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Hey guys.
I'd like to address the Infestor situation.
I don't think that they are too strong, or imbalanced as a unit. What I think is just wrong is how they are placed in the tech tree.
When a Terran player or Protoss player wants to respond to infestors they have to tech to Ghost and High Templar respectively. Both the Ghost Tech and High Templar Tech are at the end of a tech tree.
The Infestor however is on the way to the Hive. I think this is really wrong. The infestor isn't too strong, but it is too much of a 'no risk, only benefits' kind of unit. I would fix this by making the Hydralisk Den the requirement for the Hive instead of the Infestation Pit. Also, I want to say I do not play zerg, so I don't know what the requirement for the Hive should be instead of the Infestation Pit to keep everything fair. The Hydralisk Den could easily be an awful choice, it seemed the best to me but once again, I really wouldn't know.
Any thoughts?
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On August 16 2011 08:12 Bluerain wrote: To me, I think sc2 is horribly difficult to balance just due to the new macro mechanics.
- Zerg: inject is really hard to manage especially mid-late game when u need to defend several bases against drops/warp ins while managing ur army and spreading creep. but with high apm i supposed anything is possible. it's a possible overpowered mechanic if used correctly but if neglected, zerg becomes a really weak race. this is prolly why we see certain zergs DOMINATE when they are playing well but other times they just completely crumble. i think the addition of a defensive siege unit may aid zerg macro as it allows u to focus more apm into injects.
- Terran: mules are really good and work great especially with terran since it gives tons of minerals to make marines which versatile and cost effective. i think on larger maps, mules may be imbalanced once multiple orbitals are made, especially if there is a gold base. whut does every1 think about making mules not be able to mine the same patch as scvs as a slight nerf?
- Protoss: seems to be a weak race as their macro mechanic doesnt seem all that powerful. their strength seems to lie in being able to get a nice base economy fast and getting fast upgrades so their smaller army becomes more effective. as ppl get more effective in using inject and more abusive with multiple orbitals, i see toss becoming really weak. maybe they can buff chronoboost and have it give a slow boost to buildings that are warping in. this could add in some cool dynamics such as fast warping in cannons offensively. maybe shield batteries can be added in again in future expansions. warping in shield batteries during battle would be so OP but interesting
in closing, i feel like larger maps could help with balancing the macro mechanics as it gives players more time to reactive to the large upswings that the mechanics offer.
I so agree with the zerg part. In BW, you couldn't build so many drones when you wanted or build so much army when you wanted... Zerg was more like Terran or Protoss in regards to production/mining. But now, like you said, with Zerg you have to be so perfect that you have to make sure you do everything right so that you are playing at an "equal level". But if you don't, then you're behind... make Zerg easier to play then players like Nestea would dominate even more.
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The biggest balance problem I have with Ghosts is that EMP (which I would call their "main spell") does not require research whereas both Storm & Neural have to be researched. It's more a little thing but would IMO would mean a huge deal.
For those of you saying that having an Observer nullifies the range advantage EMP has, have you thought about two things: -) sight range of the Observer -) Ravens If the Observer is positioned over the middle of a Protoss army he wouldn't see the Ghost before he EMP's, and if you have the Observer in front of your army it will get spotted by Ravens and shot down by Vikings/Marines.
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blizz should think in making phoenix graviton beam 25 energy like ghost snipe, the way it is now, if you chosse to harass with them, you don't have the energy to stop a counter atack and they become useless. and that is a counter to the 1/1/1 so phoenix can lift of 8 marines instead of 4 with max energy. seriously, they cost 150/100, that is a lot of money...
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On August 16 2011 08:16 Blunk wrote: Hey guys.
I'd like to address the Infestor situation.
I don't think that they are too strong, or imbalanced as a unit. What I think is just wrong is how they are placed in the tech tree.
When a Terran player or Protoss player wants to respond to infestors they have to tech to Ghost and High Templar respectively. Both the Ghost Tech and High Templar Tech are at the end of a tech tree.
The Infestor however is on the way to the Hive. I think this is really wrong. The infestor isn't too strong, but it is too much of a 'no risk, only benefits' kind of unit. I would fix this by making the Hydralisk Den the requirement for the Hive instead of the Infestation Pit. Also, I want to say I do not play zerg, so I don't know what the requirement for the Hive should be instead of the Infestation Pit to keep everything fair. The Hydralisk Den could easily be an awful choice, it seemed the best to me but once again, I really wouldn't know.
