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As much as it hurts my eyes to read some of this discussion, something apparently needs to be made clear. Amulet was taken out because warping in 4 storms at any place and point in time is more than enough to take out more than half a bio ball of units. Ghosts can only come in from a Barracks and an EMP will never ever ever kill a unit of yours. In TvZ marines must be split up against banelings or they die to 3-4 banelings. Why does this concept not apply to protoss and EMP? The warp in mechanic in itself is already quite broken and you should be able to spawn units faster from gateways or anywhere on the map there is a pylon effect with warpgates. I assume this would fix most 4 gates in pvp as attacking would become insanely more difficult because they can reinforce much faster than you.
If anyone has ever viewed Huks stream or really any high up Protoss use storms, they will sometimes preemptively use storms if they see the Terran has ghosts with surprising effect. High level Protoss also never have casters next to eachother when they see ghosts are out. In addition to having observers following the army if the ghosts run forward to emp he will throw HTs at them 1 at a time to try to feedback as many as possible or to eat 1 or 2 EMPs making them much less effective.
In a fight where the terran can only EMP units, and protoss get their storms off is it usually an equal trade? In my experience if storms get off at all the Protoss wins the fight, but if both go off the Protoss will generally win an equal fight. If terran gets you before you can storm, it really works the same way as banelings hitting before you can split your marines.
Protoss already have the best units in the game and without EMP terran lose 100% of the time, so I really don't see why giving them the upperhand when it comes to denying spells is such a big deal.
Last thing, Protoss can make Archons, whether you realize this or not, they are insanely good against bio. If a ghost gets his energy drained he is relatively useless if not dead in the fight, you can make an archon which goes from storms countering a bio ball to an archon that counters a bio ball.
The fact that Protoss in the GSL can play very well without doing any drops or harassment is already laughable. Terran have to do drops just to keep on level terms with the protoss.
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This isn't really about balance, but it was shut down, so I'm re-posting it here. Basically I think Blizzard needs to implement micro, anticipation and uncertainty into the game, to allow the game to scale to a wider audience.
After hearing a few points, I think Part 1 may be too much, but Part 2 for higher tech units may be more reasonable.
Where is the Uncertainty and Where is the Micro?
As a relatively new fan & spectator of video games, I have an issue with Blizzard's approach to the game. While SC2 should be a designed to be an economy focused and constantly expanding game, this shouldn't be a requirement as a fan to have had a pleasant viewing experience. ie. For the game to explode in popularity, a fan should be able to watch 1 base vs 1 base, and have been entertained on some level. Currently, the requirement for a game to be entertaining is simply too high.
Here are my thoughts on why.
I believe that balance is a major variable as Blizzard continues to improve the game to ensure it's viability, but I worry that they are underestimating that just as important to the success of SC2 as a spectator sport, is to for them to focus on viewer friendly aspects of the game.
Think about some of the most exciting moments of an RTS game. 1. scourge chase a critical shuttle as it races back to it's cannons. Will it hit? 2. scourge chasing mutas, as the player races to separate the muta ball. Which muta is targeted? Will he separate in time? 3. watching a reaver scarab chase units or workers, while the other player spreads his units to prevent damage. Also the audience is excited by the uncertainty of how much damage it will do. This additional uncertainty leads to multi-layered anticipation, followed by an extra emotional payoff/letdown. 4. micro of a shuttle with tanks, and cannons fire at the tanks, but missing due to skill of the player in unloading and loading the tanks. He dodges shot after shot, wow! 5. the anticipation of whether or not a nuke will hit. You can actually hear Day9 and DJWheat yelling omg, OMG .... ZOMG!!!!! 6. watching zerglings or zealots run in to catch a marauder drop targeting a key building. Will the building go down? 7. anticipation of marines as they unknowingly travel near some burrowed baneling. Will they step over them?
During these moments, you can actually feel the audience hold it's breathe ... THIS UNCERTAINTY IS EXCITING TO WATCH!!!! AND IT'S EASY TO UNDERSTAND FOR ANYONE!!! This results in the game having more potential for a wider audience.
Don't get me wrong, I love the fact that there's a deeper aspect to the game, as guys like Artosis and Day9 break it down for us. Army position, compositions, build orders, the metagame, economy management, poking, forcing, withdrawing, etc. However requiring an appreciation of this level can forever limit potential viewership. Let's think about the most popular sport in America, football (or American football to the rest of the world, aka not soccer).
What can we learn from American football? In football, there are openings, like SC2. Both sides of the ball get into formations, and adjust their formations depending on reads: 1. What down is it? (1st - 4th) 2. How many more yards until 1st down, or until Field Goal range (3 points), or until End Zone for touchdown (6 points with 1 or 2 more potential points) 3. What personal do they have on the field? 4. What formation are they in? 5. And what is the current metagame? 6. How much time remains? 7. What is the score? and etc.
Then you'll see both sides of the ball adjust their formations in the few seconds before the ball is snapped. Now are they going to run the ball or pass it, and how? Let's assume they pass. In a single play, without understand any nuance of the strategy, here's what a viewer will see.
Defenders are running to get to the quarterback, while one often slips by his defender (due to a design that 95% of viewers don't understand). eg. Fans will see a linebacker (LB) chasing a quarterback (QB), as the QB looks for an open receiver. There's an uncertainty of whether or not the QB will see the LB, then if he does, whether or not he will get sacked, and if he makes the pass whether or not the receiver will catch it while another defender barrels down on him.
Also, a skillful QB can maneuver around the LB, by sidestepping him, and making the LB dive and miss. Fans love that, and fans love seeing a defender read the QB's eyes and jump and knock down the pass, or intercept it. These skillful (micro) plays can be understood by the low level fan, which is the vast majority of fans in any non-niche sport.
