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On October 11 2011 06:49 aksfjh wrote:Show nested quote +On October 11 2011 06:15 BeeNu wrote: I'd like to talk about how imbalanced Warp Prisms seem to be. Seriously, Protoss gets THE best drop harassment in the game.
Lets just look at gas costs for a second.
If Zerg wants to drop harass they must spend 100g on Lair, 100g on Overlord Speed, then another 200g on the Drop ability, 400 gas before they can even consider doing a drop.
Terran? 100g on Factory, 100g on Starport and then an additional 100 gas for every Medivac, at minimum this is 300 gas.
Protoss? Well let's see here, 100g for a Robo Facility. Yep. At the low low costs of 100 gas Protoss can endlessly drop through the entire game for nothing but minerals.
Hopefully it will be nerfed in the near future a la infestor buff-then-nerf. To throw more stats in the ring, according to www.sc2ranks.com, Terran has the least average points out of every league except GM, as well as the worst representation in platinum to masters leagues. The only signs of Terran dominance on ladder in the past ladder season is on the Korean ladder. It's been like this for awhile, but I remember it being like this at the end of last season as well. I know many people will say things like, "The only thing that matters is the tip top level of play!" However, you have to take into consideration suggested changes like MULE limitations or punishment of bad mechanics which will largely impact an already dwindling Terran playerbase much more than it will impact those with near impeccable macro already. Even on another level, it's not good to have a competitive race with no base cheering them on. Why play Terran if a majority of people cheer against you because nobody can play the race effectively at APMs below 300? that's a pretty silly reason to leave the top imbalanced.
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On October 11 2011 06:49 skrotcyk wrote:
For instance: A thor can kill 50 mutas if not micro'd. 1 hellion run by and game is instant lose for zerg if terran knows how to follow up.
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On October 11 2011 06:55 WickedSkies wrote:Show nested quote +On October 11 2011 06:49 skrotcyk wrote:On October 11 2011 06:43 WickedSkies wrote:On October 11 2011 06:40 skrotcyk wrote:On October 11 2011 06:38 skrotcyk wrote:On October 11 2011 06:35 WickedSkies wrote:On October 11 2011 06:21 skrotcyk wrote:On October 11 2011 06:04 WickedSkies wrote:On October 11 2011 02:25 -Duderino- wrote: I think the game is balanced, definitely more than toss's let on. for the most part everyone agrees tvz is balanced so i'll talk bout tvp. I disagree, sir, I believe zerg is overpowered in every matchup, especially in TvZ. Let me elaborate on the TvZ/PvZ matchups and why I believe zerg has too much of an edge. 1. Resources - Zerg has the possibility to choose whether to make fighting units OR drones. In theory that seems OK, it's always a tradeoff between being secure and being with booming ecomony. However, it is not always the case. The problem, as I see it, that in early game, terran or protoss can NEVER be sure if the zerg is heavily droning or not. Sure, you scout with your scv/probe but then you are cut off as first lings come out. In TvZ, If zerg decides to play it safe and go spawning first, you are cut off for a long time, at least until hellions are out. However, by the time hellions are out, he has queen+spine at entrance + speedlings, and what is worse, can even have an evolution chamber blocking the entrance OR even a roach warren which aims to pressure your expand. If you, as a terran, don't make marauder/bunkers at your entrance, you will lose. However, you can't go out and make the zerg create army units, because he might go for mass zerglings/roach/baneling and then you are stopped at the middle of the map and die to the counter. Scan seems a waste since you can scan only one of his bases and he might be hiding tech/armies and to get a proper read of his droning, you should scan his TWO bases, which is a terrible thing to do, since you might be even 20/30 workers behind (not kidding). Also, zerg can lose 30 workers in early/mid game due to hellion pressure and re-make them COMPLETELY in one cycle using 3 hatchs. Think of what will happen to terran or protoss losing their 30 workers. Hell, losing even 10 as a Terran is almost surely a lost game. So, my point is, zerg has a huge advantage when it comes to resource gathering. That is why usually we see zerg maxed out before other races and already banking huge amounts of resources. 2. Map control/Scout information Lings, tumors, overlords. That about sums it all. With proper creep/overlord spread, lategame zerg can NEVER, absolutely NEVER be surprised by drops or other type of harassment. Some might say that a marine or viking hunting for overlords can solve the overlord problem, but I completely disagree. Ever since mutalisks are out, vikings are just a waste, marines on watch towers also get killed by mutas/dirty cheap zerglings, and for cleaning tumors, terran has to scan continuously (not a good idea if you are 30 workers back) or make a raven, which means a starport with a techlab. As for scouting information, zerg can always sack an overlord/send a dirt cheap and super fast zergling to scout. I feel that creep tumors, overlords, zerglings give unsurpassed scouting advantage and map control to zerg in every matchup. 3. Cost effectiveness A roach is 75/25. A roach has 15 damage and with upgrade, is faster than stalker. A roach can burrow and move underground, while regenerating damage at such a rate that storm doesn't damage it. 2 Zerglings are 50. 4 Zerglings are 100. 4 Zerglings destroy an unmicroed hellion, stalker/marauder/reaper/zealot. While some will argue that nobody leaves their units unmicroed, I will argue that cost effectiveness is about the effectiveness of units to fend for themselves A baneling cost is 50/25. Baneling drop in an overlord CAN'T be stopped unless terran/protoss has more than 3 turrets/cannons or/and constant marine+stalker babysitting. If a baneling drop hits twice, the game is lost for terran/protoss. 2 properly placed baneling mines vs terran end the game. Only one second of non-attention and terran is dead. 2 properly placed fungal growths vs terran end the game. Only one second of non-attention and terran is dead. 4. Unlimited tech switch possibilities in late game In late game, zerg can seamlessly switch tech IMMEDIATELY, without building any infrastructure, without any tech paths, without creating a bunch of expensive buildings. Compare that to Terran or Protoss, who have to make huge investments in starports/factories/stargates etc in order to do late game tech switches and you will know what I mean. It is also a lot easier to find what tech is terran and protoss switching to if you just scout the buildings they have made. With zerg, you see a g.spire, an ultra den,infestation pit, baneling nest, roach warren and spawning pool. Unless you actually SEE The army that is coming out of the hatcheries, you will have no idea what you are fighting against. In addition, even if you scout this army, then defeat it in late game, nothing guarantees you that if you have defeated his ultras, he is not going to insta-remake in broodlords or some other stuff. In addition, harrass to zerg in late game doesn't seem to bother them that much, as even 50 drones killed can be instantly remade as long as the zerg has a standing army and feels secure. Compare that to terran or protoss where losing such an amount of workers to harass usually means the only chance you have is all-inning. Conclusion... I am aware that TL community players are mostly zerg and I will be trashed for that post. I am aware that zerg has harder mechanics and is more susceptible to cheese and other aggressive play. However, I am also acutely aware that I (a low-masters T player) and a friend of mine (semi high-masters Z player) switched races once so I can prove to him how much more powerful zerg is than Terran and in the bo7 we played, the Zerg (me) won four games. Neither me, nor him have ever played each other's race to that very moment and it can be highly subjective, but let's take a look at recent tournaments... To make you take me a bit more seriously here are some results of recent matches... + Show Spoiler +
GSL code A finals - ZvP (Z wins 3:0)
IEM - Idra vs Puma (Z wins 3:0)
IPL (IGN Proleague) - FXO Lucky (Z code A) vs MMA (T code S) 3:0 for Zerg
IPL (Stephano)
Qualifier: Stephano 2-0 Anypro (P) Stephano 2-1 Axslav (P) Stephano 2-1 MarineKing (T) Stephano 1:2 aLive (T) Stephano 2:1 Socke (P) Stephano 2:1 Revival (Z) Stephano 2:0 Puzzle (P) Stephano 2:1 Kiwikaki (P) Stephano 2:1 MMA (T)
Group Stage: Stephano 2:0 HuK (P) Stephano 0:2 aLive (T) Stephano 2:0 BoxeR (T)
Main Tournament: Stephano 2:1 Kiwikaki (P) Stephano 2:0 viOlet (Z) Stephano 2:1 Inori (P) Stephano 3:1 TheStC (T) Finals: Stephano 4:0 Lucky (Z)
8 protosses, 3 zergs, 5 terrans. Overall: 33 : 13 (71,74%)
Stephano 10:2 Koreans
u have so little knowledge of the game and the matchups i dont even know why u even bother think about balance I, sir, am open for discussion. You, sir, did not provide any arguments. I assume you feel a certain way about balance, but having no words behind your arguments, I will assume you are utterly and completely wrong, and a bit funny in my eyes. well basically all your arguments rely on that the terran/protoss are total scrubs and doesn't know how to play, i could make up these kind of arguments too about zerg but it seems pointless because they don't actually mean anything. I will assume you are completely biased and won't really understand how utterly retarded your arguments were. Where did i say in my arguments that terran/protoss players are scrubs that don't know how to play? I am not making up arguments, i am stating facts I see from the games i watch every day. And calling my arguments 'retarded doesn't mean you actually have any counterarguments. It just means you will be getting a ban soon  Have fun sir For instance: A thor can kill 50 mutas if not micro'd. 1 hellion run by and game is instant lose for zerg Show nested quote +On August 16 2011 06:57 Techno wrote: Rules: ...
