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Austria24417 Posts
On July 31 2013 19:24 Foxxan wrote:Show nested quote +On July 31 2013 19:13 DarkLordOlli wrote:On July 31 2013 19:03 Rye. wrote: Last few pages of posts have totally derailed this brilliant thread. I normally use this thread to pass a bit of time and giggle at some of the more "interesting" suggestions, but now I am left feeling empty. So to repay those who have entertained me many a time.....
Roaches... currently have 2 attacks, melee and ranged. Reduce ranged attack damage and increase melee damage. Burrowed roaches get +1 or +2 armour. (gotta micro them roaches, get em in close then BOOM, slash the enemy to bits.) ........ reduced ranged damage means hydras are significantly better and therefore more likely to be used. Increased melee means roaches are better than current but require more control. (attempt to spice up ZvZ which is currently far too RoachvRoach for my liking, added side affect of potentially making ZvX more interesting)
Stalkers... Change blink from a teleport to a stepping out of time for a moment. Can no longer blink up or down cliffs. After a blink, shields start to regen (maybe shields are also healed 10 points or something) Currently blink micro doesnt give a high enough benefit to toss. Normally it takes 10 ingame seconds for shields to start to recharge so this change greatly increases the skill ceiling for stalkers.
k, food for thought and giggles.
Disagree with close to everything. 1) Hydra DPS is not being questioned. It's their health/armor and the fact that they die so fast that's holding them back. Got nothing to do with roach damage. Roaches with decreased range immediately become worthless in PvZ and 2 base colossus attacks become unstoppable. A good counter - if not the only one- to the current Magic Johnson (2/2/2, the 2 base 2 immortal 2 colossus all in) is mass roach. But without that range, say goodbye to holding that attack, ever. 2) How does immediate shield recharging give blink micro a higher skill ceiling? If anything that makes it easier. Blinking up and down cliffs is cool and the only way for blink stalker heavy styles to work. Why? Because the threat of a blink in the main is used to keep the opponent defensive while building an army at home that can survive a straight up fight. If you take away that option then suddenly stalkers can't stall for time anymore and you will never see blink centered styles again. With the roach burrow buff it might work
I highly doubt it. The teching to lair and researching burrow takes away from anything else you're doing. It already didn't work against the immortal all in which had a lot less firepower than a 2 immortal/2 colossus all in.
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On July 31 2013 18:41 DarkLordOlli wrote: Just to add to this, buffing blinding cloud or vipers in general could become a problem in PvZ. Vipers are already extremely strong against protoss, especially when combined with ultras and a few infestors. HerO vs Jaedong game 2 from IEM highlights it pretty well, HerO had full control of the game and slowed Jaedong down immensely while teching and building the perfect composition against it but he'd have needed another 2 or 3 minutes to be ready to deal with Jaedong's army. That's not to say that the unit composition is too strong or can't be countered etc. but I think making vipers' spells enter the field earlier by say decreasing cost or energy required could mean that zerg can get to that army too fast for protoss to react in time.
I do think more and improved Viper play would be really cool in ZvT though. Even against Terran bio Blinding Cloud could be a useful spell ... people might need to change their perception of it to make it useful.
The thing I mean is they might want to look at it as a "weaker version" of the MSC's Timewarp. Just ask yourself: How do people react when their forces are hit by Timewarp? They want to get out of there ... and the same is true for Blinding Cloud. Sure you dont have the same slowing effect, but the rest is still true.
So how do you make use of an "I wanna be elsewhere" effect on your opponents forces? You could either herd them towards you or scare them away. It might even be a really great tool to force a Terran drop to reposition itself in a less advantageous position ... so I would say people should think of this spell more in terms of DEFENSE than offense in a ZvT and maybe thats when the spell gets useful. Dropping the Zerg bases and killing their hatcheries and workers is one of the things which are a "must do" if the Terran wants to win, so having 2 Vipers near your mining bases could help a lot to save them from being taken out because Blinding Cloud could give you the time to get there with the defensive force. If you notice the Medivac you could even use Abduct to pull it to a "bad for the Terran" spot while it is unloading or far away from the units it is healing ... so another way to make those Vipers useful near your mining bases.
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On July 31 2013 13:03 Mattumsfox wrote:Show nested quote +On July 31 2013 07:06 Ghanburighan wrote: I would just like to point out that after the last 30 or so pages of desperate cries that ZvT is heavily terran favoured, the last major tournament winners have been Hyun (Dreamhack Valencia), Revival (IEM Shanghai) and Life (the very stacked Ritmix RSL V). Zerg won 3 tournaments in a day. IEM Shanghai, Redbull BGs2 and Ritmix all ended on the 28th of July and zerg won them all. I just don't understand how Zerg can even complain. The race as a whole has won the most tournaments in HOTS. I don't even see how it would be fair to buff the most successful race. Not only that but David Kim even said Zerg is the most successful ladder race as well.
