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Designated Balance Discussion Thread - Page 9

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SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
August 16 2011 01:50 GMT
#161
On August 16 2011 09:54 TENTHST wrote:
I literally just posted this on the Blizzard forums a minute ago:


I want to talk about StarCraft 2: Wings of Liberty. However before I do, I think it prudent to give a bit of history about my relationship with the StarCraft dynasty.

I started playing StarCraft 1 about a month after its release in 1998. I wasn't particularly attracted to it right off the bat, and, as a result, I played it casually - excited exclusively by 3v3s, 4v4s and money-maps. However the introduction of BroodWar really sparked my interest in 1v1, and I began playing seriously in early 1999 as a Random player. I used to scrim with players like box, Rekrule, ScoliosisVictem, AngryLlama, as well as play the aberrant pick-up game found in X17, motel, cake, op aafrog, etc.

I embarked upon the ladder system in the year 2000, and worked my way up and down with little long-term success. However, as the months passed, and my ladder ranking remained stagnate, I found both Terran macro and Terran micro increasingly difficult - especially using "Mech" versus Protoss - and decided I was not good enough to compete as a Random player. I soon settled on Zerg, which is the race I played until 2004-2005 when my excitement for BroodWar began to wane. The reason I bring this up is because I want to make it clear that I played all three races in a competitive 1v1 setting, and I can say objectively that Terran was, without a doubt, the most demanding, and the least forgiving. Knowing the extreme difficulty of Terran made players like Boxer or Flash seem that much more amazing, and, as a result, kept my attention on the professional BroodWar scene for years to come.


The release of StarCraft 2 was an exciting day for me. I had been waiting nearly a decade and was anxious to find out what new and amazing units the geniuses at Blizzard had invented. After the install and a few hours messing around in multiplayer, I have to admit that I was the tiniest bit disappointed that so many units were recycled from BroodWar. Granted they had somewhat different roles to fill, but the ideas were the same, and, therefore bland. I was however very happy with the macro changes; thing like the raising and lowering of Supply Depots, the warp-in mechanic, the Creep-spread mechanic, hot-keying 255 units into a single group, multiple building selection, etc. Things just seemed easier. I rationalized this conflict by saying "well, I guess this is just a refined version of BroodWar" and eventually convinced myself that I was happy with my long-awaited purchase.

I jumped face first into ladder playing as Random. Initially I found my competition very soft, and was promoted into Diamond League within a few days. While in Diamond I continued to play Random until the announcement that a new league, called Master League, would be created for the top 2% of players on each server. About three weeks before Master League was implemented, I figured it was time to pick. While I loved the macro ease of Terran (one of my biggest problems with BroodWar Terran), and the warp-mechanic of Protoss, the Baneling and Creep Tumor were what solidified my choice as Zerg. I was promoted into Master League on the first day of its creation and ended Season 1 with 3400 points, and Season 2 with 1500 points.


As of today I have over 4000 league games played - roughly 500 as Terran, 500 as Protoss and 3000 as Zerg. I have come to some conclusions in that time that I want to share. There are a lot of things in this game that just "don't feel right". Of course I could list cost versus efficacy for each unit, or limitations that certain races have that others don't, but that would take many, many pages.

One simple example of this inadequacy is the Roach. The Roach just doesn't seem to fit with the rest of the Zerg arsenal. Even the name "Roach" isn't Zerg-worthy. Zerg has all kinds of -lisks and -lings, but then there is this unit that is named after something that scuttles under the refrigerator when I flip the light switch in my kitchen. I understand Blizzard wanted Hydralisks to fill a very specific role, and as a result left Zerg with a gap in utility, but it seems like the Roach was a last-second addition that was purely for equalizing Zerg's offensive capabilities in the early-game. And because Zerg has such weak supplementary units, the Roach (just like the recently-buffed Infestor) has replaced the need for other units. It, just as the Infestor, has become a "do-all" unit, and arguably the core of a Zerg army. After all, you could technically go Roach/Infestor in every match-up and be reasonably safe against most compositions.

Another great example of this is the Colossus. This is something I like to call a "vanity" unit. That is, its role is not as important as its "coolness" effect. I imagine the Blizzard design team sitting around the brain-storming-table in 2009 thinking about a "AMFG LAZER BEAMS" unit to replace the Reaver and, thus, appeal to the new player base. So what we have now is a BroodWar Reaver that has had all of its micro-intensive requirements removed, but balanced out by a reduction in killing efficiency. A properly microed Reaver in BroodWar was a horrifying unit to fight; a properly microed Colossus in StarCraft 2 is only a mild threat, for which players usually have premade tech structures for producing counters (Terran already has a Reactor'd Starport in Terran versus Protoss, and Zerg usually has a Spire in Zerg versus Protoss, so to counter the Colossus a Terran presses "V" instead of "D", and a Zerg presses "C" instead of "T"). A Reaver in BroodWar was slow-moving, very fragile and required a constant cycling of Scarabs. It was a hard unit to control and was only really effective if the user had impeccable multi-tasking and Dropship control. But now in StarCraft 2, the Colossus is easily manageable and has reduced consequences for poor micro, meaning the difference between LiquidHuk controlling a Colossus and me controlling a Colossus is nearly indistinguishable to the viewer.


Anyone who played BroodWar for an extended period of time will confidently agree that the multi-tasking and general strategy requirements for StarCraft 2 have a much lower standard for success - that is to say, the sequel was made considerably easier and more forgiving. In StarCraft 2, when you lose a building while researching an upgrade, your money is returned; when you warp-in a Stalker too close to battle and it dies, not only are you refunded the money, but your Warp-Gate cycle is reset. Siege Tanks and Banelings have "Smart-Targeting", Marines have "Smart-Fire", and there are friendly little reminders when your M.U.L.E., larva inject or Chronoboost cycles are complete. This is a far cry from the ruthless days of BroodWar, when every action had consequence, and the more actions you could execute, the less mistakes you would make. Old-school professional players like Flash, Jaedong, Boxer, Yellow and Elky had, on top of many other skills, astounding A.P.M.; not just the spamming-control-groups-A.P.M. that everyone does, but numbers upward of 250 well into a 40-minute game. Now, in StarCraft 2, we have pro players like White Ra, Goody, Sjow and Thorzain who hover in the mid-100s, yet remain successful at the highest levels.


Why would Blizzard make their sequel easier? Why not make it as hard, if not harder to play? Are people getting stupider, or less comfortable on a keyboard? Of course not. If anything, gamers are getting smarter and more capable on a keyboard. So what gives?
There are several reasons why Blizzard would opt for a less demanding game, but the key factor is the attraction of a new customer base. One of the major reasons why competitive BroodWar didn't really flourish in the North Americas was because of the strangle-hold the Korean pro-gaming scene already had secured on the market, and, subsequently, how much of a skill-discrepancy existed.

No, this isn't a racial superiority thing, or even a cultural thing, but rather an issue of funding - that is, the rewards that a Korean professional gamer could earn versus that of a North American were far from comparable. As Dustin Browder said in his recent interview, this phenomenon can simply be explained by time spent practicing because a Korean pro-gamer could actually support himself solely on StarCraft tournament earnings, whereas a North American or European could not.


So Blizzard, in an attempt to create the next new "e-sport", designed a game where the top level was a much more practical and attainable goal. The professional gamer no longer needs to practice 12 hours a day to remain competitive, and this makes the lower tier players recognize that upward mobility is quite achievable.

The beauty of this marketing dynamic is that it also allows a much larger pool of players at the bottom to feel like they are skilled, and thus, be more inspired to continue queuing up games. Now instead of 1000-player ranking divisions, we have 100. Now instead of a traditional scholastic grading system like A, B+ or C-, we have leagues like Platinum, Bronze and Gold (where Gold league represents your standing at roughly the 50th percentile...). And this is not even to mention the biggest fluff feature of them all, the hidden M.M.R modifier; a secret ranking system designed to find suitable opponents while not damaging our fragile gaming egos.

Aspects of Battle.net 2.0 like Facebook/Twitter integration, lack of a L.A.N. system, "Real I.D." friendships and only one-account-per-game-copy are all in a consolidated effort to distinguish you as an individual, and to discourage "faceless" gaming. Furthermore, Battle.net 2.0 is chock full of easily possible achievements, a showcase for said achievements, a plethora of portraits to individualize your account, and even a non-loss record for any league lower than Master. In fact, only a few months ago Blizzard decided to lower the M.M.R threshold for promotion into Master League - no doubt to satisfy the thousands of frustrated "high Diamond players" that continuously complained on the Battle.net forums. The point of all of these features is to reinforce the idea that you are a unique and beautiful snowflake, instead of a mere number on the global ranking ladder of over a million players. StarCraft 2 has become a celebration of mediocrity, instead of a pedestal for brilliance.


I guess my major issue with StarCraft 2 is the overall ease of play combined with players not being punished for mistakes. Of course certain micro-intensive scenarios still exist, but there has been a severe simplification of both strategy and macro-management. While I think that all races got touched by the EZ-wand, I feel as if Terran got the majority of the coddling. Terran in BroodWar was unbelievably fragile, but, at the same time very strong when balanced by the user. Terran in StarCraft 2 seems very obtuse and monotonous, and has a variety of features that just should never exist in a competitive Real-Time Strategy game. No, I'm not necessarily just talking about units strengths and/or their counters, I'm talking about the forgiving nature of the race's strategy and macro. It seems to me that Blizzard intentionally made Terran more user-friendly, or, to be blunt, "noob-friendly".


But why would Blizzard make 1 race easier than the other 2? Wouldn't that affect their reputation for making such amazing Real-Time Strategy games?

Yes, of course it would. Unfortunately, that doesn't matter. Let's look at this from a business perspective (specifically Blizzard's perspective):

Blizzard knows that the BroodWar player market is already locked up. They don't need to go out of their way to appeal to the group of customers that has been anxiously awaiting the release of StarCraft 2 for nearly a decade. If you played Protoss in BroodWar, you would probably continue to play Protoss in StarCraft 2, just as if you played Zerg in BroodWar, you would probably continue to play Zerg in StarCraft 2. Blizzard's goal was to create a new pool of users by appealing to the low-work/high-reward mentality. The target market for Blizzard was the fresh generation of F.P.S. gamers; the masses of teenagers who had limited attention spans and a much higher regard for instant gratification. And because this first installment of StarCraft 2 is the Terran expansion, and Terran is the campaign race (the race that a gamer who had never once played an R.T.S. game would play), it would make perfect logical sense that Terran is the race that is the most forgiving.


In what specific ways is StarCraft 2: Wings of Liberty "Terran favored"?


- The availability of "Supply Drop": I am literally astounded that a feature like this was included in the multiplayer experience. Yea, it was cool in the campaign, along with self-healing Siege Tanks and Refineries that mine themselves, but managing food for your army is one of the most fundamental skill-sets in any competitive strategy game. This is clearly a band-aid feature; one designed purely to keep an inferior player on equal footing with his opponent. In all objectivity, I cannot possibly think of any reasonable justification for the existence of "Supply Drop" other than for retroactively helping a player catch up in macro if he/she has failed to produce food properly.


