers are unlikely to actually help very much. Even with good repair bunkers can die fairly easily to superior numbers, and certainly to immortals. And since they occupy such a large space it's hard to get the rest of your army firing while the bunkers are in the front.

There's a reason that Terrans don't plant risky planetary fortresses and bunkers around the map, and why bunker contains are so often ill-fated.


The fact remains, that you can be safe against everything a Protoss can do with 1 rax FE on almost any map (Blink all-ins on TDA notwithstanding). On the other hand, there exist Terran builds that are very difficult to scout, and which kill 1 Gate FE almost 100% of the time. And typical 1 Gate FE actually gets the Nexus significantly later than 1 Rax FE gets the CC. And it's not even a case of skimping on defense, you just physically can't have enough stuff or the right tech out in time.

So yeah, that's another major advantage Terran enjoys in TvP.

Lol?? 3 or 4 gate stargate, immortal bust, 1 base collosi, blink stalkers are all VERY deadly against a 1 rax FE. Your just plain stupid if you think theres nothing protoss can do against a 1 rax FE.
Toadvine
Profile Joined November 2010
Poland2234 Posts
Last Edited: 2011-10-02 01:50:09
October 02 2011 01:39 GMT
#2643
On October 02 2011 10:08 ChristianS wrote:
FFE is defendable. You definitely need to scout, but you only need to scout, say, whether or not gas goes up. That is scouting information you should be able to get, and the T should have an advantage if they can deny that somehow. If they wall off with rax+2 depots, that's scouting information right there that can rule some good builds out.

I'm curious. In the spirit of the thread, what exactly is the balance issue you are pointing to? And what is your suggestion for fixing it?


Wait, are you talking about FFE in PvT? Because I'm only talking about that matchup; I do know that Protoss can expand safely in PvZ. That said, the gas doesn't mean a thing. They can wait till they chase your scouting probe out, then pull scvs out of gas, throw down a CC and a bunker at the top of the ramp, and it looks exactly the same as 1/1/1, marine/tank all-in, some other type of tech, a reactor first 2 rax, or maybe a 3-4 rax all-in. No way to tell without making an observer or putting on some really heavy pressure.

To being with I was just replying to your post, but the balance issue I'm pointing out is that there is no stable opening in PvT. If you just want to get into the midgame on even terms, there's no way to do that consistently. No matter what you do, you can always either die to an all-in, or be way behind a FE. Terran just has too much good stuff in the early game, and it's all very easy to hide.

One good solution, even though I doubt it will ever happen, is making CCs unable to lift. Terrans don't really need this ability in SC2, and making it impossible to hide FEs would solve this problem completely. Plus, it might be good for Terrans to actually be punished for overextending occasionally, just like the other races are.

On October 02 2011 10:25 kofman wrote:
Show nested quote +
On October 02 2011 05:29 Toadvine wrote:
On October 02 2011 05:03 ChristianS wrote:
On October 01 2011 17:47 freetgy wrote:
sorry, but having getting an expansion of safe against allmost any attack makes any investment worth it, especially if you get it refunded later on.

A bunker defense is not "safe against any attack" any more than putting a planetary fortress at an expansion makes that planetary "safe against any attack".

If you do, say, a five or six gate push against an early-expand Terran, then 2-3 bunkers is the only way he can hold. The only way. And even then, it's not guaranteed; he needs to have SCVs nearby for repair, and if force fields block off the repair, then the bunkers are unlikely to actually help very much. Even with good repair bunkers can die fairly easily to superior numbers, and certainly to immortals. And since they occupy such a large space it's hard to get the rest of your army firing while the bunkers are in the front.

There's a reason that Terrans don't plant risky planetary fortresses and bunkers around the map, and why bunker contains are so often ill-fated.


The fact remains, that you can be safe against everything a Protoss can do with 1 rax FE on almost any map (Blink all-ins on TDA notwithstanding). On the other hand, there exist Terran builds that are very difficult to scout, and which kill 1 Gate FE almost 100% of the time. And typical 1 Gate FE actually gets the Nexus significantly later than 1 Rax FE gets the CC. And it's not even a case of skimping on defense, you just physically can't have enough stuff or the right tech out in time.