Even if the receiver catches the ball, he now has his own battle with his defender. As they race, and he jukes and jives around defenders trying to make them miss, as they try to crush him. The constant uncertainty plus the constant "micro battles", leads to constant excitement. This is why the NFL is so far ahead of other sports. It has a high level of overall strategy (for football nerds) pitting 11 players against 11 other player in constant micro wars (for noob friendly enjoyment). Even alot of women actually watch and enjoy football ... yes, women! How do we apply this to SC2?
Three thoughts I had to improve the game for spectators and also for players. The theme is to allow fans to actually be able to observe skill, by actually allowing the game to have more skill.
PART 1- Allow higher rate of micro for basic units. I believe this change alone would drastically improve fans' enjoyment of the game. It is also the most critical change as it allows micro to be on display early on in the game with 1 basic upgrade (ie. stim, burrow, blink/charge).
1) Slow down all projectiles. This includes marauder shots, stalker beams, roach acid (I'm not 100% sure this is a projectile, but it should be). By slowing them down, you allow the player to see the shot fired, then react. This will allow unit vs unit micro.
2) Allow zerg to burrow micro. Increase the speed of burrowing into the ground. Now if a stalker or marauder fires at your roach, you should be able to dodge it with burrow micro. Imagine roaches micro'ing against roaches or banelings chases drones/zerglings, while burrow micro'ing away from roach acid. However the speed of unburrowing may have to be reduced, otherwise you'll have groups of roaches unburrow, fire, and burrow away from any projectiles. Quick burrow gives a defensive advantage, while slower unburrow, allows opponents to intercept zerg offense (aka defensive advantage).
3) Allow protoss to dance - increase refresh rate of blink/charge, but reduce overall range of blink & time of charge. Decrease the range of blink, but increase the refresh rate. Also, make charge an ability that doesn't have to target to activate (like stim) and also remove auto-cast. You should be able to activate charge to run away from projectiles, or to selectively target 1 zealot against 1 unit. Like blink, charge should also reduce it's range (or time it lasts) while getting an increased refresh rate. Basically, you want to increase the micro opportunities, but not increase the time that they cover ground, such as when traveling across the map.
In the current game, imagine 2 marauders with shells upgraded, trying to escape 3 chargelots. The marauders stim, then they do a dance of fire and sprint, while the chargelots hope to chase them down. There's zero micro currently by the protoss player, putting him at the mercy of the terran's micro. While for blink stalkers, all the micro you can really do, is blink away your 2 stalkers and hope they can outpace the 3 or 4 marauders. The protoss players has no micro in these small army battles of upgraded basic units.
If charge didn't require targeting and wasn't auto-cast default, then you could have the following scenario of skill on display. Remember the slower projectiles. i. Chargelot vs Marauder: In a situation when attack-targeting 1 marauder with 2 chargelots, protoss could wait to see which chargelot the marauder fires at. Protoss could charge forward the untargeted zealot with charge, which could last for a period of 3 attacks, rewarding the protoss player for good micro. The terran would have to react, by re-targeting the chargelot, to keep him at bay, saving him from the last 2 attacks. ii. Chargelots vs burrow roaches: Protoss could now wait to see which roaches unburrow, before activate a charge. Zerg could wait to see a group of zealots charge at a roach, then burrow that roach, while unburrowing other roaches, giving him time in between charges. iii. Chargelots vs chargelots or blink stalkers Red protoss charges at a blue zealot, but blue protoss sees it and charges and sprints away, dodging the charge attack. So in any chase down scenario, you could have zealots trying to chase zealots, with activating charge being key to catching or escaping. This is similar to seeing blink stalkers chase blinks stalkers, we watch one group blink in & shoot, but the opponent blinks out, before taking any hits.
4) The maximum range of projectiles should also be limited. (I'm not sure but this may already exist) We know the stalker range is 6 (distance before the stalker fires), but we should also limit the maximum projectile range (if it's not also 6, I'm not sure). Now with slower projectiles, this allows a dancing scenario to happen between 2 units. 1 non-upgraded stalker vs 1 non-upgraded maurader should be able to do a dance. Where they can both get into a range of 6, both see each other's projectile incoming, and then both run away, dodging it. This immediately adds micro into the game, with the most basic units.
5) Don't limit this to just basic units. In viking battles, it shouldn't just be the guy with 4 vikings always beating the guy with 3 vikings, with the only micro limited to focus fire and some positioning. If the guy with 3 vikings, lifts and lands to dodge viking shots, while sneaking in his own shots, then he should be able to win that battle.
Summarizing Part 1: When a small army engages another small army, in the mid to late game, you should allow exciting battles to happen, giving fans more opportunities to be wowed by player skills right from the start. This adds another element of decision making. Which battle does the player prioritize to micro? Is it worth micro'ing over macro'ing? Also, these micro effects are skill minimized in large battles but not obsolete. When watching a large battle, a player chooses to engage in some micro with a portion of the units, they should be able to. So you can have 100 food vs 100 food fights comprised of only basic units, where each player is micro'ing the hell out of 10 food. Slow down projectiles!
PART 2- Allow higher tech units to be micro'd and micro'd against - eg. change Infestors and Immortals. Once you're in the stage of the game where economy and macro has a greater impact, add higher tech units where the effectiveness of micro, still makes macro vs micro a decision point for the player. And make this micro appealing and understandable to the casual fan. When seeing a 100 food vs 100 food fight, there should be units that you can clearly see as a fan. By that I mean they should absolutely stand out when being micro'd. Here's a few suggestions.