Any thoughts?
Ghosts are so incredibly easy to get I don't understand your complaint. They require 1 building and a tech-lab rax while only costing 100 gas.
Sure Toss has to tech all the way to Templar. But I do belive Infestors aren't too much of a problem against Toss till they have 10+, which is plenty of time to expect Templar.
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On August 16 2011 07:18 Fig wrote: Yeah I have wondered about this for a long time myself. It seems like all the micro is in the terran's hands during the late game. Which admittedly makes it hard for the terran player, but it is nice to know that they do have the tools to win even engagements if they have strong enough micro. I wish there was more micro potential for toss to even it out.
One big example of this is the ghost design. EMP = 10 range Snipe = 10 range
Now we look at the HT Storm = 9 range Feedback = 9 range
This shows that if both players have the same skills, the terran player will get off an EMP before a storm can occur. But this puts a lot of pressure on the terran to land them. If instead each spell had 9 range, then the toss would be required to micro just as much, making the engagement much more interesting and fair for all levels.
Yeah, I just really really don't see the *need* for Ghosts to outrange High Templars. Seems logical that they would have the same range.
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On August 16 2011 08:20 Teiwaz wrote: The biggest balance problem I have with Ghosts is that EMP (which I would call their "main spell") does not require research whereas both Storm & Neural have to be researched. It's more a little thing but would IMO would mean a huge deal.
For those of you saying that having an Observer nullifies the range advantage EMP has, have you thought about two things: -) sight range of the Observer -) Ravens If the Observer is positioned over the middle of a Protoss army he wouldn't see the Ghost before he EMP's, and if you have the Observer in front of your army it will get spotted by Ravens and shot down by Vikings/Marines.
10 range EMP vs 9 Range Feedback is almost equivalent. Feedback is single target, which assures it will be cast at max range almost everytime dessired. While EMP nor Fungal can be accurately cast at max range every time, there is no click on unit to center EMP on that unit function, abuse it.
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Protoss in PvZ - weak midgame is made up with an incredibly strong late game. One misclick with Infestors and you're fucked. Watch koreans ladder and every game you see their infestor balls get killed by psi storms or feedback, leaving the same shit units that Zerg have been hating for months. That's why Zerg players must use their mobility to deny bases or else their expensive gas units simply become innificient and crushed by archons, colossus, HT, blink stalkers, void rays, you name it. Again, the only reason the winrate isn't much higher for Protoss is because Zerg have found multiple ways to stop the late game transition.
Terran in any matchup - Terran requires very little gas ever, and yet conveniently also are able to get free minerals. It's ridiculous when you see people abuse this. Watch high level Terrans playing, constant drops with marines and hellions are thrown away while Terran is not affected by that loss whatsoever. Terran can get an army so fast with MULEs that the two ways to beat a Terran are:
1) come out significiantly ahead in an egagement and finish him off 2) get him to mine out until he can't afford anything.
If you reach the late game this is the only way to actually beat a Terran. While Infestor/Brood Lord is efficient against marine/tank/thor/viking, Terran can simply throw away vikings until Brood Lords are dead, rinse and repeat the same process until you finally get weared out from constant harassment all over the map which you can't deal with becase you can't have supply taken by lings or mutalisks.
Terran basically makes one large stalemate in any game.
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On August 16 2011 08:22 Clog wrote:Show nested quote +On August 16 2011 07:18 Fig wrote: Yeah I have wondered about this for a long time myself. It seems like all the micro is in the terran's hands during the late game. Which admittedly makes it hard for the terran player, but it is nice to know that they do have the tools to win even engagements if they have strong enough micro. I wish there was more micro potential for toss to even it out.
One big example of this is the ghost design. EMP = 10 range Snipe = 10 range
Now we look at the HT Storm = 9 range Feedback = 9 range
This shows that if both players have the same skills, the terran player will get off an EMP before a storm can occur. But this puts a lot of pressure on the terran to land them. If instead each spell had 9 range, then the toss would be required to micro just as much, making the engagement much more interesting and fair for all levels. Yeah, I just really really don't see the *need* for Ghosts to outrange High Templars. Seems logical that they would have the same range.
Go read my response to this post. TL;DR Feedback is single target vs EMP and Fungal AOE.
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Today I was thinking about the Fungal and I came to the conclusion, that fungal is more effective then a psi storm, because the units cant move anymore, and then next fungal will hit them to death! I think fungal is OP.. I would like to see that fungal needs more energy or something like this!