Actually he hasn't. Wat david kim hás said is that they are looking for ways to alter/buff the swarm host and viper, because they are too easy to deal with nowadays.
Viper
David Kim: When designing Viper, because Protoss and Terran got some strong siege units, so we don't want to give Zerg another siege unit beside swarm host. So we designed viper to break the siege. But currently, Viper is not strong, we are planning to make some changes to it.
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On July 31 2013 19:03 Big J wrote:Show nested quote +On July 31 2013 18:41 DarkLordOlli wrote: Just to add to this, buffing blinding cloud or vipers in general could become a problem in PvZ. Vipers are already extremely strong against protoss, especially when combined with ultras and a few infestors. HerO vs Jaedong game 2 from IEM highlights it pretty well, HerO had full control of the game and slowed Jaedong down immensely while teching and building the perfect composition against it but he'd have needed another 2 or 3 minutes to be ready to deal with Jaedong's army. That's not to say that the unit composition is too strong or can't be countered etc. but I think making vipers' spells enter the field earlier by say decreasing cost or energy required could mean that zerg can get to that army too fast for protoss to react in time.
I do think more and improved Viper play would be really cool in ZvT though. Not saying that the Viper is overpowered right now, but I could write essays about endgame ZvZs that I won because I used vipers and my opponent didn't (as much), or PvZ lategame, or ZvMech. ![[image loading]](http://i.imgur.com/bAEjtF7.jpg) Looking at its design: - can't deal damage so only few of them are useful - a singletarget spell - a AoE spell - comes at Hive without any specific techbuilding needed - can regenerate energy quickly I believe the intention was to give zerg a unit for all scenarios (like the WoL infestor) but which doesn't scale up (unlike the WoL infestor) and only works if used with nonviper units (unlike the WoL infestor). Thing is, the AoE ability isn't good against the units that are usually bad against AoE. (and abduct is very, very strong against hightech armies; counterable, but could turn out too strong at least against Protoss as 9range abduct vs 9range feedback favors the more mobile Viper)
swarm hosts are such a completely retarded unit. i seriously HATE swarm hosts. they represent everything i HATED about broodlords just 50 times worse.
this. fucking. screenshot. man....... 1:20 game time. mass static defense. free units vs free units. fucking hell. it's like old tvt, fucking BORING and 0 fun to watch/play.
and you guys wonder why there are people who hate hots......
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On July 31 2013 19:26 DarkLordOlli wrote:Show nested quote +On July 31 2013 19:24 Foxxan wrote:On July 31 2013 19:13 DarkLordOlli wrote:On July 31 2013 19:03 Rye. wrote: Last few pages of posts have totally derailed this brilliant thread. I normally use this thread to pass a bit of time and giggle at some of the more "interesting" suggestions, but now I am left feeling empty. So to repay those who have entertained me many a time.....
Roaches... currently have 2 attacks, melee and ranged. Reduce ranged attack damage and increase melee damage. Burrowed roaches get +1 or +2 armour. (gotta micro them roaches, get em in close then BOOM, slash the enemy to bits.) ........ reduced ranged damage means hydras are significantly better and therefore more likely to be used. Increased melee means roaches are better than current but require more control. (attempt to spice up ZvZ which is currently far too RoachvRoach for my liking, added side affect of potentially making ZvX more interesting)
Stalkers... Change blink from a teleport to a stepping out of time for a moment. Can no longer blink up or down cliffs. After a blink, shields start to regen (maybe shields are also healed 10 points or something) Currently blink micro doesnt give a high enough benefit to toss. Normally it takes 10 ingame seconds for shields to start to recharge so this change greatly increases the skill ceiling for stalkers.
k, food for thought and giggles.
Disagree with close to everything. 1) Hydra DPS is not being questioned. It's their health/armor and the fact that they die so fast that's holding them back. Got nothing to do with roach damage. Roaches with decreased range immediately become worthless in PvZ and 2 base colossus attacks become unstoppable. A good counter - if not the only one- to the current Magic Johnson (2/2/2, the 2 base 2 immortal 2 colossus all in) is mass roach. But without that range, say goodbye to holding that attack, ever. 2) How does immediate shield recharging give blink micro a higher skill ceiling? If anything that makes it easier. Blinking up and down cliffs is cool and the only way for blink stalker heavy styles to work. Why? Because the threat of a blink in the main is used to keep the opponent defensive while building an army at home that can survive a straight up fight. If you take away that option then suddenly stalkers can't stall for time anymore and you will never see blink centered styles again. With the roach burrow buff it might work I highly doubt it. The teching to lair and researching burrow takes away from anything else you're doing. It already didn't work against the immortal all in which had a lot less firepower than a 2 immortal/2 colossus all in.