1) Change fungal into a projectile similar to the reaver scarab. First make it have to target a unit, and also make it have to run around other objects in the game, such as mineral patches, buildings and other units, to get to its intended target. Also, give it three distances. First it should have a target range that it will travel and explode with a hit (such as 15 range), but then it should have a target distance it will travel and explode with a miss (from 15 range to 20 range, which is key because most of the audience can't distinguish 15 range from 17 range for example, creating an extra element of uncertainty when seeing the fungal bomb explode, did it hit?), and finally a distance where it just explode in mid-travel with a miss (20 range).
In the current game, an infestor walks to it's target and a fungal happens or it doesn't. There is no suspense at all, no buildup to excitement or letdown. There is no chance at spreading a group of marines or zealots away. Making it more like the reaver scarab, opponents would be blinking stalkers into a spread away from fungal, running drone lines and spreading them while quickly searching to find and isolate the intended drone target.
2) Allow immortals to have a defensive matrix type of ability (maybe start it with or upgrade in robo-bay, but I think not). This ability should cost around 35 shield (I picked this number, since it'll have 2 guaranteed spells with an uncertain 3rd within a short period of time) to 50 shield. It should block all incoming damage, along with EMPs. It will activate for about 1.5 seconds.
for some reference: Stalkers fire at a rate of 1.44 seconds. Marauder at 1.5. Roaches at 2.0.
While immortals can tanks small to medium fights, you also want immortals to be able to tank in medium to large fights with some micro. Immortals will still have their hardened shield to limit damage to 10 shield per shot, but now the protoss has a decision point to make. He can now micro the immortal when he sees 10 roaches. If the zerg fires all 10 roaches at the immortal, the protoss player can now activate the shield, saving more damage by superior micro against a lesser skilled zerg. The zerg can counter by running his roaches up, but not targeting the immortal, faking the protoss into activating it's shield, while the roaches attack other units.
If the role of the immortal is to tank, then why not add some tanking that you can micro? Reward skill, and allow people to see it! A shell that can clearly be seen should appear around the immortals, while the roach acid, marauder shell, or stalker beams are absorbed by the shell. As shots are absorbed by the shell, it should make a nice, distinct sound effect for the fans to better appreciate.
3) Give the warp prism more life. Force marines to actually have to decide between the warp prism and potential units being micro'd in and out. There needs to be a decision point here, which is also influenced by the warp prism micro. Bad protoss micro can make this an easy decision to go for the units, while good micro may mean we need to target the warp prism, or vice versa depending on the unit inside.
IMO, the focus of higher tier units, or at least (one ability for) one higher tier unit in each tech path should have an ability that can be micro'd to sway battles when outnumbered and have a micro-able ability of high priority in 100 food vs 100 food fights. This micro-able ability should have a level of uncertainty as to how effective it will be, and it should be something that the opponent can anticipate and micro against.
4) Make micro-able abilities like seeker missile more applicable/attainable, while passive abilities like point defense drone or auto-turrets less so. Some of these exciting-to-fan, high-player-skill abilities are already in the game, but not prioritized.
5) Make the ghost EMP projectile more visible. I hate not seeing anything but a bunch of exploding EMPs. Oh I guess they hit or not. Where was my foreplay? Slow it down, make it radiate like the sun if you have to, and expand the aoe range if you must, assuming players show that it is now be easier to dodge.
Summary: Micro + Anticipation + Uncertainty = Fun to Watch That's all I have to say. gg
Edit: This isn't about balance. The game can still be and will be balanced eventually. However, if you have a high requirement to excitement ratio, then who cares if the game is balanced? You'll have a boring balanced game, that will limit it's excitement. Blizzard is going to be patching this game for years, and I personally believe they should higher prioritize the spectating aspects of the games. They shouldn't be afraid of taking 1 major step back in terms of balance, in order to take 2 leaps forward in overall enjoyment.
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i cant even read past page 2 of this thread X_X. Hey lets just make everyone have the same fricken caster unit? nonono wait, lets just give all three races the ability to make EVERY SINGLE UNIT SO ITS ALL BALANCED
no nvm this is better - if you guys want to compare every unit to be the exact same go play AoE2 or something.
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On August 21 2011 02:53 Quotidian wrote: I didn't say fungal is a projectile (it should be, but never mind)
To pick up on this, as it is an interesting subject in itself and I feel the HT vs Ghost argument has died a death (or should in the near future), I agree.
Fungal being a projectile would help in 2 ways:
1) In ZvT, marine splitting that isn't pre-emptive will be viable against Infestors, making micro better/more useful. 2) Infestors can launch a fungal and then run away, making micro better for Infestors.
I would also consider making Fungal not work against air units, as it makes no sense background wise or gameplay wise in my opinion, but more on that later.
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On August 21 2011 03:50 SeaSwift wrote:Show nested quote +On August 21 2011 02:53 Quotidian wrote: I didn't say fungal is a projectile (it should be, but never mind) To pick up on this, as it is an interesting subject in itself and I feel the HT vs Ghost argument has died a death (or should in the near future), I agree. Fungal being a projectile would help in 2 ways: 1) In ZvT, marine splitting that isn't pre-emptive will be viable against Infestors, making micro better/more useful. 2) Infestors can launch a fungal and then run away, making micro better for Infestors. I would also consider making Fungal not work against air units, as it makes no sense background wise or gameplay wise in my opinion, but more on that later.
While I can definitely see the logic in this, as someone who plays Zerg I'd just like to point out that:
Depending on the speed of the projectile (like for example, in previous PTRs that tried this idea), Infestors are a huge investment in ZvT that need to pay off vs mass Marines in particular because chances are someone who goes Infestors probably didn't get banelings. (mid-game considered)
If FG projectiles could be dodged with similar ease to banelings using tank/marine, Zerg will get pushed back to square one of "how do I break marine/tank contain?". The reason why ling/baneling sort of died out against tank/marine contain is because stimming marines away from banelings and letting tanks kill banelings is too easy to do. You can't run the banelings back because they'll just keep getting shot on their way by tanks. If you crash them on the tanks, the marines will mop up the zerglings.