2. No excessive hyperbole. "There is nothing Zerg can do against this. This game is broken beyond repair. Blizzard are dumbasses." ...
Think about rules before posting. One thor can't kill 50 mutas, neither 1 hellion runby solves a game, in fact I have never seen a single hellion do anything to zerg.
Yeah you should do that since that was your argument. you said 4 zerglings could kill a hellion if not microed. I did mine to refer to your argument which doesn't apply to the rules. so you should if anyone read the rules lol.
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On October 11 2011 06:56 Shiori wrote:Show nested quote +On October 11 2011 06:49 aksfjh wrote:On October 11 2011 06:15 BeeNu wrote: I'd like to talk about how imbalanced Warp Prisms seem to be. Seriously, Protoss gets THE best drop harassment in the game.
Lets just look at gas costs for a second.
If Zerg wants to drop harass they must spend 100g on Lair, 100g on Overlord Speed, then another 200g on the Drop ability, 400 gas before they can even consider doing a drop.
Terran? 100g on Factory, 100g on Starport and then an additional 100 gas for every Medivac, at minimum this is 300 gas.
Protoss? Well let's see here, 100g for a Robo Facility. Yep. At the low low costs of 100 gas Protoss can endlessly drop through the entire game for nothing but minerals.
Hopefully it will be nerfed in the near future a la infestor buff-then-nerf. To throw more stats in the ring, according to www.sc2ranks.com, Terran has the least average points out of every league except GM, as well as the worst representation in platinum to masters leagues. The only signs of Terran dominance on ladder in the past ladder season is on the Korean ladder. It's been like this for awhile, but I remember it being like this at the end of last season as well. I know many people will say things like, "The only thing that matters is the tip top level of play!" However, you have to take into consideration suggested changes like MULE limitations or punishment of bad mechanics which will largely impact an already dwindling Terran playerbase much more than it will impact those with near impeccable macro already. Even on another level, it's not good to have a competitive race with no base cheering them on. Why play Terran if a majority of people cheer against you because nobody can play the race effectively at APMs below 300? that's a pretty silly reason to leave the top imbalanced. The top will be imbalanced if there is terran domination at the top. Currently that is not the case at all. Let's take GSL Code S for example. 20 terran, 7 zerg and 5 protosses entered the tournament. In ro16 there enter 9 terrans (less than 50%), 6 zergs (LOL) and 1 protoss. GSL has been won by zerg more times than by terran. Protoss have also had their fair share of GSL wins. That, considering the huge number of terrans at the top, means only that the Zergs and Protosses have defeated more terrans to get their titles. Hence, high level Protosses and Zerg have higher W/L ratio than high levle Terrans overall, so if races should be nerfed, it should be zerg and toss. Hopefully, Blizzard will not do that, otherwise I forsee even more whining...
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On October 11 2011 07:03 skrotcyk wrote:Show nested quote +On October 11 2011 06:55 WickedSkies wrote:On October 11 2011 06:49 skrotcyk wrote:On October 11 2011 06:43 WickedSkies wrote:On October 11 2011 06:40 skrotcyk wrote:On October 11 2011 06:38 skrotcyk wrote:On October 11 2011 06:35 WickedSkies wrote:On October 11 2011 06:21 skrotcyk wrote:On October 11 2011 06:04 WickedSkies wrote:On October 11 2011 02:25 -Duderino- wrote: I think the game is balanced, definitely more than toss's let on. for the most part everyone agrees tvz is balanced so i'll talk bout tvp. I disagree, sir, I believe zerg is overpowered in every matchup, especially in TvZ. Let me elaborate on the TvZ/PvZ matchups and why I believe zerg has too much of an edge. 1. Resources - Zerg has the possibility to choose whether to make fighting units OR drones. In theory that seems OK, it's always a tradeoff between being secure and being with booming ecomony. However, it is not always the case. The problem, as I see it, that in early game, terran or protoss can NEVER be sure if the zerg is heavily droning or not. Sure, you scout with your scv/probe but then you are cut off as first lings come out. In TvZ, If zerg decides to play it safe and go spawning first, you are cut off for a long time, at least until hellions are out. However, by the time hellions are out, he has queen+spine at entrance + speedlings, and what is worse, can even have an evolution chamber blocking the entrance OR even a roach warren which aims to pressure your expand. If you, as a terran, don't make marauder/bunkers at your entrance, you will lose. However, you can't go out and make the zerg create army units, because he might go for mass zerglings/roach/baneling and then you are stopped at the middle of the map and die to the counter. Scan seems a waste since you can scan only one of his bases and he might be hiding tech/armies and to get a proper read of his droning, you should scan his TWO bases, which is a terrible thing to do, since you might be even 20/30 workers behind (not kidding). Also, zerg can lose 30 workers in early/mid game due to hellion pressure and re-make them COMPLETELY in one cycle using 3 hatchs. Think of what will happen to terran or protoss losing their 30 workers. Hell, losing even 10 as a Terran is almost surely a lost game. So, my point is, zerg has a huge advantage when it comes to resource gathering. That is why usually we see zerg maxed out before other races and already banking huge amounts of resources. 2. Map control/Scout information Lings, tumors, overlords. That about sums it all. With proper creep/overlord spread, lategame zerg can NEVER, absolutely NEVER be surprised by drops or other type of harassment. Some might say that a marine or viking hunting for overlords can solve the overlord problem, but I completely disagree. Ever since mutalisks are out, vikings are just a waste, marines on watch towers also get killed by mutas/dirty cheap zerglings, and for cleaning tumors, terran has to scan continuously (not a good idea if you are 30 workers back) or make a raven, which means a starport with a techlab. As for scouting information, zerg can always sack an overlord/send a dirt cheap and super fast zergling to scout. I feel that creep tumors, overlords, zerglings give unsurpassed scouting advantage and map control to zerg in every matchup. 3. Cost effectiveness A roach is 75/25. A roach has 15 damage and with upgrade, is faster than stalker. A roach can burrow and move underground, while regenerating damage at such a rate that storm doesn't damage it. 2 Zerglings are 50. 4 Zerglings are 100. 4 Zerglings destroy an unmicroed hellion, stalker/marauder/reaper/zealot. While some will argue that nobody leaves their units unmicroed, I will argue that cost effectiveness is about the effectiveness of units to fend for themselves A baneling cost is 50/25. Baneling drop in an overlord CAN'T be stopped unless terran/protoss has more than 3 turrets/cannons or/and constant marine+stalker babysitting. If a baneling drop hits twice, the game is lost for terran/protoss. 2 properly placed baneling mines vs terran end the game. Only one second of non-attention and terran is dead. 2 properly placed fungal growths vs terran end the game. Only one second of non-attention and terran is dead. 4. Unlimited tech switch possibilities in late game In late game, zerg can seamlessly switch tech IMMEDIATELY, without building any infrastructure, without any tech paths, without creating a bunch of expensive buildings. Compare that to Terran or Protoss, who have to make huge investments in starports/factories/stargates etc in order to do late game tech switches and you will know what I mean. It is also a lot easier to find what tech is terran and protoss switching to if you just scout the buildings they have made. With zerg, you see a g.spire, an ultra den,infestation pit, baneling nest, roach warren and spawning pool. Unless you actually SEE The army that is coming out of the hatcheries, you will have no idea what you are fighting against. In addition, even if you scout this army, then defeat it in late game, nothing guarantees you that if you have defeated his ultras, he is not going to insta-remake in broodlords or some other stuff. In addition, harrass to zerg in late game doesn't seem to bother them that much, as even 50 drones killed can be instantly remade as long as the zerg has a standing army and feels secure. Compare that to terran or protoss where losing such an amount of workers to harass usually means the only chance you have is all-inning. Conclusion... I am aware that TL community players are mostly zerg and I will be trashed for that post. I am aware that zerg has harder mechanics and is more susceptible to cheese and other aggressive play. However, I am also acutely aware that I (a low-masters T player) and a friend of mine (semi high-masters Z player) switched races once so I can prove to him how much more powerful zerg is than Terran and in the bo7 we played, the Zerg (me) won four games. Neither me, nor him have ever played each other's race to that very moment and it can be highly subjective, but let's take a look at recent tournaments... To make you take me a bit more seriously here are some results of recent matches... + Show Spoiler +