Ye i doubt it to, but still +2 armor while burrowed is kinda nice Would love some testing on this
I dont understand the lair and burrow reasearch argument of yours
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Austria24417 Posts
On July 31 2013 19:40 Foxxan wrote:Show nested quote +On July 31 2013 19:26 DarkLordOlli wrote:On July 31 2013 19:24 Foxxan wrote:On July 31 2013 19:13 DarkLordOlli wrote:On July 31 2013 19:03 Rye. wrote: Last few pages of posts have totally derailed this brilliant thread. I normally use this thread to pass a bit of time and giggle at some of the more "interesting" suggestions, but now I am left feeling empty. So to repay those who have entertained me many a time.....
Roaches... currently have 2 attacks, melee and ranged. Reduce ranged attack damage and increase melee damage. Burrowed roaches get +1 or +2 armour. (gotta micro them roaches, get em in close then BOOM, slash the enemy to bits.) ........ reduced ranged damage means hydras are significantly better and therefore more likely to be used. Increased melee means roaches are better than current but require more control. (attempt to spice up ZvZ which is currently far too RoachvRoach for my liking, added side affect of potentially making ZvX more interesting)
Stalkers... Change blink from a teleport to a stepping out of time for a moment. Can no longer blink up or down cliffs. After a blink, shields start to regen (maybe shields are also healed 10 points or something) Currently blink micro doesnt give a high enough benefit to toss. Normally it takes 10 ingame seconds for shields to start to recharge so this change greatly increases the skill ceiling for stalkers.
k, food for thought and giggles.
Disagree with close to everything. 1) Hydra DPS is not being questioned. It's their health/armor and the fact that they die so fast that's holding them back. Got nothing to do with roach damage. Roaches with decreased range immediately become worthless in PvZ and 2 base colossus attacks become unstoppable. A good counter - if not the only one- to the current Magic Johnson (2/2/2, the 2 base 2 immortal 2 colossus all in) is mass roach. But without that range, say goodbye to holding that attack, ever. 2) How does immediate shield recharging give blink micro a higher skill ceiling? If anything that makes it easier. Blinking up and down cliffs is cool and the only way for blink stalker heavy styles to work. Why? Because the threat of a blink in the main is used to keep the opponent defensive while building an army at home that can survive a straight up fight. If you take away that option then suddenly stalkers can't stall for time anymore and you will never see blink centered styles again. With the roach burrow buff it might work I highly doubt it. The teching to lair and researching burrow takes away from anything else you're doing. It already didn't work against the immortal all in which had a lot less firepower than a 2 immortal/2 colossus all in. Ye i doubt it to, but still +2 armor while burrowed is kinda nice Would love some testing on this I dont understand the lair and burrow reasearch argument of yours
It means that you might have to cut an upgrade or earlier units, etc. to get burrow and burrowed movement which in turn weakens the army you have. And even with +2 armor burrowed, 2 colossi and 2 immortals coupled with an observer and a gateway army will just smack it down.
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On July 31 2013 19:37 kaluro wrote:Show nested quote +On July 31 2013 13:03 Mattumsfox wrote:On July 31 2013 07:06 Ghanburighan wrote: I would just like to point out that after the last 30 or so pages of desperate cries that ZvT is heavily terran favoured, the last major tournament winners have been Hyun (Dreamhack Valencia), Revival (IEM Shanghai) and Life (the very stacked Ritmix RSL V). Zerg won 3 tournaments in a day. IEM Shanghai, Redbull BGs2 and Ritmix all ended on the 28th of July and zerg won them all. I just don't understand how Zerg can even complain. The race as a whole has won the most tournaments in HOTS. I don't even see how it would be fair to buff the most successful race. Not only that but David Kim even said Zerg is the most successful ladder race as well. Actually he hasn't. Wat david kim hás said is that they are looking for ways to alter/buff the swarm host and viper, because they are too easy to deal with nowadays. Show nested quote +Viper
David Kim: When designing Viper, because Protoss and Terran got some strong siege units, so we don't want to give Zerg another siege unit beside swarm host. So we designed viper to break the siege. But currently, Viper is not strong, we are planning to make some changes to it. When and where did DK say that?
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On July 31 2013 19:43 DarkLordOlli wrote:Show nested quote +On July 31 2013 19:40 Foxxan wrote:On July 31 2013 19:26 DarkLordOlli wrote:On July 31 2013 19:24 Foxxan wrote:On July 31 2013 19:13 DarkLordOlli wrote:On July 31 2013 19:03 Rye. wrote: Last few pages of posts have totally derailed this brilliant thread. I normally use this thread to pass a bit of time and giggle at some of the more "interesting" suggestions, but now I am left feeling empty. So to repay those who have entertained me many a time.....