Infestor/ling ensures that at least marines are getting damaged/snared while zerglings take care of tanks.
Or maybe someone else can suggest a better way to use ling/bling? Just hit low masters, still feeling like high diamond.
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The thing with infestors is that zergs often just get a dozen or more of them. T and P will try to do similar with their own casters, but they really can't afford to do so until extreme late game. Generally speaking, the casters fill a support role. For zerg, however, the infestor seems to be the core of the army in many games. It provides a significant portion of the dmg, the harass with burrowed movement, and good defense with fungal acting as both a snare to delay engagement while weakening your opponent as well as free cloak detect and antiair.. Certainly zerg need all of these things in their army, but having all of them on a single caster makes things difficult. In some ways it is reminiscent of 5 rax reapers. All your gas pour into these units that offer you map control, harass, and a threatening army while leaving you minerals to expand/build low tier units as meat shields/extra dmg.
I should add, I think infestors are filling a role in zerg armies that is vitally important. Before brood lords, they are the unit that allows zerg to actually hold a position; what lurkers and later defilers did in bw. This role is vital, but infestors are far too good at all those other roles to the point that they can dominate your army composition.
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On August 21 2011 03:21 padfoota wrote: i cant even read past page 2 of this thread X_X. Hey lets just make everyone have the same fricken caster unit? nonono wait, lets just give all three races the ability to make EVERY SINGLE UNIT SO ITS ALL BALANCED
no nvm this is better - if you guys want to compare every unit to be the exact same go play AoE2 or something.
Why don't you go read and answer some other thread then? This thread is about balance, and whether or not the balance "whine" is right or not doesn't make a diffenerence, it's a discussion thread.
I always think balance discussions are hilarious because every race have something they whine about, which makes the whole discussion hilarious because whoever you listen too, they are always wrong if you ask someone else.
As a protoss, I will say this. The amulet was imba. High templars are good enough as they are now.
As a protoss, I will say this. It's unfair that an EMP has 10 range and a feedback has 9, because when it comes to ghost vs ht micro before a battle.. the ghost wins.. always.
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[+ Show Spoiler +QUOTE]On August 21 2011 03:18 Spicy Pepper wrote: This isn't really about balance, but it was shut down, so I'm re-posting it here. Basically I think Blizzard needs to implement micro, anticipation and uncertainty into the game, to allow the game to scale to a wider audience.
After hearing a few points, I think Part 1 may be too much, but Part 2 for higher tech units may be more reasonable.
Where is the Uncertainty and Where is the Micro?
As a relatively new fan & spectator of video games, I have an issue with Blizzard's approach to the game. While SC2 should be a designed to be an economy focused and constantly expanding game, this shouldn't be a requirement as a fan to have had a pleasant viewing experience. ie. For the game to explode in popularity, a fan should be able to watch 1 base vs 1 base, and have been entertained on some level. Currently, the requirement for a game to be entertaining is simply too high.
Here are my thoughts on why.
I believe that balance is a major variable as Blizzard continues to improve the game to ensure it's viability, but I worry that they are underestimating that just as important to the success of SC2 as a spectator sport, is to for them to focus on viewer friendly aspects of the game.
Think about some of the most exciting moments of an RTS game. 1. scourge chase a critical shuttle as it races back to it's cannons. Will it hit? 2. scourge chasing mutas, as the player races to separate the muta ball. Which muta is targeted? Will he separate in time? 3. watching a reaver scarab chase units or workers, while the other player spreads his units to prevent damage. Also the audience is excited by the uncertainty of how much damage it will do. This additional uncertainty leads to multi-layered anticipation, followed by an extra emotional payoff/letdown. 4. micro of a shuttle with tanks, and cannons fire at the tanks, but missing due to skill of the player in unloading and loading the tanks. He dodges shot after shot, wow! 5. the anticipation of whether or not a nuke will hit. You can actually hear Day9 and DJWheat yelling omg, OMG .... ZOMG!!!!! 6. watching zerglings or zealots run in to catch a marauder drop targeting a key building. Will the building go down? 7. anticipation of marines as they unknowingly travel near some burrowed baneling. Will they step over them?
During these moments, you can actually feel the audience hold it's breathe ... THIS UNCERTAINTY IS EXCITING TO WATCH!!!! AND IT'S EASY TO UNDERSTAND FOR ANYONE!!! This results in the game having more potential for a wider audience.
Don't get me wrong, I love the fact that there's a deeper aspect to the game, as guys like Artosis and Day9 break it down for us. Army position, compositions, build orders, the metagame, economy management, poking, forcing, withdrawing, etc. However requiring an appreciation of this level can forever limit potential viewership. Let's think about the most popular sport in America, football (or American football to the rest of the world, aka not soccer).
What can we learn from American football? In football, there are openings, like SC2. Both sides of the ball get into formations, and adjust their formations depending on reads: 1. What down is it? (1st - 4th) 2. How many more yards until 1st down, or until Field Goal range (3 points), or until End Zone for touchdown (6 points with 1 or 2 more potential points) 3. What personal do they have on the field? 4. What formation are they in? 5. And what is the current metagame? 6. How much time remains? 7. What is the score? and etc.
Then you'll see both sides of the ball adjust their formations in the few seconds before the ball is snapped. Now are they going to run the ball or pass it, and how? Let's assume they pass. In a single play, without understand any nuance of the strategy, here's what a viewer will see.
Defenders are running to get to the quarterback, while one often slips by his defender (due to a design that 95% of viewers don't understand). eg. Fans will see a linebacker (LB) chasing a quarterback (QB), as the QB looks for an open receiver. There's an uncertainty of whether or not the QB will see the LB, then if he does, whether or not he will get sacked, and if he makes the pass whether or not the receiver will catch it while another defender barrels down on him.