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What do you guys think about Orbital Command? I've seen multiple pros openly state that "Mules are OP", even Terrans. Is it because:
1. Mules give too much for their cost? 2. Scans cover too much range? 3. Orbital Command has too much energy? 4. Low tier(mineral heavy) Terran units are too strong? 5. People aren't forcing enough scans in the current metagame? 6. People aren't forcing enough Planetary Fortresses in the current metagame? 7. Is the Terran mineral line too hard to breach? 8. Is the OC upgrade too cheap? 9. None of the above?
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On August 16 2011 08:22 Kajarn wrote:Show nested quote +On August 16 2011 08:16 Blunk wrote: Hey guys.
I'd like to address the Infestor situation.
I don't think that they are too strong, or imbalanced as a unit. What I think is just wrong is how they are placed in the tech tree.
When a Terran player or Protoss player wants to respond to infestors they have to tech to Ghost and High Templar respectively. Both the Ghost Tech and High Templar Tech are at the end of a tech tree.
The Infestor however is on the way to the Hive. I think this is really wrong. The infestor isn't too strong, but it is too much of a 'no risk, only benefits' kind of unit. I would fix this by making the Hydralisk Den the requirement for the Hive instead of the Infestation Pit. Also, I want to say I do not play zerg, so I don't know what the requirement for the Hive should be instead of the Infestation Pit to keep everything fair. The Hydralisk Den could easily be an awful choice, it seemed the best to me but once again, I really wouldn't know.
Any thoughts?
Ghosts are so incredibly easy to get I don't understand your complaint. They require 1 building and a tech-lab rax while only costing 100 gas. Sure Toss has to tech all the way to Templar. But I do belive Infestors aren't too much of a problem against Toss till they have 10+, which is plenty of time to expect Templar.
It's not a compliant. I am addressing the Infestor for a difference it has between the two other races' main spellcasters.
The issue is not how easy the unit is too get necessarily. It's more that when you get an infestor it opens up the tech tree for a hive, and therefore ultra and brolords. With Terran and Protoss, nothing is opened up. You just 'get' High Templar, or 'get' Ghost.
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On August 16 2011 08:25 ProxySilmaril wrote: Today I was thinking about the Fungal and I came to the conclusion, that fungal is more effective then a psi storm, because the units cant move anymore, and then next fungal will hit them to death! I think fungal is OP.. I would like to see that fungal needs more energy or something like this! Proper control with a correct composition won't let you land a second fungal.
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when zergs/terrans start adding a raven/overseer to their death balls, protoss players are going to cry. the amount of observers flying over pro players army is disgusting
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While I do think the game is balanced in the terms of all races having equal chance to win, I do think the diffrent matchups has a few problems that could be addressed to make the game alot more fun, both to play and to view.
In ZvT, the best matchup in my eyes, the nummber of viable strategies is quite large for both sides, not just in the opening but in the entire game. Terran can go bio, mech, bio+mech, Air (to a certain degre) gosth+ mech, hellion+bio etc. The zerg dont have quite as many options but still quite alot. Lings, blings, mutas, blordls, ultras infestors, they all have their place truoghout the entire game.
I think this is probably why this is the best matchup in terms of winrate. With so many viable strats, there is such an plethora of ways to play the mu that the shifts in the metagame can always be paryed by the opponents. The only thing that could (and did go wrong) is if some kind of early pressure is to strong.
I think the problem with TvP is that there is not many viable ways to play the mu after a certain time in the game. In the early game both sides have some viable openings and some strong allins (and some very strong allins 1-1-1 =). After the 12-15 minute mark however, there is only one viable army composition for terran MMM+G. Likewise protoss HAS to go HT, Collo or HT+Collo. This makes the matchup rigid and boring and also makes the balance disscusion be about templar range vs gohst range. I Feel like if there was as many options as in ZvT in the matchup the debate about such details would be menigless as the games would have another level of strategic depth. Why is it like this? Well feedback kills thors and BCs so two of Terrans lategame units a renderd useless just like that. Sige tanks just dosent touch the toss army in the lategame. For toss I think the problem is the maruder wich hardcounters every unit exept Collosus + HT.
TL;DR I think that many viable strategy options makes the game balance itself. I also think that this is the correct way to go about balancing if you want the game to be fun both for spectators and players.
