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On October 12 2011 05:19 Lord_J wrote:Show nested quote +On October 12 2011 03:53 Belial88 wrote:Has it occurred to you that these Protoss players are taking crazy risks that wind up being "blunders" because, in their professional experience, trying to play standard against the highest level of Zerg opposition will give them an even lower chance of winning? This is one of the most... ridiculous, comments I come across when I present my argument. First off, MC didn't do anything crazy. He moved out, walled in with a pylon, and the pylon was in the wrong spot. His colossi were rallied to the Zerg's base. These weren't risks, these were mistakes. As for cheesing, that's also ridiculous. People do it against players they know are better than them, like Oz vs Curious, but to say Protoss can't play a macro game or play in end-game is a joke. Please, there are a million ZvP's out there over 20 minutes and Protoss wins or it's a close game. Don't say something so ridiculous. And if you really believe that, please, provide some examples and evidence to back it up. I've heard Terran players say that they can't play against Zerg in end-game too, and so therefore must resort to 1 base cheese to stand a chance. Perhaps we're talking past each other. I don't disagree that MC's recent play has been poor, and says little about any possible imbalance in ZvP. On the other hand, I don't think you can appropriately dismiss the extremely high prevalence of cheesing among top Protoss players against top Zerg players so easily. Are you suggesting that, by some cosmic coincidence, the top Protoss players in Korea are just less skilled than the top Zerg players? If so, then you argument is nothing but improbable conjecture, so I'm afraid there's little to discuss. If not, then the top Protoss players' recurring decisions to resort to cheese suggest they know something that you or I don't: namely, what the outcome of the game would likely be if they did not cheese. Nor does your "million ZvP's" where Protoss play a macro style and win or have a close game suggest to the contrary, since very few of them indeed of them are played against the caliber of Zerg opposition that Protosses playing PvZ in the GSL are up against. It may be that an imbalance, if any, exists only at this absolute highest level of professional play and not at the level of play that those million games were played at; indeed, I would tend to agree that the evidence points away from any significant imbalance at lower levels of play. Since there are relatively few games at that level that we have to draw on as evidence, I don't think we can yet draw any firm conclusions on balance there one way or the other. You are right to point out that the struggles of a few players or a few anomalous games could easily swing the pendulum in the direction of suggesting imbalance where none existed. It is not proper reasoning, however, to merely dismiss claims of a possible imbalance by arguing that players lost because they cheesed whilst ignoring the very substantial possibility that they chose to cheese precisely because they were trying to overcome an imbalance in the matchup--whether real or perceived. To really get to the heart of the question will require more time and more games than we have at this point, and there's a significant probability that intervening changes, be it through patches, changes to maps, or the discovery of some previously unrefined strategy will moot the issue. For now, however, it strikes me as equally disingenuous to suggest that we can know there is no imbalance as it is to say that we can be certain there is one.
Great post, although it does seem like you are using long words for the sake of it. Agree completely.
On October 12 2011 04:50 xAPOCALYPSEx wrote: Okay, I see what others are saying but I still think Protoss would be too weak without that forcefield, especially vs something like a 5RR or 7RR, unless you maybe make cybercore build time shorter and make sure that forcefield research time is shorter. This is even more true because zealots, while having 10 extra shields, would do 2 less damage per shot and stalkers, even with an extra 2 damage per shot, I feel it wouldn't change things too much from now, holding off a 7RR without forcefields.
The Zealot would have 1 more damage per shot, which means an equivalent of 2 more damage per shot, seeing as they do x2 damage.
http://wiki.teamliquid.net/starcraft2/Zealot
The whole point of a 7RR is to finish just before Warp Gate finishes. If the research time for Forcefield is less than that of a Warp Gate, the whole problem vanishes, and anything earlier than a 7RR cuts enough on workers to make it worth building a Forge + cannons to defend.
On October 12 2011 04:50 xAPOCALYPSEx wrote:Another thing that may be kinda weird with this is it allows insane scouting so early on for P. I guess one could make an argument for it being equivalent to scan/suicide overlord, but I don't think it really is. If you didn't have to research hallucination, I feel it'd put P scouting miles ahead of Z and T, especially because T has to use their 'maphack' in lieu of a MULE which is a vital part of their economy, and their drops would come much later. Properly micro'd, I feel it would basically allow P to permanently have vision of the opponent's base, and if the opponent decided to do something about it, it would cost a ridiculous amount of money or patrolling units, etc etc. Well more so than should be required for just denying early scouting anyways.
Hallucination costs 100 energy. A Sentry starts with 50 energy, which means that it will take 80 ingame seconds after building for it to be able to make a Hallucination (energy regen = 0.625 energy/in game second), or 1 minute and 20 seconds. The earliest feasible Sentry to get out will be around 5 minutes in game (4gate attacks around 6minutes, sometimes slightly earlier). Add a minute and a bit on to that and you have a timing quite close to the early Observer in a 1gate Robo PvT build. That means that the earliest possible Hallucination for Protoss WITHOUT using Forcefield AT ALL early on will be around 6 minutes 30 seconds. And that leaves you directly open to an attack if your opponent has any army at all.
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On October 12 2011 03:39 Celadan wrote:Show nested quote +On October 12 2011 03:32 xAPOCALYPSEx wrote:On October 12 2011 01:59 SeaSwift wrote: On Protoss, all I think the Warp Gate mechanic needs is a shunt through to Twilight Council along with a slight research time increase and then Gateway units (particularly Stalkers) can be buffed to a decent level.
So:
Warp Gate -> Twilight Council + Build time increase Zealot -> +10 shields, 9(*2) damage Stalker -> 12 damage (+4 to armoured) Sentry -> Forcefield should then become researchable at Cybernetics Core and Hallu should come standard.
I don't really see any major problems with this idea, please enlighten me ^_^ Interesting.... This'd never work. Without fast forcefields, P would die to so many different rushes from every race. you get the best scouting in the game if that change was implemented.......!
So you get to see the rush that is going to kill you coming that much earlier and not be able to stop them from coming into your main?
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On October 12 2011 07:58 Plansix wrote:Show nested quote +On October 12 2011 03:39 Celadan wrote:On October 12 2011 03:32 xAPOCALYPSEx wrote:On October 12 2011 01:59 SeaSwift wrote: On Protoss, all I think the Warp Gate mechanic needs is a shunt through to Twilight Council along with a slight research time increase and then Gateway units (particularly Stalkers) can be buffed to a decent level.
So:
Warp Gate -> Twilight Council + Build time increase Zealot -> +10 shields, 9(*2) damage Stalker -> 12 damage (+4 to armoured) Sentry -> Forcefield should then become researchable at Cybernetics Core and Hallu should come standard.
