Designated Balance Discussion Thread - Page 418
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Emzeeshady
Canada4203 Posts
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Zarahtra
Iceland4053 Posts
On March 31 2013 11:51 Innovation wrote: I do find it frustrating that he doesn't use muta since it feels like the only viable option against bio/mine but I don't think it invalidates the point. Even those zergs that are using muta are struggling against terran. In those games Demu simply outplayed him. I was watching both streams and demu was both macroing(he was constantly floating 1k/500 lower than stephano) and microing better. If stephano had made mutas, he would've been able to slow demu down, but demu just went beastmode in those games. Heck the last game(that I saw anyway) stephano won while he was atleast macroing worse than demu. He got an early advantage(killing the reaper/hellions) that slowed demu to much down to recover from. While Stephano is overall a better player, he did get outplayed in those games. Btw I find it a bit funny how ladder games mean nothing when zerg is owning KR, but then it means a lot when NA terrans are doing good. I honestly don't understand how zerg are complaining, to me toss seems like the race that is the most shit in HotS, with only really cheese/allins that they got(ok and they are now the winfestor/gglord deathball owner). | ||
kyllinghest
Norway1607 Posts
On March 31 2013 12:59 Emzeeshady wrote: I would take the balance whining about Terran with a grain of salt. Terrans have been balance whining for so long now that it feels nice to be on the other side for once. Terran is in a good position now, and they will get nerfed, probably before zerg gets the chance to find a solution. I hope not though, because zerg has all they need in their arsenal to deal with everything terran can send at them! | ||
Dudasc
Brazil286 Posts
On March 31 2013 13:17 kyllinghest wrote: Terran is in a good position now, and they will get nerfed, probably before zerg gets the chance to find a solution. I hope not though, because zerg has all they need in their arsenal to deal with everything terran can send at them! you must have figured it all then to say such a thing. I personally think that medivacs are too strong and mines need some kind of change (not buff or nerf, just design change). I think that even terrans agree that they dont know how to exactly use mines the best way. | ||
kyllinghest
Norway1607 Posts
On March 31 2013 13:22 Dudasc wrote: you must have figured it all then to say such a thing. I personally think that medivacs are too strong and mines need some kind of change (not buff or nerf, just design change). I think that even terrans agree that they dont know how to exactly use mines the best way. I think zerg has too many tools to complain at this stage. The game is so far from figured out! | ||
openbox1
1393 Posts
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Rossie
136 Posts
On March 31 2013 03:28 GaNgStaRR.ElV wrote: Waaaah, waaaah. It requires a couple of cannons to completely shut down the bulk of my opponent's viable harass options for the entirety of the match. Waaaaah. Actually on 2 base you are going to need about 400 minerals worth of turrets and to make sure they are perfectly positioned; either way you are going to lose stuff, whether it's marines or SCVS, against a skilled Oracle user. Turrets are certainly not a "hard counter", and definately not a singular one...not my fault you lack the basic micro and multitasking to do damage with oracles in multiple locations at once and to pull them back before they sustain hull damage. On March 31 2013 03:28 GaNgStaRR.ElV wrote:And the fact that you don't realize that 1. everyone technically "A Moves" across the map. It's about how you get there. No. That's only Terran players. Protoss players have NEVER been able to A-move across the map because of the large speed differential between units. Even with zealot-archon...if the archons get in front, your whole army will die. And Zerg cannot POSSIBLY A-move their units when there's widow mines about. So it's just a question of Terran A-moving and Zerg and Protoss requiring skill, tactics and intelligence.On March 31 2013 03:28 GaNgStaRR.ElV wrote:Rossie in your last post you clearly compared the power of Oracles to the power of doom drops. When I showed you how stupid your argument was, you agreed with me. Thanks! I did no such thing. These units are shut down by static defence, marines, vikings -- in other words, units that Terran is likely to deploy REGARDLESS of the presence of the oracles. In utility throughout the match they simply don't come close to doom drops. | ||
aksfjh
United States4853 Posts