So yeah, that's another major advantage Terran enjoys in TvP.

Lol?? 3 or 4 gate stargate, immortal bust, 1 base collosi, blink stalkers are all VERY deadly against a 1 rax FE. Your just plain stupid if you think theres nothing protoss can do against a 1 rax FE.


1 base Colossi? Against 1 rax FE? What.

And yeah, you can defend against all of those with a 1 rax FE. That's not to say they never work, they do. But often they don't. A Terran can always check for a 1 base all-in by looking at the Protoss natural. And if he knows it's coming, he almost always defends. Of those builds, 3 Gate VR is the only one that actually wins games against expanding Terrans on a regular basis anyway. Blink Stalkers are very map dependent, Immortal busts are completely absent from high-level play and 1 base colossus is just lol.

To compare, if I 1 Gate FE, and a Terran does a marine/tank all-in, or a reactor first 2 rax with 6 scvs, then I will almost always lose. Even if he tells me what he's doing, I'll still lose if I go through with the FE. See the difference? If I tell a 1 rax expanding Terran I'm gonna 3 Gate VR, he will crush it, just like he should.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
October 02 2011 01:57 GMT
#2644
What exactly do you mean "no stable opening"? There are certainly openings that will prevent you from being killed outright, which doesn't mean he can't expand. If you mean an opening that keeps you alive and can't allow the Terran to take any advantage, then there's no such thing–from any race. If you want to stay on even footing with the other player or take an advantage consistently, it's going to require some scouting. That goes for all three races.

There are always all-ins that are scary and hard to scout–again, from all three races. Lots of protoss openings are similarly difficult to scout, and similarly scary if not scouted. And what is Terran supposed to do, scan and hope it's in the right spot? Send in a reaper and hope you're not smart enough to put a stalker or two at the cliff, thus nullifying a fairly big scouting investment?

No, T, like everyone else, has to rely on more subtle scouting techniques (scouting the front, anti-timings, etc.). Don't say "T has too many possibilities, I can't possibly worry about all of them," and figure out what the possibilities are, which ones are big threats to your build, and what the telltale signs of those are. As kofman points out, even the "safe" 1 rax fe is vulnerable to any number of Protoss all-ins.

Scouting, man. It's waaay overpowered.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-10-02 05:53:44
October 02 2011 05:50 GMT
#2645
On October 02 2011 10:57 ChristianS wrote:
What exactly do you mean "no stable opening"? There are certainly openings that will prevent you from being killed outright, which doesn't mean he can't expand. If you mean an opening that keeps you alive and can't allow the Terran to take any advantage, then there's no such thing–from any race. If you want to stay on even footing with the other player or take an advantage consistently, it's going to require some scouting. That goes for all three races.

There are always all-ins that are scary and hard to scout–again, from all three races. Lots of protoss openings are similarly difficult to scout, and similarly scary if not scouted. And what is Terran supposed to do, scan and hope it's in the right spot? Send in a reaper and hope you're not smart enough to put a stalker or two at the cliff, thus nullifying a fairly big scouting investment?

No, T, like everyone else, has to rely on more subtle scouting techniques (scouting the front, anti-timings, etc.). Don't say "T has too many possibilities, I can't possibly worry about all of them," and figure out what the possibilities are, which ones are big threats to your build, and what the telltale signs of those are. As kofman points out, even the "safe" 1 rax fe is vulnerable to any number of Protoss all-ins.

Scouting, man. It's waaay overpowered.


Quit trolling. Even Browder admitted T has more options. Terran also denies scouting much more easily than other races. This area is so lopsided it's not even funny. T isn't currently "like everyone else." Why do you think 1-1-1 exists? If you seriously think T scouting is like the other races', then you're out of touch with reality.

This isn't about learning to scout. This is about built in, objective limitations to scouting. Quit trying to downplay points as "l2scout." It's disingenuous of you.