I don't really see any major problems with this idea, please enlighten me ^_^ Interesting.... This'd never work. Without fast forcefields, P would die to so many different rushes from every race. you get the best scouting in the game if that change was implemented.......! So you get to see the rush that is going to kill you coming that much earlier and not be able to stop them from coming into your main?
Exactly! The whole point of early sentries (ex. 3 gate) is either to A: be able to live through frontal attacks B: trap your opponent and kill him (like if you did a 2 gas, 30 probe 4 gate) Protoss openings would either almost always get killed by allins (3rax scv pull) or would get reworked to somehow defend them (10gate? cannon at front?) lol
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On October 12 2011 08:06 Shebuha wrote:Show nested quote +On October 12 2011 07:58 Plansix wrote:On October 12 2011 03:39 Celadan wrote:On October 12 2011 03:32 xAPOCALYPSEx wrote:On October 12 2011 01:59 SeaSwift wrote: On Protoss, all I think the Warp Gate mechanic needs is a shunt through to Twilight Council along with a slight research time increase and then Gateway units (particularly Stalkers) can be buffed to a decent level.
So:
Warp Gate -> Twilight Council + Build time increase Zealot -> +10 shields, 9(*2) damage Stalker -> 12 damage (+4 to armoured) Sentry -> Forcefield should then become researchable at Cybernetics Core and Hallu should come standard.
I don't really see any major problems with this idea, please enlighten me ^_^ Interesting.... This'd never work. Without fast forcefields, P would die to so many different rushes from every race. you get the best scouting in the game if that change was implemented.......! So you get to see the rush that is going to kill you coming that much earlier and not be able to stop them from coming into your main? Exactly! The whole point of early sentries (ex. 3 gate) is either to A: be able to live through frontal attacks B: trap your opponent and kill him (like if you did a 2 gas, 30 probe 4 gate) Protoss openings would either almost always get killed by allins (3rax scv pull) or would get reworked to somehow defend them (10gate? cannon at front?) lol
doing a SCV marine push is cool in theory, but on a real map or with scouting you should be able to prepare for it. Close position shattered everyone has a hard time against terran because of blizzards bad design, not imbalance.
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I've been building up for this rant for a while now. Post is a little messy, sorry about that.
The game balance is past nerfing/buffing units, that's not even the problem. The fundamental problem is that Terran has the initiative in all match ups. This is due to the very design of the race, and is hard to balance by making stat changes on single units.
a) Scouting:
Terran can scout as much as he wants with 1 reaper opening or scan, but he doesn't really need to because wall of/bunker repair holds pretty much all early attacks without costing to much. And if the expand should fall to an all-in, he can just lift of and use his extra CC to mule from. Terran can always scout zerg composition with hellion opening.
b) Versatility:
Terran is very versatile and can switch between any unit composition as long as they have 4 buildings: 1 barrack, 1 factory, 1 star port, 1 tech lab. Then they can make marines, marauders, hellions, tanks, medivacs, vikings, banshees and their respective upgrades. With an additional reactor, they can choose to produce marines, hellions, medivacs or vikings at double rate. Even if you scout their exact unit composition, you can not know what they will have 2 unit cycles from now.
c) Ability to deny scouting:
TvZ: Terran can shut down zerg creepspread/scouting once 2-4 hellions are out, which transitions well into any terran build, most of which requires a different zerg tech path to counter. The follow up could be blue flame hellions, early expand, banshee, 8 marine+4 hellion drop, 1 base m&m all-in. Speedlings dies hard to BFH/heavy hellion and roaches are weak against every other follow-up.
TvP: Terran 1 naked rax in the wall could be anything. It could be 1-1-1, 1 rax FE or 3 rax or something in between. There is just so many different timings terran can hit and so many unit variations that terran should come out ahead if he mixes his game up.
d) Initiative in army engagements:
Terran have the initiative in army engagements due to that terran out-ranges the other races in most aspects of the game: Air to air (vikings), ground to ground (tanks), ground to air (thor), caster vs caster (emp, snipe), AoE (tanks, emp), early game (marines/hellion vs lings, marauders with concussive vs protoss). This forces the other races to commit to attacking into terran, instead of forcing engagements on their terms. E.g. if a terran could freely attack a protoss army, a few well placed range 10 EMPs take out 1/3 of total army HP while at the same time rendering sentrys, high templars and immortals next to useless. Non-terrans should try to flank attack terran and use their faster reinforcements to turn the tide of the battle.
Ghost have 2 counter-caster spells that out-ranges the other casters spells. They also can turn invisible and have the highest damage AoE in the game (EMP, not nuke).
AoE comparison: EMP does up to 100 instant damage vs shields in 2 AoE, range 10. It also drains energy and reveals cloaked units. That's equal to 4-5 banelings vs non-light units, at range 10. Storm does 80 damge over 4 seconds in 1.5 AoE, range 9, 2 second cool down. Fungal does 30 (+10 vs armored) damage over 4 seconds in 2 AoE, range 9, snares and reveals cloaked. Banelings do instant 20 (+15 vs light) damage in 2.2 AoE, range melee.
Terran also have 5 additional AoEs (siege tank, hellion, HSM, nuke, thor vs air). Protoss have colossus.
Anti-caster abilities: Snipe kills High templar in 2 shots, infestor in 3 shots, range 10, cost 25. Feedback does 0-200 damage depending on target energy, range 9, cost 50. Neural parasite, takes control over unit for 15 seconds, channeled spell, range 7, cost 100.
The advantage of having the initiative is that the terran player only needs to focus on executing his build. The other races have to play reactionary and try to scout/predict terran and countering his strat specifically. And when it is countered, the reward is much less than if terran caught the other player off guard. The only way to force terran to play reactionary is to play overly greedy and thus forcing terran to punish that, but that's not a solid way to play. Terran can afford taking a bit later expansions, as MULEs are equivalent to about 2 extra saturated mineral patches per orbital. The way other races can compete somewhat with terran atm is that they know the meta-game and other player pretty well, and most terrans just stick to 2-3 common builds instead of exploiting the initiative to the fullest. That's why Code S have been mostly terrans imho, they can practice a different timing for each match and the other player is unable to prepare. Another good example is thorzains TSL run.
Other races need to have a way to limit terran early game initiative. * Ability to scout terran past wall of. * Limiting terran early game with the tech lab/reactor mechanic. * Having a way of putting on early pressure safely vs terran, forcing him to reveal his unit composition. * Making 2 base less susceptible to terran 1 base all-ins. * Giving other races a counter to ghost (Like spell caster with equal range, or a nerf to ghost range).
