Designated Balance Discussion Thread - Page 583
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ejozl
Denmark3329 Posts
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Snowbear
Korea (South)1925 Posts
On July 24 2013 20:57 Pirfiktshon wrote: All I can say for ZvT is that zerg is wayyy to use to not have to split or mitigate Damage of AOE with their smaller units .... I guarantee anyone who complains about this balance starts to not only spread out their units when engaging and going for surrounds will start feeling COMPLETELY different. When you just Take your 30 banelings and just right click into the marine pack you clump them up SUCHHH an atrocious micro crime against sc2.... Just because widow mines now force you to do what terran has had to do since day 1 you are complaining..... The micro field is on even kilter ..... High Masters will be able to tell you how to do this with effectivness... I can't tell you how many times I've gotten raped buy just a good spread from a high/ mid masters that understands a good engage.... Actually, now you say it, I realise that I NEVER saw a zerg do sick army splits :o! You can find 1000 sick marine split video's on youtube, but never baneling or lingsplits. Can anyone tell me why? | ||
Pirfiktshon
United States1072 Posts
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Pirfiktshon
United States1072 Posts
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LSN
Germany696 Posts
In the very late game and endgame it is favouring T too due to almost unbeatable mass ravens in the mix with other very strong units that are bio + mines + medivacs + planetaries + bc + tanks + thors that still allow the terran to split 2-3 medivacs full of units away from his army and do heavy damage drops while zerg needs his full army to battle the T main army. Static defense of zergs is nearly worthless too in the very endgame and just giving some time to react, not denying any terran drops or attacks. In the late midgame early lategame once T3 of zerg has finnished the zerg has a narrow window where he can compete with with T units but only if terran has not switched yet to easy obtainable counter units like maurauder vs ultralisks or vikings vs broodlords. It is good that there is at least one unit in the game of zerg that is not countered by marines. Mines still do pretty decent vs ultras compared to their cost. The imbalance mostly is due to a few issues that are: 1. Terran is usually fine with 4 gas the whole game, no need for any more gas. Just observe any TvZ bio game and see how terrans have 2k gas bank after 15-20 minutes with only gathering from 4 gas. Probably even 3 gas would be enaugh. This makes gas becoming worthless for terran. Terran only has to look at minerals, a loss of gas doesnt hurt terran in 80-90% of cases at all. Thus a kill of a 100/100 cost unit turns into a 100/0 loss for terran. 2. Terran has not to commit anything to do his harrass and constant pressure. Unlinke banshees, oracles or mutalisks there is no extra fee for harrassing, he build the units that are best anyway and in any situation and also uses them for harrass. 3. Z mutalisks is a unit you basically don't want to have when playing against terran. Mutalisks suck vs everything T builds in direct battle, they die easily. Harrass is not possible vs terran bases that are protected by 2-3 turrets and a single widow mine. There is no time to use an overseer on every little harrass you would want to do with mutalisks on the terran base and mutalisks are easily defeated by 10-12 marines (one production cycle) + terran static defense even if you kill a the mine with an overseer that is potentially there. On the other hand you can't actually move mutalisks off the drop defense. Once you harrass bases of terran he might just drop your main with 2-3 dropships or even just attack you and you instantly have to fly back and have the disadvantage for sure from using your harrassment units for harrassing. Mutalisks are now just there for defending drops and no other reason. They have no actual benefit in the big fights. They are just being used cause you have them anyway for the drop defense. As zerg has no alternative to mutalisks for an effective drop defense, terran automatically pulls the zerg into the disadvantage in any game where the Z builds mutalisks. Z then gets anti drop advantage but in the battle the disadvantage due to the fact that mutalisks just die easily vs marine/medivac/mines. 4. Banelings were made to make up for this but due to the high costs banelings they allow the zerg to at best trade evenly with the terran. New mechanics like mines and medivac boost make them even turn worse than they should as it is easy to load in and fly away most of the marines while leaving maurauder + mines on the ground to kill enaugh banelings once the zergs engages into this kind of contain/attack. 