- The existence of "Smart-Fire" and "Smart-Targeting": While I have given these two features similar names, I can assure you that they are quite different. I will start with "smart-targeting". As you may or may not know, units in this game are given a hidden "targeting priority", so that the A.I. may selectively fire on units that have been ranked as a bigger threat. The most perverse example of this is the Siege Tank, which will target an Infestor or High Templar over a Roach or Stalker, even if there are 90 Roaches and only 1 Infestor in its range. Confused? After its initial volley on the forward units, the Siege Tank will fire on the unit that has been given the highest targeting priority. This means that if a player runs a ball of Zealots and a few High Templar into a Terran stronghold, the Terran player is not forced to manually target the High Templar before they Storm his marines, because the Siege Tanks will automatically target the High Templars for him. Combined with a bonus damage to Armored units, and subsequent splash, it makes the Siege Tank a highly cost-effective unit that requires no micro management other than siege placement. This feature also exists in Banelings, which, when move-commanded, will not detonate on a non-light unit unless told to do so. Additionally, "Smart-Fire" is another feature intended to remove micro-oriented tasks from the user. I am sure most of you have heard about it, but in case you haven't, here it is: Any unit that does not have a visible projectile animation when firing (read: Marines, Siege Tanks, Thor's ground attack and Immortals), will never fire 1 extra, unnecessary shot to kill an enemy unit. That means that when left alone, these units (coincidentally 75% of which are Terran units) will never over-kill, therefore maximizing the amount of damage they can deal in the shortest time possible.


- The existence of "Auto-Repair": Another noob-friendly mechanic that has no place in a competitive Real-Time Strategy game. I don't remember a lot of BroodWar Terran players complaining that it was too hard to right-click on a unit you want to have repaired. However in StarCraft 2, a Terran player can send his army of Thors or Battlecruisers into an engagement with a flock of S.C.V.s not only tagged to the units, but also set to auto-repair, and be free to continue macro-related tasks at his base. This also goes hand-in-hand with Terran being "cheese-proof", as so many have said, because 1 or 2 Marines combined with self-healing S.C.V.s can hold off every kind of early aggression. Additionally, this is an issue when harassing a Terran wall. In BroodWar, when you told your S.C.V.s to repair a structure under attack, and that structure was healed to its maximum health, the S.C.V. would cease repairing unless re-issued the command. In StarCraft 2, the Terran player can leave a group of S.C.V.s idle at his wall set to auto-repair, and literally forget about it for the rest of the game.


- Most Terran units have similar, or the same, move-speeds: Yea, of course there are the Hellions or Reapers with Nitro-pack that are quite fast, but those are harassing units, and supposed to be fast. And yea, of course, there are Battlecruisers and Thors which move at 1.88 (the same as High Templar), or Siege Tanks that don't move at all when sieged, but those are specialty units, and never made en masse. What I'm referring to is the basic army composition units; units that the Terran player is going to make most often in various match-ups, but specifically the composition used against Protoss. Since all of Terran's units are ranged, there is never an issue of one unit not being within attacking range of a target. What this facilitates is the ability for the user to use 1 control group for his entire army, because the units will stay relatively close when given a single move command. Here is a list of Terran units and their respective move-speeds:

1) Marine - 2.25
2) Marauder - 2.25
3) Unsieged Siege Tank - 2.25
4) Medivac - 2.5
5) Ghost - 2.25
6) Raven - 2.25
7) Thor - 1.88
8) Viking in air - 2.75
9) Banshee - 2.75

Notice how most of the core units have move speeds between 2.25 and 2.75? This means the Terran player can have a 1 army hot-key of Marines/Marauders/Medivacs/Ghosts/Tanks/Viking (a typical composition when playing versus Protoss), and tab through categories, without ever having to worry about a single unit type reaching the battle before the rest of the group.

Now let's take a look at the core units for a basic Protoss and Zerg army:

1) Zealot with Charge- 2.75
2) Stalker - 2.95
3) Sentry - 2.25
4) High Templar - 1.88
5) Colossus - 2.25
6) Immortal - 2.25
7) Dark Templar - 2.81
8) Phoenix - 4.25
9) Void Ray - 2.25

Notice a much greater variation when compared to Terran? The core units have a much wider range of speeds. If a Protoss player has a unit composition of Zealot/Stalker/Sentry/Immortal, he has to carefully manipulate his various units so that the Immortals are not stuck dancing around behind the Stalkers, or the melee-attack Zealots are in the front tanking damage as they are intended to do, or the Sentrys are in range of casting Force Fields during an engagement.

This is an even bigger issue with Zerg, because most of Zerg's core units are either melee units or have poor range, and need to appropriate positioning to maximize efficacy. The following move-speeds are all off-Creep:

1) Speedling - 2.95
2) Baneling without speed - 2.5
3) Roach with speed - 3.0
4) Infestor - 2.25
5) Mutalisk - 3.75
6) Hydralisk - 2.25
7) Ultralisk - 2.95
8) Broodlord - 1.41

Zerg seems to have the greatest variation in unit speed of all of the races. I agree that this is most certainly an advantage in the sense that a lot of Zerg's units are very fast, but it is also a disadvantage in the sense that a Zerg player is required to have multiple control-groups for a standard army. So while the difference in the unit move-speeds of the three races are not drastic, having a generalized 2.25 move-speed for Terran reduces the need for good positioning and micro-management, while Protoss or Zerg are required to micro to make sure that all of their units are being used efficiently.


- The idea of salvageable Bunkers: Again, another issue on which there has been great debate since the release of this game a year ago. In fact, there was so much raucous on the forums and in the professional scene about free Bunkers that Blizzard took a step toward acknowledging that there shouldn't be anything in StarCraft 2 that is no-risk/high-reward. I understand that the idea of static defense differs with Terran, when compared to the other two races, because it requires offensive units to be effective, but that doesn't change the fundamental idea in R.T.S. games that you should be punished for bad decisions. I guess I should be happy that at least Terran loses at least a tiny bit of resources for a bunker now, but still 25 minerals is far from game-changing. Once again, I don't remember Terran players in BroodWar complaining about Bunkers costing 100 minerals.


- The low-gas/high-mineral costs of Terran: I think we can all agree that Vespene Gas is a far more coveted and valuable resource than Minerals. On most maps there is a ~2.5 : 1 ratio of minerals-to-gas available to be mined. This is not including the rate at which you can mine, because that would clutter this post up with non-essential math. The issue here is that gas is more valuable and, overall, Terran has considerably lower gas-costs than Protoss or Zerg. Now this is not necessarily the case in Terran versus Terran, but it is clearly the case in Terran versus either Protoss or Zerg. Often times I see, in both my games in mid-Master League as well as higher-level games, a Terran in the late game with a surplus of gas and a paucity of minerals. Conversely, I rarely see a Protoss or Zerg player in the late game with an abundance of gas. I think this is because the Terran army is so "mineral efficient", while the Protoss and Zerg army is so "mineral inefficient".
The standard army composition for Terran versus Protoss is heavy Marine (0 gas), Marauder (25 gas), Medivac (100 gas), Ghost (100 gas) and Viking (75 gas). That is, a Terran player is massing these units that cost very little gas, and therefore can be massed more quickly. Now the Protoss player is massing the following units versus Terran in a standard army: Zealot (0 gas), Stalker (50 gas), Sentry (100 gas), Immortal (100 gas), Colossus (200 gas), or Templar tech, which is even more gas-intensive when combined with the Gateway units. As you can see, the Protoss army requires much more gas to be on equal-footing with his Terran opponent.
Additionally, the standard army composition for Terran versus Zerg is heavy Marine (0 gas), Medivac (100 gas), Siege Tank (125 gas), while Zerg needs several Banelings (25 gas a piece and are disposable) to counter the Marines, and Mutalisks (100 gas) en masse to counter the Siege Tanks. I will not even mention the Hellion since the issue of it only costing minerals has been all over the Blizzard forums since its abusive potential was illustrated at MLG Anaheim a few weeks ago.


- The past, and current, 1v1 ladder map-pool: It is quite obvious that the majority of the 1v1 ladder map-pool has been in Terrans favor (at least when fighting Zerg), since the release of this game. We started with maps like Kulas Ravine, Steppes of War and Delta Quadrant, only to be introduced to Backwater Gulch, Slag Pits, Antiga Shipyard and Searing Crater. And those are just the blatantly Terran-favored maps; we still have several other maps with favorable chokes for a Marine/Siege Tank composition (Typhon Peaks and Abyssal Caverns), as well as others with a plethora of rocks and close spawns a mere 15 seconds from each other. Sure, Zerg has been given a few Zerg-favored maps (Tal'darim Altar and Metalopolis), but with only 3 vetos allowed, Zerg is pigeonholed into playing on maps with no reaction time, and limited areas in which to engage. Even with tournament maps such as Crevasse and Terminus RE, which have been engineered to be more-favorable to Zerg than Blizzard's ladder pool, Terran has been dominating Zerg since the inception of competitive StarCraft 2 tournaments in August of 2010. The link to the winrates can be found here: http://i.imgur.com/uaVuw.png. Last month was the first time in the past year that Zerg came even close to Terran in terms of win rates, but it now appears to be sliding back to its default position of Terran dominance.


- Terran's "generalized" strategy and macro: I think one of the most problematic issues with Terran is it's "do-all" units actually really are "do-all". Because the units are all ranged, and most have anti-air capabilities, you could not scout, blindly make a combination of a few units, and be not only safe from every opening but be cost effective in the engagement. Or, as MarineKingPrime showed us all for 6 months, a Terran player could literally mass Marines in every match-up and still have a viable army well into the mid-game. The only time a mass-Marine build is threatened is when there are several Protoss tier 3 units, or Infestors, in play. For some reason, the counter to mass Marines is always a combination of very gas-heavy units. On top of this blind-building of units, Terran actually has the most luxurious macro because it is the only race that can queue units in all of its production facilities. This allows Terran to spend the most time looking at the field of the three races, and the least amount of time bouncing around their base on macro-related tasks. Aside from planting Supply Depots and dropping M.U.L.E.s, there is literally no reason a Terran should ever need to look away from a battle.


- The lack of a cool-down period on M.U.L.E.s: Players have been complaining about this for a year now. And this is another band-aid feature similar to "Supply Drop" designed purely to allow a player to catch-up if he has fallen behind on macro. While the Terran economy is based around the M.U.L.E to be comparable to their Zerg and Protoss counterparts, it is not a necessity. So while the Protoss player has to remain vigilant with their Chronoboosting in order to minimize a unit's production or upgrade timing, and the Zerg player has to remain cognizant of their larva injects so as to maximize the amount of units they can produce from each Hatchery, a Terran player can forget about "Muling" for several minutes, but then catch-up by dropping 5 or 6 on a freshly secured base.


The following is an interview with StarCraft 2's lead balance designer, Dustin Browder. The link can be found here: http://www.gamespot.com/news/6325853/starcraft-ii-heart-of-the-swarm-qanda-with-dustin-browder

"There's currently a concern with the Zerg Infestor's power fungal growth. I still hear a lot of complaints about the Zerg still not being strong enough, as well as Terrans still being too flexible. The latter's the most persistent one for the longest time. That's almost a design flaw not a balance flaw. We just have too many good units in that race. It's hard to cut units in that race and say, 'I know you have a lot of good units, but we're killing two because [your race] is too good.' (laughs) That's not going to work. And it's not fun to go, 'Hey, you know that unit that was fun and useful? Well, we ruined it, so now your race is balanced.' That feels terrible too. Those are some of the hot areas I've heard.

It's a lengthy process from deciding which balances we want to do to the point where it got live in the community. We've done nerfs to the bunkers and the rushes are no longer in the game by the time the patch goes live. We're like, 'Do we need this? Eh…alright, let's just put in what we thought was good at the time and just go with it.' The dynamics change so quickly that sometimes it's hard for us to keep up. The fans are still learning so much from the game and figuring out what works. I don't know how much balanced the game is six months from now to a year, but our internal members that checked the win/loss percentage in all regions are very positive except for Grandmaster Korea, which shows an advantage to Terran.

However, we've heard from Korean pro gamers and casual players that this is more of a cultural issue than anything else. Part of the factor is that Terrans do the easiest early-game rushes and they're the most defendable against them too; Koreans do the most rushing when compared to the rest of the world. But I don't know; it could all be lies. It could be, 'Oh, it's broken, but [the dev team] did not know that yet.' The Europeans, the Americans, and the Chinese haven't figured it out yet."