GSL code A finals - ZvP (Z wins 3:0)
IEM - Idra vs Puma (Z wins 3:0)
IPL (IGN Proleague) - FXO Lucky (Z code A) vs MMA (T code S) 3:0 for Zerg
IPL (Stephano)
Qualifier: Stephano 2-0 Anypro (P) Stephano 2-1 Axslav (P) Stephano 2-1 MarineKing (T) Stephano 1:2 aLive (T) Stephano 2:1 Socke (P) Stephano 2:1 Revival (Z) Stephano 2:0 Puzzle (P) Stephano 2:1 Kiwikaki (P) Stephano 2:1 MMA (T)
Group Stage: Stephano 2:0 HuK (P) Stephano 0:2 aLive (T) Stephano 2:0 BoxeR (T)
Main Tournament: Stephano 2:1 Kiwikaki (P) Stephano 2:0 viOlet (Z) Stephano 2:1 Inori (P) Stephano 3:1 TheStC (T) Finals: Stephano 4:0 Lucky (Z)
8 protosses, 3 zergs, 5 terrans. Overall: 33 : 13 (71,74%)
Stephano 10:2 Koreans
u have so little knowledge of the game and the matchups i dont even know why u even bother think about balance I, sir, am open for discussion. You, sir, did not provide any arguments. I assume you feel a certain way about balance, but having no words behind your arguments, I will assume you are utterly and completely wrong, and a bit funny in my eyes. well basically all your arguments rely on that the terran/protoss are total scrubs and doesn't know how to play, i could make up these kind of arguments too about zerg but it seems pointless because they don't actually mean anything. I will assume you are completely biased and won't really understand how utterly retarded your arguments were. Where did i say in my arguments that terran/protoss players are scrubs that don't know how to play? I am not making up arguments, i am stating facts I see from the games i watch every day. And calling my arguments 'retarded doesn't mean you actually have any counterarguments. It just means you will be getting a ban soon  Have fun sir For instance: A thor can kill 50 mutas if not micro'd. 1 hellion run by and game is instant lose for zerg On August 16 2011 06:57 Techno wrote: Rules: ...
2. No excessive hyperbole. "There is nothing Zerg can do against this. This game is broken beyond repair. Blizzard are dumbasses." ...
Think about rules before posting. One thor can't kill 50 mutas, neither 1 hellion runby solves a game, in fact I have never seen a single hellion do anything to zerg. Yeah you should do that since that was your argument. you said 4 zerglings could kill a hellion if not microed. I did mine to refer to your argument which doesn't apply to the rules. so you should if anyone read the rules lol. 4 zerglings DO kill a hellion if not microed. 1 Thor DOES NOT kill 50 mutas even if they come one by one.
I have read the rules, don't embarrass yourself and do the same.
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On October 11 2011 06:04 WickedSkies wrote: Also, zerg can lose 30 workers in early/mid game due to hellion pressure and re-make them COMPLETELY in one cycle using 3 hatchs. Think of what will happen to terran or protoss losing their 30 workers. Hell, losing even 10 as a Terran is almost surely a lost game. So, my point is, zerg has a huge advantage when it comes to resource gathering. That is why usually we see zerg maxed out before other races and already banking huge amounts of resources.
Just quoting for others to enjoy the hilarity without having to wade through the entire wall of text. Yeah man, Terrans never win games after sustaining huge economic damage. Also, Zerg annually win ZvT after losing 30 drones to hellions...
Seriously, are we communicating across dimensions here? Do you hail from a world where the Zerg expansion came first, and there are 5 Terrans in Code S?
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On October 11 2011 07:05 WickedSkies wrote:Show nested quote +On October 11 2011 07:03 skrotcyk wrote:On October 11 2011 06:55 WickedSkies wrote:On October 11 2011 06:49 skrotcyk wrote:On October 11 2011 06:43 WickedSkies wrote:On October 11 2011 06:40 skrotcyk wrote:On October 11 2011 06:38 skrotcyk wrote:On October 11 2011 06:35 WickedSkies wrote:On October 11 2011 06:21 skrotcyk wrote:On October 11 2011 06:04 WickedSkies wrote:[quote] I disagree, sir, I believe zerg is overpowered in every matchup, especially in TvZ. Let me elaborate on the TvZ/PvZ matchups and why I believe zerg has too much of an edge. 1. Resources - Zerg has the possibility to choose whether to make fighting units OR drones. In theory that seems OK, it's always a tradeoff between being secure and being with booming ecomony. However, it is not always the case. The problem, as I see it, that in early game, terran or protoss can NEVER be sure if the zerg is heavily droning or not. Sure, you scout with your scv/probe but then you are cut off as first lings come out. In TvZ, If zerg decides to play it safe and go spawning first, you are cut off for a long time, at least until hellions are out. However, by the time hellions are out, he has queen+spine at entrance + speedlings, and what is worse, can even have an evolution chamber blocking the entrance OR even a roach warren which aims to pressure your expand. If you, as a terran, don't make marauder/bunkers at your entrance, you will lose. However, you can't go out and make the zerg create army units, because he might go for mass zerglings/roach/baneling and then you are stopped at the middle of the map and die to the counter. Scan seems a waste since you can scan only one of his bases and he might be hiding tech/armies and to get a proper read of his droning, you should scan his TWO bases, which is a terrible thing to do, since you might be even 20/30 workers behind (not kidding). Also, zerg can lose 30 workers in early/mid game due to hellion pressure and re-make them COMPLETELY in one cycle using 3 hatchs. Think of what will happen to terran or protoss losing their 30 workers. Hell, losing even 10 as a Terran is almost surely a lost game. So, my point is, zerg has a huge advantage when it comes to resource gathering. That is why usually we see zerg maxed out before other races and already banking huge amounts of resources. 2. Map control/Scout information Lings, tumors, overlords. That about sums it all. With proper creep/overlord spread, lategame zerg can NEVER, absolutely NEVER be surprised by drops or other type of harassment. Some might say that a marine or viking hunting for overlords can solve the overlord problem, but I completely disagree. Ever since mutalisks are out, vikings are just a waste, marines on watch towers also get killed by mutas/dirty cheap zerglings, and for cleaning tumors, terran has to scan continuously (not a good idea if you are 30 workers back) or make a raven, which means a starport with a techlab. As for scouting information, zerg can always sack an overlord/send a dirt cheap and super fast zergling to scout. I feel that creep tumors, overlords, zerglings give unsurpassed scouting advantage and map control to zerg in every matchup. 3. Cost effectiveness A roach is 75/25. A roach has 15 damage and with upgrade, is faster than stalker. A roach can burrow and move underground, while regenerating damage at such a rate that storm doesn't damage it. 2 Zerglings are 50. 4 Zerglings are 100. 4 Zerglings destroy an unmicroed hellion, stalker/marauder/reaper/zealot. While some will argue that nobody leaves their units unmicroed, I will argue that cost effectiveness is about the effectiveness of units to fend for themselves A baneling cost is 50/25. Baneling drop in an overlord CAN'T be stopped unless terran/protoss has more than 3 turrets/cannons or/and constant marine+stalker babysitting. If a baneling drop hits twice, the game is lost for terran/protoss. 