• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:21
CEST 23:21
KST 06:21
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL58Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event19Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
Program: SC2 / XSplit / OBS Scene Switcher Statistics for vetoed/disliked maps The SCII GOAT: A statistical Evaluation Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) [GSL 2025] Code S: Season 2 - Semi Finals & Finals
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
SC uni coach streams logging into betting site Flash Announces Hiatus From ASL BGH Mineral Boosts Tutorial Video Player “Jedi” cheat on CSL Replays question
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 531 users

Designated Balance Discussion Thread - Page 241

Forum Index > SC2 General
Post a Reply
Prev 1 239 240 241 242 243 1266 Next
Grimmyman123
Profile Joined January 2011
Canada939 Posts
June 20 2012 12:17 GMT
#4801
On June 20 2012 16:51 sCCrooked wrote:
Show nested quote +
On June 20 2012 15:41 Grimmyman123 wrote:
But, zerg army's right now in the late game are massively about mineral units like lings or cheap on gas light roaches, with infestors and BL to make up a largely free fighting army, with the tech behind casting it. As such, it is very difficult for "Terran or Protoss to kill the actual units responsible for casting the free army unit.


Wrong. Lategame Z in all matchups relies almost entirely on BL/Festor. An extraordinarily powerful but also unbelievably costly composition that is incredibly difficult and takes an extremely long time to replace when its killed (The first one probably won't kill any decent T or P off completely).

Roach/Ling does not do crap against mothership+all P unit deathballs or 3/3 MMM balls. You are better off investing in static defense at expos or trying to get a few more BLs or festors into your mix.

Show nested quote +
Why not. All other races have researchable abilities. the emphasis is to prevent rushing on 2 or 3 bases to get out infestors to exploit fungal or 4 infestor hit squadding with infested terrans as fast as possible. The infestor is a support unit, not supposed to make up the army core.


I think its starting to become clear its your understanding of the game that is a bit simplistic and has caused these sorts of ideas to appear as "all-fixing". What you proposed to the infestor would in fact break all Zerg matchups.

Show nested quote +
hahaha, sorry, I don't think just dismissing every/any idea is a helpful post. adding, or modifying the ideas would be though.


To be blunt, most of your suggestions are just really bad for balance and stem from a lack of deep understanding in the game's mechanics and match-ups. Completely deleting and regrouping with new ideas is probably a better idea than trying to modify these (which would require so much modding, they would not even remotely resemble what they do now).


Thanks, I actually have a good understanding of the game, just that I don't play zerg, so I don't have a one sided opinion. I have tried zerg, but after a few thousand matches of Protoss, the transition isn't easy.

Reading your post - you are saying: Zerg aint broken, don't fix it.
Win. That's all that matters. Win. Nobody likes to lose.
Assirra
Profile Joined August 2010
Belgium4169 Posts
June 20 2012 12:25 GMT
#4802
On June 20 2012 18:34 sGs.Stregon wrote:
Show nested quote +
On June 20 2012 18:29 scFoX wrote:
On June 20 2012 18:07 sGs.Stregon wrote:
On June 20 2012 16:51 sCCrooked wrote:

I think its starting to become clear its your understanding of the game that is a bit simplistic and has caused these sorts of ideas to appear as "all-fixing". What you proposed to the infestor would in fact break all Zerg matchups.


i dont think your understanding of the game is anything more than simplistic, and zerg biased.. If anything, infestor should only start with Infested Marines, and have to research fungal growth. Or vise versa.. But why should it get to start with 2 abilities, when the other 2 race's caster's only starts with 1?? The answer, there is no reason the infestor should be able too. And I highly doubt forcing one of the infestors abilities to be upgraded would break any of zergs match ups..

**edit: and I like how you say balancing out the infestor would break the zerg match ups, but you probley say the overlord speed buff and queen range buff ((which has broken ZvT is Zergs favor)) was a blanced patch with no negative effects, and Terran should just learn to play different**


This isn't true. High Templars start with Feedback and Form Archons. Ghosts start with Snipe and EMP. Say what you want about these abilities, they are used frequently, even in high-level play. All three casters have an additional ability they can research: Storm, Cloaking and Neural Parasite.

For the record, other casters follow the same pattern concerning known and researchable spells. Ravens know Auto-Turrets, PDD and can learn HSM. Sentries know FF, Guardian Shield and can learn Hallucination. The only caster in the game that knows all three spells from the start is the Queen (and the Mothership technically, even though it only has two spells)


Your right.. althought I, personally, dont count form archon as an ability.. and im not good enough to make snipe worth anything ((i realize thats probley just me)), so I dont count those... and I completely brain farted on Sentries all together. **i dont really count raven, as it is hardly used, and Ive never seen a mother ship ((again, i know its probley just me)), and I dont really count the queen as a caster**, but ill accept you got me ..\/, (-.-) gg no re

Because you can't control it right it doesn't count? What is this nonsense.
Form archon is an ability like any other, at least empty templars have something to do compared to infestors who sit there wasting supply till they can cast something. Making the infestor require 2 upgrades to be viable would break infestors.
Noocta
Profile Joined June 2010
France12578 Posts
June 20 2012 13:53 GMT
#4803
On June 20 2012 20:13 ysnake wrote:

Brood Lords are fine the way they are. They do not need to cost additional minerals, they already cost a whole lot. Most Zergs actually don't go Hive tech unless they are 4+ base (rushing to Hive) or 5+ base standard play. Because, from mid-game onward, Zerg's units are really gas heavy.


Been a long time Hive rushing on 3 base has been the standart play. :/
You spend so little ressources on units to get there, everything you create is part of the final deathball.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Starstuff
Profile Joined January 2009
Croatia60 Posts
June 20 2012 14:03 GMT
#4804
Minor patch at it's best :D

http://img837.imageshack.us/img837/2509/tgth.jpg

Couldn't find the same pic in the last 10 pages or so sry if it's a repost.
Always remember that you are unique... Just like everyone else.
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
Last Edited: 2012-06-20 14:56:29
June 20 2012 14:55 GMT
#4805
On June 20 2012 22:53 Noocta wrote:
Show nested quote +
On June 20 2012 20:13 ysnake wrote:

Brood Lords are fine the way they are. They do not need to cost additional minerals, they already cost a whole lot. Most Zergs actually don't go Hive tech unless they are 4+ base (rushing to Hive) or 5+ base standard play. Because, from mid-game onward, Zerg's units are really gas heavy.


Been a long time Hive rushing on 3 base has been the standart play. :/
You spend so little ressources on units to get there, everything you create is part of the final deathball.


If Zerg spends so little resources on his defenses and you just let him bank gas, get up on Drone count, that is your fault.

Past 10min, you can freely harass with him multi-prong attacks, make him invest in his army, contain him while you expand all over the map.