In the end, and aside from my complaints, I think Blizzard did what they set out to do: create a game that appeals to the regular gamer, and allows for a lot more flexibility in gameplay. And after reading Dustin Browder's most recent interview, I am honestly filled with confidence that the Blizzard development team has a good idea about what is wrong, and also how to fix the glaring issues. Unfortunately, I fear that we may have to wait for Heart of the Swarm for any significant change.


Thank you for reading this essay.


I always felt the same way. Terran macro is too easy. I'm more impressed when a zerg wins a game than when a terran wins a game. terran just seems to easy
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
Ovreel
Profile Joined January 2011
United States206 Posts
August 16 2011 01:50 GMT
#162
On August 16 2011 08:35 Hawk2 wrote:

3) Concussive Shells should be a cooldown spell.



100% agree. I've been wanting this for SO long.
Keo.837 Twitch.tv/Ovreel
LookNaph
Profile Joined August 2010
Canada59 Posts
August 16 2011 01:54 GMT
#163
On August 16 2011 10:35 warblob004 wrote:

Besides that, I agree w/ the F spells, forcefield and fungal (concussive too) reducing micro available should be waaaaaaay higher up the tech tree and way more expensive



And what would you suggest for P to hold off terran pressure early in the game?
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
Last Edited: 2011-08-16 02:07:20
August 16 2011 02:06 GMT
#164
On August 16 2011 09:54 TENTHST wrote:
*Huge Essay that I cut out*


Good read, and echoes my thoughts pretty exactly. You missed a couple of reasons why terran is OP, though.

-Perfect Scouting: playing as Protoss or Zerg, there is a fairly long time in the early game where you do not have scouting. After your initial probe/ drone is chased out of your opponent's base, there is quite a while before you can get reliable scouting as Zerg and Protoss (hallucination or an observer, overlord speed/ overseer). Terran does not have that restriction because they can scan their opponent's main any time they are unsure of what they are doing and always respond correctly.

- Units are way too versatile: With the same mix of units you can literally do everything. With Marines and Marauders with Siege Tank/Medivac support you can
1) have really strong defensive capacities. With marines and marauders inside of bunkers (which cost nothing and can be repaired), walling off (with buildings that can be lifted or lowered and repaired) and siege tanks which (when combined with a decent walloff) essentially prevent all forms of ground based aggression.
2) do really well in a straight up engagement. Marines and Marauders are the bread and butter unit that make the core of the terran army so powerful. When combined with Siege tanks which protect that bio from getting forcefielded or baneling'd to death and medivacs which provide a significant amount of aerial healing, the terran army can compete with the armies of the other races in a straight up fight
3) harass like no other. Terran bio is amazing in small engagements, and with the medivac's unique ability to simultaneously transport terran bio around to create those small engagements as well as heal units in those engagements. The possibilities of harass are really only limited by the terran player's APM
4) get really easy tech switches. Units that are good against your standard terran marine/marauder/medivac/tank composition are countered by units which ARE MADE OUT OF THE SAME BUILDINGS as the units that are in that standard composition. Ghosts are made out of the same building as marauders, and counter sentries, immortals, high templar, Brood Lords and infestors. While Vikings are made out of the same building as medivacs and counter Brood Lords and collosus (not to mention the fact that if you over produce vikings to deal with them you can always land said vikings to cover up that mistake)

- Easy expanding: With protoss and zerg, if you choose when to expand wrong, your expansion dies and you fall super behind. With Terran you can lay down a command center somewhere safe, and then float it over when you know it is OK to do so. Or if you are wrong you can always lift up your CC (or OC) and repair it to have a chance of saving the expo.
Kiaro
Profile Joined July 2011
United States75 Posts
August 16 2011 02:07 GMT
#165
On August 16 2011 09:54 TENTHST wrote:
I literally just posted this on the Blizzard forums a minute ago:


I want to talk about StarCraft 2: Wings of Liberty. However before I do, I think it prudent to give a bit of history about my relationship with the StarCraft dynasty.

I started playing StarCraft 1 about a month after its release in 1998. I wasn't particularly attracted to it right off the bat, and, as a result, I played it casually - excited exclusively by 3v3s, 4v4s and money-maps. However the introduction of BroodWar really sparked my interest in 1v1, and I began playing seriously in early 1999 as a Random player. I used to scrim with players like box, Rekrule, ScoliosisVictem, AngryLlama, as well as play the aberrant pick-up game found in X17, motel, cake, op aafrog, etc.

I embarked upon the ladder system in the year 2000, and worked my way up and down with little long-term success. However, as the months passed, and my ladder ranking remained stagnate, I found both Terran macro and Terran micro increasingly difficult - especially using "Mech" versus Protoss - and decided I was not good enough to compete as a Random player. I soon settled on Zerg, which is the race I played until 2004-2005 when my excitement for BroodWar began to wane. The reason I bring this up is because I want to make it clear that I played all three races in a competitive 1v1 setting, and I can say objectively that Terran was, without a doubt, the most demanding, and the least forgiving. Knowing the extreme difficulty of Terran made players like Boxer or Flash seem that much more amazing, and, as a result, kept my attention on the professional BroodWar scene for years to come.


The release of StarCraft 2 was an exciting day for me. I had been waiting nearly a decade and was anxious to find out what new and amazing units the geniuses at Blizzard had invented. After the install and a few hours messing around in multiplayer, I have to admit that I was the tiniest bit disappointed that so many units were recycled from BroodWar. Granted they had somewhat different roles to fill, but the ideas were the same, and, therefore bland. I was however very happy with the macro changes; thing like the raising and lowering of Supply Depots, the warp-in mechanic, the Creep-spread mechanic, hot-keying 255 units into a single group, multiple building selection, etc. Things just seemed easier. I rationalized this conflict by saying "well, I guess this is just a refined version of BroodWar" and eventually convinced myself that I was happy with my long-awaited purchase.

I jumped face first into ladder playing as Random. Initially I found my competition very soft, and was promoted into Diamond League within a few days. While in Diamond I continued to play Random until the announcement that a new league, called Master League, would be created for the top 2% of players on each server. About three weeks before Master League was implemented, I figured it was time to pick. While I loved the macro ease of Terran (one of my biggest problems with BroodWar Terran), and the warp-mechanic of Protoss, the Baneling and Creep Tumor were what solidified my choice as Zerg. I was promoted into Master League on the first day of its creation and ended Season 1 with 3400 points, and Season 2 with 1500 points.


As of today I have over 4000 league games played - roughly 500 as Terran, 500 as Protoss and 3000 as Zerg. I have come to some conclusions in that time that I want to share. There are a lot of things in this game that just "don't feel right". Of course I could list cost versus efficacy for each unit, or limitations that certain races have that others don't, but that would take many, many pages.

One simple example of this inadequacy is the Roach. The Roach just doesn't seem to fit with the rest of the Zerg arsenal. Even the name "Roach" isn't Zerg-worthy. Zerg has all kinds of -lisks and -lings, but then there is this unit that is named after something that scuttles under the refrigerator when I flip the light switch in my kitchen. I understand Blizzard wanted Hydralisks to fill a very specific role, and as a result left Zerg with a gap in utility, but it seems like the Roach was a last-second addition that was purely for equalizing Zerg's offensive capabilities in the early-game. And because Zerg has such weak supplementary units, the Roach (just like the recently-buffed Infestor) has replaced the need for other units. It, just as the Infestor, has become a "do-all" unit, and arguably the core of a Zerg army. After all, you could technically go Roach/Infestor in every match-up and be reasonably safe against most compositions.

Another great example of this is the Colossus. This is something I like to call a "vanity" unit. That is, its role is not as important as its "coolness" effect. I imagine the Blizzard design team sitting around the brain-storming-table in 2009 thinking about a "AMFG LAZER BEAMS" unit to replace the Reaver and, thus, appeal to the new player base. So what we have now is a BroodWar Reaver that has had all of its micro-intensive requirements removed, but balanced out by a reduction in killing efficiency. A properly microed Reaver in BroodWar was a horrifying unit to fight; a properly microed Colossus in StarCraft 2 is only a mild threat, for which players usually have premade tech structures for producing counters (Terran already has a Reactor'd Starport in Terran versus Protoss, and Zerg usually has a Spire in Zerg versus Protoss, so to counter the Colossus a Terran presses "V" instead of "D", and a Zerg presses "C" instead of "T"). A Reaver in BroodWar was slow-moving, very fragile and required a constant cycling of Scarabs. It was a hard unit to control and was only really effective if the user had impeccable multi-tasking and Dropship control. But now in StarCraft 2, the Colossus is easily manageable and has reduced consequences for poor micro, meaning the difference between LiquidHuk controlling a Colossus and me controlling a Colossus is nearly indistinguishable to the viewer.


Anyone who played BroodWar for an extended period of time will confidently agree that the multi-tasking and general strategy requirements for StarCraft 2 have a much lower standard for success - that is to say, the sequel was made considerably easier and more forgiving. In StarCraft 2, when you lose a building while researching an upgrade, your money is returned; when you warp-in a Stalker too close to battle and it dies, not only are you refunded the money, but your Warp-Gate cycle is reset. Siege Tanks and Banelings have "Smart-Targeting", Marines have "Smart-Fire", and there are friendly little reminders when your M.U.L.E., larva inject or Chronoboost cycles are complete. This is a far cry from the ruthless days of BroodWar, when every action had consequence, and the more actions you could execute, the less mistakes you would make. Old-school professional players like Flash, Jaedong, Boxer, Yellow and Elky had, on top of many other skills, astounding A.P.M.; not just the spamming-control-groups-A.P.M. that everyone does, but numbers upward of 250 well into a 40-minute game. Now, in StarCraft 2, we have pro players like White Ra, Goody, Sjow and Thorzain who hover in the mid-100s, yet remain successful at the highest levels.


Why would Blizzard make their sequel easier? Why not make it as hard, if not harder to play? Are people getting stupider, or less comfortable on a keyboard? Of course not. If anything, gamers are getting smarter and more capable on a keyboard. So what gives?
There are several reasons why Blizzard would opt for a less demanding game, but the key factor is the attraction of a new customer base. One of the major reasons why competitive BroodWar didn't really flourish in the North Americas was because of the strangle-hold the Korean pro-gaming scene already had secured on the market, and, subsequently, how much of a skill-discrepancy existed.

No, this isn't a racial superiority thing, or even a cultural thing, but rather an issue of funding - that is, the rewards that a Korean professional gamer could earn versus that of a North American were far from comparable. As Dustin Browder said in his recent interview, this phenomenon can simply be explained by time spent practicing because a Korean pro-gamer could actually support himself solely on StarCraft tournament earnings, whereas a North American or European could not.


So Blizzard, in an attempt to create the next new "e-sport", designed a game where the top level was a much more practical and attainable goal. The professional gamer no longer needs to practice 12 hours a day to remain competitive, and this makes the lower tier players recognize that upward mobility is quite achievable.

The beauty of this marketing dynamic is that it also allows a much larger pool of players at the bottom to feel like they are skilled, and thus, be more inspired to continue queuing up games. Now instead of 1000-player ranking divisions, we have 100. Now instead of a traditional scholastic grading system like A, B+ or C-, we have leagues like Platinum, Bronze and Gold (where Gold league represents your standing at roughly the 50th percentile...). And this is not even to mention the biggest fluff feature of them all, the hidden M.M.R modifier; a secret ranking system designed to find suitable opponents while not damaging our fragile gaming egos.