2 properly placed baneling mines vs terran end the game. Only one second of non-attention and terran is dead. 2 properly placed fungal growths vs terran end the game. Only one second of non-attention and terran is dead. 4. Unlimited tech switch possibilities in late game In late game, zerg can seamlessly switch tech IMMEDIATELY, without building any infrastructure, without any tech paths, without creating a bunch of expensive buildings. Compare that to Terran or Protoss, who have to make huge investments in starports/factories/stargates etc in order to do late game tech switches and you will know what I mean. It is also a lot easier to find what tech is terran and protoss switching to if you just scout the buildings they have made. With zerg, you see a g.spire, an ultra den,infestation pit, baneling nest, roach warren and spawning pool. Unless you actually SEE The army that is coming out of the hatcheries, you will have no idea what you are fighting against. In addition, even if you scout this army, then defeat it in late game, nothing guarantees you that if you have defeated his ultras, he is not going to insta-remake in broodlords or some other stuff. In addition, harrass to zerg in late game doesn't seem to bother them that much, as even 50 drones killed can be instantly remade as long as the zerg has a standing army and feels secure. Compare that to terran or protoss where losing such an amount of workers to harass usually means the only chance you have is all-inning. Conclusion... I am aware that TL community players are mostly zerg and I will be trashed for that post. I am aware that zerg has harder mechanics and is more susceptible to cheese and other aggressive play. However, I am also acutely aware that I (a low-masters T player) and a friend of mine (semi high-masters Z player) switched races once so I can prove to him how much more powerful zerg is than Terran and in the bo7 we played, the Zerg (me) won four games. Neither me, nor him have ever played each other's race to that very moment and it can be highly subjective, but let's take a look at recent tournaments... To make you take me a bit more seriously here are some results of recent matches... + Show Spoiler +
GSL code A finals - ZvP (Z wins 3:0)
IEM - Idra vs Puma (Z wins 3:0)
IPL (IGN Proleague) - FXO Lucky (Z code A) vs MMA (T code S) 3:0 for Zerg
IPL (Stephano)
Qualifier: Stephano 2-0 Anypro (P) Stephano 2-1 Axslav (P) Stephano 2-1 MarineKing (T) Stephano 1:2 aLive (T) Stephano 2:1 Socke (P) Stephano 2:1 Revival (Z) Stephano 2:0 Puzzle (P) Stephano 2:1 Kiwikaki (P) Stephano 2:1 MMA (T)
Group Stage: Stephano 2:0 HuK (P) Stephano 0:2 aLive (T) Stephano 2:0 BoxeR (T)
Main Tournament: Stephano 2:1 Kiwikaki (P) Stephano 2:0 viOlet (Z) Stephano 2:1 Inori (P) Stephano 3:1 TheStC (T) Finals: Stephano 4:0 Lucky (Z)
8 protosses, 3 zergs, 5 terrans. Overall: 33 : 13 (71,74%)
Stephano 10:2 Koreans
u have so little knowledge of the game and the matchups i dont even know why u even bother think about balance I, sir, am open for discussion. You, sir, did not provide any arguments. I assume you feel a certain way about balance, but having no words behind your arguments, I will assume you are utterly and completely wrong, and a bit funny in my eyes. well basically all your arguments rely on that the terran/protoss are total scrubs and doesn't know how to play, i could make up these kind of arguments too about zerg but it seems pointless because they don't actually mean anything. I will assume you are completely biased and won't really understand how utterly retarded your arguments were. Where did i say in my arguments that terran/protoss players are scrubs that don't know how to play? I am not making up arguments, i am stating facts I see from the games i watch every day. And calling my arguments 'retarded doesn't mean you actually have any counterarguments. It just means you will be getting a ban soon  Have fun sir For instance: A thor can kill 50 mutas if not micro'd. 1 hellion run by and game is instant lose for zerg On August 16 2011 06:57 Techno wrote: Rules: ...
2. No excessive hyperbole. "There is nothing Zerg can do against this. This game is broken beyond repair. Blizzard are dumbasses." ...
Think about rules before posting. One thor can't kill 50 mutas, neither 1 hellion runby solves a game, in fact I have never seen a single hellion do anything to zerg. Yeah you should do that since that was your argument. you said 4 zerglings could kill a hellion if not microed. I did mine to refer to your argument which doesn't apply to the rules. so you should if anyone read the rules lol. 4 zerglings DO kill a hellion if not microed. 1 Thor DOES NOT kill 50 mutas even if they come one by one. I have read the rules, don't embarrass yourself and do the same.
maybe not 50 but that's not the point, let's say 20 if they attack move on a thor the thor would kill em since they stack up. stop embarrassing urself plz because im the one saying these kinds of arguments are silly while ur the one who think they are good and meaningsful.
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On October 11 2011 06:56 Shiori wrote:Show nested quote +On October 11 2011 06:49 aksfjh wrote:On October 11 2011 06:15 BeeNu wrote: I'd like to talk about how imbalanced Warp Prisms seem to be. Seriously, Protoss gets THE best drop harassment in the game.
Lets just look at gas costs for a second.
If Zerg wants to drop harass they must spend 100g on Lair, 100g on Overlord Speed, then another 200g on the Drop ability, 400 gas before they can even consider doing a drop.
Terran? 100g on Factory, 100g on Starport and then an additional 100 gas for every Medivac, at minimum this is 300 gas.
Protoss? Well let's see here, 100g for a Robo Facility. Yep. At the low low costs of 100 gas Protoss can endlessly drop through the entire game for nothing but minerals.
Hopefully it will be nerfed in the near future a la infestor buff-then-nerf. To throw more stats in the ring, according to www.sc2ranks.com, Terran has the least average points out of every league except GM, as well as the worst representation in platinum to masters leagues. The only signs of Terran dominance on ladder in the past ladder season is on the Korean ladder. It's been like this for awhile, but I remember it being like this at the end of last season as well. I know many people will say things like, "The only thing that matters is the tip top level of play!" However, you have to take into consideration suggested changes like MULE limitations or punishment of bad mechanics which will largely impact an already dwindling Terran playerbase much more than it will impact those with near impeccable macro already. Even on another level, it's not good to have a competitive race with no base cheering them on. Why play Terran if a majority of people cheer against you because nobody can play the race effectively at APMs below 300? that's a pretty silly reason to leave the top imbalanced.
You're missing the point. There's a lot of data pointing to Terrans actually having a harder time than the other races, and the ONLY contradicting evidence is GSL and Korean ladder. Even when Koreans participate in foreign tournaments, Korean Zergs are just as likely to win as Korean Terrans (sadly, Korean Protoss exposure outside of MC is lackluster at best). In the Korean weeklies, the split is quite nice for all races.
And that being said, EVEN IF Terran is OP at the top level, which there is no definitive way to know, there's a lot of reasons to take caution when attempting to correct that imbalance since Terran is having a hard time elsewhere. If the OP assumption is wrong and Terran is actually fine, but then it's nerfed anyways, then you just destroyed one race from the bottom up.
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On October 11 2011 07:03 WickedSkies wrote:Show nested quote +On October 11 2011 06:56 Shiori wrote:On October 11 2011 06:49 aksfjh wrote:On October 11 2011 06:15 BeeNu wrote: I'd like to talk about how imbalanced Warp Prisms seem to be. Seriously, Protoss gets THE best drop harassment in the game.
Lets just look at gas costs for a second.
If Zerg wants to drop harass they must spend 100g on Lair, 100g on Overlord Speed, then another 200g on the Drop ability, 400 gas before they can even consider doing a drop.
Terran? 100g on Factory, 100g on Starport and then an additional 100 gas for every Medivac, at minimum this is 300 gas.
Protoss? Well let's see here, 100g for a Robo Facility. Yep. At the low low costs of 100 gas Protoss can endlessly drop through the entire game for nothing but minerals.