Beyond that, Terran is fairly vulnerable against all-ins, which is not the case for other races (you could say they are "unfairly vulnerable"); although, for what it's worth, Blink rush just got a huge nerf. What Protoss all-ins are you afraid of now? I'm genuinely curious. On the flipside, Terran all-ins aren't even all-in. Terran players can send a significant portion of their workers and still have an economy.

Time to stop the denial, stop the bias, and start thinking towards a better game. Quit being so corrupt as to want the game to favor your personal choice.
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
aksfjh
Profile Joined November 2010
United States4853 Posts
October 02 2011 09:08 GMT
#2646
On October 02 2011 14:50 Brotocol wrote:
Show nested quote +
On October 02 2011 10:57 ChristianS wrote:
What exactly do you mean "no stable opening"? There are certainly openings that will prevent you from being killed outright, which doesn't mean he can't expand. If you mean an opening that keeps you alive and can't allow the Terran to take any advantage, then there's no such thing–from any race. If you want to stay on even footing with the other player or take an advantage consistently, it's going to require some scouting. That goes for all three races.

There are always all-ins that are scary and hard to scout–again, from all three races. Lots of protoss openings are similarly difficult to scout, and similarly scary if not scouted. And what is Terran supposed to do, scan and hope it's in the right spot? Send in a reaper and hope you're not smart enough to put a stalker or two at the cliff, thus nullifying a fairly big scouting investment?

No, T, like everyone else, has to rely on more subtle scouting techniques (scouting the front, anti-timings, etc.). Don't say "T has too many possibilities, I can't possibly worry about all of them," and figure out what the possibilities are, which ones are big threats to your build, and what the telltale signs of those are. As kofman points out, even the "safe" 1 rax fe is vulnerable to any number of Protoss all-ins.

Scouting, man. It's waaay overpowered.


Quit trolling. Even Browder admitted T has more options. Terran also denies scouting much more easily than other races. This area is so lopsided it's not even funny. T isn't currently "like everyone else." Why do you think 1-1-1 exists? If you seriously think T scouting is like the other races', then you're out of touch with reality.

This isn't about learning to scout. This is about built in, objective limitations to scouting. Quit trying to downplay points as "l2scout." It's disingenuous of you.

Beyond that, Terran is fairly vulnerable against all-ins, which is not the case for other races (you could say they are "unfairly vulnerable"); although, for what it's worth, Blink rush just got a huge nerf. What Protoss all-ins are you afraid of now? I'm genuinely curious. On the flipside, Terran all-ins aren't even all-in. Terran players can send a significant portion of their workers and still have an economy.

Time to stop the denial, stop the bias, and start thinking towards a better game. Quit being so corrupt as to want the game to favor your personal choice.


To contrast, Protoss stop worker production in order to all-in, but don't have to bring them along.

There are a number of all ins from Protoss that can wreck a Terran's day, which sometimes aren't even "all in." 3-gate pressure expand comes to mind. However, clever 4 gates, 3 gate robo, 3 gate stargate cliff warp ins, heavy sentry aggression, and a few others a things Terran regularly worry about from Protoss.
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
October 02 2011 20:55 GMT
#2647
On October 02 2011 14:50 Brotocol wrote:
Show nested quote +
On October 02 2011 10:57 ChristianS wrote:
What exactly do you mean "no stable opening"? There are certainly openings that will prevent you from being killed outright, which doesn't mean he can't expand. If you mean an opening that keeps you alive and can't allow the Terran to take any advantage, then there's no such thing–from any race. If you want to stay on even footing with the other player or take an advantage consistently, it's going to require some scouting. That goes for all three races.

There are always all-ins that are scary and hard to scout–again, from all three races. Lots of protoss openings are similarly difficult to scout, and similarly scary if not scouted. And what is Terran supposed to do, scan and hope it's in the right spot? Send in a reaper and hope you're not smart enough to put a stalker or two at the cliff, thus nullifying a fairly big scouting investment?

No, T, like everyone else, has to rely on more subtle scouting techniques (scouting the front, anti-timings, etc.). Don't say "T has too many possibilities, I can't possibly worry about all of them," and figure out what the possibilities are, which ones are big threats to your build, and what the telltale signs of those are. As kofman points out, even the "safe" 1 rax fe is vulnerable to any number of Protoss all-ins.