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On August 16 2011 08:24 Joey Wheeler wrote: Protoss in PvZ - weak midgame is made up with an incredibly strong late game. One misclick with Infestors and you're fucked. Watch koreans ladder and every game you see their infestor balls get killed by psi storms or feedback, leaving the same shit units that Zerg have been hating for months. That's why Zerg players must use their mobility to deny bases or else their expensive gas units simply become innificient and crushed by archons, colossus, HT, blink stalkers, void rays, you name it. Again, the only reason the winrate isn't much higher for Protoss is because Zerg have found multiple ways to stop the late game transition.
Terran in any matchup - Terran requires very little gas ever, and yet conveniently also are able to get free minerals. It's ridiculous when you see people abuse this. Watch high level Terrans playing, constant drops with marines and hellions are thrown away while Terran is not affected by that loss whatsoever. Terran can get an army so fast with MULEs that the two ways to beat a Terran are:
1) come out significiantly ahead in an egagement and finish him off 2) get him to mine out until he can't afford anything.
If you reach the late game this is the only way to actually beat a Terran. While Infestor/Brood Lord is efficient against marine/tank/thor/viking, Terran can simply throw away vikings until Brood Lords are dead, rinse and repeat the same process until you finally get weared out from constant harassment all over the map which you can't deal with becase you can't have supply taken by lings or mutalisks.
Terran basically makes one large stalemate in any game.
1. Improve your Infestor control by walking 1 Infestor up to Fungal with the rest in the back. Watch Catz or Destiny for demonstration.
2. Improve your multitasking vs Terran. Infestors are slow and bad at stopping drops. If you have the AMP you could use Nydus defensively to stop constant dropping, to transfer around your infestors. Or learn to control Mutas and use that style to pick off dropships. Spread out overlords to allow your to recieve plenty of time to react. Actively replace killed off overlords to maintain map vision.
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Switch hydra/roach in tech tree... bring back lurker in t2. Why? Simple. Stops early game air harrass being so effective at containing or destroying zerg. Protoss and terrans would have to come up with something other than lol one banshee/viking/voidray/phoenix for map control. Zerg can't dominate a map with one mutalisk. Of course costs/damage would be altered. But the point is it would work and change up the dynamic of zerg.
Roach and lurker in t2 works. Why? Maruader/tank works. Lurker is static splash damage for holding position. Roach is armoured offensive unit for pushing into areas. Point of a lurker also forces a terran to crawl rather than march towards a zerg without consequences. Forces a protoss to do more than just deathball and win. I would love to see a ZVP where the z had splash damage other than banelings. Splash damage that outranged everything bar maybe the colosus. Again giving zerg an ability to hold ground and force a lot more thought than "run in and win with my big ball" from protoss.
Not to mention the harrass options of lurkers.
Infestors should be altered. Maybe reworked so they aren't a straight damage machine. It would be better if they had synergy with more than a baneling/zergling. Buff surrounding units or slowing/weakening others. Something other than its current incarnation.
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On August 16 2011 08:25 Novalisk wrote: What do you guys think about Orbital Command? I've seen multiple pros openly state that "Mules are OP", even Terrans. Is it because:
1. Mules give too much for their cost? 2. Scans cover too much range? 3. Orbital Command has too much energy? 4. Low tier(mineral heavy) Terran units are too strong? 5. People aren't forcing enough scans in the current metagame? 6. People aren't forcing enough Planetary Fortresses in the current metagame? 7. Is the Terran mineral line too hard to breach? 8. Is the OC upgrade too cheap? 9. None of the above? Nerfing Mules nerfs every unit Terran has. Something like this would only be necessary if we were to see much more dominating play from Terran.
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On August 16 2011 08:28 AttackFromMars wrote: While I do think the game is balanced in the terms of all races having equal chance to win, I do think the diffrent matchups has a few problems that could be addressed to make the game alot more fun, both to play and to view.
In ZvT, the best matchup in my eyes, the nummber of viable strategies is quite large for both sides, not just in the opening but in the entire game. Terran can go bio, mech, bio+mech, Air (to a certain degre) gosth+ mech, hellion+bio etc. The zerg dont have quite as many options but still quite alot. Lings, blings, mutas, blordls, ultras infestors, they all have their place truoghout the entire game.
I think this is probably why this is the best matchup in terms of winrate. With so many viable strats, there is such an plethora of ways to play the mu that the shifts in the metagame can always be paryed by the opponents. The only thing that could (and did go wrong) is if some kind of early pressure is to strong.