Roaches... currently have 2 attacks, melee and ranged. Reduce ranged attack damage and increase melee damage. Burrowed roaches get +1 or +2 armour. (gotta micro them roaches, get em in close then BOOM, slash the enemy to bits.) ........ reduced ranged damage means hydras are significantly better and therefore more likely to be used. Increased melee means roaches are better than current but require more control. (attempt to spice up ZvZ which is currently far too RoachvRoach for my liking, added side affect of potentially making ZvX more interesting)
Stalkers... Change blink from a teleport to a stepping out of time for a moment. Can no longer blink up or down cliffs. After a blink, shields start to regen (maybe shields are also healed 10 points or something) Currently blink micro doesnt give a high enough benefit to toss. Normally it takes 10 ingame seconds for shields to start to recharge so this change greatly increases the skill ceiling for stalkers.
k, food for thought and giggles.
Disagree with close to everything. 1) Hydra DPS is not being questioned. It's their health/armor and the fact that they die so fast that's holding them back. Got nothing to do with roach damage. Roaches with decreased range immediately become worthless in PvZ and 2 base colossus attacks become unstoppable. A good counter - if not the only one- to the current Magic Johnson (2/2/2, the 2 base 2 immortal 2 colossus all in) is mass roach. But without that range, say goodbye to holding that attack, ever. 2) How does immediate shield recharging give blink micro a higher skill ceiling? If anything that makes it easier. Blinking up and down cliffs is cool and the only way for blink stalker heavy styles to work. Why? Because the threat of a blink in the main is used to keep the opponent defensive while building an army at home that can survive a straight up fight. If you take away that option then suddenly stalkers can't stall for time anymore and you will never see blink centered styles again. With the roach burrow buff it might work I highly doubt it. The teching to lair and researching burrow takes away from anything else you're doing. It already didn't work against the immortal all in which had a lot less firepower than a 2 immortal/2 colossus all in. Ye i doubt it to, but still +2 armor while burrowed is kinda nice Would love some testing on this I dont understand the lair and burrow reasearch argument of yours It means that you might have to cut an upgrade or earlier units, etc. to get burrow and burrowed movement which in turn weakens the army you have. And even with +2 armor burrowed, 2 colossi and 2 immortals coupled with an observer and a gateway army will just smack it down. yeah... thats why I want either roach speed or tunneling claw to be hatchery tech but... 1. speed roach would be broken 2. tunneling claw requires burrow upgrade, which I have seen no one does that in hatchery 
So I think either
1. buff burrow (that means decrease the research time) OR 2. tunneling claw do not need burrow upgrade (so researching tunneling claw will give burrow to roaches... oh wait, maybe infestor as well? :p)
thoughts? + Show Spoiler +I thought suggestions are not welcomed in TL. is it? :D
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still the issues of TvZ are:
1) Terran basically needs only marines/maurauders/mines/medivacs the entire game, therefore 2) Terran has no adequate use of gas and can stop gathering it at a certain point of time and also doesn't care about losing gas heavy units 3) This unit composition is as well the best in harrassment and normal combat situations, without any extra committments or expenses 4) There is nothing that counters bio but almost everything that counters mech play, therefore 5) Terran doesn't need to transition out of bio/mine play what makes the game as 1-dimensional as a ZvZ roach only or mutalisk only play and equal as interesting to watch 6) Terran doesn't require any use of spell casters in TvZ meta game at any stage of the game. Even tho they have a very strong and in my point of view strongly overpowered TvZ spellcaster, the raven, it seems to not have to be used.
Therefore this matchup can be considered broken all thru in any way you look at it!
- A good balance would include more terran units in the mix to counter certain zerg compositions as it was in broodwar: Marines better zergling/hydra, Lurkers better Marines, Tanks better lurkers, Air units better Tanks, Wraith/Goliaths better air units, infestor better tanks marines, science vessel better infestor etc.
Do you terran guys see the difference?
A better balance of rock, scissor paper system would force terran to play more INTELLIGENTLY instead of pure massing tier 1 units and finding the right attack/drop timings (what I don't say its easy to play, it doesnt require any big decisionmaking out of the box, its all about doing exactly the same each and every game and can be memorized very well and easily also from lower tier players)
About player/tournament results: 8/10 top tier korean zergs enter frequently international tournaments 2/10 top tier korean terrans enter frequently international tournaments
sure thing korean zergs are more successful in these tournaments, where most terrans do not even compete in. Additionally many of the terrans get knocked out by protosses in these tournaments. These things basically don't tell ANYTHING about the real balance issues which has been stated 1) - 6).
In the korean leagues where all of them are bunched together, results are way terran favoured. Soulkey only been winning vs Innovation cause Innovation had sort of one of his repeatedly happening mental breakdowns from a superior position where noone can believe he ever could go down like this: 0:4 vs SoulKey in a row, 0:4 vs maru in a row. Just some kind of mental blocker I guess that falsify stats and results.