Scouting, man. It's waaay overpowered.


Quit trolling. Even Browder admitted T has more options. Terran also denies scouting much more easily than other races. This area is so lopsided it's not even funny. T isn't currently "like everyone else." Why do you think 1-1-1 exists? If you seriously think T scouting is like the other races', then you're out of touch with reality.

This isn't about learning to scout. This is about built in, objective limitations to scouting. Quit trying to downplay points as "l2scout." It's disingenuous of you.

Beyond that, Terran is fairly vulnerable against all-ins, which is not the case for other races (you could say they are "unfairly vulnerable"); although, for what it's worth, Blink rush just got a huge nerf. What Protoss all-ins are you afraid of now? I'm genuinely curious. On the flipside, Terran all-ins aren't even all-in. Terran players can send a significant portion of their workers and still have an economy.

Time to stop the denial, stop the bias, and start thinking towards a better game. Quit being so corrupt as to want the game to favor your personal choice.


It's hard to know what it means for a race to have "more options," since the number of possible builds from any race is practically infinite. This is why scouting comes in terms of "he can't be doing this build," rather than "I'm pegging him on this build," because you can't rule out
all the possibilities, but you can rule out some of them. So if you see a high marine count at the top of the ramp, he's probably on mostly barracks. If you see a bunker at the top of the ramp, it's probably some kind of tech play. If you see refinery before barracks, he's almost certainly on some kind of tech play. Do you know if it's cloak banshee or thor rush? No. But you're crossing off options, so that there are things you don't need to worry about. In this case, a robotics facility would be a good choice.

What makes Terrans better at limiting scouting than other races? Sure, T can wall off easily. Protoss can do that, too. Zergs could if they wanted to, but they don't, because zerglings deny scouting better than any wall-off could. Terran can scan, zerg can suicide overlords or overseers, and protoss can send in an observer; if you want to hide buildings from scan, you can, which is not the case for overseers or observers. In fact, an observer is essentially a permanent scan that you can move around if you want to.

The other T scouting that other races don't have is a reaper scout. You can also deny that if you at all want to, and reaper scouts tell you as much about the Terran as the Terran might learn about the Protoss or Zerg.

Terran all-ins are all-in. If a Terran sends 2 scv's with an early marine-marauder attack, that's not all-in. I assume you think that Terrans can send all their workers and still have economy because of MULEs; that's simply not true. 180 minerals per minute does not a strong economy make. And just as importantly, Terran has fewer workers than a Zerg or Protoss because Terran's macro mechanic doesn't increase worker production.

If you wanted to be able to send probes with your all-in and still have an economy, you could just chrono out some more probes. The only reason you don't do that is because instead you can use your chrono boost on other units, making the all-in much stronger than if it had probes in the front instead. Or a zerg could make more drones than full saturation, and send the extras in front. Again, he could use his macro mechanic to get more units instead, which is why he doesn't send drones with an all-in.

What exactly is your suggestion? The other guy suggested removing lift-off for CC's and OC's. This is the balance philosophy of "that race can do something mine can't! If they're better than me in any respect, that's clearly imbalance!" If you want the races to be identical, play an RTS where the races are identical. Starcraft, on the other hand, is built on having dynamic races that have different advantages in different places. In which case removing advantages that other races have just because your race doesn't have them has no place in this game.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2011-10-02 22:54:52
October 02 2011 22:51 GMT
#2648
You are delusional if you think Protoss and Zerg scouting options are as good as that of Terran and that both those races can deny scouting as good as Terran.

First, if the terran is smart he will place marines and/or buildings in key places in such a way that any incoming overlord will die before he sees anything important, overlord speed requires lair tech and a time+ resource investment that won't come in till the mid game, by which time it could be too late to react to.

Protoss does indeed need an obs, however I'm not sure if you've noticed but the top players have shimmer detectors built into their brain, if a terran sees the silhouette of your obs going over his base it will get picked of, forcing you to go around or at an odd angle which delays some of the scouting. The 2nd problem is that going robo tech effectively locks the Protoss down that path for a significant time.