Because 3base gas is not enough to support Infestors/Corruptors/Brood Lords+upgrades+ground army fodder.
You are no longer automatically breathing and blinking.
Toadvine
Profile Joined November 2010
Poland2234 Posts
June 20 2012 14:58 GMT
#4806
On June 20 2012 23:55 ysnake wrote:
Show nested quote +
On June 20 2012 22:53 Noocta wrote:
On June 20 2012 20:13 ysnake wrote:

Brood Lords are fine the way they are. They do not need to cost additional minerals, they already cost a whole lot. Most Zergs actually don't go Hive tech unless they are 4+ base (rushing to Hive) or 5+ base standard play. Because, from mid-game onward, Zerg's units are really gas heavy.


Been a long time Hive rushing on 3 base has been the standart play. :/
You spend so little ressources on units to get there, everything you create is part of the final deathball.


If Zerg spends so little resources on his defenses and you just let him bank gas, get up on Drone count, that is your fault.

Past 10min, you can freely harass with him multi-prong attacks, make him invest in his army, contain him while you expand all over the map.

Because 3base gas is not enough to support Infestors/Corruptors/Brood Lords+upgrades+ground army fodder.


You haven't really watched a lot of SC2 in the last few months, have you?
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Noocta
Profile Joined June 2010
France12578 Posts
June 20 2012 15:10 GMT
#4807
On June 20 2012 23:55 ysnake wrote:
Show nested quote +
On June 20 2012 22:53 Noocta wrote:
On June 20 2012 20:13 ysnake wrote:

Brood Lords are fine the way they are. They do not need to cost additional minerals, they already cost a whole lot. Most Zergs actually don't go Hive tech unless they are 4+ base (rushing to Hive) or 5+ base standard play. Because, from mid-game onward, Zerg's units are really gas heavy.


Been a long time Hive rushing on 3 base has been the standart play. :/
You spend so little ressources on units to get there, everything you create is part of the final deathball.


If Zerg spends so little resources on his defenses and you just let him bank gas, get up on Drone count, that is your fault.

Past 10min, you can freely harass with him multi-prong attacks, make him invest in his army, contain him while you expand all over the map.

Because 3base gas is not enough to support Infestors/Corruptors/Brood Lords+upgrades+ground army fodder.


He will defend with inexpensive lings + Infestors.
These infestors are usefull anyway because they are part of their final composition.

You dont really need anything else. If you're scared, you can get a safety baneling nest.
Terran can't attack before 8 to 10min ( stim finishing or/and medivacs ), it let plenty of time for zerg to get a good 3 base economy roll.
" I'm not gonna fight you. I'm gonna kick your ass ! "
zmansman17
Profile Joined March 2011
United States2567 Posts
June 20 2012 15:45 GMT
#4808
On June 20 2012 12:59 ETisME wrote:
Show nested quote +
On June 20 2012 11:31 HeroMystic wrote:
On June 20 2012 11:03 s3rp wrote:
On June 20 2012 10:58 Sabu113 wrote:
On June 20 2012 10:14 s3rp wrote:
Without Fungal in ZvZ Mutas would probably have no counter unit anymore. It needs a nerf against air but not hitting air at all is probably too much. No root ( maybe slow though ) and reduced damage to air is my idea.


Lets keep it real. The core design of 40 mutas on one hot key has serious issues.


But should one caster/spell shutdown just about every airplay so freaking hard ?


I also want to add on that even without Infestors, Zerg still has Mutas which outright destroys drop play, and Corruptors to get rid of any Sky Terran-esque builds. And if you really wanna go that far, Hydras are pretty damn good GtA units. If ZvZ is the -only- reason why Infestors are as good as they vs Air, then Blizzard needs to get a new balance team.

I don't want to jump on the "Infestors are OP" bandwagon, but it's extremely true that Infestors are far too versatile. Outside of Mutaling, there is not one unit composition where Infestors aren't included, and Mutaling has been phased out of the metagame for the most part. Not even High Templars are as useful as Infestors, which actually irritates me because HT and Ghosts got nerfed and no matter how many times we tell Blizzard to revert it they don't, but the Infestor nerfs don't even last for 2 weeks in testing.

HTs, infestors and Ghosts should not be considered together just because they are spell casters.
They serve a very different role.

EMP nerf was to deal with HTs in TvP mostly due to how easy it was for terran to EMP and single handed melt the toss army within seconds. This was also to help the toss to have a better time at the "dancing".
Snipe nerf imo, was a better change than the EMP. The snipes were way too cost efficient against any units. The GSL match of MKP and symbol really shows how cost inefficient a zerg has to be at breaking a turtling terran, nydus, drop, broodlords, ultras etc.

HTs nerf was extremely needed, I couldn't see any reason not to have that energy upgrade removed. Protoss remax already is proven to be troublesome, now imagine the HTs remaxed have enough energy for a storm.

Infestors did get nerfed, fungal damage and np's range both got nerfed, its movement speed got nerfed. Is it too powerful imo? Yes, but even so, we don't have any lair tech unit available, muta is phased out almost completely in ZvT, and infestors nerf in ZvP killed the ling infestors and made it back to mass roach style.

I normally would associate infestors to sentries, prevent micro: check. Serves multiple purposes (both offensive and defensive): check. can mix into any standard unit composition: check
'but forcefields don't do damage'- think about how much more damage toss army can deal in comparison to a zerg's, especially when zerg's army got forcefielded and cutting off reinforcement. Now add guardian shield and chokepoints and splash damage from colossus/HTs.

I reckon infestors could use a nerf if only a new lair tech unit is available or a new lair tech upgrade that is not gimmicky like burrow roach movement. Then the zerg will have an option to prolong midgame and delay hive tech


I have to laugh when Zergs say muta is "phased out" or "not viable". That is so far from the truth. I still lose to Zergs well below my level who mass muta in TvZ, as a high master myself. I will never believe that the build is not extremely strong.

You have complete map control while being able to expand, mass drone and then, right as Terran has the ability to finally push out, you just translate all those drones into Tons of spines. It's really easy to win that way.

I'm guessing Zergs are saying it's "phased out" is because there are actually even better options. Perhaps that takes too long to win? Perhaps it's not quite as easy a win as other options. But it certainly isn't "phased out".

♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
zmansman17
Profile Joined March 2011
United States2567 Posts
June 20 2012 15:51 GMT
#4809
On June 20 2012 14:18 ETisME wrote:
Show nested quote +
On June 20 2012 13:40 s3rp wrote:
On June 20 2012 13:18 ETisME wrote:
On June 20 2012 13:09 s3rp wrote:
On June 20 2012 12:59 ETisME wrote:
On June 20 2012 11:31 HeroMystic wrote:
On June 20 2012 11:03 s3rp wrote:
On June 20 2012 10:58 Sabu113 wrote:
On June 20 2012 10:14 s3rp wrote:
Without Fungal in ZvZ Mutas would probably have no counter unit anymore. It needs a nerf against air but not hitting air at all is probably too much. No root ( maybe slow though ) and reduced damage to air is my idea.