Still I like to mention again, that many ZvT wins come from alot of all-ins. These all-ins are basically easy to defend against on prolevel when scouted correctly and adapted correctly. As most terrans in fact don't and are convinced to not have to adapt to anything in the matchup, they lose to these all-ins. I remember flash moving out on 4 base vs a 3 base zerg without scouting watch towers and without having a single mine on the field to die vs 3 base baneling all-in while his army was out of position. This is arrogant play. Another example: I remember a top tier match where the terran went for hellbat drops into raven tech vs a roach all-in zerg. Instead of cancelling the raven, getting few mines or more tanks, the terran dropped the zerg with hellbats in the main while defending against the roach all-in with only part of his units and finally lost due to this. Its arrogant play. Its a mindset of terrans "I don't even have to take 100% care of your all-in and I will instead of caring 100% on defense and then being ahead better try to shut down the all-in with only 60% of my units and meanwhiles counter attack you with a drop for the instant win" - thats again arrogant play. Once terran figure out to stop this and do the 100% save style when required vs all-in play (which is of course possible with bunkers, maurauders, mines, tanks etc.) they will win alot of these games in the future that have been won by zergs in the past. The potential here lies only at the terran side of the clash and therefore I expect an improvement of terrans in this exact issue in the future.
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On July 31 2013 20:00 LSN wrote: still the issues of TvZ are:
1) Terran basically needs only marines/maurauders/mines/medivacs the entire game, therefore 2) Terran has no adequate use of gas and can stop gathering it at a certain point of time and also doesn't care about losing gas heavy units 3) This unit composition is as well the best in harrassment and normal combat situations, without any extra committments or expenses 4) There is nothing that counters bio but almost everything that counters mech play, therefore 5) Terran doesn't need to transition out of bio/mine play what makes the game as 1-dimensional as a ZvZ roach only or mutalisk only play and equal as interesting to watch 6) Terran doesn't require any use of spell casters in TvZ meta game at any stage of the game. Even tho they have a very strong and in my point of view strongly overpowered TvZ spellcaster, the raven, it seems to not have to be used.
Therefore this matchup can be considered broken all thru in any way you look at it!
- A good balance would include more terran units in the mix to counter certain zerg compositions as it was in broodwar: Marines better zergling/hydra, Lurkers better Marines, Tanks better lurkers, Air units better Tanks, Wraith/Goliaths better air units, infestor better tanks marines, science vessel better infestor etc.
Do you terran guys see the difference?
A better balance of rock, scissor paper system would force terran to play more INTELLIGENTLY instead of pure massing tier 1 units and finding the right attack/drop timings (what I don't say its easy to play, it doesnt require any big decisionmaking out of the box, its all about doing exactly the same each and every game and can be memorized very well and easily also from lower tier players)
About player/tournament results: 8/10 top tier korean zergs enter frequently international tournaments 2/10 top tier korean terrans enter frequently international tournaments
sure thing korean zergs are more successful in these tournaments, where most terrans do not even compete in. Additionally many of the terrans get knocked out by protosses in these tournaments. These things basically don't tell ANYTHING about the real balance issues which has been stated 1) - 6).
In the korean leagues where all of them are bunched together, results are way terran favoured. Soulkey only been winning vs Innovation cause Innovation had sort of one of his repeatedly happening mental breakdowns from a superior position where noone can believe he ever could go down like this: 0:4 vs SoulKey in a row, 0:4 vs maru in a row. Just some kind of mental blocker I guess that falsify stats and results.
Still I like to mention again, that many ZvT wins come from alot of all-ins. These all-ins are basically easy to defend against on prolevel when scouted correctly and adapted correctly. As most terrans in fact don't and are convinced to not have to adapt to anything in the matchup, they lose to these all-ins. I remember flash moving out on 4 base vs a 3 base zerg without scouting watch towers and without having a single mine on the field to die vs 3 base baneling all-in while his army was out of position. This is arrogant play. Another example: I remember a top tier match where the terran went for hellbat drops into raven tech vs a roach all-in zerg. Instead of cancelling the raven, getting few mines or more tanks, the terran dropped the zerg with hellbats in the main while defending against the roach all-in with only part of his units and finally lost due to this. Its arrogant play. Its a mindset of terrans "I don't even have to take 100% care of your all-in and I will instead of caring 100% on defense and then being ahead better try to shut down the all-in with only 60% of my units and meanwhiles counter attack you with a drop for the instant win" - thats again arrogant play. Once terran figure out to stop this and do the 100% save style when required vs all-in play (which is of course possible with bunkers, maurauders, mines, tanks etc.) they will win alot of these games in the future that have been won by zergs in the past. The potential here lies only at the terran side of the clash and therefore I expect an improvement of terrans in this exact issue in the future.
I totally agree that TvZ is just bio mine vs whatever. when would blizzard fix this
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I also agree that Mech should be made viable again.
But to force terran to tech-switch in the same a way a zerg does is not viable because zerg tech-switches easiest while terran has the hardest time doing that. That's a core mechanic of both races.
As for your 80-20 tournament participation stat, you pulled that out of your ass.