On March 31 2013 14:15 Rossie wrote: No. That's only Terran players. Protoss players have NEVER been able to A-move across the map because of the large speed differential between units. Even with zealot-archon...if the archons get in front, your whole army will die. And Zerg cannot POSSIBLY A-move their units when there's widow mines about. So it's just a question of Terran A-moving and Zerg and Protoss requiring skill, tactics and intelligence. Medivacs and mines move at different speeds, as well as medivacs moving over cliffs and terrain when pathing. Just sayin'. | ||
Rossie
136 Posts
On March 31 2013 14:19 aksfjh wrote: Yeah, and the whole Terran army dies if one or two medivacs wander ahead of the pack. Similar to how a Protoss army melts if the colossus goes in first.Medivacs and mines move at different speeds, as well as medivacs moving over cliffs and terrain when pathing. Just sayin'. Oh..wait. | ||
aksfjh
United States4853 Posts
On March 31 2013 14:24 Rossie wrote: Yeah, and the whole Terran army dies if one or two medivacs wander ahead of the pack. Similar to how a Protoss army melts if the colossus goes in first. Oh..wait. Oh, so we're just talking about marines and marauders then, no medivacs or mines. My bad. Thought we were talking about real game scenarios and not theorycrafting 150 army supply armies meeting in some giant isolated battlefield off screen that prevents the user from issuing any minor command 20 seconds before and through the engagement. I must have the wrong forum... | ||
partydude89
1850 Posts
On March 31 2013 12:59 Emzeeshady wrote: I would take the balance whining about Terran with a grain of salt. Terrans have been balance whining for so long now that it feels nice to be on the other side for once. really? if we keep this cycle of "you were op, so now i want to be op" it leads to a bad game. i just hope blizzard takes a hard look at win rates and feedback from the community and makes an unbiased decision. | ||
HeeroFX
United States2704 Posts
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c0sm0naut
United States1229 Posts
On March 31 2013 08:11 DooMDash wrote: I've been trying mainly mech, and I rarely win with it. Seems like Protoss doesn't need to really do anything out of the ordinary to counter it either ( can basically play the same they do vs bio, maybe adding a few more immortals ). Not only that but they have a few more options for dealing with it in HotS they didn't have before. I still feel like the trick to TvP is never getting to the late game.. that really hasn't been fixed yet, but it may be too early to tell. So yeah, I think stim/medivac timing as well as 1-1-1 are still the best options. i play terran around the same skill level as you, thanks for your response. It's kind of funny you mention the late game thing.. I literally only win in the midgame now. or its the late game but i dragged out the midgame very long with drops. all protoss all ins are deadly. some protoss all ins i can see coming a mile and a half away but it doesn't matter because his blink micro is good and i didn't blindly go double techlab vs what MIGHT have been a blink stalker build when oracle builds are extremely common, marauders are super low DPS which makes gateway all in harder to hold they never kill the zealots fast enough, etc. its just frustrating that they have so many options, which were expanded in the new game and what i feel like i have to do to stay even is predictable and cheesy (proxying widow mines or doing a 2 widow mine 4 marine drop timing...) I'm surprised my comment did not get more feedback, this is an enormous problem right now in this matchup that i think is going largely unheard because of all of the QQ regarding medivac and voidray. I dont feel that my opinion on this early game change from WOL to HOTS in this matchup is "qq" in the same way as well... it feels that i cannot cover all of my bases vs all his possibilities and that counterattacking is no longer an option vs these aggressive builds from protoss because anything sent to attack in the first 8 or so minutes gets instantly turned around by photon overcharge | ||
Rabiator
Germany3948 Posts