I think the problem with TvP is that there is not many viable ways to play the mu after a certain time in the game. In the early game both sides have some viable openings and some strong allins (and some very strong allins 1-1-1 =). After the 12-15 minute mark however, there is only one viable army composition for terran MMM+G. Likewise protoss HAS to go HT, Collo or HT+Collo. This makes the matchup rigid and boring and also makes the balance disscusion be about templar range vs gohst range. I Feel like if there was as many options as in ZvT in the matchup the debate about such details would be menigless as the games would have another level of strategic depth. Why is it like this? Well feedback kills thors and BCs so two of Terrans lategame units a renderd useless just like that. Sige tanks just dosent touch the toss army in the lategame. For toss I think the problem is the maruder wich hardcounters every unit exept Collosus + HT.
TL;DR I think that many viable strategy options makes the game balance itself. I also think that this is the correct way to go about balancing if you want the game to be fun both for spectators and players.
I feel you have these rules planted in your head that don't allow for any creativity in regards to T and P. While Zerg mentality of constantly trying something new has you to believe they can be more creative.
Maurader OP? Well Mauraders can't shoot up. Maybe try HT/Carrier and Ignore Colossus to not give the Terran incentive to make Vikings.
Terran has to go MMM+G? Regardless, Terran will probably go Ghost vs Protoss because every Protoss unit has shields. Maybe you can figure out a way to play with Seige Tanks and Marines, influence from the 1-1-1 just macro oriented instead of all in oriented.
Think outside the box and look at units, ask why they aren't being used. Try coming up with a solution for the apparently obvious problem.
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On August 16 2011 08:29 Kajarn wrote:Show nested quote +On August 16 2011 08:24 Joey Wheeler wrote: Protoss in PvZ - weak midgame is made up with an incredibly strong late game. One misclick with Infestors and you're fucked. Watch koreans ladder and every game you see their infestor balls get killed by psi storms or feedback, leaving the same shit units that Zerg have been hating for months. That's why Zerg players must use their mobility to deny bases or else their expensive gas units simply become innificient and crushed by archons, colossus, HT, blink stalkers, void rays, you name it. Again, the only reason the winrate isn't much higher for Protoss is because Zerg have found multiple ways to stop the late game transition.
Terran in any matchup - Terran requires very little gas ever, and yet conveniently also are able to get free minerals. It's ridiculous when you see people abuse this. Watch high level Terrans playing, constant drops with marines and hellions are thrown away while Terran is not affected by that loss whatsoever. Terran can get an army so fast with MULEs that the two ways to beat a Terran are:
1) come out significiantly ahead in an egagement and finish him off 2) get him to mine out until he can't afford anything.
If you reach the late game this is the only way to actually beat a Terran. While Infestor/Brood Lord is efficient against marine/tank/thor/viking, Terran can simply throw away vikings until Brood Lords are dead, rinse and repeat the same process until you finally get weared out from constant harassment all over the map which you can't deal with becase you can't have supply taken by lings or mutalisks.
Terran basically makes one large stalemate in any game. 1. Improve your Infestor control by walking 1 Infestor up to Fungal with the rest in the back. Watch Catz or Destiny for demonstration. 2. Improve your multitasking vs Terran. Infestors are slow and bad at stopping drops. If you have the AMP you could use Nydus defensively to stop constant dropping, to transfer around your infestors. Or learn to control Mutas and use that style to pick off dropships. Spread out overlords to allow your to recieve plenty of time to react. Actively replace killed off overlords to maintain map vision.
1. How about you watch Destiny playing on the Korean server where he doesn't fungal or neural tier 3 units like HT, archon, colossus fast enough, and his entire army gets demolished in seconds. Zerglings, Ultralisks, Brood Lords don't do so well when all your Infestors are dead believe it or not.
Fun fact: Neural is a channeling ability, the Infestor can't move. I'm not saying Destiny is an incredibly good player, but you were the one who brought him up.
2. Stopping the drops themselves have nothing to do with it. Watch any high level zerg play, when you're maxed on infestor/broodlord you can't have many lings or mutalisks, thus the drops are stopped with multiple spine crawlers. However, you can use the drops to deny extra expansions or even suicide them right into the mineral line just so Zerg has to remake drones. The drops aren't the problem, it's how hard it is to wear down a Terran who can keep suiciding Vikings until all Brood Lords are dead.
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