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On July 31 2013 20:00 LSN wrote: still the issues of TvZ are:
1) Terran basically needs only marines/maurauders/mines/medivacs the entire game, therefore 2) Terran has no adequate use of gas and can stop gathering it at a certain point of time and also doesn't care about losing gas heavy units 3) This unit composition is as well the best in harrassment and normal combat situations, without any extra committments or expenses 4) There is nothing that counters bio but almost everything that counters mech play, therefore 5) Terran doesn't need to transition out of bio/mine play what makes the game as 1-dimensional as a ZvZ roach only or mutalisk only play and equal as interesting to watch 6) Terran doesn't require any use of spell casters in TvZ meta game at any stage of the game. Even tho they have a very strong and in my point of view strongly overpowered TvZ spellcaster, the raven, it seems to not have to be used.
Therefore this matchup can be considered broken all thru in any way you look at it!
- A good balance would include more terran units in the mix to counter certain zerg compositions as it was in broodwar: Marines better zergling/hydra, Lurkers better Marines, Tanks better lurkers, Air units better Tanks, Wraith/Goliaths better air units, infestor better tanks marines, science vessel better infestor etc.
Do you terran guys see the difference?
A better balance of rock, scissor paper system would force terran to play more INTELLIGENTLY instead of pure massing tier 1 units and finding the right attack/drop timings (what I don't say its easy to play, it doesnt require any big decisionmaking out of the box, its all about doing exactly the same each and every game and can be memorized very well and easily also from lower tier players)
About player/tournament results: 8/10 top tier korean zergs enter frequently international tournaments 2/10 top tier korean terrans enter frequently international tournaments
sure thing korean zergs are more successful in these tournaments, where most terrans do not even compete in. Additionally many of the terrans get knocked out by protosses in these tournaments. These things basically don't tell ANYTHING about the real balance issues which has been stated 1) - 6).
In the korean leagues where all of them are bunched together, results are way terran favoured. Soulkey only been winning vs Innovation cause Innovation had sort of one of his repeatedly happening mental breakdowns from a superior position where noone can believe he ever could go down like this: 0:4 vs SoulKey in a row, 0:4 vs maru in a row. Just some kind of mental blocker I guess that falsify stats and results.
Still I like to mention again, that many ZvT wins come from alot of all-ins. These all-ins are basically easy to defend against on prolevel when scouted correctly and adapted correctly. As most terrans in fact don't and are convinced to not have to adapt to anything in the matchup, they lose to these all-ins. I remember flash moving out on 4 base vs a 3 base zerg without scouting watch towers and without having a single mine on the field to die vs 3 base baneling all-in while his army was out of position. This is arrogant play. Another example: I remember a top tier match where the terran went for hellbat drops into raven tech vs a roach all-in zerg. Instead of cancelling the raven, getting few mines or more tanks, the terran dropped the zerg with hellbats in the main while defending against the roach all-in with only part of his units and finally lost due to this. Its arrogant play. Its a mindset of terrans "I don't even have to take 100% care of your all-in and I will instead of caring 100% on defense and then being ahead better try to shut down the all-in with only 60% of my units and meanwhiles counter attack you with a drop for the instant win" - thats again arrogant play. Once terran figure out to stop this and do the 100% save style when required vs all-in play (which is of course possible with bunkers, maurauders, mines, tanks etc.) they will win alot of these games in the future that have been won by zergs in the past. The potential here lies only at the terran side of the clash and therefore I expect an improvement of terrans in this exact issue in the future.
TvZ is the best matchup to watch especially if terran goes bio/mine vs ling/bane/muta and both play it well
Varied units doesnt make a matchup fun, its the dynamic that is fun to watch
Zerg goes mass ultras? Then he adds heavy on marauders He goes plenty of roaches along with his muta/bane/ling, then he add some marauders
There are still a degree of how many of x units even if it always is 4M Easy the best matchup to watch and play
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Diversity is not equal to balance. Only because Biomine is the best option to Terran, doesn't mean
a) its the only viable b) its overpowered to begin with
Broodwar had:
Marine/Tank SK Terran Mech
all of them based around a few units.
Marine/Tank: Marines, Medics , few if any Firebats, Tanks, Science Vessel and Dropships to drop
SK Terran: Marines, Medivacs, Firebats, Science Vessel and Dropships
Mech: Tanks, Vultures, Goliaths, Vessel
In Starcraft 2 its not less unit-heavy, it just seems to be.
Marine/Tank: Marines, Medivacs, Tanks (later stages of the game there will be Thors added but the new mutalisk makes marine/tank very hard to play)
Biomine: Marine/Marauder/Medivac/Mine
Mech: Tank/Thor/Hellbat/Raven
There also is lategame transitions, but Ravens for example only make sense against heavy infestor compositions and/or broodlords, while they do not really make sense against Ultras in that manner. While I agree that the design is 'boring' and there are options that are viable but inferior out there, I disagree with this automatically being imbalanced.