Hopefully it will be nerfed in the near future a la infestor buff-then-nerf. To throw more stats in the ring, according to www.sc2ranks.com, Terran has the least average points out of every league except GM, as well as the worst representation in platinum to masters leagues. The only signs of Terran dominance on ladder in the past ladder season is on the Korean ladder. It's been like this for awhile, but I remember it being like this at the end of last season as well. I know many people will say things like, "The only thing that matters is the tip top level of play!" However, you have to take into consideration suggested changes like MULE limitations or punishment of bad mechanics which will largely impact an already dwindling Terran playerbase much more than it will impact those with near impeccable macro already. Even on another level, it's not good to have a competitive race with no base cheering them on. Why play Terran if a majority of people cheer against you because nobody can play the race effectively at APMs below 300? that's a pretty silly reason to leave the top imbalanced. The top will be imbalanced if there is terran domination at the top. Currently that is not the case at all. Let's take GSL Code S for example. 20 terran, 7 zerg and 5 protosses entered the tournament. In ro16 there enter 9 terrans (less than 50%), 6 zergs (LOL) and 1 protoss. GSL has been won by zerg more times than by terran. Protoss have also had their fair share of GSL wins. That, considering the huge number of terrans at the top, means only that the Zergs and Protosses have defeated more terrans to get their titles. Hence, high level Protosses and Zerg have higher W/L ratio than high levle Terrans overall, so if races should be nerfed, it should be zerg and toss. Hopefully, Blizzard will not do that, otherwise I forsee even more whining...
If u have 20 Terrans the most common matchup will be TvT, where a Terran is guaranteed to go down... So, u are clueless man =)
Zerg IS pretty strong atm actually, but that makes then get a 50 - 50 against terran at most.
Protoss is a joke =D 2 left in code S, and there was 12 in code A, 8 of then got knocked out first round to cry with the sad Zealot in Code B...
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On October 11 2011 07:07 skrotcyk wrote:Show nested quote +On October 11 2011 07:05 WickedSkies wrote:On October 11 2011 07:03 skrotcyk wrote:On October 11 2011 06:55 WickedSkies wrote:On October 11 2011 06:49 skrotcyk wrote:On October 11 2011 06:43 WickedSkies wrote:On October 11 2011 06:40 skrotcyk wrote:On October 11 2011 06:38 skrotcyk wrote:On October 11 2011 06:35 WickedSkies wrote:On October 11 2011 06:21 skrotcyk wrote: [quote]
u have so little knowledge of the game and the matchups i dont even know why u even bother think about balance
I, sir, am open for discussion. You, sir, did not provide any arguments. I assume you feel a certain way about balance, but having no words behind your arguments, I will assume you are utterly and completely wrong, and a bit funny in my eyes. well basically all your arguments rely on that the terran/protoss are total scrubs and doesn't know how to play, i could make up these kind of arguments too about zerg but it seems pointless because they don't actually mean anything. I will assume you are completely biased and won't really understand how utterly retarded your arguments were. Where did i say in my arguments that terran/protoss players are scrubs that don't know how to play? I am not making up arguments, i am stating facts I see from the games i watch every day. And calling my arguments 'retarded doesn't mean you actually have any counterarguments. It just means you will be getting a ban soon  Have fun sir For instance: A thor can kill 50 mutas if not micro'd. 1 hellion run by and game is instant lose for zerg On August 16 2011 06:57 Techno wrote: Rules: ...
2. No excessive hyperbole. "There is nothing Zerg can do against this. This game is broken beyond repair. Blizzard are dumbasses." ...
Think about rules before posting. One thor can't kill 50 mutas, neither 1 hellion runby solves a game, in fact I have never seen a single hellion do anything to zerg. Yeah you should do that since that was your argument. you said 4 zerglings could kill a hellion if not microed. I did mine to refer to your argument which doesn't apply to the rules. so you should if anyone read the rules lol. 4 zerglings DO kill a hellion if not microed. 1 Thor DOES NOT kill 50 mutas even if they come one by one. I have read the rules, don't embarrass yourself and do the same. maybe not 50 but that's not the point, let's say 20 if they attack move on a thor the thor would kill em since they stack up. stop embarrassing urself plz because im the one saying these kinds of arguments are silly while ur the one who think they are good and meaningsful. If 20 mutas on attack move get killed by a Thor, I will delete my TL account and stop playing SC2. If they don't, however, you know what to do. I repeat, stop EMBARRASING yourself.
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On October 11 2011 02:25 -Duderino- wrote: I think the game is balanced, definitely more than toss's let on. for the most part everyone agrees tvz is balanced so i'll talk bout tvp. First off i just want to adress these pro toss players ragging on terran. In the ipl panel with incontrol you heard him and mc "joke" about balance and talk about how op terran is, also in white-ra's game vs puma after he lost he wrote "terran too good" and there are tons of other examples. This might be done in a joking way but it is incredibly bm. It takes away from the skill of the terran player. It is these tosses saying ya you won but your terran so it doesn't count for anything and it has become the excuse of most pros. White ra the supposedly good manner guy, who i do like, got completely outplayed by puma (he engaged against puma with terrible positions and had his zealots funneled in behind mineral line) and the supposed balance issues toss talk about didnt even come into play in the game and he bm'd puma saying he won because he terran. The casters didnt say anything about bm and just kinda laughed it off... Idra takes alot of flak for being bm and i think these toss pros should also. Second i do think that there is a lack of top level toss pros compared to terran and zerg. Does anyone think MVP and Nestea are the best because they play strong races? if Mvp and Nestea played protoss from the start do you think they would be out of code s? i dont. MC is good but he doesnt compare to those two and he just got pwned by the nobody inori in pvp which i assume toss's will admit is balanced. Try imagine MVP or Nestea getting rolled in a mirror match up.....Toss just doesn't have any innovators like IMMVP or the slayers team for terran. There big innovator right now is creatorprime (althought im still not sure wat his innovation is lol) and we saw how bad his descion skills were in the gstl base race. No toss will ever accept this but i think one reason why there are so few in code s is because more better players play terran and zerg. As for the balance i feel that tvp is the hardest matchup for me at high masters level. espeacially late game. Vs toss you have to have insane macro, i actually do have to play at much higher speed vs toss than i do vs zerg and terran if i plan on going into the late game. Toss can just sit in there base and macro like a beast getting there 3/3 ups so fast. And late game toss is so hard to deal with. I can have the same economy and good production and ill will roll over there army only to charge ther base and have 15 chargelots and storms waiting for me. Also when toss has 5+ nexus they get so scary. ive had toss switch to having a carrier immortal archon composition in under 5 min. Terran has to rely on the same units the whole game and admitly they do good early and mid game but late game they just dont stack up to these crazy toss composition. Some points about toss balance that i dont ever hear are: Toss has advantage over terran on big maps, they can 4 gate, or 6 gate as if it was on steppes of war for a terran they dont have to worry about the distance between bases cuz they warp in at the terran base. so terran and zerg lose there natural defenders advantage because toss reinforcements are arriving at the same time as the defenders. Another point is dts are pretty good. It used to be that as terran you defended dts you were suppose to go atk them because they invested so much into the dts so you have a bigger army. but now if the dts dont give an auto win they still provide a great transistion into archons chargelots. so terran can have turrents in base and natural, completely shut down the dt harass, and then take ther big army over to the toss base only to be rolled by archons cuz we have no ghosts. This is the equivliant to terran going cloack banshees, toss having an observer out, and terran saying its cool i can merge my two banshee into a battlecruiser. Also ghosts are much harder to use then toss knows. archons are big units and everygame it feels like im hitting perfect emps but the archons shields are still full and i obviously missed them or ill try to hit two archons at once and it fails. and you pretty much have to land an emp on every archon or they are just to good. and while your aiming you got the the toss army charging you, literally, so you have to micro back against the chargelots while throwing emp and god forbid they have collosi too. Also you never see toss targeting down ghosts toss will engage with there army and have ther high templar roll in from the back and terran will have to send ther ghosts to the front to get emps off b4 the templar gets storm off and i would think at pro level there wuld be skilled enough players to pull templar back when ghosts come foward and have archon or collosi snipe ghost.
overall i think toss could be playing pvt much stronger than are today and i think they will start to here soon. I feel like they need to play more like zerg in zvt. busting out flanks and whatnot toss should be using ther charge lots like zerglings and try to get surronds more often. and i have yet to see a toss effectivly use high templar in a warp prism to negate emp(this goes back to my earlier point about lack of godly toss pros) with the speed upgrade i just cant see how hard it could be to do and i dont think it is beyond the skill of toss players. Finally has toss seen what terran pros do vs banelings, fungals, and storms?? Its called a split terran pros can actually win vs banelings and infestor by using just marines. They split there army up into a ton of small groups so when the instant cast of fungal or storm comes it doesnt hit there whole army. Ive never seen a toss show the micro skill of MKP who or even select lol yes toss has a slower army but comon throw a little micro into your fights( terran even splits thors if they are goin mech vs banes). Emp has a pretty small aoe. Maby toss could try to do this vs the instant cast of emp?(and i dont mean just sit ther with all your units spread out then form into a ball as soon as the atk starts. Sit ther spread out by all means but when you know emps coming start mimicking the skill of terran players and throw units all over and into a big arc and atk after only a portion of your army was emped.)