Lets keep it real. The core design of 40 mutas on one hot key has serious issues.


But should one caster/spell shutdown just about every airplay so freaking hard ?


I also want to add on that even without Infestors, Zerg still has Mutas which outright destroys drop play, and Corruptors to get rid of any Sky Terran-esque builds. And if you really wanna go that far, Hydras are pretty damn good GtA units. If ZvZ is the -only- reason why Infestors are as good as they vs Air, then Blizzard needs to get a new balance team.

I don't want to jump on the "Infestors are OP" bandwagon, but it's extremely true that Infestors are far too versatile. Outside of Mutaling, there is not one unit composition where Infestors aren't included, and Mutaling has been phased out of the metagame for the most part. Not even High Templars are as useful as Infestors, which actually irritates me because HT and Ghosts got nerfed and no matter how many times we tell Blizzard to revert it they don't, but the Infestor nerfs don't even last for 2 weeks in testing.

HTs, infestors and Ghosts should not be considered together just because they are spell casters.
They serve a very different role.

EMP nerf was to deal with HTs in TvP mostly due to how easy it was for terran to EMP and single handed melt the toss army within seconds. This was also to help the toss to have a better time at the "dancing".
Snipe nerf imo, was a better change than the EMP. The snipes were way too cost efficient against any units. The GSL match of MKP and symbol really shows how cost inefficient a zerg has to be at breaking a turtling terran, nydus, drop, broodlords, ultras etc.

HTs nerf was extremely needed, I couldn't see any reason not to have that energy upgrade removed. Protoss remax already is proven to be troublesome, now imagine the HTs remaxed have enough energy for a storm.

Infestors did get nerfed, fungal damage and np's range both got nerfed, its movement speed got nerfed. Is it too powerful imo? Yes, but even so, we don't have any lair tech unit available, muta is phased out almost completely in ZvT, and infestors nerf in ZvP killed the ling infestors and made it back to mass roach style.

I normally would associate infestors to sentries, prevent micro: check. Serves multiple purposes (both offensive and defensive): check. can mix into any standard unit composition: check
'but forcefields don't do damage'- think about how much more damage toss army can deal in comparison to a zerg's, especially when zerg's army got forcefielded and cutting off reinforcement. Now add guardian shield and chokepoints and splash damage from colossus/HTs.

I reckon infestors could use a nerf if only a new lair tech unit is available or a new lair tech upgrade that is not gimmicky like burrow roach movement. Then the zerg will have an option to prolong midgame and delay hive tech


And now its only effective against Caster Units wich the Ghost was already very good against making the Ghost a pure Anti-Caster which sucks because everything but beyond midgame Terran has is pure counter or is bad as hell. If you have to rely on counter units to stand a chance they should be really hardcounter something . I mean like 1 hit Infestors with Snipe so even IF you lose the Ghost you trade 1 for 1.

it is still an anti caster. It is even more of an anti caster than before purely because they don't go stock up energy for sniping everything and has a stronger presence against casters because snipe does more damage to them.

Like you said, ghost is now only effective against casters, not a good units in other areas, which makes it perfectly OK to lose a ghost for an infestors when infestors are the crucial part of the zerg army. or HTs/sentries/archons of the Toss army

I mean did you really think it was balanced when :
terran stock up 10 ghosts and turtle up in a split map situation with PFs all around and the ghosts can kill off every broodlords with no cost other than energy and broodlords were the only way to break that split map situation?
Or when Terran could get 6 ghosts+ just to land one or two good emps and kill off everything that the toss has?


Infestors are very very hard to catch . They hide behind the army while Broodlords bait you out. If you move your Ghosts forward Broodlords will shoot them then your own tanks will finish them because unless you unsiege and basically tell the Zerg to run in and kill you tanks will allways shoot and kill your own stuff. If tanks had an option to tell them to completely stop shooting at anything ( like the Ghosts have ) this wouldn't be much of a problem.

Why exactly do split map situations have to be broken head-on ? Somebody fortifies a position don't fucking attack it. This is what should lose you games. In PvZ running in the Spine, BL, Infestor wall will also lose you the game . Or running into a siege line in TvT etc.

don't attack into it? then lose to drops and nukes because how cost efficient those are? That was how terran played their late game TvZ and stopped after the ghost snipe nerf patch because they cannot just turtle anymore.
You think zerg hasn't tried doom drops and nydus to bypass that forteired area?

Infestors needed to come out to fungal the vikings and marines, one EMP disable a group of infestors. Hell, I see infestors np-ing a mothership with every units even after the nerf. You think that is easy?

(oh and I could use that back to you. Don't fucking attack to the broodlord army and just doom drop like what polt does? And how MMA wins his ZvT without using ghosts?)


Actually, No. Zergs haven't been doing these things and they should. The only Zerg I know that employs these methods frequently is Fitzyhere and he made the finals of the MLG open bracket.

Zergs should be dropping multiple changelings and move commanding them all over the Terran's territory and then mass nydus (because you can just continue to drop nydus) all over their base. Insert roach/ling/infestor and burrow roach and infestor all over their base. Just another way Zerg could be playing the MU (and trade even more cost efficiently than they are currently doing), but Zerg don't do this because they have no need to adapt and innovate.
Currently, what they have is enough and it stifles innovation.


♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Schlendrian
Profile Joined February 2012
49 Posts
Last Edited: 2012-06-20 17:39:58
June 20 2012 17:39 GMT
#4810
Here's an idea:

Problem: Latest Queen Buff makes mass Queens viable and Creepspread kinda got outta control (especially in TvZ)

Solution: Only allow 1 Queen per Hatchery (it has kinda been like that before the patch)

Side effects: Some cheesy air-strategies like 2-port-banshees, or some void ray all-ins might be too difficult to hold
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-06-20 18:15:17
June 20 2012 18:14 GMT
#4811
I had this idea for a while now and haven't got a response to it yet . I think it would be very beneficial to siege tanks to implement a button for them to deactivate autofire for them completely and they only fire when manually targeting. Especially against a Broodlord army ( and toss in general ) tanks just hurt your own army too much and unsieging isn't really an option considering you'll probably be instantly overrun if you do that. Anyone any opinion ?
Toadvine
Profile Joined November 2010
Poland2234 Posts
June 20 2012 18:24 GMT
#4812
On June 21 2012 03:14 s3rp wrote:
I had this idea for a while now and haven't got a response to it yet . I think it would be very beneficial to siege tanks to implement a button for them to deactivate autofire for them completely and they only fire when manually targeting. Especially against a Broodlord army ( and toss in general ) tanks just hurt your own army too much and unsieging isn't really an option considering you'll probably be instantly overrun if you do that. Anyone any opinion ?