5. Raven is way too strong in endgame TvZ and probably the new infestor of late WOL making endgame vs Raven impossible to play. This will be revealed once terran actually needs to use them in endgame. Right now its more like 90% of games are decided by bio+mine play. 6. There is nothing the zerg can force the terran into without doing all-ins. Terran basically has not to adapt at all to the zerg play style as zerg already has and has had to adapt to terran play style from minute 0 when the terran plans on building marines and mines. Therefore mech is not needed and alot of other things too. Its just bio + mine + drop play needed. If zerg could force the terran into mech the whole matchup could be rebalanced based on this. This is an issue of bio+mine countering everything the zerg has. Swarmhosts, countered, mutalisks countered, roach/hydra countered (with a few tanks in the mix that is not any big adaption at all), ling/bane countered, infestors countered etc. In the opposite mech gets countered by too many zerg units e.g. roach/hydra, swarmhosts, ling/muta +x, broodlords, ultralisks. While hellbats were made to (at least I assume) to make mech more viable they are instead used in the bio + mine + drop compositions as a strong and cheap (another 0 gas unit for terran) tanking unit. Obviously game desing is much worse than it was e.g. in broodwar where marines forced zerg into lurkers, lurkers forced terran into tanks, tanks forced zerg into airunits, airunits forced terran marines/goliaths/wraiths and so on. The big problem in ZvT is that you indeed can only die or trade even vs the terran in early and midgame. Every (well 80-90% roughly) engagement that could potentially put you ahead vs Terran requires a committment of the zergs that puts Z behind automatically if the terran does not die straight away from it, such as 25bane +lings vs planetary and other things where you just trade your units vs a few buildings and SCV and can't get away alive with it anymore. It has been shown in many games that damaging terrans eco does not put him behind at all when you trade in your units for his eco/buildings but you put the terran ahead instead. So what zergs can do is defend and try to survive and let the terran do whatever he wants. Then you take advantage of his little mistakes nothing else. If he does none he is ahead. If you are able get some good engagements you are even. If you get like 5+ superior engagements against the terran army in a row you might win the game. If you are 1 engagement inferior you just lose the game right away (can't kill or repell all of the terran army when he pushes out or drops). Or you play any all-in that can easily be defended against with the tools terran has once terrans recognize that they actually at least have to adapt to a zerg playing all-in. But sadly this adaption is so few that I have seen many terrans just dropping the zerg while he all-ins them and doing more damage with the drop while deflecting the Z all-in. Still I think a few minor changed would help the whole situation: - decrease baneling morph duration a little (10-15%) - reduce OC hitpoints by 20-33% (to make up for its ability to lift off and fly away and being repaired and giving mules) - reduce raven hitpoints (make them actually vulnerable) - increase maurauder gas costs to 35 - decrease tank gas costs to 100 or 75 - increase protoss ground upgrades costs again to its old level - increase bio gas upgrade costs so that 3-3 bio upgrades require a solid amount of gas, that the terran anyway has when playing bio. - make the mine a 25/50 cost unit instead of 75/25 and reduce their build time a little, decrease mine splash radius a little or make armour more effective vs mine shots (like 2x damage reductoun from armor vs mines). | ||
Snowbear
Korea (South)1925 Posts