Extra:
Another terran advantage is that terran is so much more forgiving than other races. You can take biggest risks and mess up more and still come back.
Early expanded and got all-inned? Lift of and use CC for macro. Lost all workers? MULEs are worth 4 each. Macro slipped? Place down mules for all energy. Supply blocked? Just put down an extra supply. Need emergency anti banshee/DT? Scan. Proxy rax got detected? Fly home and save the building. Got turned into a base race? Fly away CC and all production buildings. Ever not sure about anything at all? Scan.
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On October 12 2011 09:15 VoirDire wrote: d) Initiative in army engagements:
Terran have the initiative in army engagements due to that terran out-ranges the other races in most aspects of the game: Air to air (vikings), ground to ground (tanks), ground to air (thor), caster vs caster (emp, snipe), AoE (tanks, emp), early game (marines/hellion vs lings, marauders with concussive vs protoss). This forces the other races to commit to attacking into terran, instead of forcing engagements on their terms. ... The advantage of having the initiative is that the terran player only needs to focus on executing his build. The other races have to play reactionary and try to scout/predict terran and countering his strat specifically. And when it is countered, the reward is much less than if terran caught the other player off guard. The only way to force terran to play reactionary is to play overly greedy and thus forcing terran to punish that, but that's not a solid way to play. Terran can afford taking a bit later expansions, as MULEs are equivalent to about 2 extra saturated mineral patches per orbital. I think this is your best point, and contains a lot of truth, at least about the way that strategies have evolved over the life of the game so far.
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On October 12 2011 09:15 VoirDire wrote:I've been building up for this rant for a while now. Post is a little messy, sorry about that. The game balance is past nerfing/buffing units, that's not even the problem. The fundamental problem is that Terran has the initiative in all match ups. This is due to the very design of the race, and is hard to balance by making stat changes on single units. a) Scouting: Terran can scout as much as he wants with 1 reaper opening or scan, but he doesn't really need to because wall of/bunker repair holds pretty much all early attacks without costing to much. And if the expand should fall to an all-in, he can just lift of and use his extra CC to mule from. Terran can always scout zerg composition with hellion opening. b) Versatility: Terran is very versatile and can switch between any unit composition as long as they have 4 buildings: 1 barrack, 1 factory, 1 star port, 1 tech lab. Then they can make marines, marauders, hellions, tanks, medivacs, vikings, banshees and their respective upgrades. With an additional reactor, they can choose to produce marines, hellions, medivacs or vikings at double rate. Even if you scout their exact unit composition, you can not know what they will have 2 unit cycles from now. c) Ability to deny scouting: TvZ: Terran can shut down zerg creepspread/scouting once 2-4 hellions are out, which transitions well into any terran build, most of which requires a different zerg tech path to counter. The follow up could be blue flame hellions, early expand, banshee, 8 marine+4 hellion drop, 1 base m&m all-in. Speedlings dies hard to BFH/heavy hellion and roaches are weak against every other follow-up. TvP: Terran 1 naked rax in the wall could be anything. It could be 1-1-1, 1 rax FE or 3 rax or something in between. There is just so many different timings terran can hit and so many unit variations that terran should come out ahead if he mixes his game up. d) Initiative in army engagements: Terran have the initiative in army engagements due to that terran out-ranges the other races in most aspects of the game: Air to air (vikings), ground to ground (tanks), ground to air (thor), caster vs caster (emp, snipe), AoE (tanks, emp), early game (marines/hellion vs lings, marauders with concussive vs protoss). This forces the other races to commit to attacking into terran, instead of forcing engagements on their terms. E.g. if a terran could freely attack a protoss army, a few well placed range 10 EMPs take out 1/3 of total army HP while at the same time rendering sentrys, high templars and immortals next to useless. Non-terrans should try to flank attack terran and use their faster reinforcements to turn the tide of the battle. Ghost have 2 counter-caster spells that out-ranges the other casters spells. They also can turn invisible and have the highest damage AoE in the game (EMP, not nuke). AoE comparison: EMP does up to 100 instant damage vs shields in 2 AoE, range 10. It also drains energy and reveals cloaked units. That's equal to 4-5 banelings vs non-light units, at range 10. Storm does 80 damge over 4 seconds in 1.5 AoE, range 9, 2 second cool down. Fungal does 30 (+10 vs armored) damage over 4 seconds in 2 AoE, range 9, snares and reveals cloaked. Banelings do instant 20 (+15 vs light) damage in 2.2 AoE, range melee. Terran also have 5 additional AoEs (siege tank, hellion, HSM, nuke, thor vs air). Protoss have colossus. Anti-caster abilities: Snipe kills High templar in 2 shots, infestor in 3 shots, range 10, cost 25. Feedback does 0-200 damage depending on target energy, range 9, cost 50. Neural parasite, takes control over unit for 15 seconds, channeled spell, range 7, cost 100. The advantage of having the initiative is that the terran player only needs to focus on executing his build. The other races have to play reactionary and try to scout/predict terran and countering his strat specifically. And when it is countered, the reward is much less than if terran caught the other player off guard. The only way to force terran to play reactionary is to play overly greedy and thus forcing terran to punish that, but that's not a solid way to play. Terran can afford taking a bit later expansions, as MULEs are equivalent to about 2 extra saturated mineral patches per orbital. The way other races can compete somewhat with terran atm is that they know the meta-game and other player pretty well, and most terrans just stick to 2-3 common builds instead of exploiting the initiative to the fullest. That's why Code S have been mostly terrans imho, they can practice a different timing for each match and the other player is unable to prepare. Another good example is thorzains TSL run. Other races need to have a way to limit terran early game initiative. * Ability to scout terran past wall of. * Limiting terran early game with the tech lab/reactor mechanic. * Having a way of putting on early pressure safely vs terran, forcing him to reveal his unit composition. * Making 2 base less susceptible to terran 1 base all-ins. * Giving other races a counter to ghost (Like spell caster with equal range, or a nerf to ghost range). Extra: Show nested quote +Another terran advantage is that terran is so much more forgiving than other races. You can take biggest risks and mess up more and still come back.
Early expanded and got all-inned? Lift of and use CC for macro. Lost all workers? MULEs are worth 4 each. Macro slipped? Place down mules for all energy. Supply blocked? Just put down an extra supply. Need emergency anti banshee/DT? Scan. Proxy rax got detected? Fly home and save the building. Got turned into a base race? Fly away CC and all production buildings. Ever not sure about anything at all? Scan.
My responses: Scouting: - Whether Zerg is about to 2 base baneling bust you or not is not as simple as a scan. - There can be imbalance in scouting without there being imbalance in the entire game. - As the game evolves, scouting will too. IMO scouting Terran as Zerg is not a problem right now.