Honestly, there's no reason not to have a "hold fire" button in the global UI for unit control. It's not there because nobody asked for it when SC2 was being developed, but even back when SC1 was released, a bunch of RTS games had stuff like this (and even more elaborate unit AI settings).
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
Last Edited: 2012-06-20 18:36:57
June 20 2012 18:29 GMT
#4813
On June 20 2012 21:17 Grimmyman123 wrote:
Show nested quote +
On June 20 2012 16:51 sCCrooked wrote:
On June 20 2012 15:41 Grimmyman123 wrote:
But, zerg army's right now in the late game are massively about mineral units like lings or cheap on gas light roaches, with infestors and BL to make up a largely free fighting army, with the tech behind casting it. As such, it is very difficult for "Terran or Protoss to kill the actual units responsible for casting the free army unit.


Wrong. Lategame Z in all matchups relies almost entirely on BL/Festor. An extraordinarily powerful but also unbelievably costly composition that is incredibly difficult and takes an extremely long time to replace when its killed (The first one probably won't kill any decent T or P off completely).

Roach/Ling does not do crap against mothership+all P unit deathballs or 3/3 MMM balls. You are better off investing in static defense at expos or trying to get a few more BLs or festors into your mix.

Why not. All other races have researchable abilities. the emphasis is to prevent rushing on 2 or 3 bases to get out infestors to exploit fungal or 4 infestor hit squadding with infested terrans as fast as possible. The infestor is a support unit, not supposed to make up the army core.


I think its starting to become clear its your understanding of the game that is a bit simplistic and has caused these sorts of ideas to appear as "all-fixing". What you proposed to the infestor would in fact break all Zerg matchups.

hahaha, sorry, I don't think just dismissing every/any idea is a helpful post. adding, or modifying the ideas would be though.


To be blunt, most of your suggestions are just really bad for balance and stem from a lack of deep understanding in the game's mechanics and match-ups. Completely deleting and regrouping with new ideas is probably a better idea than trying to modify these (which would require so much modding, they would not even remotely resemble what they do now).


Thanks, I actually have a good understanding of the game, just that I don't play zerg, so I don't have a one sided opinion. I have tried zerg, but after a few thousand matches of Protoss, the transition isn't easy.

Reading your post - you are saying: Zerg aint broken, don't fix it.


No no you misunderstand me. I'm saying that the problem isn't just with Zerg, the whole game's mechanics stink. They have only worked because very inventive and talented people have MADE this broken game work.

I don't mean to sound like a BW elitist (even though I sort of am), but what we've been saying was wrong with SCtoo from the beginning is what people in the SCtoo community are just now starting to suggest and see.

They're saying extend the early and the midgame by slowing the whole flow down. People in BW brought that up as a main concern years ago. We said it felt like the whole game was so compressed that you couldn't really gain advantages at any particular stage.

Now and only now are the people in the SCtoo community seeing that we were right and that the early/midgame need to be longer to allow larger advantages gained solely on multi-tasking ability. Let me try to explain more clearly without pissing any particular race off:

Incoming Wall of Explanation, Analysis and Text

Terran: The "Activision-Blizzard Chosen Child" race. They are given an economy that somewhat stinks in pure comparison to the other two races because they can't chrono-boost their worker facilities to accelerate worker production and they can't use mass-production cycles so early on like Zerg is able to. To counter-act this, they are given orbitals with the option of M.U.L.E.s which accelerate mineral gathering significantly and thusly A-B (Activision-Blizzard) figured they had "fixed" the advantages the other two races could place on their worker production. This is not quite the case since what happens is Terran is able to have tons of minerals that are comparable to if the other two races were chrono-boosting workers the whole time (not on tech buildings or gateways for faster army) while not having much if any gas. This caused Terrans to invest a lot more in their basic tech and unit taken straight from BW.

The Medic/Marine mix (medivacs in SCtoo) was a staple in BW army composition because it was cheap, easy to mass-produce off 2 bases, extremely easy to gain massive cost-effectiveness with proper micro (stutter-step also taken directly from BW), very fast to re-supply on (fast production cycles) and finally it had everything that was necessary for a multi-task-heavy army (maneuverability that was dependent on player input, damage that could rise sharply depending on player input). Terran in both games use essentially the same unit composition for the exact same reasons whether you can get them to admit it or not.

Terran are only now realizing that the design does not let them stay completely on Bio against really good players able to use compositions like Ultra/bane/festor or BL/festor/corruptor because Zerg players are only just now being able to reach this stage and gain advantages properly. You've been using the same MMM strategies for years, you didn't think Zerg would eventually figure out the weaknesses in your builds?

Its not Terrans' fault though. Its A-B's. They designed your race to be so mineral-centric that gas becomes a very limiting factor in viability of massing factory or starport units in amounts great enough to fight against gas-heavy armies of Zerg or Protoss. This, I believe to be the real flaw of Terran. Gas accumulation ability and spending distribution. Give them more gas options and things like "more factories, thus more thors" or something become much more possible.

____________________________________________________________________________________________________
Protoss: The middle-man in strength. They were in BW, a race that was sort of "in the middle" in terms of power. They weren't quite as durable as mech, but they weren't as immobile either. They also were far ahead in terms of caster viability and tech tricks. These same concepts exist in SCtoo and are used today (dt timings, air unit openers).

Protoss found that in vs T mech while they were strong enough to really pressure and sometimes win outright vs a Terran who did not protect their tanks well enough, they would have to become much more defensive in the lategame as Terran reaches this critical saturation on the field of mines with mobile vultures and a huge looming tank/goliath ball to constantly make them fear a move-out. The Terran mech of BW relied on basically moving a very powerful defensive position ever-closer to the enemy bases and eventually the defensive position became an offensive position as well since to "defend" the ground super-close to the enemy base would mean eating up the Protoss bases bit by bit.

Protoss used their superior maneuverability to counter this and you started seeing offensive recalls and even recall flanks being used to break apart these defensive positions. While this was very difficult to pull off against very strong Terran armies all situated around mines, turrets and vessels to EMP arbiters, it was in fact possible and created a sense of balance in the matchup.

Protoss in SCtoo are appearing so strong for the reason that Terran is still trying to get away with Bio which is still way too powerful. Its the flaw of too much minerals, not enough gas options for Terran. Protoss are the middle-men and they're not to blame for a fundamental flaw in the game.