Aspects of Battle.net 2.0 like Facebook/Twitter integration, lack of a L.A.N. system, "Real I.D." friendships and only one-account-per-game-copy are all in a consolidated effort to distinguish you as an individual, and to discourage "faceless" gaming. Furthermore, Battle.net 2.0 is chock full of easily possible achievements, a showcase for said achievements, a plethora of portraits to individualize your account, and even a non-loss record for any league lower than Master. In fact, only a few months ago Blizzard decided to lower the M.M.R threshold for promotion into Master League - no doubt to satisfy the thousands of frustrated "high Diamond players" that continuously complained on the Battle.net forums. The point of all of these features is to reinforce the idea that you are a unique and beautiful snowflake, instead of a mere number on the global ranking ladder of over a million players. StarCraft 2 has become a celebration of mediocrity, instead of a pedestal for brilliance.


I guess my major issue with StarCraft 2 is the overall ease of play combined with players not being punished for mistakes. Of course certain micro-intensive scenarios still exist, but there has been a severe simplification of both strategy and macro-management. While I think that all races got touched by the EZ-wand, I feel as if Terran got the majority of the coddling. Terran in BroodWar was unbelievably fragile, but, at the same time very strong when balanced by the user. Terran in StarCraft 2 seems very obtuse and monotonous, and has a variety of features that just should never exist in a competitive Real-Time Strategy game. No, I'm not necessarily just talking about units strengths and/or their counters, I'm talking about the forgiving nature of the race's strategy and macro. It seems to me that Blizzard intentionally made Terran more user-friendly, or, to be blunt, "noob-friendly".


But why would Blizzard make 1 race easier than the other 2? Wouldn't that affect their reputation for making such amazing Real-Time Strategy games?

Yes, of course it would. Unfortunately, that doesn't matter. Let's look at this from a business perspective (specifically Blizzard's perspective):

Blizzard knows that the BroodWar player market is already locked up. They don't need to go out of their way to appeal to the group of customers that has been anxiously awaiting the release of StarCraft 2 for nearly a decade. If you played Protoss in BroodWar, you would probably continue to play Protoss in StarCraft 2, just as if you played Zerg in BroodWar, you would probably continue to play Zerg in StarCraft 2. Blizzard's goal was to create a new pool of users by appealing to the low-work/high-reward mentality. The target market for Blizzard was the fresh generation of F.P.S. gamers; the masses of teenagers who had limited attention spans and a much higher regard for instant gratification. And because this first installment of StarCraft 2 is the Terran expansion, and Terran is the campaign race (the race that a gamer who had never once played an R.T.S. game would play), it would make perfect logical sense that Terran is the race that is the most forgiving.


In what specific ways is StarCraft 2: Wings of Liberty "Terran favored"?


- The availability of "Supply Drop": I am literally astounded that a feature like this was included in the multiplayer experience. Yea, it was cool in the campaign, along with self-healing Siege Tanks and Refineries that mine themselves, but managing food for your army is one of the most fundamental skill-sets in any competitive strategy game. This is clearly a band-aid feature; one designed purely to keep an inferior player on equal footing with his opponent. In all objectivity, I cannot possibly think of any reasonable justification for the existence of "Supply Drop" other than for retroactively helping a player catch up in macro if he/she has failed to produce food properly.


- The existence of "Smart-Fire" and "Smart-Targeting": While I have given these two features similar names, I can assure you that they are quite different. I will start with "smart-targeting". As you may or may not know, units in this game are given a hidden "targeting priority", so that the A.I. may selectively fire on units that have been ranked as a bigger threat. The most perverse example of this is the Siege Tank, which will target an Infestor or High Templar over a Roach or Stalker, even if there are 90 Roaches and only 1 Infestor in its range. Confused? After its initial volley on the forward units, the Siege Tank will fire on the unit that has been given the highest targeting priority. This means that if a player runs a ball of Zealots and a few High Templar into a Terran stronghold, the Terran player is not forced to manually target the High Templar before they Storm his marines, because the Siege Tanks will automatically target the High Templars for him. Combined with a bonus damage to Armored units, and subsequent splash, it makes the Siege Tank a highly cost-effective unit that requires no micro management other than siege placement. This feature also exists in Banelings, which, when move-commanded, will not detonate on a non-light unit unless told to do so. Additionally, "Smart-Fire" is another feature intended to remove micro-oriented tasks from the user. I am sure most of you have heard about it, but in case you haven't, here it is: Any unit that does not have a visible projectile animation when firing (read: Marines, Siege Tanks, Thor's ground attack and Immortals), will never fire 1 extra, unnecessary shot to kill an enemy unit. That means that when left alone, these units (coincidentally 75% of which are Terran units) will never over-kill, therefore maximizing the amount of damage they can deal in the shortest time possible.


- The existence of "Auto-Repair": Another noob-friendly mechanic that has no place in a competitive Real-Time Strategy game. I don't remember a lot of BroodWar Terran players complaining that it was too hard to right-click on a unit you want to have repaired. However in StarCraft 2, a Terran player can send his army of Thors or Battlecruisers into an engagement with a flock of S.C.V.s not only tagged to the units, but also set to auto-repair, and be free to continue macro-related tasks at his base. This also goes hand-in-hand with Terran being "cheese-proof", as so many have said, because 1 or 2 Marines combined with self-healing S.C.V.s can hold off every kind of early aggression. Additionally, this is an issue when harassing a Terran wall. In BroodWar, when you told your S.C.V.s to repair a structure under attack, and that structure was healed to its maximum health, the S.C.V. would cease repairing unless re-issued the command. In StarCraft 2, the Terran player can leave a group of S.C.V.s idle at his wall set to auto-repair, and literally forget about it for the rest of the game.


- Most Terran units have similar, or the same, move-speeds: Yea, of course there are the Hellions or Reapers with Nitro-pack that are quite fast, but those are harassing units, and supposed to be fast. And yea, of course, there are Battlecruisers and Thors which move at 1.88 (the same as High Templar), or Siege Tanks that don't move at all when sieged, but those are specialty units, and never made en masse. What I'm referring to is the basic army composition units; units that the Terran player is going to make most often in various match-ups, but specifically the composition used against Protoss. Since all of Terran's units are ranged, there is never an issue of one unit not being within attacking range of a target. What this facilitates is the ability for the user to use 1 control group for his entire army, because the units will stay relatively close when given a single move command. Here is a list of Terran units and their respective move-speeds:

1) Marine - 2.25
2) Marauder - 2.25
3) Unsieged Siege Tank - 2.25
4) Medivac - 2.5
5) Ghost - 2.25
6) Raven - 2.25
7) Thor - 1.88
8) Viking in air - 2.75
9) Banshee - 2.75

Notice how most of the core units have move speeds between 2.25 and 2.75? This means the Terran player can have a 1 army hot-key of Marines/Marauders/Medivacs/Ghosts/Tanks/Viking (a typical composition when playing versus Protoss), and tab through categories, without ever having to worry about a single unit type reaching the battle before the rest of the group.

Now let's take a look at the core units for a basic Protoss and Zerg army:

1) Zealot with Charge- 2.75
2) Stalker - 2.95
3) Sentry - 2.25
4) High Templar - 1.88
5) Colossus - 2.25
6) Immortal - 2.25
7) Dark Templar - 2.81
8) Phoenix - 4.25
9) Void Ray - 2.25

Notice a much greater variation when compared to Terran? The core units have a much wider range of speeds. If a Protoss player has a unit composition of Zealot/Stalker/Sentry/Immortal, he has to carefully manipulate his various units so that the Immortals are not stuck dancing around behind the Stalkers, or the melee-attack Zealots are in the front tanking damage as they are intended to do, or the Sentrys are in range of casting Force Fields during an engagement.

This is an even bigger issue with Zerg, because most of Zerg's core units are either melee units or have poor range, and need to appropriate positioning to maximize efficacy. The following move-speeds are all off-Creep:

1) Speedling - 2.95
2) Baneling without speed - 2.5
3) Roach with speed - 3.0
4) Infestor - 2.25
5) Mutalisk - 3.75
6) Hydralisk - 2.25
7) Ultralisk - 2.95
8) Broodlord - 1.41

Zerg seems to have the greatest variation in unit speed of all of the races. I agree that this is most certainly an advantage in the sense that a lot of Zerg's units are very fast, but it is also a disadvantage in the sense that a Zerg player is required to have multiple control-groups for a standard army. So while the difference in the unit move-speeds of the three races are not drastic, having a generalized 2.25 move-speed for Terran reduces the need for good positioning and micro-management, while Protoss or Zerg are required to micro to make sure that all of their units are being used efficiently.


- The idea of salvageable Bunkers: Again, another issue on which there has been great debate since the release of this game a year ago. In fact, there was so much raucous on the forums and in the professional scene about free Bunkers that Blizzard took a step toward acknowledging that there shouldn't be anything in StarCraft 2 that is no-risk/high-reward. I understand that the idea of static defense differs with Terran, when compared to the other two races, because it requires offensive units to be effective, but that doesn't change the fundamental idea in R.T.S. games that you should be punished for bad decisions. I guess I should be happy that at least Terran loses at least a tiny bit of resources for a bunker now, but still 25 minerals is far from game-changing. Once again, I don't remember Terran players in BroodWar complaining about Bunkers costing 100 minerals.


- The low-gas/high-mineral costs of Terran: I think we can all agree that Vespene Gas is a far more coveted and valuable resource than Minerals. On most maps there is a ~2.5 : 1 ratio of minerals-to-gas available to be mined. This is not including the rate at which you can mine, because that would clutter this post up with non-essential math. The issue here is that gas is more valuable and, overall, Terran has considerably lower gas-costs than Protoss or Zerg. Now this is not necessarily the case in Terran versus Terran, but it is clearly the case in Terran versus either Protoss or Zerg. Often times I see, in both my games in mid-Master League as well as higher-level games, a Terran in the late game with a surplus of gas and a paucity of minerals. Conversely, I rarely see a Protoss or Zerg player in the late game with an abundance of gas. I think this is because the Terran army is so "mineral efficient", while the Protoss and Zerg army is so "mineral inefficient".
The standard army composition for Terran versus Protoss is heavy Marine (0 gas), Marauder (25 gas), Medivac (100 gas), Ghost (100 gas) and Viking (75 gas). That is, a Terran player is massing these units that cost very little gas, and therefore can be massed more quickly. Now the Protoss player is massing the following units versus Terran in a standard army: Zealot (0 gas), Stalker (50 gas), Sentry (100 gas), Immortal (100 gas), Colossus (200 gas), or Templar tech, which is even more gas-intensive when combined with the Gateway units. As you can see, the Protoss army requires much more gas to be on equal-footing with his Terran opponent.
Additionally, the standard army composition for Terran versus Zerg is heavy Marine (0 gas), Medivac (100 gas), Siege Tank (125 gas), while Zerg needs several Banelings (25 gas a piece and are disposable) to counter the Marines, and Mutalisks (100 gas) en masse to counter the Siege Tanks. I will not even mention the Hellion since the issue of it only costing minerals has been all over the Blizzard forums since its abusive potential was illustrated at MLG Anaheim a few weeks ago.


- The past, and current, 1v1 ladder map-pool: It is quite obvious that the majority of the 1v1 ladder map-pool has been in Terrans favor (at least when fighting Zerg), since the release of this game. We started with maps like Kulas Ravine, Steppes of War and Delta Quadrant, only to be introduced to Backwater Gulch, Slag Pits, Antiga Shipyard and Searing Crater. And those are just the blatantly Terran-favored maps; we still have several other maps with favorable chokes for a Marine/Siege Tank composition (Typhon Peaks and Abyssal Caverns), as well as others with a plethora of rocks and close spawns a mere 15 seconds from each other. Sure, Zerg has been given a few Zerg-favored maps (Tal'darim Altar and Metalopolis), but with only 3 vetos allowed, Zerg is pigeonholed into playing on maps with no reaction time, and limited areas in which to engage. Even with tournament maps such as Crevasse and Terminus RE, which have been engineered to be more-favorable to Zerg than Blizzard's ladder pool, Terran has been dominating Zerg since the inception of competitive StarCraft 2 tournaments in August of 2010. The link to the winrates can be found here: http://i.imgur.com/uaVuw.png. Last month was the first time in the past year that Zerg came even close to Terran in terms of win rates, but it now appears to be sliding back to its default position of Terran dominance.