Also, a skillful QB can maneuver around the LB, by sidestepping him, and making the LB dive and miss. Fans love that, and fans love seeing a defender read the QB's eyes and jump and knock down the pass, or intercept it. These skillful (micro) plays can be understood by the low level fan, which is the vast majority of fans in any non-niche sport.
Even if the receiver catches the ball, he now has his own battle with his defender. As they race, and he jukes and jives around defenders trying to make them miss, as they try to crush him. The constant uncertainty plus the constant "micro battles", leads to constant excitement. This is why the NFL is so far ahead of other sports. It has a high level of overall strategy (for football nerds) pitting 11 players against 11 other player in constant micro wars (for noob friendly enjoyment). Even alot of women actually watch and enjoy football ... yes, women! How do we apply this to SC2?
Three thoughts I had to improve the game for spectators and also for players. The theme is to allow fans to actually be able to observe skill, by actually allowing the game to have more skill.
PART 1- Allow higher rate of micro for basic units. I believe this change alone would drastically improve fans' enjoyment of the game. It is also the most critical change as it allows micro to be on display early on in the game with 1 basic upgrade (ie. stim, burrow, blink/charge).
1) Slow down all projectiles. This includes marauder shots, stalker beams, roach acid (I'm not 100% sure this is a projectile, but it should be). By slowing them down, you allow the player to see the shot fired, then react. This will allow unit vs unit micro.
2) Allow zerg to burrow micro. Increase the speed of burrowing into the ground. Now if a stalker or marauder fires at your roach, you should be able to dodge it with burrow micro. Imagine roaches micro'ing against roaches or banelings chases drones/zerglings, while burrow micro'ing away from roach acid. However the speed of unburrowing may have to be reduced, otherwise you'll have groups of roaches unburrow, fire, and burrow away from any projectiles. Quick burrow gives a defensive advantage, while slower unburrow, allows opponents to intercept zerg offense (aka defensive advantage).
3) Allow protoss to dance - increase refresh rate of blink/charge, but reduce overall range of blink & time of charge. Decrease the range of blink, but increase the refresh rate. Also, make charge an ability that doesn't have to target to activate (like stim) and also remove auto-cast. You should be able to activate charge to run away from projectiles, or to selectively target 1 zealot against 1 unit. Like blink, charge should also reduce it's range (or time it lasts) while getting an increased refresh rate. Basically, you want to increase the micro opportunities, but not increase the time that they cover ground, such as when traveling across the map.
In the current game, imagine 2 marauders with shells upgraded, trying to escape 3 chargelots. The marauders stim, then they do a dance of fire and sprint, while the chargelots hope to chase them down. There's zero micro currently by the protoss player, putting him at the mercy of the terran's micro. While for blink stalkers, all the micro you can really do, is blink away your 2 stalkers and hope they can outpace the 3 or 4 marauders. The protoss players has no micro in these small army battles of upgraded basic units.
If charge didn't require targeting and wasn't auto-cast default, then you could have the following scenario of skill on display. Remember the slower projectiles. i. Chargelot vs Marauder: In a situation when attack-targeting 1 marauder with 2 chargelots, protoss could wait to see which chargelot the marauder fires at. Protoss could charge forward the untargeted zealot with charge, which could last for a period of 3 attacks, rewarding the protoss player for good micro. The terran would have to react, by re-targeting the chargelot, to keep him at bay, saving him from the last 2 attacks. ii. Chargelots vs burrow roaches: Protoss could now wait to see which roaches unburrow, before activate a charge. Zerg could wait to see a group of zealots charge at a roach, then burrow that roach, while unburrowing other roaches, giving him time in between charges. iii. Chargelots vs chargelots or blink stalkers Red protoss charges at a blue zealot, but blue protoss sees it and charges and sprints away, dodging the charge attack. So in any chase down scenario, you could have zealots trying to chase zealots, with activating charge being key to catching or escaping. This is similar to seeing blink stalkers chase blinks stalkers, we watch one group blink in & shoot, but the opponent blinks out, before taking any hits.
4) The maximum range of projectiles should also be limited. (I'm not sure but this may already exist) We know the stalker range is 6 (distance before the stalker fires), but we should also limit the maximum projectile range (if it's not also 6, I'm not sure). Now with slower projectiles, this allows a dancing scenario to happen between 2 units. 1 non-upgraded stalker vs 1 non-upgraded maurader should be able to do a dance. Where they can both get into a range of 6, both see each other's projectile incoming, and then both run away, dodging it. This immediately adds micro into the game, with the most basic units.
5) Don't limit this to just basic units. In viking battles, it shouldn't just be the guy with 4 vikings always beating the guy with 3 vikings, with the only micro limited to focus fire and some positioning. If the guy with 3 vikings, lifts and lands to dodge viking shots, while sneaking in his own shots, then he should be able to win that battle.
Summarizing Part 1: When a small army engages another small army, in the mid to late game, you should allow exciting battles to happen, giving fans more opportunities to be wowed by player skills right from the start. This adds another element of decision making. Which battle does the player prioritize to micro? Is it worth micro'ing over macro'ing? Also, these micro effects are skill minimized in large battles but not obsolete. When watching a large battle, a player chooses to engage in some micro with a portion of the units, they should be able to. So you can have 100 food vs 100 food fights comprised of only basic units, where each player is micro'ing the hell out of 10 food. Slow down projectiles!
PART 2- Allow higher tech units to be micro'd and micro'd against - eg. change Infestors and Immortals. Once you're in the stage of the game where economy and macro has a greater impact, add higher tech units where the effectiveness of micro, still makes macro vs micro a decision point for the player. And make this micro appealing and understandable to the casual fan. When seeing a 100 food vs 100 food fight, there should be units that you can clearly see as a fan. By that I mean they should absolutely stand out when being micro'd. Here's a few suggestions.