I keep hearing these garbage arguments about toss not having a MVP/Nestea. MVP was knocked into Code A not long ago, with MC rocking out almost every tournament, before the stupid 20 second gateway nerf that screwed the race for good.
I want you to try playing toss and try microing forcefield and blink the way that MC did vs. Sen's baneling bombs in NASL. You are either a troll or a scrub who never plays protoss. I'm sorry but 1-s, 1-s, 1-s is not so hard, and neither is unit spread or baneling spread, just look at all the scrubs on youtube playing marine split challenge. Takes roughly 30 minutes of practice with patrol splits on a different hotkey.
I hate people who use the just get better argument; which is ridiculous; and the same crap was told to zerg players when their race was underpowered. I watch GSL code S and watch matches such as Virus v. Huk where one guy clearly outplayed and outclassed the other and still lost.
Your argument is circular and frankly, it's stupid. You can always make that argument, i could argue that people who play toss are vastly superior in skill to people who play Terran, and that it if the races were balanced, Terrans would win exactly 10% of all match ups, because they are just that bad. We would never know because we can't put everything into a science beaker and run tests, what we do know is that there is a somewhat healthy mix of races at the second highest level of SC2, but at the very top, it is heavily shifting towards mostly Terrans. That is similar to a company with a very diverse group of workers, but with all white managers. Something seems off, and that i why we balance.
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splitting stimed marines/marauders are not even close to spliting the slow as hell zealots (and how the hell are they supposed to surrond anyone??? Marines/Marauders can kite then even with charge), or the big fat ass Stalkers...
Stalkers actually are usually split, but with blink.
Whitera showed us what you can do with warp prims this weekend, until TheStc destroyed him. Prism play is quite good but not even close to making Protoss competitive again. Maybe warp gate research should be buffed a little bit again, a lot of Toss problems are because of the very fragile early game.
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On October 11 2011 05:55 Cyber_Cheese wrote:Show nested quote +On October 11 2011 05:10 Archile wrote:On October 11 2011 02:25 -Duderino- wrote:
overall i think toss could be playing pvt much stronger than are today and i think they will start to here soon. I feel like they need to play more like zerg in zvt. busting out flanks and whatnot toss should be using ther charge lots like zerglings and try to get surronds more often. and i have yet to see a toss effectivly use high templar in a warp prism to negate emp(this goes back to my earlier point about lack of godly toss pros) with the speed upgrade i just cant see how hard it could be to do and i dont think it is beyond the skill of toss players. Finally has toss seen what terran pros do vs banelings, fungals, and storms?? Its called a split terran pros can actually win vs banelings and infestor by using just marines. They split there army up into a ton of small groups so when the instant cast of fungal or storm comes it doesnt hit there whole army. Ive never seen a toss show the micro skill of MKP who or even select lol yes toss has a slower army but comon throw a little micro into your fights( terran even splits thors if they are goin mech vs banes). Emp has a pretty small aoe. Maby toss could try to do this vs the instant cast of emp?(and i dont mean just sit ther with all your units spread out then form into a ball as soon as the atk starts. Sit ther spread out by all means but when you know emps coming start mimicking the skill of terran players and throw units all over and into a big arc and atk after only a portion of your army was emped.) I make it a point in my play to make sure i send out a single ht out to feedback ghosts, but theoretically, with the range of EMP and the aoe feature, a high templar should never get a feedback on a ghost. What ive noticed is that the best way to deal with this is relying on either A: hiding your templar so they dont get EMP'd B: using a warp prism with speed, which is kinda risky because a couple vikings and ur screwed And even if you pull off these correctly the EMP's still do a lot of shield damage to the protoss. I think that a good way to even out this would be to A: increase range of feedback by 1 Sideaffects:none i can think of, it just makes the ghost/ht wars more even and control reliant B: condense the time Psi Storm takes to deal its damage. Sideaffects: this could result in some problems because EMP can only drain shield, but still, having an instant cast spell that can kill archons and weaken zealots like EMP, or even a spell that is instant cast like fungal, i think gives an unfair advantage to both Terran and Zerg. I'm not asking Psi Storm to be instant cast, im asking to maybe condense the damage into 2/3 of the normal time or somthing Storm doesn't need more power. I believe the problem lies more in the ghosts end. Cloak + EMP = wtf Rather than a raw increase in storm damage or dps, I'd suggest a rework of the spell to do a greater portion of its damage sooner, and taper off at the end. Still 80 total damage over 4 seconds, but front-loaded. While this means it would kill seedlings faster, I believe the benefit to PvT would outweigh the damage to ZvP.
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Actually, could they make Gateway units produce at their normal recruitment time? Right now there's no way for Protoss to do anything until Warp Gate research kicks in.
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On October 11 2011 02:25 -Duderino- wrote: overall i think toss could be playing pvt much stronger than are today and i think they will start to here soon. I feel like they need to play more like zerg in zvt. busting out flanks and whatnot toss should be using ther charge lots like zerglings and try to get surronds more often. and i have yet to see a toss effectivly use high templar in a warp prism to negate emp(this goes back to my earlier point about lack of godly toss pros) with the speed upgrade i just cant see how hard it could be to do and i dont think it is beyond the skill of toss players. Finally has toss seen what terran pros do vs banelings, fungals, and storms?? Its called a split terran pros can actually win vs banelings and infestor by using just marines. They split there army up into a ton of small groups so when the instant cast of fungal or storm comes it doesnt hit there whole army. Ive never seen a toss show the micro skill of MKP who or even select lol yes toss has a slower army but comon throw a little micro into your fights( terran even splits thors if they are goin mech vs banes). Emp has a pretty small aoe. Maby toss could try to do this vs the instant cast of emp?(and i dont mean just sit ther with all your units spread out then form into a ball as soon as the atk starts. Sit ther spread out by all means but when you know emps coming start mimicking the skill of terran players and throw units all over and into a big arc and atk after only a portion of your army was emped.) Ok, I could poke holes through your whole wall of text but its too damn long and wallful, so here's this portions annotated by yours truly.
1. Flanking in PvT wouldn't function like it does in ZvT for a couple of reasons. First, T is faster than P (while Z is faster then T). Terran can usually walk away even with a great flank. Second, the P army MUST stay together. It is so much stronger as a whole than a part, the opposite is true for ling armies. They want to split stuff up.
2. Several toss us the prism HT tactic. MC does it, Hero does it, Huk does. There could be a ton of reasons they don't always do it, for example, MC mismicro'd once and lost the game because of this strategy at IE.
3. Complaining the protoss doesn't split, move speed is everything. Stimmed marines are much faster than protoss units. Additionally your attitude that protoss don't micro is ridiculous. Blink, FF, and just general army control is what make people cry night and day about "P op". Additionally, P do pre split their army against AOE. The problem is 10 emps can hit a spread army twice and still have a few left over.
Its like you don't even play this game.
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On October 11 2011 06:04 WickedSkies wrote:Show nested quote +On October 11 2011 02:25 -Duderino- wrote: I think the game is balanced, definitely more than toss's let on. for the most part everyone agrees tvz is balanced so i'll talk bout tvp. I disagree, sir, I believe zerg is overpowered in every matchup, especially in TvZ. Let me elaborate on the TvZ/PvZ matchups and why I believe zerg has too much of an edge. 1. Resources - Zerg has the possibility to choose whether to make fighting units OR drones. In theory that seems OK, it's always a tradeoff between being secure and being with booming ecomony. Stuff 2. Map control/Scout information Stuff 3. Cost effectiveness Stuff 4. Unlimited tech switch possibilities in late game Stuff Conclusion... I am aware that TL community players are mostly zerg and I will be trashed for that post. I am aware that zerg has harder mechanics and is more susceptible to cheese and other aggressive play. However, I am also acutely aware that I (a low-masters T player) and a friend of mine (semi high-masters Z player) switched races once so I can prove to him how much more powerful zerg is than Terran and in the bo7 we played, the Zerg (me) won four games. Neither me, nor him have ever played each other's race to that very moment and it can be highly subjective, but let's take a look at recent tournaments...