- Terran's "generalized" strategy and macro: I think one of the most problematic issues with Terran is it's "do-all" units actually really are "do-all". Because the units are all ranged, and most have anti-air capabilities, you could not scout, blindly make a combination of a few units, and be not only safe from every opening but be cost effective in the engagement. Or, as MarineKingPrime showed us all for 6 months, a Terran player could literally mass Marines in every match-up and still have a viable army well into the mid-game. The only time a mass-Marine build is threatened is when there are several Protoss tier 3 units, or Infestors, in play. For some reason, the counter to mass Marines is always a combination of very gas-heavy units. On top of this blind-building of units, Terran actually has the most luxurious macro because it is the only race that can queue units in all of its production facilities. This allows Terran to spend the most time looking at the field of the three races, and the least amount of time bouncing around their base on macro-related tasks. Aside from planting Supply Depots and dropping M.U.L.E.s, there is literally no reason a Terran should ever need to look away from a battle.


- The lack of a cool-down period on M.U.L.E.s: Players have been complaining about this for a year now. And this is another band-aid feature similar to "Supply Drop" designed purely to allow a player to catch-up if he has fallen behind on macro. While the Terran economy is based around the M.U.L.E to be comparable to their Zerg and Protoss counterparts, it is not a necessity. So while the Protoss player has to remain vigilant with their Chronoboosting in order to minimize a unit's production or upgrade timing, and the Zerg player has to remain cognizant of their larva injects so as to maximize the amount of units they can produce from each Hatchery, a Terran player can forget about "Muling" for several minutes, but then catch-up by dropping 5 or 6 on a freshly secured base.


The following is an interview with StarCraft 2's lead balance designer, Dustin Browder. The link can be found here: http://www.gamespot.com/news/6325853/starcraft-ii-heart-of-the-swarm-qanda-with-dustin-browder

"There's currently a concern with the Zerg Infestor's power fungal growth. I still hear a lot of complaints about the Zerg still not being strong enough, as well as Terrans still being too flexible. The latter's the most persistent one for the longest time. That's almost a design flaw not a balance flaw. We just have too many good units in that race. It's hard to cut units in that race and say, 'I know you have a lot of good units, but we're killing two because [your race] is too good.' (laughs) That's not going to work. And it's not fun to go, 'Hey, you know that unit that was fun and useful? Well, we ruined it, so now your race is balanced.' That feels terrible too. Those are some of the hot areas I've heard.

It's a lengthy process from deciding which balances we want to do to the point where it got live in the community. We've done nerfs to the bunkers and the rushes are no longer in the game by the time the patch goes live. We're like, 'Do we need this? Eh…alright, let's just put in what we thought was good at the time and just go with it.' The dynamics change so quickly that sometimes it's hard for us to keep up. The fans are still learning so much from the game and figuring out what works. I don't know how much balanced the game is six months from now to a year, but our internal members that checked the win/loss percentage in all regions are very positive except for Grandmaster Korea, which shows an advantage to Terran.

However, we've heard from Korean pro gamers and casual players that this is more of a cultural issue than anything else. Part of the factor is that Terrans do the easiest early-game rushes and they're the most defendable against them too; Koreans do the most rushing when compared to the rest of the world. But I don't know; it could all be lies. It could be, 'Oh, it's broken, but [the dev team] did not know that yet.' The Europeans, the Americans, and the Chinese haven't figured it out yet."


In the end, and aside from my complaints, I think Blizzard did what they set out to do: create a game that appeals to the regular gamer, and allows for a lot more flexibility in gameplay. And after reading Dustin Browder's most recent interview, I am honestly filled with confidence that the Blizzard development team has a good idea about what is wrong, and also how to fix the glaring issues. Unfortunately, I fear that we may have to wait for Heart of the Swarm for any significant change.


Thank you for reading this essay.

Terran micro is definetely harder than zerg or protoss micro, and BTW you are wrong about the siege tank autofocus. In a battle, tanks do NOT automatically focus fire infestors and HT's, I don't know where you got this from but it is not true at all.
Divergence
Profile Joined July 2011
Canada363 Posts
August 16 2011 02:08 GMT
#166
On August 16 2011 09:48 AdrianHealey wrote:
...

One of the problems, I feel, is the problem that T can do some fucktarded strong early game all ins. (For example; the famous 3 rax before orbital, wall of at the bottom.) I think I have a very original buff to counter this early game all ins: make the fact that terrans can shoot up an upgrade.

It doesn't even have to cost gas/minerals (it can basically be 'free'), only take time. (For all I care it can be researched from reactor/barrack itself.) What would this solve? It would solve the problem that Z has in scouting T. If the t goes for some really fast stim all in (or something similar) he wouldn't have time to research the marine shooting up and the scout would come through.

On the other hand; in tvp; the terran would be kind of forced to research it (void rays, anyone?). if they go for some really fast all in, they might die to a void ray rush.

What this, effectively, does is slowing down terran timing pushes _if_ they want to (1) not be scouted (vs zerg) and (2) not bo-loose (vs p). Obviously; I'm not saying that this is bullet proof. And I do realize it is a nerf. (How big the nerf is, would depend on how long it would take for this to research and where it is availble. If it was a 10 second research thingy, it wouldn't be a big nerf.)

I'm relatively confident that delaying the possibility for terran to do an unscouted all inish attack (vs zerg) or creating the possibility to insta loose against void ray (and thus slowing the first push) would solve some early game problems.

...

(Emphasis my own.) I am assuming you refer specifically to marines right?

Nice post and I really like that idea (I play T and P). I'm not a Sc2 expert so I can't really comment on how viable that change actually is, but at a first glance it seems quite intriguing and could fix a lot of problems. It is somewhat of a "weird" idea (marines are too bad to shoot up lol, they need to learn it), but it's silly to think the game should strictly follow the "lore" (Hellions not costing gas comes to mind). I really like it as a solution to Z's early game scouting problems. I firmly believe SC2 should not be a guessing game.

I'm interested to hear what others think of AdrianHealey's proposed change? Could it work?
Giwoon
Profile Joined December 2010
Korea (South)431 Posts
August 16 2011 02:11 GMT
#167
i think zealots are pretty bullshit
i mean theyre like 100 minerals for a shit ton of tanking and dps
it makes no sense -.-
BUTTHURT?
IronDoc
Profile Joined August 2011
United Kingdom27 Posts
August 16 2011 02:12 GMT
#168
Show nested quote +
On August 16 2011 09:54 TENTHST wrote:
I literally just posted this on the Blizzard forums a minute ago:


I want to talk about StarCraft 2: Wings of Liberty. However before I do, I think it prudent to give a bit of history about my relationship with the StarCraft dynasty.

I started playing StarCraft 1 about a month after its release in 1998. I wasn't particularly attracted to it right off the bat, and, as a result, I played it casually - excited exclusively by 3v3s, 4v4s and money-maps. However the introduction of BroodWar really sparked my interest in 1v1, and I began playing seriously in early 1999 as a Random player. I used to scrim with players like box, Rekrule, ScoliosisVictem, AngryLlama, as well as play the aberrant pick-up game found in X17, motel, cake, op aafrog, etc.

I embarked upon the ladder system in the year 2000, and worked my way up and down with little long-term success. However, as the months passed, and my ladder ranking remained stagnate, I found both Terran macro and Terran micro increasingly difficult - especially using "Mech" versus Protoss - and decided I was not good enough to compete as a Random player. I soon settled on Zerg, which is the race I played until 2004-2005 when my excitement for BroodWar began to wane. The reason I bring this up is because I want to make it clear that I played all three races in a competitive 1v1 setting, and I can say objectively that Terran was, without a doubt, the most demanding, and the least forgiving. Knowing the extreme difficulty of Terran made players like Boxer or Flash seem that much more amazing, and, as a result, kept my attention on the professional BroodWar scene for years to come.


The release of StarCraft 2 was an exciting day for me. I had been waiting nearly a decade and was anxious to find out what new and amazing units the geniuses at Blizzard had invented. After the install and a few hours messing around in multiplayer, I have to admit that I was the tiniest bit disappointed that so many units were recycled from BroodWar. Granted they had somewhat different roles to fill, but the ideas were the same, and, therefore bland. I was however very happy with the macro changes; thing like the raising and lowering of Supply Depots, the warp-in mechanic, the Creep-spread mechanic, hot-keying 255 units into a single group, multiple building selection, etc. Things just seemed easier. I rationalized this conflict by saying "well, I guess this is just a refined version of BroodWar" and eventually convinced myself that I was happy with my long-awaited purchase.

I jumped face first into ladder playing as Random. Initially I found my competition very soft, and was promoted into Diamond League within a few days. While in Diamond I continued to play Random until the announcement that a new league, called Master League, would be created for the top 2% of players on each server. About three weeks before Master League was implemented, I figured it was time to pick. While I loved the macro ease of Terran (one of my biggest problems with BroodWar Terran), and the warp-mechanic of Protoss, the Baneling and Creep Tumor were what solidified my choice as Zerg. I was promoted into Master League on the first day of its creation and ended Season 1 with 3400 points, and Season 2 with 1500 points.


As of today I have over 4000 league games played - roughly 500 as Terran, 500 as Protoss and 3000 as Zerg. I have come to some conclusions in that time that I want to share. There are a lot of things in this game that just "don't feel right". Of course I could list cost versus efficacy for each unit, or limitations that certain races have that others don't, but that would take many, many pages.

One simple example of this inadequacy is the Roach. The Roach just doesn't seem to fit with the rest of the Zerg arsenal. Even the name "Roach" isn't Zerg-worthy. Zerg has all kinds of -lisks and -lings, but then there is this unit that is named after something that scuttles under the refrigerator when I flip the light switch in my kitchen. I understand Blizzard wanted Hydralisks to fill a very specific role, and as a result left Zerg with a gap in utility, but it seems like the Roach was a last-second addition that was purely for equalizing Zerg's offensive capabilities in the early-game. And because Zerg has such weak supplementary units, the Roach (just like the recently-buffed Infestor) has replaced the need for other units. It, just as the Infestor, has become a "do-all" unit, and arguably the core of a Zerg army. After all, you could technically go Roach/Infestor in every match-up and be reasonably safe against most compositions.

Another great example of this is the Colossus. This is something I like to call a "vanity" unit. That is, its role is not as important as its "coolness" effect. I imagine the Blizzard design team sitting around the brain-storming-table in 2009 thinking about a "AMFG LAZER BEAMS" unit to replace the Reaver and, thus, appeal to the new player base. So what we have now is a BroodWar Reaver that has had all of its micro-intensive requirements removed, but balanced out by a reduction in killing efficiency. A properly microed Reaver in BroodWar was a horrifying unit to fight; a properly microed Colossus in StarCraft 2 is only a mild threat, for which players usually have premade tech structures for producing counters (Terran already has a Reactor'd Starport in Terran versus Protoss, and Zerg usually has a Spire in Zerg versus Protoss, so to counter the Colossus a Terran presses "V" instead of "D", and a Zerg presses "C" instead of "T"). A Reaver in BroodWar was slow-moving, very fragile and required a constant cycling of Scarabs. It was a hard unit to control and was only really effective if the user had impeccable multi-tasking and Dropship control. But now in StarCraft 2, the Colossus is easily manageable and has reduced consequences for poor micro, meaning the difference between LiquidHuk controlling a Colossus and me controlling a Colossus is nearly indistinguishable to the viewer.