On July 24 2013 21:22 LSN wrote: + Show Spoiler + as a matter of fact ZvT is favouring T in early and midgame as terran can win the game by just playing macro style and doing the regular attacks. Zerg can only with lucky full comittment all-ins and alot of luck not getting crushed by a few easy to obtain counter units like a few siege tanks or lucky mine hits or hellbars + maurauders In the very late game and endgame it is favouring T too due to almost unbeatable mass ravens in the mix with other very strong units that are bio + mines + medivacs + planetaries + bc + tanks + thors that still allow the terran to split 2-3 medivacs full of units away from his army and do heavy damage drops while zerg needs his full army to battle the T main army. Static defense of zergs is nearly worthless too in the very endgame and just giving some time to react, not denying any terran drops or attacks. In the late midgame early lategame once T3 of zerg has finnished the zerg has a narrow window where he can compete with with T units but only if terran has not switched yet to easy obtainable counter units like maurauder vs ultralisks or vikings vs broodlords. It is good that there is at least one unit in the game of zerg that is not countered by marines. Mines still do pretty decent vs ultras compared to their cost. The imbalance mostly is due to a few issues that are: 1. Terran is usually fine with 4 gas the whole game, no need for any more gas. Just observe any TvZ bio game and see how terrans have 2k gas bank after 15-20 minutes with only gathering from 4 gas. Probably even 3 gas would be enaugh. This makes gas becoming worthless for terran. Terran only has to look at minerals, a loss of gas doesnt hurt terran in 80-90% of cases at all. Thus a kill of a 100/100 cost unit turns into a 100/0 loss for terran. 2. Terran has not to commit anything to do his harrass and constant pressure. Unlinke banshees, oracles or mutalisks there is no extra fee for harrassing, he build the units that are best anyway and in any situation and also uses them for harrass. 3. Z mutalisks is a unit you basically don't want to have when playing against terran. Mutalisks suck vs everything T builds in direct battle, they die easily. Harrass is not possible vs terran bases that are protected by 2-3 turrets and a single widow mine. There is no time to use an overseer on every little harrass you would want to do with mutalisks on the terran base and mutalisks are easily defeated by 10-12 marines (one production cycle) + terran static defense even if you kill a the mine with an overseer that is potentially there. On the other hand you can't actually move mutalisks off the drop defense. Once you harrass bases of terran he might just drop your main with 2-3 dropships or even just attack you and you instantly have to fly back and have the disadvantage for sure from using your harrassment units for harrassing. Mutalisks are now just there for defending drops and no other reason. They have no actual benefit in the big fights. They are just being used cause you have them anyway for the drop defense. As zerg has no alternative to mutalisks for an effective drop defense, terran automatically pulls the zerg into the disadvantage in any game where the Z builds mutalisks. Z then gets anti drop advantage but in the battle the disadvantage due to the fact that mutalisks just die easily vs marine/medivac/mines. 4. Banelings were made to make up for this but due to the high costs banelings they allow the zerg to at best trade evenly with the terran. New mechanics like mines and medivac boost make them even turn worse than they should as it is easy to load in and fly away most of the marines while leaving maurauder + mines on the ground to kill enaugh banelings once the zergs engages into this kind of contain/attack. 5. Raven is way too strong in endgame TvZ and probably the new infestor of late WOL making endgame vs Raven impossible to play. This will be revealed once terran actually needs to use them in endgame. Right now its more like 90% of games are decided by bio+mine play. 6. There is nothing the zerg can force the terran into without doing all-ins. Terran basically has not to adapt at all to the zerg play style as zerg already has and has had to adapt to terran play style from minute 0 when the terran plans on building marines and mines. Therefore mech is not needed and alot of other things too. Its just bio + mine + drop play needed. If zerg could force the terran into mech the whole matchup could be rebalanced based on this. This is an issue of bio+mine countering everything the zerg has. Swarmhosts, countered, mutalisks countered, roach/hydra countered (with a few tanks in the mix that is not any big adaption at all), ling/bane countered, infestors countered etc. In the opposite mech gets countered by too many zerg units e.g. roach/hydra, swarmhosts, ling/muta +x, broodlords, ultralisks. While hellbats were made to (at least I assume) to make mech more viable they are instead used in the bio + mine + drop compositions as a strong and cheap (another 0 gas unit for terran) tanking unit. Obviously game desing is much worse than it was e.g. in broodwar where marines forced zerg into lurkers, lurkers forced terran into tanks, tanks forced zerg into airunits, airunits forced terran marines/goliaths/wraiths and so on. The big problem in ZvT is that