Okay how is anything about what you're saying different from brood war. Different races play differently. You just pointed out a lot of advantages that zerg has. You can honestly make that kind of list for all the races. The races aren't supposed to play the same.
All races have issues with scouting. All races can have difficulty with map control, and all races have insane lategame stuff. I have no idea what you're talking about with cost effectiveness though. Just look at the army lost tab sometime.
And the counter to baneling drops is just reaction time. There was that crazy Morrow vs HasuObs game where he avoids like 10 baneling drops with just reaction timing.
Stephano 10:2 Koreans
That included 4:0ing a korean zerg you know. It's not like he's some scrub. He fended off several cheeses, and played solidly every friggin' game. Man, why do people insist on reducing awesome plays down to shitty imbalance talks. Stephano had some of the sickest games of all IPL, and all you do is whine about it.
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Since your case is primarily one of game design, I'll go ahead and mention a couple of balancing arguments.
On October 11 2011 06:04 WickedSkies wrote: I disagree, sir, I believe zerg is overpowered in every matchup, especially in TvZ. Let me elaborate on the TvZ/PvZ matchups and why I believe zerg has too much of an edge.
1. Resources - Zerg has the possibility to choose whether to make fighting units OR drones. In theory that seems OK, it's always a tradeoff between being secure and being with booming ecomony.
However, it is not always the case. The problem, as I see it, that in early game, terran or protoss can NEVER be sure if the zerg is heavily droning or not. Sure, you scout with your scv/probe but then you are cut off as first lings come out. In TvZ, If zerg decides to play it safe and go spawning first, you are cut off for a long time, at least until hellions are out. However, by the time hellions are out, he has queen+spine at entrance + speedlings, and what is worse, can even have an evolution chamber blocking the entrance OR even a roach warren which aims to pressure your expand. If you, as a terran, don't make marauder/bunkers at your entrance, you will lose.
However, you can't go out and make the zerg create army units, because he might go for mass zerglings/roach/baneling and then you are stopped at the middle of the map and die to the counter. Scan seems a waste since you can scan only one of his bases and he might be hiding tech/armies and to get a proper read of his droning, you should scan his TWO bases, which is a terrible thing to do, since you might be even 20/30 workers behind (not kidding).
Also, zerg can lose 30 workers in early/mid game due to hellion pressure and re-make them COMPLETELY in one cycle using 3 hatchs. Think of what will happen to terran or protoss losing their 30 workers. Hell, losing even 10 as a Terran is almost surely a lost game. So, my point is, zerg has a huge advantage when it comes to resource gathering. That is why usually we see zerg maxed out before other races and already banking huge amounts of resources.
This is simple. Zerg players choose to focus very heavily on their economies, especially early (as the payoff is essentially exponential), because the Zerg armies are monstrously cost-inefficient. Keep an eye on the units/resources lost tab, it is usually pretty disparate. This inefficiency is why the common wisdom is that a Zerg on even bases is absolutely dead.
A lot of the gripes here are about information, so we'll save that for the next part.
On October 11 2011 06:04 WickedSkies wrote: 2. Map control/Scout information
Lings, tumors, overlords. That about sums it all. With proper creep/overlord spread, lategame zerg can NEVER, absolutely NEVER be surprised by drops or other type of harassment. Some might say that a marine or viking hunting for overlords can solve the overlord problem, but I completely disagree.
Ever since mutalisks are out, vikings are just a waste, marines on watch towers also get killed by mutas/dirty cheap zerglings, and for cleaning tumors, terran has to scan continuously (not a good idea if you are 30 workers back) or make a raven, which means a starport with a techlab. As for scouting information, zerg can always sack an overlord/send a dirt cheap and super fast zergling to scout. I feel that creep tumors, overlords, zerglings give unsurpassed scouting advantage and map control to zerg in every matchup.
Lings, tumors, and overlords are the 3 most fragile "units" in the game. Just look at what a hellion does in TvZ, or phoenixes in PvZ. Creep is cleaned up for free by any army carrying detection (dunno why Terrans can't be bothered to fit a Raven or two into armies, even solely for this task). Lings are only durable enough to hold map positions in gigantic groups, and are even then not worth using for that purpose. Overlords don't have an attack and are sloooooooooooooooooooow. There's nothing Zerg can put on the map that doesn't die easily.
Really, your point boils down to Mutas. However, realize that your complaint with Zerg's map presence centers on the muta, then please re-evaluate.
On October 11 2011 06:04 WickedSkies wrote: 3. Cost effectiveness
A roach is 75/25. A roach has 15 damage and with upgrade, is faster than stalker. A roach can burrow and move underground, while regenerating damage at such a rate that storm doesn't damage it. 2 Zerglings are 50. 4 Zerglings are 100. 4 Zerglings destroy an unmicroed hellion, stalker/marauder/reaper/zealot. While some will argue that nobody leaves their units unmicroed, I will argue that cost effectiveness is about the effectiveness of units to fend for themselves A baneling cost is 50/25. Baneling drop in an overlord CAN'T be stopped unless terran/protoss has more than 3 turrets/cannons or/and constant marine+stalker babysitting. If a baneling drop hits twice, the game is lost for terran/protoss. 2 properly placed baneling mines vs terran end the game. Only one second of non-attention and terran is dead. 2 properly placed fungal growths vs terran end the game. Only one second of non-attention and terran is dead.
Ok, these are silly points, I can make up doomsday scenarios too. ~3 well-microed hellions kill infinity lings ~Baneling drops are slower, more expensive, and less likely to do anything than marines in medivacs. ~Terran has plenty of options when it comes to killing large groups of cheap units, like tanks. ~Marauders are worth vastly more than 25 minerals more than Roaches. ~MMM is spectacularly cost-effective, against any non-infestor composition. Ghosts can be added as needed to deal with the infestors. I cringe when Terrans gripe about cost effectiveness
On October 11 2011 06:04 WickedSkies wrote: 4. Unlimited tech switch possibilities in late game In late game, zerg can seamlessly switch tech IMMEDIATELY, without building any infrastructure, without any tech paths, without creating a bunch of expensive buildings. Compare that to Terran or Protoss, who have to make huge investments in starports/factories/stargates etc in order to do late game tech switches and you will know what I mean.
It is also a lot easier to find what tech is terran and protoss switching to if you just scout the buildings they have made. With zerg, you see a g.spire, an ultra den,infestation pit, baneling nest, roach warren and spawning pool. Unless you actually SEE The army that is coming out of the hatcheries, you will have no idea what you are fighting against. In addition, even if you scout this army, then defeat it in late game, nothing guarantees you that if you have defeated his ultras, he is not going to insta-remake in broodlords or some other stuff. In addition, harrass to zerg in late game doesn't seem to bother them that much, as even 50 drones killed can be instantly remade as long as the zerg has a standing army and feels secure. Compare that to terran or protoss where losing such an amount of workers to harass usually means the only chance you have is all-inning.
This goes back to the first point I made. Zerg has tools that can be effective against enemy army compositions, but the Zerg "counter" armies are extremely fragile against other armies. To build on your example, if Terran has marine/tank, and Zerg goes BL/infestor to counter, then Terran adds Vikings, Zerg must either make the epic switch to something else or die. I realize that this gets circular, but the cost-inefficient Zerg units (combined with generally more flexible armies for T or P) mean that the tech switches must be cheaper than the opponent's.
What's more, there isn't much room for creativity in Zerg compositions. Terrans have realized this and started recognizing tech progressions as they are happening. That's why we see vikings built before BLs are out, and barracks w/ tech labs ready to make marauders
These switches, of course, aren't completely free. Zerg has to have the resources and larva ready for the 300/200 engagement ahead of time
point 4 TL;DR: Zerg tech switches put a lot of strain on the opponent, you'll hear no argument from me against that. However, it is unreasonable to require more from a Zerg to win a game than from any other race.