Anyone who played BroodWar for an extended period of time will confidently agree that the multi-tasking and general strategy requirements for StarCraft 2 have a much lower standard for success - that is to say, the sequel was made considerably easier and more forgiving. In StarCraft 2, when you lose a building while researching an upgrade, your money is returned; when you warp-in a Stalker too close to battle and it dies, not only are you refunded the money, but your Warp-Gate cycle is reset. Siege Tanks and Banelings have "Smart-Targeting", Marines have "Smart-Fire", and there are friendly little reminders when your M.U.L.E., larva inject or Chronoboost cycles are complete. This is a far cry from the ruthless days of BroodWar, when every action had consequence, and the more actions you could execute, the less mistakes you would make. Old-school professional players like Flash, Jaedong, Boxer, Yellow and Elky had, on top of many other skills, astounding A.P.M.; not just the spamming-control-groups-A.P.M. that everyone does, but numbers upward of 250 well into a 40-minute game. Now, in StarCraft 2, we have pro players like White Ra, Goody, Sjow and Thorzain who hover in the mid-100s, yet remain successful at the highest levels.


Why would Blizzard make their sequel easier? Why not make it as hard, if not harder to play? Are people getting stupider, or less comfortable on a keyboard? Of course not. If anything, gamers are getting smarter and more capable on a keyboard. So what gives?
There are several reasons why Blizzard would opt for a less demanding game, but the key factor is the attraction of a new customer base. One of the major reasons why competitive BroodWar didn't really flourish in the North Americas was because of the strangle-hold the Korean pro-gaming scene already had secured on the market, and, subsequently, how much of a skill-discrepancy existed.

No, this isn't a racial superiority thing, or even a cultural thing, but rather an issue of funding - that is, the rewards that a Korean professional gamer could earn versus that of a North American were far from comparable. As Dustin Browder said in his recent interview, this phenomenon can simply be explained by time spent practicing because a Korean pro-gamer could actually support himself solely on StarCraft tournament earnings, whereas a North American or European could not.


So Blizzard, in an attempt to create the next new "e-sport", designed a game where the top level was a much more practical and attainable goal. The professional gamer no longer needs to practice 12 hours a day to remain competitive, and this makes the lower tier players recognize that upward mobility is quite achievable.

The beauty of this marketing dynamic is that it also allows a much larger pool of players at the bottom to feel like they are skilled, and thus, be more inspired to continue queuing up games. Now instead of 1000-player ranking divisions, we have 100. Now instead of a traditional scholastic grading system like A, B+ or C-, we have leagues like Platinum, Bronze and Gold (where Gold league represents your standing at roughly the 50th percentile...). And this is not even to mention the biggest fluff feature of them all, the hidden M.M.R modifier; a secret ranking system designed to find suitable opponents while not damaging our fragile gaming egos.

Aspects of Battle.net 2.0 like Facebook/Twitter integration, lack of a L.A.N. system, "Real I.D." friendships and only one-account-per-game-copy are all in a consolidated effort to distinguish you as an individual, and to discourage "faceless" gaming. Furthermore, Battle.net 2.0 is chock full of easily possible achievements, a showcase for said achievements, a plethora of portraits to individualize your account, and even a non-loss record for any league lower than Master. In fact, only a few months ago Blizzard decided to lower the M.M.R threshold for promotion into Master League - no doubt to satisfy the thousands of frustrated "high Diamond players" that continuously complained on the Battle.net forums. The point of all of these features is to reinforce the idea that you are a unique and beautiful snowflake, instead of a mere number on the global ranking ladder of over a million players. StarCraft 2 has become a celebration of mediocrity, instead of a pedestal for brilliance.


I guess my major issue with StarCraft 2 is the overall ease of play combined with players not being punished for mistakes. Of course certain micro-intensive scenarios still exist, but there has been a severe simplification of both strategy and macro-management. While I think that all races got touched by the EZ-wand, I feel as if Terran got the majority of the coddling. Terran in BroodWar was unbelievably fragile, but, at the same time very strong when balanced by the user. Terran in StarCraft 2 seems very obtuse and monotonous, and has a variety of features that just should never exist in a competitive Real-Time Strategy game. No, I'm not necessarily just talking about units strengths and/or their counters, I'm talking about the forgiving nature of the race's strategy and macro. It seems to me that Blizzard intentionally made Terran more user-friendly, or, to be blunt, "noob-friendly".


But why would Blizzard make 1 race easier than the other 2? Wouldn't that affect their reputation for making such amazing Real-Time Strategy games?

Yes, of course it would. Unfortunately, that doesn't matter. Let's look at this from a business perspective (specifically Blizzard's perspective):

Blizzard knows that the BroodWar player market is already locked up. They don't need to go out of their way to appeal to the group of customers that has been anxiously awaiting the release of StarCraft 2 for nearly a decade. If you played Protoss in BroodWar, you would probably continue to play Protoss in StarCraft 2, just as if you played Zerg in BroodWar, you would probably continue to play Zerg in StarCraft 2. Blizzard's goal was to create a new pool of users by appealing to the low-work/high-reward mentality. The target market for Blizzard was the fresh generation of F.P.S. gamers; the masses of teenagers who had limited attention spans and a much higher regard for instant gratification. And because this first installment of StarCraft 2 is the Terran expansion, and Terran is the campaign race (the race that a gamer who had never once played an R.T.S. game would play), it would make perfect logical sense that Terran is the race that is the most forgiving.


In what specific ways is StarCraft 2: Wings of Liberty "Terran favored"?


- The availability of "Supply Drop": I am literally astounded that a feature like this was included in the multiplayer experience. Yea, it was cool in the campaign, along with self-healing Siege Tanks and Refineries that mine themselves, but managing food for your army is one of the most fundamental skill-sets in any competitive strategy game. This is clearly a band-aid feature; one designed purely to keep an inferior player on equal footing with his opponent. In all objectivity, I cannot possibly think of any reasonable justification for the existence of "Supply Drop" other than for retroactively helping a player catch up in macro if he/she has failed to produce food properly.


- The existence of "Smart-Fire" and "Smart-Targeting": While I have given these two features similar names, I can assure you that they are quite different. I will start with "smart-targeting". As you may or may not know, units in this game are given a hidden "targeting priority", so that the A.I. may selectively fire on units that have been ranked as a bigger threat. The most perverse example of this is the Siege Tank, which will target an Infestor or High Templar over a Roach or Stalker, even if there are 90 Roaches and only 1 Infestor in its range. Confused? After its initial volley on the forward units, the Siege Tank will fire on the unit that has been given the highest targeting priority. This means that if a player runs a ball of Zealots and a few High Templar into a Terran stronghold, the Terran player is not forced to manually target the High Templar before they Storm his marines, because the Siege Tanks will automatically target the High Templars for him. Combined with a bonus damage to Armored units, and subsequent splash, it makes the Siege Tank a highly cost-effective unit that requires no micro management other than siege placement. This feature also exists in Banelings, which, when move-commanded, will not detonate on a non-light unit unless told to do so. Additionally, "Smart-Fire" is another feature intended to remove micro-oriented tasks from the user. I am sure most of you have heard about it, but in case you haven't, here it is: Any unit that does not have a visible projectile animation when firing (read: Marines, Siege Tanks, Thor's ground attack and Immortals), will never fire 1 extra, unnecessary shot to kill an enemy unit. That means that when left alone, these units (coincidentally 75% of which are Terran units) will never over-kill, therefore maximizing the amount of damage they can deal in the shortest time possible.


- The existence of "Auto-Repair": Another noob-friendly mechanic that has no place in a competitive Real-Time Strategy game. I don't remember a lot of BroodWar Terran players complaining that it was too hard to right-click on a unit you want to have repaired. However in StarCraft 2, a Terran player can send his army of Thors or Battlecruisers into an engagement with a flock of S.C.V.s not only tagged to the units, but also set to auto-repair, and be free to continue macro-related tasks at his base. This also goes hand-in-hand with Terran being "cheese-proof", as so many have said, because 1 or 2 Marines combined with self-healing S.C.V.s can hold off every kind of early aggression. Additionally, this is an issue when harassing a Terran wall. In BroodWar, when you told your S.C.V.s to repair a structure under attack, and that structure was healed to its maximum health, the S.C.V. would cease repairing unless re-issued the command. In StarCraft 2, the Terran player can leave a group of S.C.V.s idle at his wall set to auto-repair, and literally forget about it for the rest of the game.


- Most Terran units have similar, or the same, move-speeds: Yea, of course there are the Hellions or Reapers with Nitro-pack that are quite fast, but those are harassing units, and supposed to be fast. And yea, of course, there are Battlecruisers and Thors which move at 1.88 (the same as High Templar), or Siege Tanks that don't move at all when sieged, but those are specialty units, and never made en masse. What I'm referring to is the basic army composition units; units that the Terran player is going to make most often in various match-ups, but specifically the composition used against Protoss. Since all of Terran's units are ranged, there is never an issue of one unit not being within attacking range of a target. What this facilitates is the ability for the user to use 1 control group for his entire army, because the units will stay relatively close when given a single move command. Here is a list of Terran units and their respective move-speeds:

1) Marine - 2.25
2) Marauder - 2.25
3) Unsieged Siege Tank - 2.25
4) Medivac - 2.5
5) Ghost - 2.25
6) Raven - 2.25
7) Thor - 1.88
8) Viking in air - 2.75
9) Banshee - 2.75

Notice how most of the core units have move speeds between 2.25 and 2.75? This means the Terran player can have a 1 army hot-key of Marines/Marauders/Medivacs/Ghosts/Tanks/Viking (a typical composition when playing versus Protoss), and tab through categories, without ever having to worry about a single unit type reaching the battle before the rest of the group.

Now let's take a look at the core units for a basic Protoss and Zerg army:

1) Zealot with Charge- 2.75
2) Stalker - 2.95
3) Sentry - 2.25
4) High Templar - 1.88
5) Colossus - 2.25
6) Immortal - 2.25
7) Dark Templar - 2.81
8) Phoenix - 4.25
9) Void Ray - 2.25

Notice a much greater variation when compared to Terran? The core units have a much wider range of speeds. If a Protoss player has a unit composition of Zealot/Stalker/Sentry/Immortal, he has to carefully manipulate his various units so that the Immortals are not stuck dancing around behind the Stalkers, or the melee-attack Zealots are in the front tanking damage as they are intended to do, or the Sentrys are in range of casting Force Fields during an engagement.

This is an even bigger issue with Zerg, because most of Zerg's core units are either melee units or have poor range, and need to appropriate positioning to maximize efficacy. The following move-speeds are all off-Creep:

1) Speedling - 2.95
2) Baneling without speed - 2.5
3) Roach with speed - 3.0
4) Infestor - 2.25
5) Mutalisk - 3.75
6) Hydralisk - 2.25
7) Ultralisk - 2.95
8) Broodlord - 1.41

Zerg seems to have the greatest variation in unit speed of all of the races. I agree that this is most certainly an advantage in the sense that a lot of Zerg's units are very fast, but it is also a disadvantage in the sense that a Zerg player is required to have multiple control-groups for a standard army. So while the difference in the unit move-speeds of the three races are not drastic, having a generalized 2.25 move-speed for Terran reduces the need for good positioning and micro-management, while Protoss or Zerg are required to micro to make sure that all of their units are being used efficiently.


- The idea of salvageable Bunkers: Again, another issue on which there has been great debate since the release of this game a year ago. In fact, there was so much raucous on the forums and in the professional scene about free Bunkers that Blizzard took a step toward acknowledging that there shouldn't be anything in StarCraft 2 that is no-risk/high-reward. I understand that the idea of static defense differs with Terran, when compared to the other two races, because it requires offensive units to be effective, but that doesn't change the fundamental idea in R.T.S. games that you should be punished for bad decisions. I guess I should be happy that at least Terran loses at least a tiny bit of resources for a bunker now, but still 25 minerals is far from game-changing. Once again, I don't remember Terran players in BroodWar complaining about Bunkers costing 100 minerals.