you indeed can only die or trade even vs the terran in early and midgame. Every (well 80-90% roughly) engagement that could potentially put you ahead vs Terran requires a committment of the zergs that puts Z behind automatically if the terran does not die straight away from it, such as 25bane +lings vs planetary and other things where you just trade your units vs a few buildings and SCV and can't get away alive with it anymore. It has been shown in many games that damaging terrans eco does not put him behind at all when you trade in your units for his eco/buildings but you put the terran ahead instead. So what zergs can do is defend and try to survive and let the terran do whatever he wants. Then you take advantage of his little mistakes nothing else. If he does none he is ahead. If you are able get some good engagements you are even. If you get like 5+ superior engagements against the terran army in a row you might win the game. If you are 1 engagement inferior you just lose the game right away (can't kill or repell all of the terran army when he pushes out or drops). Or you play any all-in that can easily be defended against with the tools terran has once terrans recognize that they actually at least have to adapt to a zerg playing all-in. But sadly this adaption is so few that I have seen many terrans just dropping the zerg while he all-ins them and doing more damage with the drop while deflecting the Z all-in. Still I think a few minor changed would help the whole situation: - decrease baneling morph duration a little (10-15%) - reduce OC hitpoints by 20-33% (to make up for its ability to lift off and fly away and being repaired and giving mules) - reduce raven hitpoints (make them actually vulnerable) - increase maurauder gas costs to 35 - decrease tank gas costs to 100 or 75 - increase protoss ground upgrades costs again to its old level - increase bio gas upgrade costs so that 3-3 bio upgrades require a solid amount of gas, that the terran anyway has when playing bio. - make the mine a 25/50 cost unit instead of 75/25 and reduce their build time a little, decrease mine splash radius a little or make armour more effective vs mine shots (like 2x damage reductoun from armor vs mines). If you read this, you wonder why terrans even lose games. I mean, zerg can't trade cost efficiëntly with terran, terran has an imba lategame. How do zergs win?!? Why do we see so much zerg domination in tournaments? Only this season of osl and wcs is bad for zerg, and that's ofcourse a reason to immediately demand some buffs for the zerg race or nerfs for the other races. | ||
ETisME
12285 Posts
On July 24 2013 21:11 Snowbear wrote: Actually, now you say it, I realise that I NEVER saw a zerg do sick army splits :o! You can find 1000 sick marine split video's on youtube, but never baneling or lingsplits. Can anyone tell me why? watch any zvz and tell me zerg don't split their lings or banelings = = zerg never spread out their banelings too much is because there are more surface area for the tanks to blow them up as they go closer. and spreading too thin will just get picked off by bio And if you watch any pro zerg stream you would see zerg spreading the banelings as the marine split starts the biggest problem however is that terran can just lift up and say bye to the banelings that get close to the bio It's only the people who have never played zerg fail to see that | ||
Big J
Austria16289 Posts
Z: everything Terran is too strong; nerf/buff everything T: every Zerg player is shit. noone uses Zs potential lol | ||
Pirfiktshon
United States1072 Posts
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sneirac
Germany3464 Posts
On July 24 2013 21:38 Pirfiktshon wrote: I don't mean to be the Pin for your baloon but I'm just taking a wild stab in the dark.... You are probably High Plat / Low DIamond player Now and you were High Diamond / Low Masters before HOTS? The description of what you want nerfed and buffed is very unreasonable and it seems your macro needs a lot of work along with your engages if you are suggesting these nerfs..... You probably got away with winfestors in WOL and loved the game play back then. Am I correct? What has his League/Level got to do with Korean pro Zergs being unable to beat Korean pro Terrans in macro games? | ||
Pirfiktshon
United States1072 Posts
On July 24 2013 21:35 Big J wrote: so a short summary of this thread's last pages: Z: everything Terran is too strong; nerf/buff everything T: every Zerg player is shit. noone uses Zs potential lol Zergs just became to complacent in the Buffs that came for them in WOL. That's what zergs want an Ez win unit which last time catapulted you to every single Final in 2012.... Tell me I'm wrong..... | ||