That Zerg usually can make these switches is testament to the quality and preparation of the Zerg player, much more so than any imbalance in design.
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On October 11 2011 01:12 Elean wrote:Show nested quote +On October 10 2011 22:41 Belial88 wrote:
Blizzard even said it was completely broken. How is it even an argument that archon toilet is OP or not?!? The whole point of BL/Infestor is that it's SUPPOSED to be difficult to deal with, and in the end-game remaxing on lings or roaches isn't useful against a Protoss deathball. There HAS to exist a composition that kills any kind of army, and VR/Colossi/HT easily deals with it, and yea, it's supposed to be hard to deal with.
It's really obnoxious when people say "zerg is supposed to lose, just remax yo" because you have to actually do LOTS of damage with your first army or otherwise you'll be rolled over by an unstoppable force.
Exactly, everything is no meant to disaper in 3 colossus shots. Infestor/broodlords is extremely expensive, extremely slow, and extremely far on the tech tree. So yeah, it should be difficult to deal with in a straight fight, especially with spine crawlers support
Let's take Stephano vs Kiwikaki as exemple again, just look the difference in army values, 8k/6k for Stephano Against 5k/3k for Kiwikaki (see image in spoiler) + Show Spoiler +Stephano has almost twice what Kiwikaki has, with 15 spines on the field (He only kept 3 in his bases). Later in the game, Stephano Reach 10k/7k+ for only 180 supply (while Kiwikaki is at 8k/6k). And Mothership/Archon/Colossus is extremely cheap, extremely fast, and extremely low on the tech tree? Have you tried microing such that not all of your units will be sucked into 1 (max 2) vortex? Have you tried switching to Ultralisks when you see a Mothership?
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Banelings 400 damage holy crap!
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Reaper is an amazing unit. Sure it has an extremely limited role, but I don't think any other unit in the game can do so much damage and always pay for itself, guaranteed, and then also be capable of doing so much damage. If Terran goes 1 rax reaper expand, there's nothing Zerg can do against it. There's no busts you can do, but I'm not talking about that, I'm just talking about the fact that the reaper gets a full scout off, and will kill a few lings or drones, always, or at least deny mining. It's just such an efficient unit. Whereas, say, hellions can be denied and be killed, and so can banshees (which are very expensive).
I've also seen Terran go 5 rax reaper against Masters+. It's kind of a cheesy built, but it looks like a reaper expand and if Zerg didn't get roaches and played macro, they will instantly die to 20 reapers. Kind of a funny cheese. I'm just saying the reaper has a very limited, but amazing role. You have no idea how much Zerg would love to have a reaper, or Protoss.
Also, zerg can lose 30 workers in early/mid game due to hellion pressure and re-make them COMPLETELY in one cycle using 3 hatchs. Think of what will happen to terran or protoss losing their 30 workers. Hell, losing even 10 as a Terran is almost surely a lost game. So, my point is, zerg has a huge advantage when it comes to resource gathering. That is why usually we see zerg maxed out before other races and already banking huge amounts of resources.
I assure you, Zerg will *always* lose to someone competent if they lose 30 workers before the 15 minute mark. The same isn't true about Terran. That said, I've seen plenty of mid masters and lower games where Zerg won against a bad opponent. But you are just outright wrong.
Roaches also take up an inordinate amount of supply for balance reasons (they are more appropriate as 1 supply but that lead to roach rushes every.single.game in the beta that were always impossibly difficult to hold), and maxing out on lings is like maxing out on marines or zealots, the other races can hit 200/200 very quickly too if they only make t1 units.
As for banking money, bad macro is bad macro. I don't know why you think that a zerg having bad macro is a good thing.
2. As for map awareness, Zerg has a lot of utility in it, but it requires good play for them to do so (creep spread, overlords, etc). There are even code S players who don't spread overlords properly (leenock, july, etc). That said, with proper pressure you can always drop even if there are mass mutas because you are forcing an engagement where the mutas are needed. Also, it's also a huge vulnerability, you can always just kill the overlords. There's nothing stopping Terran or Protoss from making depots/pylons all over the map in the same fashion.
It's because Terran and Protoss have things like cannons and PF's, and Zerg can make infinite spines and they still won't prevent 2 dropships from killing a hatchery in 10 seconds. Zerg lacks static defense, and is expected to use their army to defend drops, which has more speed than the other races. Don't confuse game design with balance.
3. It's really obnoxious when people talk about cost effectiveness. 1 siege tank, 1 colossi, a few sentries, changes the entire equation. If cost effectiveness is everything, why don't Zerg just mass roaches and always win, or why doesn't Terran just make only marines in TvZ? Oh yea, because it's really stupid against someone competent (all lolmassmarine jokes aside, marines are terrible on their own). How about you mention the fact that Roach/hydra/Corruptor has zero cost efficiency against a VR/Colossi deathball? Oh, because that's complicated and the game is much more than roach>stalker.
4. So Zerg can remax on Roaches instead of zerglings. Really useful in the end-game when the opponent is massing t3 insane armies. Zerg remaxing and tech switching is not nearly as useful as people make it out to be, that's why you rarely see someone go from one composition to another in any game. Sometimes you see a Zerg open roaches and is actually upgrading melee to 2/2 and not missile attacks, but it's never an 'instant' switch. For Zerg to 'tech switch' it requires a long time of deliberation and planning, and all to tech to units that are all crap anyways.
I'm not QQing by that, what I mean is that in general, Zerg units are weaker than P/T counterparts.You know, the whole 'zerg is a swarm, protoss is super strong, terran is middle ground and has strong defence" of the races thing. If you mean remaxing on Ultras after losing your army of 20 broodlords, you should realize how much supply these things suck up and money they cost.
8 Broodlords cost 2k in gas. You rarely see pro players bank more than 1k gas even when they mine out the entire map (Stephano vs Kiwi for example), and usually no more than 300 at any time in the game. Also, 125 supply means you can have about what, 10 broodlords, 20 roaches, and a few infestors or hydras, with about 90 supply sucked up in drones/queens. So whoopdedoo, we can remax on 40 roaches, or 15 ultras, against opponents who can make extremely supply efficient armies when cost efficiency doesn't mean jack shit anymore.
Again, I'm not saying Zerg is UP at all here. I'm simply saying you're wrong.
I'm glad you beat your mid-masters friend and used those games to form opinions on balance (let me guess, in none of the games neither of you made glaring macro mistakes or made a blunder like letting lings run in, and they were all super long macro games rather than stupid shit like proxies or rushes or baneling busts?), but I'd argue that Terran is the harder race to play, not Zerg.
Also, posting results of tournaments to back-up balance claims is just asinine, and is exactly what Protoss QQers are doing (they are counting games like Losira vs Anypro, or games like Oz where he tried to proxy 2 gate and in another game tried to hide an expansion by taking a super fast third and both times failed). But, I would like to point out to you that Terran is actually owning Zerg in the tournaments recently.
Do I think ZvT is Terran OP because of this? Fuck no, I personally think the match-up is extremely balanced, if not Zerg favored (for reasons other than what you said though). But tournament results, as opposed to the actual games, is a horrible way to gauge balance, and even then, Zerg is the one losing. Which I stress, again, means absolutely shit-all, but according to your logic, should prove that your wrong. To yourself, I guess.
I, sir, am open for discussion. You, sir, did not provide any arguments. I assume you feel a certain way about balance, but having no words behind your arguments, I will assume you are utterly and completely wrong, and a bit funny in my eyes. And yeah, your arguments are just invalid, cause they are not there.
The reason this balance thread is here is to spark a discussion about balance. An argumented discussion, where people say stuff and then defend it. I know you are in the Idra fanclub and have a warm fuzzy feeling towards zerg, but that warm and fuzzy feeling you should express to Idra in a letter, and not blindly defend the race. I don't know why you even bother posting such a post. This is TL, we discuss stuff, we talk about things. Simply denying what I said without saying why doesn't make you cool, makes you lose credibility. Think about this before embarrassing yourself next time.
Nice post. I actually agreed with that guy that said 'u kno nothin about balance', but I do think the way he said it was asinine and he should've probably just kept his mouth shut. I mean, some of what you said did sound so .... ahem, bad, that my initial reaction was to agree with him and maybe even post the same thing lol. But I agree with this post, and I hope you read my post and react to my counter-arguments.
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