Versatility: - I think you should have left this out, 1 baracks equals a small amount of marines, but you imply that 1 barracks equals enough marines for any imaginable situation, which is wrong.
Denying Scouting: - Again, scouting need not be symmetrical - If Terran does not go reactor hellion, Zerg has map control. If Zerg goes roaches vs hellion, Zerg has map control, scanning only tells you so much, and Zerg is way more predictable anyways
TvP Scouting Denial - I know, going robo sucks, if it was changed I wouldnt care
"The advantage of having the initiative is that the terran player only needs to focus on executing his build." 2 points on this: - Your not 100% right - Your presenting this idea as an innate trait of Terran, why? Why not present it as a trait of certain unit compositions? eg) Protoss performing Histers Immortal All In have the initiative vs Terran, Zergs who make 4 roaches vs reactor hellion have the initiative to chase the hellions back to base and try to kill SCVs - Zerg with Broodlords usually go for the throat
"And when [Terran] is countered, the reward is much less than if terran caught the other player off guard" - My point about unit compositions applies - I cant help but say "Prove it", Im sick of this being the consensus
"The only way to force terran to play reactionary is to play overly greedy and thus forcing terran to punish that, but that's not a solid way to play" - Why not?
"That's why Code S have been mostly terrans imho, they can practice a different timing for each match and the other player is unable to prepare. Another good example is thorzains TSL run"
- Thorzain vs Fruitdealer was definetly not timing based, nor was Thorzain vs Naniwa, Id say he never played timing based but he did vs MC at least - Practise your 2 base baneling busts, or your 3 gate Stargate, or your Histers Immortal All in. - With denied scouting the Immortal bust should always win, the other two regularly beat Code S Terrans and consistently beat North American Terrans
Other races need to have a way to limit terran early game initiative. * Ability to scout terran past wall of. * Limiting terran early game with the tech lab/reactor mechanic. * Having a way of putting on early pressure safely vs terran, forcing him to reveal his unit composition. * Making 2 base less susceptible to terran 1 base all-ins. * Giving other races a counter to ghost (Like spell caster with equal range, or a nerf to ghost range). I dont think we need to nerf techlabs/reactors, in what imbalanced situation would this apply? I would like you to elaborate on these thoughts, the only one on this list that you could say is imba without explaining is Ghosts vs Protoss. Nerf them. (templar based armies are bad vs korean terrans, why must you keep using them high level protosses). You havent explained in what exact situations these thoughts apply. What Terran 1 base is too strong? How do we fix that? Will it ruin standard Terran? Why does fast overseer/checking the ramp with lings/1 gate Robo -> observer not scout Terran fast enough? Coudnt you just send your drone out earlier to get into the Terran base? If he has gas its reactor hellion, if he doesnt its gasless expand or 2 rax. How could we improve this scouting? Will Zerg knowing exactly what Terran is doing make Zerg too good? Eg) Oh hes expanding -> 30 more drones, Oh hes gearing up for a push -> 30 more banelings.
I know alot of you guys dont like how I seem to be the Terran Defense Force, but I think its wrong that people imply there is a problem with Terran in general without explaining it. I think theres some problems with protoss that could be overcome (but wont be in time), and I think Zerg is just great.
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On October 12 2011 09:15 VoirDire wrote: The advantage of having the initiative is that the terran player only needs to focus on executing his build. The other races have to play reactionary and try to scout/predict terran and countering his strat specifically. And when it is countered, the reward is much less than if terran caught the other player off guard. The only way to force terran to play reactionary is to play overly greedy and thus forcing terran to punish that, but that's not a solid way to play. Terran can afford taking a bit later expansions, as MULEs are equivalent to about 2 extra saturated mineral patches per orbital. The way other races can compete somewhat with terran atm is that they know the meta-game and other player pretty well, and most terrans just stick to 2-3 common builds instead of exploiting the initiative to the fullest. That's why Code S have been mostly terrans imho, they can practice a different timing for each match and the other player is unable to prepare. Another good example is thorzains TSL run.
Replying most predominantly about the bolded part. I tend to disagree.
Starcraft early game is all about reactionary play for all three races, not just Terran. Other player is going heavy roach/ling early pressure -> Terran must react. Protoss 6 gate incoming? -> Terran must react. Early 3rd from Zerg? Terran must react. There is usually a "leader" and a "follower" in each game, i.e. one person will choose a build to go with and the other person will choose to react to it. If both players choose the leader role you end up with early game "trade" scenarios that usually end the game (such as cloaked banshee versus a roach ling all in). This means the player that favors a long macro game will generally try and react and hold off pressure to get to the late game as quickly as possible.
As for late game I feel that Terran is probably the most "reactionary" race. Collossi -> Vikings Templar/Archon -> Ghosts Carriers -> lol gg  Broodlords -> Vikings (or possibly ghosts) Infestors -> Ghosts
To label one race as being able to do whatever they want while the others react I feel is just a current metagame trend. Zerg tend to aim for the late game as the race relies on "overwhelming" the enemy in general. Protoss tend to aim for the late game as the deathball is so strong. Because of this Terran follows this metagame and attempts to end the game before the late-game hence using all-in or sneaky tactics to force the opponent to react, because if they don't react it is a free win, if they do react then you still might do some damage and get an advantage going into the macro game.
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MVP proxy raxed today vs Nestea
Spoiler! I haven't seen it, but did he lift the rax and bring it home afterwards, or go mech? Because proxy rax for terran isn't as all-in as 2 gate.
If you FFE vs zerg they can nydus before you even have warp and about 3 out total units. On some maps with large mains, you just can't stop multiple nydus and defend your front.
Nydus is easily stopped with probes or a single unit and base awareness. It's cheesy, and it's incredibly all-in by Zerg. A protoss letting a nydus get in is a mistake on their part. On maps like Terminus, it may not be viable to protect against Nydus, which is why 1 gate expand may be a better build.
Realistically, if I could patch the game right now the first thing I'd do is give stalkers +2 per attack upgrade. The reason is because stim bio shoots 3x more often than a stalker, roaches get +2 per upgrade, and hydras shoot much more often as well. So all of these units benefit more from attack upgrades over stalkers. The longer the game goes on with equal upgrades the weaker the stalker is vs all of these units. Or perhaps shift a little more of stalkers health away from shields, meaning they can benefit from the 1 armor they start with more, armor upgrades, and won't evaporate to emp.
Warp gates and 'better' units like archons and void rays make Protoss fine in end-game. I don't think I've ever seen a ZvP where Protoss lost because Zerg massed roaches against a Protoss going purely stalkers. The upgrade scaling isn't that big a deal.