- The low-gas/high-mineral costs of Terran: I think we can all agree that Vespene Gas is a far more coveted and valuable resource than Minerals. On most maps there is a ~2.5 : 1 ratio of minerals-to-gas available to be mined. This is not including the rate at which you can mine, because that would clutter this post up with non-essential math. The issue here is that gas is more valuable and, overall, Terran has considerably lower gas-costs than Protoss or Zerg. Now this is not necessarily the case in Terran versus Terran, but it is clearly the case in Terran versus either Protoss or Zerg. Often times I see, in both my games in mid-Master League as well as higher-level games, a Terran in the late game with a surplus of gas and a paucity of minerals. Conversely, I rarely see a Protoss or Zerg player in the late game with an abundance of gas. I think this is because the Terran army is so "mineral efficient", while the Protoss and Zerg army is so "mineral inefficient".
The standard army composition for Terran versus Protoss is heavy Marine (0 gas), Marauder (25 gas), Medivac (100 gas), Ghost (100 gas) and Viking (75 gas). That is, a Terran player is massing these units that cost very little gas, and therefore can be massed more quickly. Now the Protoss player is massing the following units versus Terran in a standard army: Zealot (0 gas), Stalker (50 gas), Sentry (100 gas), Immortal (100 gas), Colossus (200 gas), or Templar tech, which is even more gas-intensive when combined with the Gateway units. As you can see, the Protoss army requires much more gas to be on equal-footing with his Terran opponent.
Additionally, the standard army composition for Terran versus Zerg is heavy Marine (0 gas), Medivac (100 gas), Siege Tank (125 gas), while Zerg needs several Banelings (25 gas a piece and are disposable) to counter the Marines, and Mutalisks (100 gas) en masse to counter the Siege Tanks. I will not even mention the Hellion since the issue of it only costing minerals has been all over the Blizzard forums since its abusive potential was illustrated at MLG Anaheim a few weeks ago.


- The past, and current, 1v1 ladder map-pool: It is quite obvious that the majority of the 1v1 ladder map-pool has been in Terrans favor (at least when fighting Zerg), since the release of this game. We started with maps like Kulas Ravine, Steppes of War and Delta Quadrant, only to be introduced to Backwater Gulch, Slag Pits, Antiga Shipyard and Searing Crater. And those are just the blatantly Terran-favored maps; we still have several other maps with favorable chokes for a Marine/Siege Tank composition (Typhon Peaks and Abyssal Caverns), as well as others with a plethora of rocks and close spawns a mere 15 seconds from each other. Sure, Zerg has been given a few Zerg-favored maps (Tal'darim Altar and Metalopolis), but with only 3 vetos allowed, Zerg is pigeonholed into playing on maps with no reaction time, and limited areas in which to engage. Even with tournament maps such as Crevasse and Terminus RE, which have been engineered to be more-favorable to Zerg than Blizzard's ladder pool, Terran has been dominating Zerg since the inception of competitive StarCraft 2 tournaments in August of 2010. The link to the winrates can be found here: http://i.imgur.com/uaVuw.png. Last month was the first time in the past year that Zerg came even close to Terran in terms of win rates, but it now appears to be sliding back to its default position of Terran dominance.


- Terran's "generalized" strategy and macro: I think one of the most problematic issues with Terran is it's "do-all" units actually really are "do-all". Because the units are all ranged, and most have anti-air capabilities, you could not scout, blindly make a combination of a few units, and be not only safe from every opening but be cost effective in the engagement. Or, as MarineKingPrime showed us all for 6 months, a Terran player could literally mass Marines in every match-up and still have a viable army well into the mid-game. The only time a mass-Marine build is threatened is when there are several Protoss tier 3 units, or Infestors, in play. For some reason, the counter to mass Marines is always a combination of very gas-heavy units. On top of this blind-building of units, Terran actually has the most luxurious macro because it is the only race that can queue units in all of its production facilities. This allows Terran to spend the most time looking at the field of the three races, and the least amount of time bouncing around their base on macro-related tasks. Aside from planting Supply Depots and dropping M.U.L.E.s, there is literally no reason a Terran should ever need to look away from a battle.


- The lack of a cool-down period on M.U.L.E.s: Players have been complaining about this for a year now. And this is another band-aid feature similar to "Supply Drop" designed purely to allow a player to catch-up if he has fallen behind on macro. While the Terran economy is based around the M.U.L.E to be comparable to their Zerg and Protoss counterparts, it is not a necessity. So while the Protoss player has to remain vigilant with their Chronoboosting in order to minimize a unit's production or upgrade timing, and the Zerg player has to remain cognizant of their larva injects so as to maximize the amount of units they can produce from each Hatchery, a Terran player can forget about "Muling" for several minutes, but then catch-up by dropping 5 or 6 on a freshly secured base.


The following is an interview with StarCraft 2's lead balance designer, Dustin Browder. The link can be found here: http://www.gamespot.com/news/6325853/starcraft-ii-heart-of-the-swarm-qanda-with-dustin-browder

"There's currently a concern with the Zerg Infestor's power fungal growth. I still hear a lot of complaints about the Zerg still not being strong enough, as well as Terrans still being too flexible. The latter's the most persistent one for the longest time. That's almost a design flaw not a balance flaw. We just have too many good units in that race. It's hard to cut units in that race and say, 'I know you have a lot of good units, but we're killing two because [your race] is too good.' (laughs) That's not going to work. And it's not fun to go, 'Hey, you know that unit that was fun and useful? Well, we ruined it, so now your race is balanced.' That feels terrible too. Those are some of the hot areas I've heard.

It's a lengthy process from deciding which balances we want to do to the point where it got live in the community. We've done nerfs to the bunkers and the rushes are no longer in the game by the time the patch goes live. We're like, 'Do we need this? Eh…alright, let's just put in what we thought was good at the time and just go with it.' The dynamics change so quickly that sometimes it's hard for us to keep up. The fans are still learning so much from the game and figuring out what works. I don't know how much balanced the game is six months from now to a year, but our internal members that checked the win/loss percentage in all regions are very positive except for Grandmaster Korea, which shows an advantage to Terran.

However, we've heard from Korean pro gamers and casual players that this is more of a cultural issue than anything else. Part of the factor is that Terrans do the easiest early-game rushes and they're the most defendable against them too; Koreans do the most rushing when compared to the rest of the world. But I don't know; it could all be lies. It could be, 'Oh, it's broken, but [the dev team] did not know that yet.' The Europeans, the Americans, and the Chinese haven't figured it out yet."


In the end, and aside from my complaints, I think Blizzard did what they set out to do: create a game that appeals to the regular gamer, and allows for a lot more flexibility in gameplay. And after reading Dustin Browder's most recent interview, I am honestly filled with confidence that the Blizzard development team has a good idea about what is wrong, and also how to fix the glaring issues. Unfortunately, I fear that we may have to wait for Heart of the Swarm for any significant change.


Thank you for reading this essay.


I definitely take your point but you must realise that a lot of the things which you outline as forgiving (of mistakes) are still punishable at the highest levels. I guess my problem with people complaining that the game is too easy, is that no one is at the skill ceiling. If you have extra apm there are always things you can be doing to get an advantage. Do you really begrudge bronze - gold (or even platinum) players the ability to execute the ideas they have in their minds without having an enormous mechanical barrier?

But yeah, most of this isn't particularly applicable at pro levels imo (feel free to argue otherwise) and thus isn't really applicable to discussion on balance.
Mr. Enchilada
Profile Joined November 2010
United States274 Posts
August 16 2011 02:16 GMT
#169
As I am reading the first page, I see all the TvP discussion and how Terran needs to "outplay" a similar ranked protoss to win. Well I believe in the data from those same diamond/low masters leagues ZvP is the exact same way. I don't think Protoss is IMBA in terms of like damage or anything, I just feel it is kind of a design issue somehow.
Also, I still disagree with forcefields, (and on a smaller note, fungal locking down). We saw in brood war some insane micro battle that made for an exciting viewing experience. Having the "easier" mechanics in star2 seems like it would allow for more strategy and more micro. But how frustrating is it to see your army cut in half by forcefields, and there is nothing you can do about it. One suggestion I heard on the second (maybe first, I do not remember) State of the Game, was possibly making forcefield placement like building placement. It needs to be cast on open space. So you can forcefield in front of or behind units but directly in the middle of. For example stopping a 6 rax would still work as you forcefield your ramp before the marines get up. If it was done this way it would be a true micro wonder to see how reactively and fast someone could forcefield. The irony is it would go from removing micro to a very high skill ceiling micro.
I truly believe right now that they should not make this change as it would shake WAYYY too much up. But, I really would like to see this change implemented in Heart of the Swarm. And that also goes for removing the stun of Fungal, even though that one is not as bad.
My wife for Aiur.
Belisarius
Profile Joined November 2010
Australia6231 Posts
August 16 2011 02:16 GMT
#170
Can people stop quoting the whole ridiculous wall of text, please? My mouse wheel almost broke getting here.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
August 16 2011 02:16 GMT
#171
On August 16 2011 11:08 Divergence wrote:
+ Show Spoiler +
On August 16 2011 09:48 AdrianHealey wrote:
...

One of the problems, I feel, is the problem that T can do some fucktarded strong early game all ins. (For example; the famous 3 rax before orbital, wall of at the bottom.) I think I have a very original buff to counter this early game all ins: make the fact that terrans can shoot up an upgrade.

It doesn't even have to cost gas/minerals (it can basically be 'free'), only take time. (For all I care it can be researched from reactor/barrack itself.) What would this solve? It would solve the problem that Z has in scouting T. If the t goes for some really fast stim all in (or something similar) he wouldn't have time to research the marine shooting up and the scout would come through.

On the other hand; in tvp; the terran would be kind of forced to research it (void rays, anyone?). if they go for some really fast all in, they might die to a void ray rush.

What this, effectively, does is slowing down terran timing pushes _if_ they want to (1) not be scouted (vs zerg) and (2) not bo-loose (vs p). Obviously; I'm not saying that this is bullet proof. And I do realize it is a nerf. (How big the nerf is, would depend on how long it would take for this to research and where it is availble. If it was a 10 second research thingy, it wouldn't be a big nerf.)

I'm relatively confident that delaying the possibility for terran to do an unscouted all inish attack (vs zerg) or creating the possibility to insta loose against void ray (and thus slowing the first push) would solve some early game problems.

...

(Emphasis my own.) I am assuming you refer specifically to marines right?

Nice post and I really like that idea (I play T and P). I'm not a Sc2 expert so I can't really comment on how viable that change actually is, but at a first glance it seems quite intriguing and could fix a lot of problems. It is somewhat of a "weird" idea (marines are too bad to shoot up lol, they need to learn it), but it's silly to think the game should strictly follow the "lore" (Hellions not costing gas comes to mind). I really like it as a solution to Z's early game scouting problems. I firmly believe SC2 should not be a guessing game.

I'm interested to hear what others think of AdrianHealey's proposed change? Could it work?


Thanks for the support. (I'll add that I'm pretty sure that all balance suggestions are pretty much a priori useless, because Blizzard will just do it's own way, which I don't think is necessarily bad. A lot of balance changes were unexpected, but not necessarily bad, like phoenix and observer buff or fungal change/buff.)

Yes, I was talking about marine. (Marauder can never shoot up. :p)
I love.
Mr. Enchilada
Profile Joined November 2010
United States274 Posts
August 16 2011 02:18 GMT
#172
On August 16 2011 11:08 Divergence wrote:
Show nested quote +
On August 16 2011 09:48 AdrianHealey wrote:
...

One of the problems, I feel, is the problem that T can do some fucktarded strong early game all ins. (For example; the famous 3 rax before orbital, wall of at the bottom.) I think I have a very original buff to counter this early game all ins: make the fact that terrans can shoot up an upgrade.