Your example of scouting the terran front is faulty, if the terran gets a bunker by default at the front, and only decides to show the 4 marines in the bunker then you won't know if behind the bunker is a mass of rax, a CC or a factory leading into a SP.
By the time you get an obs to scout the base it might be too late to react.

Not all terran all ins are all completely all in. The 1/1/1 is a huge example. In a video I saw of, Sase vs some random Korean on the ladder, Sase expanded at the 4:30 min mark, and was steadily building an army, at 11:30 the terran pushes out. The terran didn't have just as much supply as Sase, but he actually had a bit more, of ONE base, and not only that but Sase's army, which also contained a colossus or 2 was totally destroyed. However, the sad part is, even if Sase did survive the first wave, he would have lost a significant amount of units and the follow up of the terran would have finished him off.

And if you still don't believe me watch the Intel Extreme Masters final, Puma vs MC, first game on Xel'Naga caverns, where Puma does the 1/1/1, sends SCVs along, loses all his army, and still has enough resources and production to send a 2nd wave strong enough to kill MC.

I don't understand how you can find it ok that a 1 base terran can keep up in supply with a protoss who has been on 2 base for 66% of the game, I don't understand how you can find it ok that the protoss army is so inefficient even on 2 bases that the terran army could annihilate it. And I sure as hell can't understand how you think it is balanced that the protoss has to work so hard to hold of a push that a terran can execute so easily, remember balance isn't only about existing counters, it is also about how easy those counters are to execute.

However what is worst about the 1/1/1 is not the build itself, it is the fear it causes, if you don't prepare for a 1/1/1 you die to it, if you do prepare for it but the opponent decides to do something else, you still die, and in a lot of tournaments terrans abuse this fact and punish the protoss over and over again by trowing at them lots of stuff, to which the protoss just has to gamble and hope for the best.

If the terran does 2 rax pressure, or fast 1 rax CC and you prepare for a 1/1/1 you can lose horribly, and its a basic coin flip now a days that determines the outcome of the match.

And you are wrong in assuming you can punish a 1 rax CC, with the proper scouting the terran can shut down any shenanigans, and the terran does have the proper tools to scout.

Also the 1/1/1 is not only a strong push that can outright kill, it is also a build that is so robust it can shut down any all in timing the protoss might try against the terran.

The worst assumption you do however is presume that all races have an infinite number of builds and/or timings. In fact a lot of the strategies available are dictated by match-up, map being played and map position and resource intake.

Against terran, you have to get an obs for two reasons, you need to scout the terran and you need to reveal potential cloaked units. Already this need to get obs constricts your choices, you can't go super heavy GW or SG play, because you need a robo for obs. Building Robo just for the obs is a resource sink and incredibly inefficient play style since you'll have an idle building. Going SG with robo isn't viable because of of the huge gas costs.
So, once you get Robo, you're forced down that path for a while and need to make use of it by building immortals as well as whatever units you can afford from GW.

This lack of flexibility on the protoss part is one of the factors that is heavily abused by terrans.
Now, the other problem that arises is that, your obs will come out quite late to provide useful reactionary info.

If the terran was building a CC behind his bunker by the time your obs gets to scout it the CC has already finished and the terran was already double MULEing for a while, building double SCVs and readying to setup his expansions, if he didn't do so already.

Or he could have been building for a early game pressure and then expand behind it, timed in such a way that the push would come exactly when your obs comes out.

Or he could have been doing a 1/1/1 in which case you'll spot it in time but will still struggle to stop it.

Now, the problem with all the above is that, those strategies all require a specific response, and to respond efficiently they need good scouting. Terran denies scouting better then the other races, which forces Protoss into a very predictable build which also leaves them vulnerable to other timings and pushes. In short, you can't respond efficiently to all those strategies because the scouting comes really late and you can't scout any better no matter what you try.

Now, we aren't suggesting anything, we just want you people to understand that Protoss and to a lesser extent Zerg have some huge problems that they can't deal with efficiently. And so far the statistics from the tournaments at the highest level of play show that protoss is struggling, the professional players have come forth and said protoss is in a bad shape, and even we the spectators can see it in all the replays and the casts of all the big tournaments.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Techno
Profile Joined June 2010
1900 Posts
October 02 2011 22:54 GMT
#2649
On October 03 2011 07:51 Destructicon wrote:
You are delusional if you think Protoss and Zerg scouting options are as good as that of Terran and that both those races can deny scouting as good as Terran.