Hattori_Hanzo
Singapore1229 Posts
On July 24 2013 21:30 ETisME wrote: watch any zvz and tell me zerg don't split their lings or banelings = = zerg never spread out their banelings too much is because there are more surface area for the tanks to blow them up as they go closer. and spreading too thin will just get picked off by bio And if you watch any pro zerg stream you would see zerg spreading the banelings as the marine split starts the biggest problem however is that terran can just lift up and say bye to the banelings that get close to the bio It's only the people who have never played zerg fail to see that It's called skill friend. Same with Terran marine splits, spread too thin and banelings just roll in and kill everything, don't split at all and banelings just roll in and kill everything. | ||
saddaromma
1129 Posts
On July 24 2013 21:11 Snowbear wrote: Actually, now you say it, I realise that I NEVER saw a zerg do sick army splits :o! You can find 1000 sick marine split video's on youtube, but never baneling or lingsplits. Can anyone tell me why? Watch any highlevel ZvT, good players always separate zerglings and send forward to force mine-shots. Problem is: When big fights happen zergs have no way of knowing if mines are on cooldown or not, and zergs cannot attack chunk by chunk (like terrans do). It has to be a-move otherwise they will die one-by-one to burst power of marine/marauder. So whenever you see huge baneling flock dying to mines don't go thinking zerg didn't split up. Zerg simply have no information about the readiness of widowmines. Best example is Innovation vs Soulkey game 1: Innovation parked his army near soulkey's 4th natural and sent forward bunch of marauders to kill the natural. Soulkey couldn't kill those marauders with a small force since it'd die to heavy fire from mmm. And he also couldn't retreat since the natural was his last hope. He had no choice other than a-moving his whole army. | ||
Big J
Austria16289 Posts
On July 24 2013 21:41 Pirfiktshon wrote: Zergs just became to complacent in the Buffs that came for them in WOL. That's what zergs want an Ez win unit which last time catapulted you to every single Final in 2012.... Tell me I'm wrong..... you are wrong | ||
LSN
Germany696 Posts
... something like this. Current balance is bio+mine+drops counters everything, mech counters nothing. This is with no doubt an advantage for terran and an imbalance in the matchup. | ||
LSN
Germany696 Posts
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Hattori_Hanzo
Singapore1229 Posts
On July 24 2013 21:54 LSN wrote: good game design would be bio/mine counters roach/hydra, muta/ling counters bio/mine, mech counters muta/ling, roach/hydra counters mech. ... something like this. Current balance is bio+mine+drops counters everything, mech counters nothing. This is with no doubt an advantage for terran and an imbalance in the matchup. The above is true with no micro from the Zerg. Roaches' Burrow move has been in the game since WoL beta, since WoL beta, how many Z pros have used roach burrow-move to ambush a terran MMM in the mid-field? Used them the same way medivac-marine-marauder use widow mine to bait lings into rushing onto a WM field? Right now Zerg have predominantly only used them for cute things like sneaking past a wall-in at 7 min. Soulkey's own splits are at best Code A grade, considering he does ctrl-click banelings and a-moves them headon into areas that have no current vision. Which you will never catch Flash or Innovation do, always one marine acts as stim-scout. | ||
Big J
Austria16289 Posts
On July 24 2013 22:05 Hattori_Hanzo wrote: The above is true with no micro from the Zerg. Roaches' Burrow move has been in the game since WoL beta, since WoL beta, how many Z pros have used roach burrow-move to ambush a terran MMM in the mid-field? Used them the same way medivac-marine-marauder use widow mine to bait lings into rushing onto a WM field? Right now Zerg have predominantly only used them for cute things like sneaking past a wall-in at 7 min. Soulkey's own splits are at best Code A grade, considering he does ctrl-click banelings and a-moves them headon into areas that have no current vision. Which you will never catch Flash or Innovation do, always one marine acts as stim-scout. You mean just like Terrans only using reapers early game and "havent figured out ghosts". And comparing a midtier code S player to the reigning champion and calling same "code a" like is just blunt blasphemy. | ||
willstertben
427 Posts
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Snowbear
Korea (South)1925 Posts
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