1) Change fungal into a projectile similar to the reaver scarab. First make it have to target a unit, and also make it have to run around other objects in the game, such as mineral patches, buildings and other units, to get to its intended target. Also, give it three distances. First it should have a target range that it will travel and explode with a hit (such as 15 range), but then it should have a target distance it will travel and explode with a miss (from 15 range to 20 range, which is key because most of the audience can't distinguish 15 range from 17 range for example, creating an extra element of uncertainty when seeing the fungal bomb explode, did it hit?), and finally a distance where it just explode in mid-travel with a miss (20 range).
In the current game, an infestor walks to it's target and a fungal happens or it doesn't. There is no suspense at all, no buildup to excitement or letdown. There is no chance at spreading a group of marines or zealots away. Making it more like the reaver scarab, opponents would be blinking stalkers into a spread away from fungal, running drone lines and spreading them while quickly searching to find and isolate the intended drone target.
2) Allow immortals to have a defensive matrix type of ability (maybe start it with or upgrade in robo-bay, but I think not). This ability should cost around 35 shield (I picked this number, since it'll have 2 guaranteed spells with an uncertain 3rd within a short period of time) to 50 shield. It should block all incoming damage, along with EMPs. It will activate for about 1.5 seconds.
for some reference: Stalkers fire at a rate of 1.44 seconds. Marauder at 1.5. Roaches at 2.0.
While immortals can tanks small to medium fights, you also want immortals to be able to tank in medium to large fights with some micro. Immortals will still have their hardened shield to limit damage to 10 shield per shot, but now the protoss has a decision point to make. He can now micro the immortal when he sees 10 roaches. If the zerg fires all 10 roaches at the immortal, the protoss player can now activate the shield, saving more damage by superior micro against a lesser skilled zerg. The zerg can counter by running his roaches up, but not targeting the immortal, faking the protoss into activating it's shield, while the roaches attack other units.
If the role of the immortal is to tank, then why not add some tanking that you can micro? Reward skill, and allow people to see it! A shell that can clearly be seen should appear around the immortals, while the roach acid, marauder shell, or stalker beams are absorbed by the shell. As shots are absorbed by the shell, it should make a nice, distinct sound effect for the fans to better appreciate.
3) Give the warp prism more life. Force marines to actually have to decide between the warp prism and potential units being micro'd in and out. There needs to be a decision point here, which is also influenced by the warp prism micro. Bad protoss micro can make this an easy decision to go for the units, while good micro may mean we need to target the warp prism, or vice versa depending on the unit inside.
IMO, the focus of higher tier units, or at least (one ability for) one higher tier unit in each tech path should have an ability that can be micro'd to sway battles when outnumbered and have a micro-able ability of high priority in 100 food vs 100 food fights. This micro-able ability should have a level of uncertainty as to how effective it will be, and it should be something that the opponent can anticipate and micro against.
4) Make micro-able abilities like seeker missile more applicable/attainable, while passive abilities like point defense drone or auto-turrets less so. Some of these exciting-to-fan, high-player-skill abilities are already in the game, but not prioritized.
5) Make the ghost EMP projectile more visible. I hate not seeing anything but a bunch of exploding EMPs. Oh I guess they hit or not. Where was my foreplay? Slow it down, make it radiate like the sun if you have to, and expand the aoe range if you must, assuming players show that it is now be easier to dodge.
Summary: Micro + Anticipation + Uncertainty = Fun to Watch That's all I have to say. gg
Edit: This isn't about balance. The game can still be and will be balanced eventually. However, if you have a high requirement to excitement ratio, then who cares if the game is balanced? You'll have a boring balanced game, that will limit it's excitement. Blizzard is going to be patching this game for years, and I personally believe they should higher prioritize the spectating aspects of the games. They shouldn't be afraid of taking 1 major step back in terms of balance, in order to take 2 leaps forward in overall enjoyment. [/QUOTE]
you forgot to mention how boring 2 point drop with blueflame helions while scaring main army aswell as 2 point bane drop isnt exciting its just nearly 100 % impossible to stop and happen in 1 second while the spectators and the obs is problably showing the main army and suddenly the toss has - 30- 40 workers .
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I think the game is stagnating, especially on the protoss side.
Protoss is really having trouble, especially against zerg. Going fast expand allows good zergs to take a third when their 2nd isn't even done yet, and it's extremely hard to punish that. Not expanding means you will have to do some 1 base push, which always fails because of bad gate timings. Expanding and punishing with stargate or dt seems impossible, zergs have adapted. This usually ends up in some kind of scenario where you have 45 probes on 2 bases and zerg has 80 drones on 3 bases.
The only thing that remains is something like 6gate pushes, and zergs are getting better and better at stopping those. It's like no high level protoss players have answers at the moment, zergs macro is just too good, and it's very hard to punish that before they have a major advantage.
Meanwhile the 1-1-1 build is cleaning up most protosses as well, and again I'm not seeing an answer. Of course you can shout "metagame", but this has been going on for a while now. Maybe a solution will be found, but I definitively think some balance changes need to be made to improve some aspects of protoss. They have received too many nerfs. Amulet needs to come back in a reduced form, carriers could use a major buff, and something needs to be done that allows protoss to put more pressure on the opponent early on. The warpgate mechanic is tricky, but nerfing it has hurt protoss too much. I would really prefer seeing it at a later stage. Switching it with charge and making charge cheaper won't hurt. To compromise you add a research to the cyber core which speeds up production for every unit with 5 seconds for normal gates (and warp gates when researched).