First, if the terran is smart he will place marines and/or buildings in key places in such a way that any incoming overlord will die before he sees anything important, overlord speed requires lair tech and a time+ resource investment that won't come in till the mid game, by which time it could be too late to react to.

Protoss does indeed need an obs, however I'm not sure if you've noticed but the top players have shimmer detectors built into their brain, if a terran sees the silhouette of your obs going over his base it will get picked of, forcing you to go around or at an odd angle which delays some of the scouting. The 2nd problem is that going robo tech effectively locks the Protoss down that path for a significant time.

Your example of scouting the terran front is faulty, if the terran gets a bunker by default at the front, and only decides to show the 4 marines in the bunker then you won't know if behind the bunker is a mass of rax, a CC or a factory leading into a SP.
By the time you an obs to scout the base it might be too late to react.

Not all terran all ins are all completely all in. The 1/1/1 is a huge example. In a video I saw of, Sase vs some random Korean on the ladder, Sase expanded at the 4:30 min mark, and was steadily building an army, at 11:30 the terran pushes out. The terran didn't have just as much supply as Sase, but he actually had a bit more, of ONE base, and not only that but Sase's army, which also contained a colossus or 2 was totally destroyed. However, the sad part is, even if Sase did survive the first wave, he would have lost a significant amount of units and the follow up of the terran would have finished him off.

And if you still don't believe me watch the Intel Extreme Masters final, Puma vs MC, first game on Xel'Naga caverns, where Puma does the 1/1/1, sends SCVs along, loses all his army, and still has enough resources and production to send a 2nd wave strong enough to kill MC.

I don't understand how you can find it ok that a 1 base terran can keep up in supply with a protoss who has been on 2 base for 66% of the game, I don't understand how you can find it ok that the protoss army is so inefficient even on 2 bases that the terran army could annihilate it. And I sure as hell can't understand how you think it is balanced that the protoss has to work so hard to hold of a push that a terran can execute so easily, remember balance isn't only about existing counters, it is also about how easy those counters are to execute.

However what is worst about the 1/1/1 is not the build itself, it is the fear it causes, if you don't prepare for a 1/1/1 you die to it, if you do prepare for it but the opponent decides to do something else, you still die, and it a lot of tournaments terrans abuse this fact and punish the protoss over and over again by trowing at them lots of stuff.

If the terran does 2 rax pressure, or fast 1 rax CC and you prepare for a 1/1/1 you can lose horribly, and its a basic coin flip now a days that determines the outcome of the match.

And you are wrong in assuming you can punish a 1 rax CC, with the proper scouting the terran can shut down any shenanigans, and the terran does have the proper tools to scout.

Also the 1/1/1 is not only a strong push that can outright kill, it is also a build that is so robust it can shut down any all in timing the protoss might try against the terran.

The worst assumption you do however is presume that all races have an infinite number of builds and/or timings. In fact a lot of the strategies available are dictated by match-up, map being played and map position and resource intake.

Against terran, you have to get an obs for two reasons, you need to scout the terran and you need to reveal potential cloaked units. Already this need to get obs constricts your choices, you can't go super heavy GW or SG play, because you need a robo for obs. Building Robo just for the obs is a resource sink and incredibly inefficient play style since you'll have an idle building. Going SG with robo isn't viable because of of the huge gas costs.
So, once you get Robo, you're forced down that path for a while and need to make use of it by building immortals as well as whatever units you can afford from GW.

This lack of flexibility on the protoss part is one of the factors that is heavily abused by terrans.
Now, the other problem that arises is that, your obs will come out quite late to provide useful reactionary info.

If the terran was building a CC behind his bunker by the time your obs gets to scout it the CC has already finished and the terran was already double MULEing for a while, building double SCVs and readying to setup his expansions, if he didn't do so already.