Another thing to note is that goon and zealot micro as well as ht positioning for storms and arbiter timings as well as positionings were crucial in PvT in BW. This has all but dissappeared in SCtoo. Blink micro is a very poor substitute in a game where balling your army up and not microing at all (comparatively to BW armies) is the issue. Forcefields actually are very anti-micro. Protoss has no micro option where they can gain the cost-effectiveness of a Bio army, and a Bio army which is nothing but base mineral-dump units should not be able to face a gas-heavy army and win. Protoss can create massive gas-unit-heavy armies and that is why its being perceived as "favored" against Terran.

____________________________________________________________________________________________________

Zerg: The forgotten step-child of A-B. I say this because Zerg's fundamental flaws have never been addressed. The fact is we are forced into this extremely gas-heavy style that offers very few advantages in return for quite possibly the lowest mobility other than raw power which can be overcome easily through simply avoiding the strong-front and going for the bases or economy instead.

We have been called "1a race" lately because there's virtually no micro to speak of. The only micro you really have is spreading things and flanking. We do not have any option, like Protoss, of any sort of unit that can reach ridiculous cost-effectiveness with proper micro. We rely entirely on massing everything. I guess A-B watched too many "OMG LOOK HOW MANY ZERGLING" youtube spoof videos and thought this was how we played Zerg in BW. Mass zergling/festor or mass this unit, mass that, its all very boring to orient a race like this.

BW Zerg has a lot of options to exploit two key advantages. Superior maneuverability and massing capability. If you keep up with BW strategy at all, Zerg have been stagnating lately because we have no champion making new builds anymore. ZvT has stagnated so much that we're still using the builds created in the sAviOr era in 2007-08. That's right, 4-5 year old builds. Twice SCtoo's entire lifespan. In that time, BW Terran has figured out every timing and every way of hard-countering Zerg's old tricks much like Terran is finding now in SCtoo. There are now endless options against 2-3 hatch muta and 2-3 hatch lurker strategies that are incredibly effective if followed correctly. Not to mention a change in the meta that happened not more than 1-2 years ago when T figured out they could actually create complete map dominance with their bio armies at great cost efficiency and now they could take 1 (2 on some maps) more base and execute a complete army-type switch to pure mech. Pure mech counters all Zerg's options. Goliaths on a 3-4 base economy with turret and vessel (irradiate) support completely counters mutas. You can add valkyries in too if you feel like it. Tanks and vultures with constant harassment maneuverability and mine-spreading completely negates the possibility of ultras, lurkers, defilers, or zerglings being too effective. In fact this shift was so major, we still don't really have a way to fight it. It becomes even stronger at lower levels because of the mechanics behind mech damage becoming exponentially higher as the mass grows.

In SCtoo, Zerg faced many of the same issues except that they did not have superior maneuverability with speedlings due to just 4 hellions. They did not have massing advantage either because banshee follow-ups mixed with zerg's lack of mobile detection before lair tech could deny thirds for insanely long periods of time. Until the queen change, we literally could not take map control in any way until it was too late and Terran had already reached the point where they could throw completely-mobile and cost-efficient armies around anywhere (dropping them or straight-up pushing). We couldn't match that level of cost-effectiveness and started losing in droves.

Blizzard's answer was not "give them cost effective options" but instead a passive change just like all the other patches have done.

In BW, I could punish any sloppy wall or move-out timing with just 6-10 lings and deal so much punishing damage the lings paid for themselves 5x over. In SCtoo, this is not possible with any basic unit.

_____________________________________________________________________________________________________

The Fundamental Issue: Multi-tasking is not rewarded evenly amongst the races. Speed is not rewarded evenly either. These are the very things that made BW so balanced and so great. Whoever did the most with their race was almost ALWAYS crowned the winner. The BW community has been saying it since SCtoo was first released as a fundamental flaw and nobody listened.

Speeding up the game with "Faster" was ridiculously bad because all of a sudden, time changed too for whatever reason. Time should remain constant in a game like this. Its necessary to be able to bench yourself. Having a good sense of real time suddenly became a hinderance when you felt 8 real minutes pass and realized you were 6 minutes late on tech and timings in the game.

This also shortened the length of time you could harass or cause damage while building behind it. Extending a game, not compressing and shortening it is the answer.

People are now starting to suggest things like upgrade changes, tech timing changes, etc that would extend the length of the early and midgame. Can we just cut out the ridiculous disguises and say what it really is?

You need cost-effectiveness in every race no matter what unit composition they go for, there needs to be a way to counter it without hard-countering it so hard that there's no way to recover before the army reaches the front. You need sufficient time to exploit advantages you can create in the early and midgame because that will reward multi-taskers who can keep all that up constantly without missing a beat.

Right now every match-up is focussing on the lategame. Even ZvZ is now about coming up with builds that are aimed at hive tech and 13+ minutes. I'm sick of lategame being everywhere and being the only concern.

Maybe I don't like being 2-rax rushed either but I did find it more interesting that there was that option for pressure. Pressure is what makes a game like this really work.

At the risk of sounding like a BW elitist again, look at all the BW matchups. There isn't a single match-up where every race no matter if they're facing mirror or one of the other two races can just do nothing, not worry about any pressure, and go into the lategame. Not one.

At any point in any of the matchups at nearly any level of play, you are constantly under the threat that you are not just going to have someone gain an advantage, but that you will outright die with no hope of recovery if they go for build X and micro it well.

That's the key though. "Micro it well". If you really want to find fixes to this game, demand that A-B take action to reward micro, punish "1a" players and add cost-effective options at every tier on every race that are only cost effective if you multi-task. Tell them they need to slow the game down so you can actually DO things in the early and midgame every matchup.

I know this will just be construed as "oh so you're one of those who thinks WoL should be like BW" rant, but its the truth. You're all already coming to the same conclusions we came to years ago. WoL, if you want it to be more balanced, in fact should take more advice from its much more-balanced and multi-task-rewarding predecessor. It became a world phenomenon for several reasons. Perhaps ignoring that which made it legendary when developing its sequel was not the best approach.

tl;dr

The above wall of text is only my opinion.

Slow down the flow of the game's tech, don't try to change "time" itself and add multi-task-rewarding options that create massive cost-effectiveness only if micro'd heavily (enough that it takes extreme multi-tasking to keep up with macro along with it).

You are championing a game that calls itself a "multi-tasking" game. Multi-tasking rewards are the answer. Not passive, low-apm, 1a options. There is no reason a player at 300 apm should find someone with 50 apm remotely challenging, yet that is what we have all over ladder right now.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
zmansman17
Profile Joined March 2011
United States2567 Posts
June 20 2012 19:08 GMT
#4814
On June 21 2012 03:29 sCCrooked wrote:
Show nested quote +
On June 20 2012 21:17 Grimmyman123 wrote:
On June 20 2012 16:51 sCCrooked wrote:
On June 20 2012 15:41 Grimmyman123 wrote:
But, zerg army's right now in the late game are massively about mineral units like lings or cheap on gas light roaches, with infestors and BL to make up a largely free fighting army, with the tech behind casting it. As such, it is very difficult for "Terran or Protoss to kill the actual units responsible for casting the free army unit.