Then I think there's the issue of forcefield/concussive/fungal taking away control of units. I see this as something that makes it very hard to have small engagements, because retreating is no option if the opponent has these abilities. In an idea world I would want to see these nerfed/adjusted significantly or even removed, but I doubt that will happen before the expansions, if it will happen at all.
Finally, I think emp is just a little too strong. It's just... too much. Changing it back to BW style emp would be a lot better.
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Didn't BW style EMP remove all shields and energy? IIRC that is, it's been a long time since I played BW - and I only played the campaigns and lans with friends, so maybe I've got it wrong and there was a patch change after I stopped playing the game in 2000/2001. But, if I'm right, EMP in SC2 is significantly less powerful than BW EMP. (I do agree though that it would be nice to see some of the nerfs reverted - especially the WG nerf that was for PvP but has had more impact on PvT and PvZ.)
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On August 21 2011 03:03 Trealador wrote: As much as it hurts my eyes to read some of this discussion, something apparently needs to be made clear. Amulet was taken out because warping in 4 storms at any place and point in time is more than enough to take out more than half a bio ball of units. Ghosts can only come in from a Barracks and an EMP will never ever ever kill a unit of yours. In TvZ marines must be split up against banelings or they die to 3-4 banelings. Why does this concept not apply to protoss and EMP? The warp in mechanic in itself is already quite broken and you should be able to spawn units faster from gateways or anywhere on the map there is a pylon effect with warpgates. I assume this would fix most 4 gates in pvp as attacking would become insanely more difficult because they can reinforce much faster than you.
If anyone has ever viewed Huks stream or really any high up Protoss use storms, they will sometimes preemptively use storms if they see the Terran has ghosts with surprising effect. High level Protoss also never have casters next to eachother when they see ghosts are out. In addition to having observers following the army if the ghosts run forward to emp he will throw HTs at them 1 at a time to try to feedback as many as possible or to eat 1 or 2 EMPs making them much less effective.
In a fight where the terran can only EMP units, and protoss get their storms off is it usually an equal trade? In my experience if storms get off at all the Protoss wins the fight, but if both go off the Protoss will generally win an equal fight. If terran gets you before you can storm, it really works the same way as banelings hitting before you can split your marines.
Protoss already have the best units in the game and without EMP terran lose 100% of the time, so I really don't see why giving them the upperhand when it comes to denying spells is such a big deal.
Last thing, Protoss can make Archons, whether you realize this or not, they are insanely good against bio. If a ghost gets his energy drained he is relatively useless if not dead in the fight, you can make an archon which goes from storms countering a bio ball to an archon that counters a bio ball.
The fact that Protoss in the GSL can play very well without doing any drops or harassment is already laughable. Terran have to do drops just to keep on level terms with the protoss.
Did you really just compare splitting templars against EMP to splitting marines against Banelings? In the case your statement is serious here is why this concept should not apply, Templars a slower unit for one and cannot stim to avoid such things, and secondly EMP is ranged and im fairly certain it has a larger radius.
Honestly I dont think anyone is saying that EMP should be removed but at the end of day when you get a vast number of ghost on the field it is much harder for the protoss to feedback ghosts then it is to EMP, if your willing to argue against that then there is no point for me to even rebuttal.
Also your statement about ghosts being useless after energy? Really? Once templars are drained off energy yes they can morph into archons but unless you win the battle they will not be out on time and will most likely die as it is almost impossible to retreat safely against a terran army in a losing battle without alot of forcefields. In the case that you did win the battle then I really doubt the archon would make a huge difference seeing as you just cleared out your oppositions army and are probably far enough ahead at this point to flat out win.
Your last statement about Protoss playing well in GSL is really baffling, last time I checked terran is dominating in Korea and for good reason. I recall Polt saying in the GSL Super Tournament that once TvP goes into a macro game he views it as a easy win. Believe me as a Protoss I would love to be able to effectively do drops but the reward is simply to low for such high risk. If i recall correctly the macro games that Protoss are winning are either them doing some sort of DT Harass or just simply outplaying the terran.
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My biggest issue with balance right now, is as protoss, if you let a zerg go mass muta there is pretty much no answer.
Yesterday i was playing against a zerg, i had a similiair to superior economy for most of the game, he went muta ling. I had archons ht's and pheonix (with stalkers and zealots as filler) we had similair upgrades, and everytime we engaged as long as his mutas went along in a line (wich they would because i had to spread out to avoid taking massive damage fromm glaive worms) he would absolutely demolish my army (same army supply/ mine was bigger in one of the engagements) and be left with 15 mutas at least wich where then free to harass wherever they pleased. I mean i guess one option is to just go mass mass pheonix but that really isnt an option because then they can just do a tech switch to ground and straight up win. So your left with doing a mixture , my mixture (i beleive) was one of the most efficient ways protoss has to deal with mutas, going archons stalker HT pheonix is there a bette composition then that against mutas?
He would dodge my storms and target the ht's very quickly, then just park his mutas spread out on top of my army and absolutely demolish everything i had.
Protoss needs some better anti air in my opinnion, and its lame that i have to finish a zerg early to not lose should they chose this strategy each race should have an answer for every unit composition assuming your economy and upgrades are in check with your opponents. At the end of the (even though i was still holding him off but barely) i said "wow screw this protoss just doesnt have a good answer to mutas , GG" and he agreed with me saying "wow yea i think you tried to use every counter to mutas against me T_T"
If even my opponent can agree that somethign was wrong with that picture then i think something might need to be done about mass muta against protoss =(
Edit: also i noticed that archons are good againt mutas in small numbers, but once it is mass mass muta they are pretty useless, i think i had about 10 archons 12-15 stalkers 4 ht's and 10 or so pheonix against probably 40-60 mutas (who knows the exact number) and some lings (i also had zealots probably 10+ to deal with the lings although ht's and archons should take care of that anyways)
This was the first game where i even partially had an answer most games, once they get a certain number of mutas they just park them over my stalkers (wich i usually have far superior numbers of) and i lose. I think ive lost 30 stalkers to 20 or so mutas before =/
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On August 21 2011 07:48 aZealot wrote: Didn't BW style EMP remove all shields and energy? IIRC that is, it's been a long time since I played BW - and I only played the campaigns and lans with friends, so maybe I've got it wrong and there was a patch change after I stopped playing the game in 2000/2001. But, if I'm right, EMP in SC2 is significantly less powerful than BW EMP. (I do agree though that it would be nice to see some of the nerfs reverted - especially the WG nerf that was for PvP but has had more impact on PvT and PvZ.)