Or he could have been building for a early game pressure and then expand behind it, timed in such a way that the push would come exactly when your obs comes out.

Or he could have been doing a 1/1/1 in which case you'll spot it in time but will still struggle to stop it.

Now, the problem with all the above is that, those strategies all require a specific response, and to respond efficiently they need good scouting. Terran denies scouting better then the other races, which forces Protoss into a very predictable build which also leaves them vulnerable to other timings and pushes. In short, you can't respond efficiently to all those strategies because the scouting comes really late and you can't scout any better no matter what you try.

Now, we aren't suggesting anything, we just want you people to understand that Protoss and to a lesser extent Zerg have some huge problems that they can't deal with efficiently. And so far the statistics from the tournaments at the highest level of play show that protoss is struggling, the professional players have come forth and said protoss is in a bad shape, and even we the spectators can see it in all the replays and the casts of all the big tournaments.

This is all the standard shit we've all heard before. Suggest something.
Hell, its awesome to LOSE to nukes!
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2011-10-02 23:08:10
October 02 2011 23:05 GMT
#2650
Suggest something, ok.
Move Warp Gate tech to Twilight Council and Charge to Cybernetics Core, reverse their costs while doing it.
Buff zealots and stalkers a bit. For stalkers, increase the damage they do to armored from 14 to 15 or 16.
For zealots, change charge so that for 3 seconds after charging the zealots are also immune to any slowing effects and gain 10% more speed as well.

Make Hallucination a default spell and make Guardian shield trainable, this will give protoss one more early game scouting tool necessary to react to certain situations.

Reduce the gas cost on the protoss units a bit, some of the prices are really trough the roof and absurd. Basically cut the gas cost on stalker, immortal, sentry, ht, phoenix and VR by 25, this would allow for more flexible builds since gas prices would be less prohibitive.

Those would be some the changes that I'd think would alleviate some of the short term problems.
In the long run I expect all races will be balanced when HoS and LoV come out since Zerg and Protoss will receive more love in the form of new techs and new units. Until then though the above changes would probably help.

Note, I take no credit for some of the above changes, many where suggested already by a lot of posters in this thread. My only original contributions where the changes to Charge, Stalkers and reduction of gas prices.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
aksfjh
Profile Joined November 2010
United States4853 Posts
October 02 2011 23:20 GMT
#2651
On October 03 2011 08:05 Destructicon wrote:
Make Hallucination a default spell and make Guardian shield trainable, this will give protoss one more early game scouting tool necessary to react to certain situations.


You just broke PvP again. Try again.
Destructicon
Profile Blog Joined September 2011
4713 Posts
October 02 2011 23:28 GMT
#2652
I'm no expert in PvP, but I'll take your word for it.
Another suggestion someone made is, make Obs trainable from Nexus. To balance it out I'd make it only trainable if a Cyber Core is up, that way the Protoss doesn't have scouting way too early that it would unbalance certain things.

Also someone made another good suggestion about Obs, remove its cloak, make it more durable by default, change its cost to 100 M and 50 G, and make cloak a upgrade. I hate how Obs is the only mobile detection Protoss has and it is so flimsy, so easy to counter and easy to snipe.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Hexxed
Profile Joined November 2010
United States202 Posts
October 02 2011 23:29 GMT
#2653
On September 28 2011 14:27 VirgilSC2 wrote:
I hope all you guys claiming "storm is so powerful" just saw Puzzle vs Taeja in the Korean Weekly, where Taeja stood there, ate storms, while taking fire from a Colossus, while Puzzle had a supply advantage, and all he had to do was stim and come out ahead.