Wrong. Lategame Z in all matchups relies almost entirely on BL/Festor. An extraordinarily powerful but also unbelievably costly composition that is incredibly difficult and takes an extremely long time to replace when its killed (The first one probably won't kill any decent T or P off completely).

Roach/Ling does not do crap against mothership+all P unit deathballs or 3/3 MMM balls. You are better off investing in static defense at expos or trying to get a few more BLs or festors into your mix.

Why not. All other races have researchable abilities. the emphasis is to prevent rushing on 2 or 3 bases to get out infestors to exploit fungal or 4 infestor hit squadding with infested terrans as fast as possible. The infestor is a support unit, not supposed to make up the army core.


I think its starting to become clear its your understanding of the game that is a bit simplistic and has caused these sorts of ideas to appear as "all-fixing". What you proposed to the infestor would in fact break all Zerg matchups.

hahaha, sorry, I don't think just dismissing every/any idea is a helpful post. adding, or modifying the ideas would be though.


To be blunt, most of your suggestions are just really bad for balance and stem from a lack of deep understanding in the game's mechanics and match-ups. Completely deleting and regrouping with new ideas is probably a better idea than trying to modify these (which would require so much modding, they would not even remotely resemble what they do now).


Thanks, I actually have a good understanding of the game, just that I don't play zerg, so I don't have a one sided opinion. I have tried zerg, but after a few thousand matches of Protoss, the transition isn't easy.

Reading your post - you are saying: Zerg aint broken, don't fix it.


No no you misunderstand me. I'm saying that the problem isn't just with Zerg, the whole game's mechanics stink. They have only worked because very inventive and talented people have MADE this broken game work.

I don't mean to sound like a BW elitist (even though I sort of am), but what we've been saying was wrong with SCtoo from the beginning is what people in the SCtoo community are just now starting to suggest and see.

They're saying extend the early and the midgame by slowing the whole flow down. People in BW brought that up as a main concern years ago. We said it felt like the whole game was so compressed that you couldn't really gain advantages at any particular stage.

Now and only now are the people in the SCtoo community seeing that we were right and that the early/midgame need to be longer to allow larger advantages gained solely on multi-tasking ability. Let me try to explain more clearly without pissing any particular race off:

Incoming Wall of Explanation, Analysis and Text

Terran: The "Activision-Blizzard Chosen Child" race. They are given an economy that somewhat stinks in pure comparison to the other two races because they can't chrono-boost their worker facilities to accelerate worker production and they can't use mass-production cycles so early on like Zerg is able to. To counter-act this, they are given orbitals with the option of M.U.L.E.s which accelerate mineral gathering significantly and thusly A-B (Activision-Blizzard) figured they had "fixed" the advantages the other two races could place on their worker production. This is not quite the case since what happens is Terran is able to have tons of minerals that are comparable to if the other two races were chrono-boosting workers the whole time (not on tech buildings or gateways for faster army) while not having much if any gas. This caused Terrans to invest a lot more in their basic tech and unit taken straight from BW.

The Medic/Marine mix (medivacs in SCtoo) was a staple in BW army composition because it was cheap, easy to mass-produce off 2 bases, extremely easy to gain massive cost-effectiveness with proper micro (stutter-step also taken directly from BW), very fast to re-supply on (fast production cycles) and finally it had everything that was necessary for a multi-task-heavy army (maneuverability that was dependent on player input, damage that could rise sharply depending on player input). Terran in both games use essentially the same unit composition for the exact same reasons whether you can get them to admit it or not.

Terran are only now realizing that the design does not let them stay completely on Bio against really good players able to use compositions like Ultra/bane/festor or BL/festor/corruptor because Zerg players are only just now being able to reach this stage and gain advantages properly. You've been using the same MMM strategies for years, you didn't think Zerg would eventually figure out the weaknesses in your builds?

Its not Terrans' fault though. Its A-B's. They designed your race to be so mineral-centric that gas becomes a very limiting factor in viability of massing factory or starport units in amounts great enough to fight against gas-heavy armies of Zerg or Protoss. This, I believe to be the real flaw of Terran. Gas accumulation ability and spending distribution. Give them more gas options and things like "more factories, thus more thors" or something become much more possible.

____________________________________________________________________________________________________
Protoss: The middle-man in strength. They were in BW, a race that was sort of "in the middle" in terms of power. They weren't quite as durable as mech, but they weren't as immobile either. They also were far ahead in terms of caster viability and tech tricks. These same concepts exist in SCtoo and are used today (dt timings, air unit openers).

Protoss found that in vs T mech while they were strong enough to really pressure and sometimes win outright vs a Terran who did not protect their tanks well enough, they would have to become much more defensive in the lategame as Terran reaches this critical saturation on the field of mines with mobile vultures and a huge looming tank/goliath ball to constantly make them fear a move-out. The Terran mech of BW relied on basically moving a very powerful defensive position ever-closer to the enemy bases and eventually the defensive position became an offensive position as well since to "defend" the ground super-close to the enemy base would mean eating up the Protoss bases bit by bit.

Protoss used their superior maneuverability to counter this and you started seeing offensive recalls and even recall flanks being used to break apart these defensive positions. While this was very difficult to pull off against very strong Terran armies all situated around mines, turrets and vessels to EMP arbiters, it was in fact possible and created a sense of balance in the matchup.

Protoss in SCtoo are appearing so strong for the reason that Terran is still trying to get away with Bio which is still way too powerful. Its the flaw of too much minerals, not enough gas options for Terran. Protoss are the middle-men and they're not to blame for a fundamental flaw in the game.

Another thing to note is that goon and zealot micro as well as ht positioning for storms and arbiter timings as well as positionings were crucial in PvT in BW. This has all but dissappeared in SCtoo. Blink micro is a very poor substitute in a game where balling your army up and not microing at all (comparatively to BW armies) is the issue. Forcefields actually are very anti-micro. Protoss has no micro option where they can gain the cost-effectiveness of a Bio army, and a Bio army which is nothing but base mineral-dump units should not be able to face a gas-heavy army and win. Protoss can create massive gas-unit-heavy armies and that is why its being perceived as "favored" against Terran.

____________________________________________________________________________________________________

Zerg: The forgotten step-child of A-B. I say this because Zerg's fundamental flaws have never been addressed. The fact is we are forced into this extremely gas-heavy style that offers very few advantages in return for quite possibly the lowest mobility other than raw power which can be overcome easily through simply avoiding the strong-front and going for the bases or economy instead.