It also cost 100 energy, needed a 200/200 research, and came on a unit that cost 225 gas and ate up 80 seconds of high tech starport time. 200 hp flying caster chasis was nice, though.
For that matter though, psi storm had a much bigger AoE, and lasted longer for a total of 112 damage. You also got dark templar tech with your archives.
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Fungal can easily miss because it has to be cast on the map - it doesn't use a target unit like feedback. EMP is a projectile though.. it'll take you 2 minutes to try it out in a unit tester for yourself if you don't believe me. But it's the fact that EMP has travel time that balances it agains the instant hit of feedback's lower range, not that EMP can or should be easily dodged.
The fact that MC gets off feedback vs EMP (against players like Thorzain) proves that it's more a skill thing than a balance thing.
Feedback can miss too, the difference is that you don't waste the energy, because you missed clicking the unit. But it can still "miss". OK; EMP has a travel time. Of no more than 1/2 a second. That doesn't mean ghosts need +3 range, maybe at most +1.5, probably +1 is plenty. I'd like the see EMP at range 8 + 2 radius so it only beats feedback by 1. On top of that, the travel time for EMP doesn't mean EMP doesn't go off; just because it hits second doesn't matter. Both go off simultaneously, the EMP lands 1/2 second later. So?
Truth is, if feedback was 15 range, that'd be imbalanced as hell and every terran would be complaining about it. So why should EMP out range feedback by 3? What is the protoss counter to ghosts?
Going fast expand allows good zergs to take a third when their 2nd isn't even done yet, and it's extremely hard to punish that. Not expanding means you will have to do some 1 base push, which always fails because of bad gate timings. Expanding and punishing with stargate or dt seems impossible, zergs have adapted. This usually ends up in some kind of scenario where you have 45 probes on 2 bases and zerg has 80 drones on 3 bases.
This is exactly how I feel about PvZ. Luckily right now on ladder, while Zs realize about half the time to take a fast third against FFE, they don't realize they should saturate it before 8 minutes (only happened once), so I can still stay relatively even macro-wise considering I'm playing against zerg. But at the highest level I don't see what P should be doing.
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On August 21 2011 10:16 Huntz wrote: Truth is, if feedback was 15 range, that'd be imbalanced as hell and every terran would be complaining about it. So why should EMP out range feedback by 3? What is the protoss counter to ghosts?
EMP should outrange feedback because they're not the same spell and they aren't supposed to cancel eachother out (EMPing a HT rarely negates feedback, for instance) The protoss "counter" to ghosts is map awareness, spreading and feedback, as most protoss players already know. It simply comes down to playing better.
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On August 21 2011 10:16 Huntz wrote: Truth is, if feedback was 15 range, that'd be imbalanced as hell and every terran would be complaining about it. So why should EMP out range feedback by 3? What is the protoss counter to ghosts?
I used to feel this way and would rage at my terran friend for hours while he pounded me into the ground with MMM and ghosts. We'd have fights where my maxed 3-3-3 army would only kill like 30 of his supply.
It turns out that I just wasn't controlling my templar correctly. If you can split them and storm correctly, everything suddenly changes and terran starts to feel alot weaker. Just in the last few weeks Ive been seeing whitera and MC keep them templar in a warp prism to drop templar and instantly storm. Not only does keeping them in the warp prism allow the templar to dodge the emp, it also prevent the enemy from knowing when you are gonna storm. If you see a templar run at you, you know exactly when hes gonna try to storm you and it's easy to dodge/emp. Dropping templar from prisms makes it VERY easy to land at least a few storms.
Watch MC vs Select from the recent IEM. Rotterdam blows his load the storms are so good.
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they aren't supposed to cancel eachother out
I don't see why not, if EMP beats out feedback then protoss has no effective counter.
EMPing a HT rarely negates feedback, for instance
That's why you take two ghosts and EMP twice.
The protoss "counter" to ghosts is map awareness, spreading and feedback
Map awareness and spreading? That's like telling a terran player the counter to storm is spreading and map awareness, assuming for a second you couldn't dodge storms to take less damage. As for feedback, it's hardly a counter when the other caster has an energy draining ability that out ranges it by 3.
The best case scenario seems to be spread out all your templar, hope the terran only has a few ghosts, morph archons with the EMP'd templar and hope the Terran has no EMP's for the archons and doesn't engage you until they're finished.
I will try the warp prism method but I feel that if it becomes standard Terran will simply drop a few medivacs for a couple vikings because between ghosts and vikings they can completely shut down any templar play, assuming they hit their EMPs.
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Or terrans will start sniping warp prisms. What is it, 3 snipes?
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On August 21 2011 21:17 -Archangel- wrote: Or terrans will start sniping warp prisms. What is it, 3 snipes? or you actually could get a clue and read that mechanical units cant be sniped
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On August 21 2011 21:20 humbre wrote:Show nested quote +On August 21 2011 21:17 -Archangel- wrote: Or terrans will start sniping warp prisms. What is it, 3 snipes? or you actually could get a clue and read that mechanical units cant be sniped Sorry, zerg player here :D
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