On March 31 2013 12:42 aksfjh wrote: That's what I'm trying to say. There's nothing pointing to Terrans needing to be nerfed, nor any other race right now. However, we have 3/4 of TL posting like speedvacs are going to be nerfed already, as if there are clear signs that they break all matchups. We should be playing the "wait and see" game for ALL races and situations for right now. The one reason I would give for this turbo boost discussion is that this boost is a bad design from the start just like many others and that they are making low league play rather terrible. Lower league = slower reaction, less map awareness and generally worse multitasking capability ... but those people do want to have fun playing the game and it is a bad thing to being forced to have a laundry list of "Zerg dont do Baneling busts, Protoss dont do warp in and Forcefield ramp-blockage and Terrans dont do bunker rushes and turbo boost drops" when you are playing for fun with your friends. Only looking at the top end of the food chain is a terrible way to balance and design a game, because that will slowly wither the bottom end. Professionals will always be able to handle faster games because that is what they are training all day long, but this is a GAME and it is supposed to be about HAVING FUN. Thus it needs to be a bit "blunt" in its design with some "mechanical resistance" (forced unit spreading while moving and 12 unit selection limit) for the pros to work against. They can manage it usually. Too much speed and too many buttons to click just overwhelm the majority of mediocre and worse players and that is bad. Simplicity was part of the appeal of BW compared to Total Annihlation for example ... Thus people should stop comparing this pro and that pro with each other ... they dont really matter for game design ... and rather try to think about how the lower end of the ladder will think about new stuff. | ||
aksfjh
United States4853 Posts
On March 31 2013 17:26 Rabiator wrote: The one reason I would give for this turbo boost discussion is that this boost is a bad design from the start just like many others and that they are making low league play rather terrible. Lower league = slower reaction, less map awareness and generally worse multitasking capability ... but those people do want to have fun playing the game and it is a bad thing to being forced to have a laundry list of "Zerg dont do Baneling busts, Protoss dont do warp in and Forcefield ramp-blockage and Terrans dont do bunker rushes and turbo boost drops" when you are playing for fun with your friends. Only looking at the top end of the food chain is a terrible way to balance and design a game, because that will slowly wither the bottom end. Professionals will always be able to handle faster games because that is what they are training all day long, but this is a GAME and it is supposed to be about HAVING FUN. Thus it needs to be a bit "blunt" in its design with some "mechanical resistance" (forced unit spreading while moving and 12 unit selection limit) for the pros to work against. They can manage it usually. Too much speed and too many buttons to click just overwhelm the majority of mediocre and worse players and that is bad. Simplicity was part of the appeal of BW compared to Total Annihlation for example ... Thus people should stop comparing this pro and that pro with each other ... they dont really matter for game design ... and rather try to think about how the lower end of the ladder will think about new stuff. So far, it seems to be working out much better than WoL. By the end of WoL, the game essentially turned into a 2 race game at every level below Korean pro, bronze, and the campaign. And how can you claim to champion simplicity while lobbying for the 12 unit selection cap? That makes the game needlessly complicated... | ||
Sabu113
United States11035 Posts
On March 31 2013 17:37 aksfjh wrote: So far, it seems to be working out much better than WoL. By the end of WoL, the game essentially turned into a 2 race game at every level below Korean pro, bronze, and the campaign. And how can you claim to champion simplicity while lobbying for the 12 unit selection cap? That makes the game needlessly complicated... Which was arguably preferable to the one race game it was for almost a year after launch... | ||
sibs
635 Posts
anyways, we'll see how bad zerg really is on GSL, I expect 30% WR hehe( ZERG QQ). | ||
p14c
Vatican City State431 Posts
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BeyondCtrL
Sweden642 Posts
On March 31 2013 17:58 p14c wrote: I think skytoss is the biggest problem now. Terran and Zerg have no counter to this: Carriers+Voidrays+Tempest are too good. End game skytoss now is like Zerg brood+infestor in WOL. No it is not. Too many people are playing too passively vs. Protoss, you shouldn't be surprised that an army that costs 3x as much crushes the inferior one. Still it's too early to tell, I think it will take a few more weeks until we begin to see real builds emerge, and then we can begin making REAL discussion, instead of the gibberish we see now. | ||
DeCoup
Australia1933 Posts
On March 31 2013 17:58 p14c wrote: I think skytoss is the biggest problem now. Terran and Zerg have no counter to this: Carriers+Voidrays+Tempest are too good. End game skytoss now is like Zerg brood+infestor in WOL. hydra/ultra/swarm host/viper does well enough against it. | ||
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