I'm not saying it couldn't be imbalanced, I'm simply saying it's not the reason Protoss loses. As for TvP, stalkers are generally bad against bio, they are made to kill vikings and for their mobility. I don't think giving them an upgrade buff would make them any better against marauders.
That would be like giving zerglings +damage to massive. Colossi rape lings pretty hard, making lings do more damage to colossi won't really change much. If Zerg makes only lings against colossi, they die. If Protoss relies too much on stalkers against bio, they die. Protoss can use mass stalker more than they should be able to against Zerg as it is (Artosis and a few other protoss have commented saying the +armored bonus stalkers get is unnecessary and too much), and generally rely on robotech for roaches anyways.
Another thing to look at is taking a little bit of the gas cost out of some protoss tech, everything is really expensive which very often leaves protoss in a situation where they can't even produce the gas heavy units they need to deal with zerg or terran tech in the mid/late game. You spend so much gas just so you can stay alive vs bio and roaches (which are very gas light). It also make protoss very committed to tech paths and predictable. Obviously, Templar or Colossus should stay expensive because making them cheaper would make toss op. But I'd like to see things like fleet beacon and carriers faster to produce, tech too, and cheaper on gas.
If anything Protoss units don't cost enough gas. There's a huge problem where Protoss can get their deathballs out before Zerg can get their hive out. I know, both are 'tier 3' but really, ultralisks and broodlords are tier 4, not tier 3. Getting 8 broodlords is a lot more timelier than getting 8 colossi out. Protoss tech is fine against Zerg.
As for TvP, I don't know.
As for carriers, they don't exist because there are no siege tanks in late game TvP and no lurkers in ZvP. Corruptors and vikings also make them worse. Get rid of immortals and nerf the marauder, and you'll see siege tanks, and then you'll see carriers. Give Zerg lurkers, or remove Corruptors, and you'll see Carriers. The unit itself is fine, the problem is just how the game goes. Protoss didn't make carriers against bio in TvP in BW, you saw them because of mass siege tank lines and, sometimes, against lurkers, although they weren't as popular against Zerg.
I suppose you could compare it to the reaper. It's a fucking amazing unit (reaper expand is always guaranteed to make itself worth it and completely safe from any baneling or roach busts) but it's role is just limited, particularly because of what the other races 'do' (ie no siege tanks).
As far as infestors go, what I think would be a good change is to give them back the neural parasite range, and make fungal not affect blink anymore. Blink just got a nerf anyway, but at least in battles protoss would still have a micro option and be able to blink and try to snipe infestors. Which would lead to zergs being much less careless with them and they would have to micro more as well. Because when you have a lot of stalkers vs a lot of roaches and you get hit with fungal you pretty much feel screwed, when you consider a stalker costs almost 2x more than a roach and roaches smash them in a straight fight, if they can't blink and are taking damage from fungal, stalkers and blink becomes useless. At least protoss could blink micro to save some and not just watch their whole army die. After all, it takes more gas and time to tech to blink than fungal.
FG is Zerg's only counter to blink. FG didn't used to stop blink, but then they added it because of a few games played on Delta Quadrant where Protoss could blink between third, natural, and main and Zerg was completely powerless to stop it. Short of making hydralisks fly, you need to be able to stop blink with FG. Blink stalkers really counters everything Zerg has, and so they need FG for it. I don't think you remember back when FG didn't stop blink.
Blink didn't really get a nerf for ZvP, the timing of blink was never the issue (1 base blink was an all-in that wasn't very good in the match-up anyways). It was a PvP nerf.
Please don't talk about "stalkers cost 2x as roaches". This game is much more dynamic than that. Roaches dont smash them in a straight up fight for supply at all, either, and in most of the game, supply efficiency is much more important than cost efficiency.
Zerg needs a counter to blink. We know that roaches, hydras, lings, ultras, broodlords, banelings, mutalisks all suck against blink upgraded stalkers. Infestors are the one unit that makes going blink stalkers bad for Protoss, and there needs to be variety in the game where making a certain unit makes another unit bad (ie colossi bad against mass vikings, zerglings bad against storm, immortals bad aginst marines, etc).
On the other hand, I don't think you can appropriately dismiss the extremely high prevalence of cheesing among top Protoss players against top Zerg players so easily.
I don't know why not. They are Protoss who are playing bad, and fall out because they are being figured out.
It's not just specific Protoss players who do that either. There are Zergs and Terrans like that too, that got to as high as they got because they only cheesed, then they got figured out, and they fell out, or they changed their playstyle.
Hongun is an example. He ONLY 4 gated and proxy stargated for a very long time. He changed his playstyle to 2 base all-ins instead, and stayed in the GSL much longer.
TSL Rain and Naniwa are other examples. They played very cheesy for a long time, and got figured out and started to suffer. Later on, it turned out they could play a macro game very well.
Kryix is a Zerg who got to where he was with ONLY baneling busting vT, early pooling or 10 pool baneling all-inning vZ, and going 2 base or 3 base mass roach vP. People figured him out for the bad player he was, and now he's fallen to the wayside.
Bitbybit. Need i say more?
Certain players just play a certain way, and they do well because they cheese well, and then it's figured out, and they either change or they fall from grace. Happens quite often.
Are you suggesting that, by some cosmic coincidence, the top Protoss players in Korea are just less skilled than the top Zerg players?
No. I am saying that:
1. Top Protoss players in KR have been doing just fine against Zerg, but in the last 2 seasons, the top 4 Protoss players, 4 very specific people, have not played well against Zerg, either because they cheesed enough times they got figured out, they cheesed in ways that are just bad these days (4 gate, 7 gate, double stargate), or they made huge blunders.
If you watch the MC vs Monster games, you can see that MC would've won those games. He just would've won straight up. In G1, he did win. In G2, if those lings didn't run into his base and kill 20 probes, that stalker/Colossi/Sentry push he made would've rolled the Zerg, on a map and spawn position that was Zerg favored in a close game anyways. In G3, you can actually see that despite losing all his sentries, 10+ probes, and 2 colossi for free, he would've won with his blink stalker/Colossi push, but then he blinked all his stalkers right into a bunch of mutas, infestors, and zerglings.
Seriously. Just watch game 3 again. MC should have won that. If he didn't blink his stalkers forward like he did, he would've won. And this was a macro game. Late game. It was MC's game to lose, and he lost it.
2. Protoss are losing and getting knocked out by Terrans, not Zergs. QQ about Terran, not Zerg. I am not arguing either way about TvP balance, but it's not Zerg that's killing off Protoss.
3. Group setups. The top Protoss players, played Terran. The bottom Protoss players, faced the likes of Nestea and Losira, who just crush everyone. I'm not saying Zerg are better by any means, in fact much more so for Zerg than for Protoss, there's 2-3 good players, and then a bunch of trash.