A really great point. MC has said the same thing many times. In the recent WCG he is quoted from having said that a protoss must sustain an upgrade advantage. If the terrans ever match you it's over. Late game terran is strong enough to take the storms and still come out ahead. Storm is WEAKER than EMP. It is much more difficult to position HT than ghosts.
www.twitch.tv/hexsctv - Zerg Master's stream NA Ladder
Cuiu
Profile Joined March 2011
Germany410 Posts
Last Edited: 2011-10-02 23:47:55
October 02 2011 23:33 GMT
#2654
i dont know if this is viable.

but why do you start with 2 gas?
should gas not be something rare

why is something like 1base thor/colossus/banshee even possible?
you should be forced for something like that

dont hate on me. im just asking
pezit
Profile Joined October 2010
Sweden302 Posts
Last Edited: 2011-10-02 23:49:12
October 02 2011 23:47 GMT
#2655
On October 03 2011 08:20 aksfjh wrote:
Show nested quote +
On October 03 2011 08:05 Destructicon wrote:
Make Hallucination a default spell and make Guardian shield trainable, this will give protoss one more early game scouting tool necessary to react to certain situations.


You just broke PvP again. Try again.


He did say move warp gate to twilight council and increase cost to 200/200 so are you sure about that?

Personally I'd prefer warp in to be removed completely as it is just a stupid mechanic.

On October 03 2011 08:33 Cuiu wrote:
i dont know if this is viable.

but why do you start with 2 gas?
should gas not be something rare

why is something like 1base thor/colossus/banshee even possible?
you should be forced for something like that

dont hate on me. im just asking


You know sometimes I think blizzard just did things to make it different from sc:bw, no real reason for it.
Destructicon
Profile Blog Joined September 2011
4713 Posts
October 02 2011 23:49 GMT
#2656
Actually, 1 base thor or colossus is really flimsy, in general you want colossus and/or thor to augment your army, you need a good base already to support your army, you have a colossus or 2 but not enough stalkers and zealots to support them they can get blown up easily even by marine/marauders.

So while it is possible it isn't always viable which is ok, it depends a lot on scouting as well.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Roblin
Profile Joined April 2010
Sweden948 Posts
October 02 2011 23:50 GMT
#2657
On October 03 2011 08:33 Cuiu wrote:
i dont know if this is viable.

but why do you start with 2 gas?
should gas not be something rare

why is something like 1base thor/colossus/banshee even possible?
you should be forced for something like that

dont hate on me. im just asking


I do not understand what you are trying to say.

but terran can not produce colossi, neither can protoss produce thors or banshees.

but please clarify your point.
I'm better today than I was yesterday!
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2011-10-02 23:52:40
October 02 2011 23:51 GMT
#2658
He was talking in the general term, and asking why is 1 base colossus, thor or banshee play even possible. He doesn't like gas being so easily available. He didn't imply that Terran can get colossus or protoss can get thor/banshee.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Cuiu
Profile Joined March 2011
Germany410 Posts
Last Edited: 2011-10-03 00:31:40
October 03 2011 00:31 GMT
#2659
On October 03 2011 08:49 Destructicon wrote:
Actually, 1 base thor or colossus is really flimsy, in general you want colossus and/or thor to augment your army, you need a good base already to support your army, you have a colossus or 2 but not enough stalkers and zealots to support them they can get blown up easily even by marine/marauders.

So while it is possible it isn't always viable which is ok, it depends a lot on scouting as well.


this also would change 2base play

i dont want to defend my point because maybe thats a rly stupid point but

starcraft is eco. based game
so the game should be first balanced around eco.
but when you are able to support so much shit on one/two base.
that is not balanced at all.
you should expand to be able to afford something like that.

that takes all the excitement from units like a colossus/infestor/hts/ghost when you see 8 of them on 2base.
this units should not be a Spam unit like a zergling or a marine

maybe thats just the state of the game or just my view of the game.
Shiori
Profile Blog Joined July 2011
3815 Posts
October 03 2011 00:36 GMT
#2660
On October 03 2011 08:20 aksfjh wrote:
Show nested quote +
On October 03 2011 08:05 Destructicon wrote:
Make Hallucination a default spell and make Guardian shield trainable, this will give protoss one more early game scouting tool necessary to react to certain situations.


You just broke PvP again. Try again.

PvP was at no point broken, honestly. If you want to play with 1 gate against a 4gate, you should lose. It shouldn't be impossible to get into someone's base before colossi, lol. Either way, 100 gas into a sentry weakens 4gate pretty substantially, especially since you need 100 energy. I don't think it would help 4gate much unless the player were to wait until a couple warpins.
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