We have been called "1a race" lately because there's virtually no micro to speak of. The only micro you really have is spreading things and flanking. We do not have any option, like Protoss, of any sort of unit that can reach ridiculous cost-effectiveness with proper micro. We rely entirely on massing everything. I guess A-B watched too many "OMG LOOK HOW MANY ZERGLING" youtube spoof videos and thought this was how we played Zerg in BW. Mass zergling/festor or mass this unit, mass that, its all very boring to orient a race like this.

BW Zerg has a lot of options to exploit two key advantages. Superior maneuverability and massing capability. If you keep up with BW strategy at all, Zerg have been stagnating lately because we have no champion making new builds anymore. ZvT has stagnated so much that we're still using the builds created in the sAviOr era in 2007-08. That's right, 4-5 year old builds. Twice SCtoo's entire lifespan. In that time, BW Terran has figured out every timing and every way of hard-countering Zerg's old tricks much like Terran is finding now in SCtoo. There are now endless options against 2-3 hatch muta and 2-3 hatch lurker strategies that are incredibly effective if followed correctly. Not to mention a change in the meta that happened not more than 1-2 years ago when T figured out they could actually create complete map dominance with their bio armies at great cost efficiency and now they could take 1 (2 on some maps) more base and execute a complete army-type switch to pure mech. Pure mech counters all Zerg's options. Goliaths on a 3-4 base economy with turret and vessel (irradiate) support completely counters mutas. You can add valkyries in too if you feel like it. Tanks and vultures with constant harassment maneuverability and mine-spreading completely negates the possibility of ultras, lurkers, defilers, or zerglings being too effective. In fact this shift was so major, we still don't really have a way to fight it. It becomes even stronger at lower levels because of the mechanics behind mech damage becoming exponentially higher as the mass grows.

In SCtoo, Zerg faced many of the same issues except that they did not have superior maneuverability with speedlings due to just 4 hellions. They did not have massing advantage either because banshee follow-ups mixed with zerg's lack of mobile detection before lair tech could deny thirds for insanely long periods of time. Until the queen change, we literally could not take map control in any way until it was too late and Terran had already reached the point where they could throw completely-mobile and cost-efficient armies around anywhere (dropping them or straight-up pushing). We couldn't match that level of cost-effectiveness and started losing in droves.

Blizzard's answer was not "give them cost effective options" but instead a passive change just like all the other patches have done.

In BW, I could punish any sloppy wall or move-out timing with just 6-10 lings and deal so much punishing damage the lings paid for themselves 5x over. In SCtoo, this is not possible with any basic unit.

_____________________________________________________________________________________________________

The Fundamental Issue: Multi-tasking is not rewarded evenly amongst the races. Speed is not rewarded evenly either. These are the very things that made BW so balanced and so great. Whoever did the most with their race was almost ALWAYS crowned the winner. The BW community has been saying it since SCtoo was first released as a fundamental flaw and nobody listened.

Speeding up the game with "Faster" was ridiculously bad because all of a sudden, time changed too for whatever reason. Time should remain constant in a game like this. Its necessary to be able to bench yourself. Having a good sense of real time suddenly became a hinderance when you felt 8 real minutes pass and realized you were 6 minutes late on tech and timings in the game.

This also shortened the length of time you could harass or cause damage while building behind it. Extending a game, not compressing and shortening it is the answer.

People are now starting to suggest things like upgrade changes, tech timing changes, etc that would extend the length of the early and midgame. Can we just cut out the ridiculous disguises and say what it really is?

You need cost-effectiveness in every race no matter what unit composition they go for, there needs to be a way to counter it without hard-countering it so hard that there's no way to recover before the army reaches the front. You need sufficient time to exploit advantages you can create in the early and midgame because that will reward multi-taskers who can keep all that up constantly without missing a beat.

Right now every match-up is focussing on the lategame. Even ZvZ is now about coming up with builds that are aimed at hive tech and 13+ minutes. I'm sick of lategame being everywhere and being the only concern.

Maybe I don't like being 2-rax rushed either but I did find it more interesting that there was that option for pressure. Pressure is what makes a game like this really work.

At the risk of sounding like a BW elitist again, look at all the BW matchups. There isn't a single match-up where every race no matter if they're facing mirror or one of the other two races can just do nothing, not worry about any pressure, and go into the lategame. Not one.

At any point in any of the matchups at nearly any level of play, you are constantly under the threat that you are not just going to have someone gain an advantage, but that you will outright die with no hope of recovery if they go for build X and micro it well.

That's the key though. "Micro it well". If you really want to find fixes to this game, demand that A-B take action to reward micro, punish "1a" players and add cost-effective options at every tier on every race that are only cost effective if you multi-task. Tell them they need to slow the game down so you can actually DO things in the early and midgame every matchup.

I know this will just be construed as "oh so you're one of those who thinks WoL should be like BW" rant, but its the truth. You're all already coming to the same conclusions we came to years ago. WoL, if you want it to be more balanced, in fact should take more advice from its much more-balanced and multi-task-rewarding predecessor. It became a world phenomenon for several reasons. Perhaps ignoring that which made it legendary when developing its sequel was not the best approach.

tl;dr

The above wall of text is only my opinion.

Slow down the flow of the game's tech, don't try to change "time" itself and add multi-task-rewarding options that create massive cost-effectiveness only if micro'd heavily (enough that it takes extreme multi-tasking to keep up with macro along with it).

You are championing a game that calls itself a "multi-tasking" game. Multi-tasking rewards are the answer. Not passive, low-apm, 1a options. There is no reason a player at 300 apm should find someone with 50 apm remotely challenging, yet that is what we have all over ladder right now.


Terran's problem is not just that it's mineral-centric. It also has to do with the fact that Terran's units are not that good, especially as you enter the late game.

You also say that Zerg isn't cost efficient. That's just not true. Zergs are now being at least as cost efficient, if not moreso than their Terran counterparts. This is the problem with the game.

The idea of the "Swarm" race being able to trade more cost efficiently than the "Defensive" race, even in well-defended positions. Zerg is too strong right now because they get the best of both: The ability to max and re-max quickly and then the ability to break well-defended positions and then to trade evenly, if not more cost efficiently from their first wave into those defensive positions.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
June 20 2012 19:17 GMT
#4815
Terran's problem is not just that it's mineral-centric. It also has to do with the fact that Terran's units are not that good, especially as you enter the late game.


Wrong again, but you can't really be reasoned with since you apparently didn't read the post or at the very least did not understand it. Terrans units are fine, but you can't make enough of them quickly. Tanks in great numbers are extremely hard to break. You just can't mass them like you can mass a mobile and very efficient bio mass and that makes it less viable as a strategy since you simply can't get the gas mass to do it within a decent frame of time.

You also say that Zerg isn't cost efficient. That's just not true. Zergs are now being at least as cost efficient, if not moreso than their Terran counterparts. This is the problem with the game.