For Zerg, there is DRG, Losira, Nestea, and Leenock. What other Zerg is any good besides them? We have horrible Zergs like Check, TheWind, Sniper, and so many more. These guys are just bad players, and they are worse than the top protoss, they are worse than the top terrans.
But DRG, Losira, Nestea, and Leenock didn't fight MC or Genius or Puzzle or Huk. They fought jokes like Hongun, or Tassadar. Sorry, but these guys with 75%+ win ratios against everyone are going to win when you put them against players of the caliber of Tassadar, or GoldenFou, or TheWind, or Check.
So what about the low level 'trash' Zergs, didn't they beat Protoss? Well, no actually. These 'trash' Zergs fought against other Zergs in ZvZs, or they fought against Terran. If they were matched up against MC, or Genius, they would never see the light of day.
But the groups didn't go like that. All the best Protoss were stuck with very competitive matches against (imbalanced?) Terran or other Protoss (MC vs Huk). All the best Zerg were stuck against extremely uncompetitive, lower tier Protoss, and made the match-up look imbalanced. Then you had low level Protoss fighting top class Zergs, and the low level Zerg fighting against eachother and against Terrans.
So, please don't misunderstand me. I do not think "lol Protoss are bad" at all. I think certain players are bad, not just Protoss - Tassadar, Check, Sniper, these are bad players, that would all lose to the likes of MC, or Nestea, or MVP. But when it's Losira vs Anypro? Come on, that's not balanced at all man, and it has nothing to do with what races they play.
Nor does your "million ZvP's" where Protoss play a macro style and win or have a close game suggest to the contrary, since very few of them indeed of them are played against the caliber of Zerg opposition that Protosses playing PvZ in the GSL are up against.
MC, Genius, Alicia, JYP, Sage, Huk, have all played macro games against Zerg and won. The idea that Protoss loses any time in a macro game against Zerg is ridiculous. Saying that ZvP is imbalanced because "look, a Code A protoss cheeses whenever he plays against Zerg!, that must mean he knew the match-up is imbalanced and had to avoid lategame!" is ridiculous.
I'll believe it when I see it or play it, but I see Protoss play late-game with Zerg many times in the GSL and in other tournaments, and they either win, it's extremely close, or they lost but clearly didn't lose because of imbalance but rather played an extremely tight game that could've gone either way.
It is not proper reasoning, however, to merely dismiss claims of a possible imbalance by arguing that players lost because they cheesed whilst ignoring the very substantial possibility that they chose to cheese precisely because they were trying to overcome an imbalance in the matchup--whether real or perceived. To really get to the heart of the question will require more time and more games than we have at this point, and there's a significant probability that intervening changes, be it through patches, changes to maps, or the discovery of some previously unrefined strategy will moot the issue. For now, however, it strikes me as equally disingenuous to suggest that we can know there is no imbalance as it is to say that we can be certain there is one.
What I dismissing is the argument that "The ZvP match-up is imbalanced, as evidenced by recent GSL ZvP results." That is all.
Furthermore, I am dismissing the claim that "ZvP is Zerg favored due to racial design". I am not saying that Zerg is not favored due to the metagame, and I am not saying that the possibility is Zerg is overpowered does not exist.
I would say the core of my argument is the dismissal of the idea that Protoss in racial design is underpowered against Zerg in racial design as understood today.
I agree with your sentiment, but I believe in the same token of what you said, you cannot go around saying Protoss is UP against Zerg. I am not at all saying that I know for 100% fact Zerg is not OP or Protoss is not OP, but as our understanding of the game exists today, I would say the match-up is tenuously balanced.
Except for game 2, that is. What, in your opinion, should he have done in that game to win? Sit on 2 base and wait for death? His hidden third actually almost worked out, I think it was a good calculated risk to take on Bel'shir. I mean, I guess you can file it under "map imbalance" again. But really, he played very, very well that game.
BelShir beach is an extremely Zerg favored map in ZvP. In my opinion, he should have taken the third that he took as his natural third. As for when, I do not claim to know. As for his play, I disagree that he played well. He failed to scout for the spire, he did not get colossi in a timely manner at all, and he moved his entire army on one hotkey and he walked his entire army all the way for his hidden 3rd at the natural 4th, to his main, and back again, against a flock of mutas.
I really disagree with 'very, very well' in his play that game. He showed off some cute sentry micro a few times, but he let lings run into his base too many times, and he should have known the mutas would've focus fired his 4th nexus and should've kept some army there and massed up more cannons there (although he really should've just taken his natural third).
I would say the big mistakes he made were allowing lings to run into his base, having his entire army on 1 hotkey, and most of all, trying to take a hidden expansion and letting it get found by transferring a million probes in plain sight. That was when it was found out, and if he was going to do something as... foolish, as take a hidden base, he should have at least tried to hide it longer. That was probably the worst map you could take a hidden base on due to how far away the main/natural and his hidden base wase, but he didn not handle the situation correctly once he had actually made the decision to take that hidden base.
For the record, good Terran and Zerg players do cheesy openings all the time. MVP proxy 2 raxes Nestea at least once every time they play. Bomber won like 3 games at an MLG with 2port banshee. Curious 10pooled Oz on TDA. Coca 2 base all-ins vs Protoss in like half of his games. The only real difference is that Protoss "cheese" has been repeatedly nerfed, and is now kind of bad.
I agree. Which is reason why Protoss maybe shouldn't do it. They also can't come back from cheese that fails as easily as the other races either.
For the record, an unscouted 8/8 proxy does kill a 14/14 hatch/pool if the rush distance isn't excessively big. For example, on Shakuras it's undefendable, you have a Zealot in your mineral line before your Pool finishes, and there's no way to establish Spines in your mineral line without losing a zillion drones. Or at least it's not possible with my Drone micro.
Maybe it's your drone micro, but you should never lose any drones to the first 2 zealots. Zealots aren't marines, they are too slow to chase after the drone you run away that got hit. You also make 2 spines, and if the zealots are in the base, you put the 2 spines far away of eachother or you defend like hell with the drones. Unscouted 8/8 proxy does not kill 14/14, Zerg will cancel the hatch and make 2 spines, a queen, and lings and micro away until the 2 spines pop. From there they get either roaches or speedlings, and win.
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Scouting: - Whether Zerg is about to 2 base baneling bust you or not is not as simple as a scan. 2 base baneling bust is a hit or miss strategy when terran opens 2 rax. It's great if it catches terran off guard, but with good reactions terran should come out on top if he lifts of his CC and manages to flee with his workers. And it doesn't work that well vs the more common reactor hellion opening. Blind all-ins are a way of getting the initiative, but it's not sustainable as a strategy.