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First of all, zerg needs to get anything that shuts down bio/mine play successfully which in the counterpart is being shut down by a mech opening.
Obviously this should baneling that shut down bio play and mech that shut down baneling play. The general idea blizzard had was right, its just not working as intended.
My approach would be TRY two things and see how it works out. 1. make mech more powerful and even less mobile 2. make mech more mobile and less powerful
-1 if mech was more powerful but less mobile, it would be easier to split up a mech army to deal with a runby and at the same time go offensive at the same time -2 if mech was more mobile terrans could switch more easily between offense and defense with mech (just similar to bio) which COULD work out as well
Swarm hosts are bad units, as they help the zerg to keep a position where they have an advantage but don't do anything in a position of disadvantage to help the zerg to come back in any way. High numbers of SH are OP, small numbers of SH dont do anything. Its just bad design.
Vipers shut down mech play way too hard with the cloud. Its just bad design again.
Ravens: missile kills way too many units missiles at once lol, its strongly op vs basically anything zerg has (mutalisks, ling/bane, roach/hydra, ultralisks clumped with other units, broodlords, corruptors - the missile just kills way too much. point defense drone is ridiculously strong vs missile attacks in lategame, hydra/corruptor vs terran BC/viking/raven becomes very single sided with the PDD in the mix and also some missiles. No way zerg can win this kind of very endgame at all. This is like 100 times more imbalanced than what broodlord infestor ever was in later WOL.
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On July 31 2013 20:25 LSN wrote: First of all, zerg needs to get anything that shuts down bio/mine play successfully which in the counterpart is being shut down by a mech opening.
Obviously this should baneling that shut down bio play and mech that shut down baneling play. The general idea blizzard had was right, its just not working as intended.
My approach would be TRY two things and see how it works out. 1. make mech more powerful and even less mobile 2. make mech more mobile and less powerful
-1 if mech was more powerful but less mobile, it would be easier to split up a mech army to deal with a runby and at the same time go offensive at the same time -2 if mech was more mobile terrans could switch more easily between offense and defense with mech (just similar to bio) which COULD work out as well
Swarm hosts are bad units, as they help the zerg to keep a position where they have an advantage but don't do anything in a position of disadvantage to help the zerg to come back in any way. High numbers of SH are OP, small numbers of SH dont do anything. Its just bad design.
Vipers shut down mech play way too hard with the cloud. Its just bad design again.
Ravens: missile kills way too many units missiles at once lol, its strongly op vs basically anything zerg has (mutalisks, ling/bane, roach/hydra, ultralisks clumped with other units, broodlords, corruptors - the missile just kills way too much. point defense drone is ridiculously strong vs missile attacks in lategame, hydra/corruptor vs terran BC/viking/raven becomes very single sided with the PDD in the mix and also some missiles. No way zerg can win this kind of very endgame at all. This is like 100 times more imbalanced than what broodlord infestor ever was in later WOL.
When I read your posts at first, I thought it was great but when you said about ravens OP, I rofld :p
edit: I will give some reason 1. you can hear a noise 2. you have 5 second to react 3. your unit will be shiny like hell.
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I believe you are very low level and thus the points you make are jokingly bad. The HSM can be minimized or nullified in damage (if targetted a fast unit) because you know which unit is the target, you can split and micro. You can seperate the unit or use the unit to put damage on your opponent even (corruptor flying into Terrans vikings).
You cannot buff/nerf mech without making huge impact on Terran vs Terran. Your suggestion about rock, paper and scissors system is bad. It simply doesn't work like this and to be honest, it really didn't work like that in broodwar. Broodwar had base units that worked like this, but for example
Vulture>Zealot Tank>Dragoon
Zealot+Dragoon could very well beat Vulture/Tank depending on how much you had and how you used it. There should be no unitmix 1 beats unitmix 2. Biomine can be beaten by muta/ling/bane as well as the other way around. It determines who played better.
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On July 31 2013 18:35 Foxxan wrote:Show nested quote +On July 31 2013 18:33 Rabiator wrote: Why are people talking about "X is a better player than Y" again? That is useless, because a) the game is still changing and whoever had a good tactic a month ago might have that tactic countered by new developments from the other players and b) at the very very top level of skill the difference between the players is smaller than the impact of "daily form", so a player who is plagued by headaches (or whatever minor niggling injury you prefer) for a few weeks will not perform that well even though he is "theoretically better".
Deciding which player is the best can only be done after a very very long time (lets say a year) AND after the game has stopped being changed by Blizzard. Short term trends are kinda bad from a statistical point of view due to b) having a too large impact on the average performance of the players. They do it 4fun? And naruto is gonna write his basis soon, cant wait
If Blizzard balances an entire race based on the results of a well known player, it WILL affect the game. Just look at the "fix" to flying unit stacking, literally wrecked skyterran ad skytoss strategies in WoL, huge nerf to BC/carrier/void ray (no longer stackable, Cap ships did less damage than equal cost of marines/zealot as they could spread out faster) and ravens/phoniex (delayed responses to casting at specific location, as cannot stack) In addition to its intended target the Viking.