No its not and my statement is proven by simple mathematic calculations looking at gas amounts necessary in each army not to mention every single caster and progamer noting the efficacy in trading T armies with Z and thus siding with me as well. If your statement were true, Zerg could stay even on bases with T and not be considered behind. Unless you're trying to say that is the case, your statement is incorrect.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
Syphon8
Profile Joined July 2010
Canada298 Posts
June 20 2012 19:21 GMT
#4816
Problem: Terran players don't have an easy enough time being cost efficient in the late game vs. Protoss, and moreso vs. Zerg.

Solution: Increase the energy that Ravens spawn with after researching Corvid Reactor.

Side Effects: Terran would have an easier time denying Creep.

Ravens are a great late-game support unit, but the problem is it takes too long to tech switch into using them reasonably with Bio or Mech. Increasing the energy granted by Corvid Reactor would moderately increase the utility of Auto-turret, PDD, Seeker Missile, Hi-Sec Auto Tracking, and Building Armor. This would benefit Terran lategame in all matchups.
',:/
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
June 20 2012 19:21 GMT
#4817
I agree with the poster above me, that's what I've been talking about HotS. I hope they bring more "skirmish" in the game, and that a race can attack another without the massive fear of taking a huge blunder at it.

Currently, Zerg cannot attack either race unless they are +50/60 supply ahead of them and can do a multi-prong attack. I've lost too many games to Mech Terran turtling on 3 bases and then 1-a moving towards my base. I look up the APM, I'm around 180, he's at 90, why is that? Because everyone is aiming for the late game. As soon as I see a Terran going Mech, I'm trying to do a timing attack with Roaches (as 6-10 Blue Flame Hellions negate any Zerglings around) or go straight for the Hive tech. With Thors and mass Missile Turrets around his base, you can't even get in with Mutas. /rant off

Like I said, I hope HotS brings Skirmish, and bigger awards for microing and multi-tasking.
You are no longer automatically breathing and blinking.
Tryagain4free
Profile Joined March 2012
81 Posts
June 21 2012 07:13 GMT
#4818
On June 21 2012 04:17 sCCrooked wrote:
Show nested quote +
Terran's problem is not just that it's mineral-centric. It also has to do with the fact that Terran's units are not that good, especially as you enter the late game.


Wrong again, but you can't really be reasoned with since you apparently didn't read the post or at the very least did not understand it. Terrans units are fine, but you can't make enough of them quickly. Tanks in great numbers are extremely hard to break. You just can't mass them like you can mass a mobile and very efficient bio mass and that makes it less viable as a strategy since you simply can't get the gas mass to do it within a decent frame of time.

Show nested quote +
You also say that Zerg isn't cost efficient. That's just not true. Zergs are now being at least as cost efficient, if not moreso than their Terran counterparts. This is the problem with the game.


No its not and my statement is proven by simple mathematic calculations looking at gas amounts necessary in each army not to mention every single caster and progamer noting the efficacy in trading T armies with Z and thus siding with me as well. If your statement were true, Zerg could stay even on bases with T and not be considered behind. Unless you're trying to say that is the case, your statement is incorrect.



Hi sCCrooked!


Really like you effort on the matter. But isn't it a bit strange to say "terran (lategame) units are fine", when at the same time you do have to admit that there is a huge problem with the production time of those units. Leading to the next problem of reenforcing this army after battle. And I am a bit sceptical about your generalization of "terran units are fine", if we take a look at a lategame unit like the ghost and it's restricted function as a "anti-spellcaster-only" unit type in TvZ.
If we take a look at the raven, there are obvious issues with HSM speed and range an energy cost an energy build up time. On top of it, the range of fungal outclasses the raven quiete a bit. And the straight out fail against ultras.

So all in all I'm under the impression that, even you put immense effort into your post, you tend to overlook some mayor issues in terran lategame compositions, because you seem to be stuck on a "Terran: The "ctivision-Blizzard Chosen Child" race point of view. So in your comparison of army values and macro differnces between the races, it feels to me as if you are leaving out some important points and further implications.

Note: Please don't take this as a personal kind of criticism, because it's not ment this way.
Sroobz
Profile Joined December 2011
United States1377 Posts
June 21 2012 12:46 GMT
#4819
MKP - "It's the most unbalanced match-up in history"
Flash---Taeja---Mvp---Byun---DRG
K3Nyy
Profile Joined February 2010
United States1961 Posts
June 21 2012 13:22 GMT
#4820
On June 21 2012 04:21 ysnake wrote:
I agree with the poster above me, that's what I've been talking about HotS. I hope they bring more "skirmish" in the game, and that a race can attack another without the massive fear of taking a huge blunder at it.

Currently, Zerg cannot attack either race unless they are +50/60 supply ahead of them and can do a multi-prong attack. I've lost too many games to Mech Terran turtling on 3 bases and then 1-a moving towards my base. I look up the APM, I'm around 180, he's at 90, why is that? Because everyone is aiming for the late game. As soon as I see a Terran going Mech, I'm trying to do a timing attack with Roaches (as 6-10 Blue Flame Hellions negate any Zerglings around) or go straight for the Hive tech. With Thors and mass Missile Turrets around his base, you can't even get in with Mutas. /rant off

Like I said, I hope HotS brings Skirmish, and bigger awards for microing and multi-tasking.


It's actually pretty hard to play mech vs Zerg if they're playing correctly but it also depends on the map I guess.

If you're constantly throwing Roaches at his face and delaying/denying his 3rd while teching to Broods, by the time he pushes your Brood/Infestor army should destroy him.
Prev 1 239 240 241 242 243 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 12h 39m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason104
ProTech77
StarCraft: Brood War
firebathero 237
Rock 38
LancerX 18
NaDa 12
Dota 2
LuMiX1
League of Legends
Grubby3409
Dendi1467
Heroes of the Storm
Liquid`Hasu522
Khaldor256
Other Games
summit1g7526
FrodaN2295
fl0m1025
Mlord672
RotterdaM372
Sick65
Nathanias34
Organizations
Other Games
EGCTV1151
BasetradeTV36
StarCraft 2
angryscii 33
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• Berry_CruncH276
• StrangeGG 46
• davetesta33
• musti20045 30
• tFFMrPink 17
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• Pr0nogo 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler135
League of Legends
• Doublelift4215
• Jankos2583
Other Games
• imaqtpie1101
• WagamamaTV491
• Shiphtur303
Upcoming Events
RSL Revival
12h 39m
Clem vs Classic
SHIN vs Cure
FEL
14h 39m
WardiTV European League
14h 39m
BSL: ProLeague
20h 39m
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV European League
2 days
The PondCast
3 days
Replay Cast
4 days
RSL Revival
4 days
[ Show More ]
Replay Cast
5 days
RSL Revival
5 days
FEL
5 days
RSL Revival
6 days
FEL
6 days
FEL
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.