- There can be imbalance in scouting without there being imbalance in the entire game. There can be, but in this case it affects the whole game imho.
- As the game evolves, scouting will too. IMO scouting Terran as Zerg is not a problem right now. I can't really see how scouting will evolve vs the 4 hellion opening. And even if it did, how should zerg scout past terran wall-in? The problem is that 4 hellion FE, mass hellion blue flame and 4 hellion banshee is virtually indistinguishable and requires very different responses from Z. Roach is great vs hellion. but sucks vs everything else.
Versatility: - I think you should have left this out, 1 baracks equals a small amount of marines, but you imply that 1 barracks equals enough marines for any imaginable situation, which is wrong. Straw man argument. I did not imply that 1 barracks was enough for any imaginable situation, I just said that they can make any unit composition from a 1-1-1 opening by juggling your add-ons around. 1 barracks marines is however enough for the 1-1-1 all in-push, you'll get ~23 marines at 9:00.
Denying Scouting: - Again, scouting need not be symmetrical - If Terran does not go reactor hellion, Zerg has map control. If Zerg goes roaches vs hellion, Zerg has map control, scanning only tells you so much, and Zerg is way more predictable anyways Roaches does not give map control at all. You can either defend with them on creep, or make a blind attack at terrans front. Hellions will still roam the map early game.
TvP Scouting Denial - I know, going robo sucks, if it was changed I wouldnt care
I'm talking about early game scouting here, where terran builds up his first army behind his wall. There is no way of telling a 1-1-1 all-in from a 3 rax, and they are fundamentally different to defend against.
"The advantage of having the initiative is that the terran player only needs to focus on executing his build." 2 points on this: - Your not 100% right - Your presenting this idea as an innate trait of Terran, why? Why not present it as a trait of certain unit compositions? eg) Protoss performing Histers Immortal All In have the initiative vs Terran, Zergs who make 4 roaches vs reactor hellion have the initiative to chase the hellions back to base and try to kill SCVs - Zerg with Broodlords usually go for the throat
Ironically, I feel that 1 base all-ins vs terran are so weak, that they in some cases work just because terran don't expect it.
In histers case, I feel that it has a much higher risk than reward like all all-in builds.
4 slow roaches can't really catch up to hellions off creep, they can walk across the map and force terran to build a bunker / slow down his exp, but they won't kill any scvs. 7 roach + ling follow up can do real damage vs a FE terran, but even when it's successful the reward isn't that great as opposed to the risk when it fails. It's almost an all-in.
Broodlord/infestor is out-ranged by ghost/viking and its so easy for Z to lose all his units in a bad engagement. Most zergs does not attack straight on, and some doesn't even attack at all.
"And when [Terran] is countered, the reward is much less than if terran caught the other player off guard" - My point about unit compositions applies - I cant help but say "Prove it", Im sick of this being the consensus Some specific examples: Terran goes BFH vs zerg that builds roaches. Zerg has a little advantage. Terran goes BFH vs zerg that goes lings. Every drone and ling on the map will burn. Terran does 1-1-1, protoss 1 gate FE with immortal/stargate. Protoss is at an advantage. Terran does 3 rax, protoss 1 gate FE with immortal/stargate. Protoss insta loses. Some general examples are in the "Extra"-spoiler.
"The only way to force terran to play reactionary is to play overly greedy and thus forcing terran to punish that, but that's not a solid way to play" - Why not? To play overly greedy is not solid per definition.
Unless the roaches were part of an all in, terran just denied ling scouts, made Z waste gas on roaches and got his expo up walled and safe.
- Thorzain vs Fruitdealer was definetly not timing based, nor was Thorzain vs Naniwa, Id say he never played timing based but he did vs MC at least - Practise your 2 base baneling busts, or your 3 gate Stargate, or your Histers Immortal All in. - With denied scouting the Immortal bust should always win, the other two regularly beat Code S Terrans and consistently beat North American Terrans My point was that thorzain won because he prepared extensively for each match and thus used terrans initiative advantage. Thorzain often uses his advantage to expand instead of timing push.
Sure all-in attacks are a way to get initiative, but one cannot just all-in each match up. If all-inning was the best way to play, I'd say the game was broken. Terrans don't have to all in to have the initiative. Even so, they have the most all-ins of all races.
I know alot of you guys dont like how I seem to be the Terran Defense Force, but I think its wrong that people imply there is a problem with Terran in general without explaining it. I think theres some problems with protoss that could be overcome (but wont be in time), and I think Zerg is just great.
I dont think we need to nerf techlabs/reactors, in what imbalanced situation would this apply? I would like you to elaborate on these thoughts, the only one on this list that you could say is imba without explaining is Ghosts vs Protoss. Nerf them. (templar based armies are bad vs korean terrans, why must you keep using them high level protosses). The tech lab/reactor mechanic are a big part of what makes terran so hard to predict and thus forcing the other races to play reactively with limited information.
What Terran 1 base is too strong? It's not a single one, it's the fact that there are a near infinite amount of them that's unscoutable.
How do we fix that? That was what the list was about. Limiting terran initiative.
You havent explained in what exact situations these thoughts apply. My whole post was dedicated to how terran always had the initiative and why that was a bad thing.
Will it ruin standard Terran? Like I said in the beginning. Balance changes will be hard since its not about units.
Why does fast overseer/checking the ramp with lings/1 gate Robo -> observer not scout Terran fast enough? Overseer gets out to late and hellion denies ling scout. And if the ling got by, all he would see was a factory with reactor on it. 1 gate robo into obs doesn't scout 3 rax or FE in time and it doesn't even get ahead vs 1-1-1.
Coudnt you just send your drone out earlier to get into the Terran base? If he has gas its reactor hellion, if he doesnt its gasless expand or 2 rax. Sure that works on 2 player maps, but you can't really scout and punish a reactor hellion FE opening with that.
How could we improve this scouting? Will Zerg knowing exactly what Terran is doing make Zerg too good? Eg) Oh hes expanding -> 30 more drones, Oh hes gearing up for a push -> 30 more banelings. If a zerg predicts terran perfectly he will and should get ahead (like stephano in IPL). But the game would be better if there was less luck involved.
I know alot of you guys dont like how I seem to be the Terran Defense Force, but I think its wrong that people imply there is a problem with Terran in general without explaining it. I think theres some problems with protoss that could be overcome (but wont be in time), and I think Zerg is just great. I haven't read all posts, but I think your post was good. Structured and easy to reply to and addressed specific things in my post.