Why? Because players cried IMBA. Never mind that is the sole bonus to Mutas which ironically the only flying unit that can stack+attack...
Imagine if Stim got nerfed via removal of the movement speed when stimmed, everyone who is not Flash or innovation will be fu*ked over so hard you can expect the next mass Terran exodus. A major percentage of People who love their race for what it is will leave rather than switch race.
That's why the horrors of WoL must never be repeated by balancing around top players.
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United Kingdom12022 Posts
I personally think that a good change would be to give the hydra a buff vs bio, either that or another major zerg unit that isn't zergling, baneling or muta. This then adds a better counter to bio (rather than just the single ling/bling/muta) and might force some new styles from the terran.
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On July 31 2013 20:40 Qikz wrote: I personally think that a good change would be to give the hydra a buff vs bio, either that or another major zerg unit that isn't zergling, baneling or muta. This then adds a better counter to bio (rather than just the single ling/bling/muta) and might force some new styles from the terran.
Roach/Bane/Ling (Hyunstyle) would do well vs Bio. Melee+Range attack needed, so you need triple-evo, but Terran would need armory + two ebays as well (mine armor). Muta/Ling/Bane works vs Biomine and Roach/Hydra already is good in engagements vs biomine.
I don't understand why EVERY style has to be completely viable and good. Mech isn't good vs everything, marine tank isn't good vs everything. Why does Zerg need plenty of options vs biomine when they have options against it?
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On July 31 2013 19:43 DarkLordOlli wrote:Show nested quote +On July 31 2013 19:40 Foxxan wrote:On July 31 2013 19:26 DarkLordOlli wrote:On July 31 2013 19:24 Foxxan wrote:On July 31 2013 19:13 DarkLordOlli wrote:On July 31 2013 19:03 Rye. wrote: Last few pages of posts have totally derailed this brilliant thread. I normally use this thread to pass a bit of time and giggle at some of the more "interesting" suggestions, but now I am left feeling empty. So to repay those who have entertained me many a time.....
Roaches... currently have 2 attacks, melee and ranged. Reduce ranged attack damage and increase melee damage. Burrowed roaches get +1 or +2 armour. (gotta micro them roaches, get em in close then BOOM, slash the enemy to bits.) ........ reduced ranged damage means hydras are significantly better and therefore more likely to be used. Increased melee means roaches are better than current but require more control. (attempt to spice up ZvZ which is currently far too RoachvRoach for my liking, added side affect of potentially making ZvX more interesting)
Stalkers... Change blink from a teleport to a stepping out of time for a moment. Can no longer blink up or down cliffs. After a blink, shields start to regen (maybe shields are also healed 10 points or something) Currently blink micro doesnt give a high enough benefit to toss. Normally it takes 10 ingame seconds for shields to start to recharge so this change greatly increases the skill ceiling for stalkers.
k, food for thought and giggles.
Disagree with close to everything. 1) Hydra DPS is not being questioned. It's their health/armor and the fact that they die so fast that's holding them back. Got nothing to do with roach damage. Roaches with decreased range immediately become worthless in PvZ and 2 base colossus attacks become unstoppable. A good counter - if not the only one- to the current Magic Johnson (2/2/2, the 2 base 2 immortal 2 colossus all in) is mass roach. But without that range, say goodbye to holding that attack, ever. 2) How does immediate shield recharging give blink micro a higher skill ceiling? If anything that makes it easier. Blinking up and down cliffs is cool and the only way for blink stalker heavy styles to work. Why? Because the threat of a blink in the main is used to keep the opponent defensive while building an army at home that can survive a straight up fight. If you take away that option then suddenly stalkers can't stall for time anymore and you will never see blink centered styles again. With the roach burrow buff it might work I highly doubt it. The teching to lair and researching burrow takes away from anything else you're doing. It already didn't work against the immortal all in which had a lot less firepower than a 2 immortal/2 colossus all in. Ye i doubt it to, but still +2 armor while burrowed is kinda nice Would love some testing on this I dont understand the lair and burrow reasearch argument of yours It means that you might have to cut an upgrade or earlier units, etc. to get burrow and burrowed movement which in turn weakens the army you have. And even with +2 armor burrowed, 2 colossi and 2 immortals coupled with an observer and a gateway army will just smack it down.
This buff (+2 armor AND increased regen while burrowed) will be good for the early-mid game as a pressure/pin option. This will force opponents to not only get detection AND build enough units to kill the burrowed roaches before they move away.
I like this idea as to encourage burrow harass within this timing window of under 12min.
Who knows maybe blink roaches will be the new meta haha (w/ melee bonus to encourage burrow movement play)
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