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On October 12 2011 10:19 Tektos wrote:Show nested quote +On October 12 2011 09:15 VoirDire wrote: The advantage of having the initiative is that the terran player only needs to focus on executing his build. The other races have to play reactionary and try to scout/predict terran and countering his strat specifically. And when it is countered, the reward is much less than if terran caught the other player off guard. The only way to force terran to play reactionary is to play overly greedy and thus forcing terran to punish that, but that's not a solid way to play. Terran can afford taking a bit later expansions, as MULEs are equivalent to about 2 extra saturated mineral patches per orbital. The way other races can compete somewhat with terran atm is that they know the meta-game and other player pretty well, and most terrans just stick to 2-3 common builds instead of exploiting the initiative to the fullest. That's why Code S have been mostly terrans imho, they can practice a different timing for each match and the other player is unable to prepare. Another good example is thorzains TSL run. Replying most predominantly about the bolded part. I tend to disagree. Starcraft early game is all about reactionary play for all three races, not just Terran. Other player is going heavy roach/ling early pressure -> Terran must react. Protoss 6 gate incoming? -> Terran must react. Early 3rd from Zerg? Terran must react. There is usually a "leader" and a "follower" in each game, i.e. one person will choose a build to go with and the other person will choose to react to it. If both players choose the leader role you end up with early game "trade" scenarios that usually end the game (such as cloaked banshee versus a roach ling all in). This means the player that favors a long macro game will generally try and react and hold off pressure to get to the late game as quickly as possible. As for late game I feel that Terran is probably the most "reactionary" race. Collossi -> Vikings Templar/Archon -> Ghosts Carriers -> lol gg  Broodlords -> Vikings (or possibly ghosts) Infestors -> Ghosts To label one race as being able to do whatever they want while the others react I feel is just a current metagame trend. Zerg tend to aim for the late game as the race relies on "overwhelming" the enemy in general. Protoss tend to aim for the late game as the deathball is so strong. Because of this Terran follows this metagame and attempts to end the game before the late-game hence using all-in or sneaky tactics to force the opponent to react, because if they don't react it is a free win, if they do react then you still might do some damage and get an advantage going into the macro game. It isn't just about reacting though, it's keeping the opponent from being able to react by denying scouting.
And terran has the versatility to defend everything with just small changes: 6 gate: Terran has to build a few bunkers that he can salvage after a while. Early 3rd: push/drop earlier.
Vikings, medivacs, marauders and ghosts are all just built from 2 different buildings. Terran will always be able to get quick AA up due to him having reactored star port and ghosts counter every late game army composition P or Z has, there's never a reason not to get them.
I don't think terran late game is weaker than other races. T can choose to play macro effectively vs all races if he just harasses some with drop ships.
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^ Nice posts.
Roaches aren't even good against hellions actually. If Terran only went reactor hellion, going roaches will put you behind. If Terran goes reactor hellion expand and focuses on macro, just making 2-4 hellions and then setting up for a fast tank/rine timing push, and you reacted with 5+ roaches, you lose, no way around it.
DRG has come up with an amazing build though, where you basically mine gas from ~19 geyser, 28 roach warren and push with about 5-10 roaches spawned all at once to kill a reactor hellion player who makes too many hellions, but that's very specific and it's a timing attack rather than 'normal' play. But besides the DRG roach timing against reactor hellion, going roaches will put you behind against hellions unless they go blueflame or double factory. Which is pretty impossible to scout for.
Another problem is that if they follow with banshees or macro, making roaches puts you at a loss economically and defensively, but if they went BF or double factory and you didn't make roaches, you lose.
I believe Blizzard listened to what Idra bitched about, and fixed early game Zerg scouting by making the new maps' mains very 'thin' so overlord scouting is much easier. Gone are mains like DQ, and now we have mains like Antiga where you can come in from any angle, or Nerazime which is extremely thin.
It is a bit annoying that hellions will pretty much deny any scouting a zerg does if they don't open ling speed, but early game Zerg scouting can largely be fixed by maps. I do think it's a racial balance issue, slightly, but maps can fix it too, and most of the new blizzard maps fixed it.
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The most breaking problem: More and more, on the pro scene, we can now see mass muta build against Terran. And in a huge amount of match-ups this build is wining no matter of what T response is. I am absolutely sure that muta is way too OP in SC2, it was not just discovered properly until now. The most problematic (OP) part of muta is a ridiculously enormous mobility. A big stack of muta can be everywhere in your 2-3 bases at almost the same time. T just can't defend everything with his immobile forces. Thor defense is obsolete because of MB (thanks blizz) Solution: Muta acceleration speed must be decreased at least for 40%. Muta speed must be decreased to at least 3.5.
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I largely agree with VoirDire. He has explained in such a detail so I'm voicing my support of his analysis.
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I think all the things that Zerg has to do vs Terran to be safe against all the things Terrans could do is fine, wouldnt Zerg be too good if they always did the perfect counter? Its really not that bad that they have to: -make a spore crawler or overseer -make a spine crawler -hold/fight for the towers -start baneling speed ASAP
Making 3-5 roaches vs more than 2 hellions is always good. You cannot argue that because you would have more drones had you made 0 units you are "behind". You will still have more drones, and you'd be surpised how ahead you are if you keep them all alive.
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On October 12 2011 13:09 usethis2 wrote: I largely agree with VoirDire. He has explained in such a detail so I'm voicing my support of his analysis.
Probably one of (if not one of the best) worded posts so far. I'm also glad that we can begin to slowly move away from imbalance and more towards design flaws, which cannot be so easily fixed. We can only wait and see what Blizzard has planned for the expansion.
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Roaches aren't even good against hellions actually. If Terran only went reactor hellion, going roaches will put you behind. If Terran goes reactor hellion expand and focuses on macro, just making 2-4 hellions and then setting up for a fast tank/rine timing push, and you reacted with 5+ roaches, you lose, no way around it. I really dont think so. My Zerg practise partner always makes 3-5 roaches against my 6 reactor hellions. Then I transition into a fast tank push and usually I turn around (unless he took a third and is getting infestors) cause I know it wont work. I'm not sure why you think its autolose to make 5 roaches, what are you delaying so much that you cant defend the usual tank push (only with less tanks!).
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On October 12 2011 13:22 FinestHour wrote:Show nested quote +On October 12 2011 13:09 usethis2 wrote: I largely agree with VoirDire. He has explained in such a detail so I'm voicing my support of his analysis. Probably one of (if not one of the best) worded posts so far. I'm also glad that we can begin to slowly move away from imbalance and more towards design flaws, which cannot be so easily fixed. We can only wait and see what Blizzard has planned for the expansion.
I agree too. He pretty much said everything right there that I've been thinking, but couldn't formulate my ideas well enough to say in such a succinct way.
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