It doesn't even have to cost gas/minerals (it can basically be 'free'), only take time. (For all I care it can be researched from reactor/barrack itself.) What would this solve? It would solve the problem that Z has in scouting T. If the t goes for some really fast stim all in (or something similar) he wouldn't have time to research the marine shooting up and the scout would come through.

On the other hand; in tvp; the terran would be kind of forced to research it (void rays, anyone?). if they go for some really fast all in, they might die to a void ray rush.

What this, effectively, does is slowing down terran timing pushes _if_ they want to (1) not be scouted (vs zerg) and (2) not bo-loose (vs p). Obviously; I'm not saying that this is bullet proof. And I do realize it is a nerf. (How big the nerf is, would depend on how long it would take for this to research and where it is availble. If it was a 10 second research thingy, it wouldn't be a big nerf.)

I'm relatively confident that delaying the possibility for terran to do an unscouted all inish attack (vs zerg) or creating the possibility to insta loose against void ray (and thus slowing the first push) would solve some early game problems.

...

(Emphasis my own.) I am assuming you refer specifically to marines right?

Nice post and I really like that idea (I play T and P). I'm not a Sc2 expert so I can't really comment on how viable that change actually is, but at a first glance it seems quite intriguing and could fix a lot of problems. It is somewhat of a "weird" idea (marines are too bad to shoot up lol, they need to learn it), but it's silly to think the game should strictly follow the "lore" (Hellions not costing gas comes to mind). I really like it as a solution to Z's early game scouting problems. I firmly believe SC2 should not be a guessing game.

I'm interested to hear what others think of AdrianHealey's proposed change? Could it work?

Oh my god, brilliant idea. I never thought of that actually. That is the most original and BEST idea I have heard yet. Truly brilliant.
My wife for Aiur.
Divergence
Profile Joined July 2011
Canada363 Posts
August 16 2011 02:18 GMT
#173
On August 16 2011 11:11 Giwoon wrote:
i think zealots are pretty bullshit
i mean theyre like 100 minerals for a shit ton of tanking and dps
it makes no sense -.-


? Is this a joke because it looks a lot like a whine (meaning you are eligible for a temp-ban).

Their DPS is only good if they are in range. Terran can kite them, if zerg fungals them they do nothing. They're good, but they don't do that much against a critical mass of ranged units.
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
August 16 2011 02:19 GMT
#174
I think infestors needs to be toned down. Perhaps change their damage duration to 6 seconds (it was originally 8, then changed to 4). Or maybe they should lose their ability to affect air units.
kodas
Profile Blog Joined January 2011
United States418 Posts
Last Edited: 2011-08-16 02:21:38
August 16 2011 02:20 GMT
#175
I don't really think we need to go into what race is the easiest. In all honestly it is so easy to get into masters with any race.(i've done it with all, played each to about 1300ish points) that it can't be anything close to productive. Maybe at the highest levels Terran is easy, but just getting into Masters doesn't give you the right to put others down when they worked just as hard as you to get where they are at. Because honestly that's all it comes across as. You thinking that a player playing a certain race didn't work like for this place on the ladder like you did. It is such a toxic mindset that drives people away. I would like to ask we talk about "balance problems" that can be "fixed" instead of just saying LOL TERRAN EZ. For example, yes you can queue units to build as Terran but do you really think you will be able to compete with an equal skilled opponent with a Queue of units 3 deep? No you will get destroyed because you don't have enough production and your money is tied up so you can't invest in tech/upgrades/expansions.
Get paper, fuck bitches, smoke trees, mass thors.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2011-08-16 02:23:59
August 16 2011 02:23 GMT
#176
Can people quoting that huge post please spoiler it?
wat
Darclite
Profile Joined January 2011
United States1021 Posts
August 16 2011 02:24 GMT
#177
TENTHST, that was a brilliant post.

I think what I'd prefer moreso than a balance thread is a "What would your like to see in HOTS?" thread.

While I think that Protoss needs either a buff to high templar, warp prisms, or air tech OR ghosts and infestors need nerfs, I've already discussed that too much and I'm sick of it. The point is, Protoss is a pretty poorly designed race (and zerg is to some extent as well). They need to be changed in HOTS.

Protoss: Needs a unit almost purely designed for harassment viable at most points in the game. I'd also like to see warp gate become late game tech coupled with a buff to zealots and stalkers. Stalkers need to be coupled with the right units, given upgrades, given blink, and have perfect blink micro to become cost effective. If I'm not mistaken, early game, They need higher dps. Zealots are not bad once they have charge and upgrades, and it isn't that they suck really, it's that roaches completely own them early game and MM completely owns them early game. I also wouldn't mind seeing sentries function a bit differently. Like if FF had a cooldown but guardian shield would be replaced with something more useful.

Terran: Pretty damn complete already. Maybe add a factory unit or improving the raven's functionality. Make a unit that makes mech more viable in all matchups. Replacing auto turret with something more useful (even though that is more useful than people think) would be great. I'd also love to see EMP be redesigned to just affect energy so it no longer counters protoss, but have this coupled with a major buff to seeker missile.

Zerg: Have their early game PERHAPS be redesigned. It is balanced atm, but it just doesn't have the same functionality as the other races. I'd like to see their late game become more diverse. Hive tech = ultras and broodlords which have synergy with the same units and have similar roles. I'd also be happy to see a nerf to infestors but a buff to hydras.
They're fools. You should eat them.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
August 16 2011 02:25 GMT
#178
On August 16 2011 11:19 Azzur wrote:
I think infestors needs to be toned down. Perhaps change their damage duration to 6 seconds (it was originally 8, then changed to 4). Or maybe they should lose their ability to affect air units.


As a zerg myself, I do think that infestors are a bit weird. The fact that they are absolutely necessary in every match up, in every army and can have every single role (damage dealer, harass unit, dps receiver (through infested terran), dealing with drops, ...) is pretty bad for the game as a whole. (It's both super necessary and super strong and thus also very easy to deal with meta-game wise, however, it's still strong, even if you know it's coming.)

The damage duration change (I don't call it buff or nerf) would be interesting. It would make infestors weaker against mmm (medivacs outhealing). Not sure if they would still one-shot zerglings. I do think that zerglings don't heal 2 hp in 6 seconds, so I assume they do (could be wrong though.)

Personally, I think less base damage against non-armor units, but keeping the same amount of damage to armor units would be a better change. Of course, I speak as a zerg myself, so i'm pretty biased.

However; fungal really needs to be able to attack air. I'm not sure why it wouldn't be; I don't think it's that strong (just descent) vs air units. And it's kind of necessary for anti vikings to protect broodlords.
I love.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
August 16 2011 02:26 GMT
#179
On August 16 2011 11:18 Mr. Enchilada wrote:
+ Show Spoiler +
On August 16 2011 11:08 Divergence wrote:
Show nested quote +
On August 16 2011 09:48 AdrianHealey wrote:
...

One of the problems, I feel, is the problem that T can do some fucktarded strong early game all ins. (For example; the famous 3 rax before orbital, wall of at the bottom.) I think I have a very original buff to counter this early game all ins: make the fact that terrans can shoot up an upgrade.

It doesn't even have to cost gas/minerals (it can basically be 'free'), only take time. (For all I care it can be researched from reactor/barrack itself.) What would this solve? It would solve the problem that Z has in scouting T. If the t goes for some really fast stim all in (or something similar) he wouldn't have time to research the marine shooting up and the scout would come through.

On the other hand; in tvp; the terran would be kind of forced to research it (void rays, anyone?). if they go for some really fast all in, they might die to a void ray rush.

What this, effectively, does is slowing down terran timing pushes _if_ they want to (1) not be scouted (vs zerg) and (2) not bo-loose (vs p). Obviously; I'm not saying that this is bullet proof. And I do realize it is a nerf. (How big the nerf is, would depend on how long it would take for this to research and where it is availble. If it was a 10 second research thingy, it wouldn't be a big nerf.)

I'm relatively confident that delaying the possibility for terran to do an unscouted all inish attack (vs zerg) or creating the possibility to insta loose against void ray (and thus slowing the first push) would solve some early game problems.

...

(Emphasis my own.) I am assuming you refer specifically to marines right?

Nice post and I really like that idea (I play T and P). I'm not a Sc2 expert so I can't really comment on how viable that change actually is, but at a first glance it seems quite intriguing and could fix a lot of problems. It is somewhat of a "weird" idea (marines are too bad to shoot up lol, they need to learn it), but it's silly to think the game should strictly follow the "lore" (Hellions not costing gas comes to mind). I really like it as a solution to Z's early game scouting problems. I firmly believe SC2 should not be a guessing game.

I'm interested to hear what others think of AdrianHealey's proposed change? Could it work?


Oh my god, brilliant idea. I never thought of that actually. That is the most original and BEST idea I have heard yet. Truly brilliant.


I'm flattered.
I love.
Divergence
Profile Joined July 2011
Canada363 Posts
August 16 2011 02:26 GMT
#180
On August 16 2011 11:16 AdrianHealey wrote:
Show nested quote +
On August 16 2011 11:08 Divergence wrote:
+ Show Spoiler +
On August 16 2011 09:48 AdrianHealey wrote:
...

One of the problems, I feel, is the problem that T can do some fucktarded strong early game all ins. (For example; the famous 3 rax before orbital, wall of at the bottom.) I think I have a very original buff to counter this early game all ins: make the fact that terrans can shoot up an upgrade.

It doesn't even have to cost gas/minerals (it can basically be 'free'), only take time. (For all I care it can be researched from reactor/barrack itself.) What would this solve? It would solve the problem that Z has in scouting T. If the t goes for some really fast stim all in (or something similar) he wouldn't have time to research the marine shooting up and the scout would come through.

On the other hand; in tvp; the terran would be kind of forced to research it (void rays, anyone?). if they go for some really fast all in, they might die to a void ray rush.

What this, effectively, does is slowing down terran timing pushes _if_ they want to (1) not be scouted (vs zerg) and (2) not bo-loose (vs p). Obviously; I'm not saying that this is bullet proof. And I do realize it is a nerf. (How big the nerf is, would depend on how long it would take for this to research and where it is availble. If it was a 10 second research thingy, it wouldn't be a big nerf.)

I'm relatively confident that delaying the possibility for terran to do an unscouted all inish attack (vs zerg) or creating the possibility to insta loose against void ray (and thus slowing the first push) would solve some early game problems.

...

(Emphasis my own.) I am assuming you refer specifically to marines right?

Nice post and I really like that idea (I play T and P). I'm not a Sc2 expert so I can't really comment on how viable that change actually is, but at a first glance it seems quite intriguing and could fix a lot of problems. It is somewhat of a "weird" idea (marines are too bad to shoot up lol, they need to learn it), but it's silly to think the game should strictly follow the "lore" (Hellions not costing gas comes to mind). I really like it as a solution to Z's early game scouting problems. I firmly believe SC2 should not be a guessing game.

I'm interested to hear what others think of AdrianHealey's proposed change? Could it work?


Thanks for the support. (I'll add that I'm pretty sure that all balance suggestions are pretty much a priori useless, because Blizzard will just do it's own way, which I don't think is necessarily bad. A lot of balance changes were unexpected, but not necessarily bad, like phoenix and observer buff or fungal change/buff.)

Yes, I was talking about marine. (Marauder can never shoot up. :p)


Yeah I know what you mean. Somewhere out there some nerd has probably thought of THE balance change that would revolutionize the game, but it will never be heard and it will never be tested.

It would be cool if it were possible to make some community effort at balancing the game. By using the map editor we create a map with community suggested balance changes and let the community test them out. I haven't seen any mention of this happening before. Unfortunately, it would be hard to draw reasonable conclusions from such an experiment without doing a lot of work, and without progamers testing it out we would also have to be skeptical of our conclusions. Although, if we're very careful (ie, approach it like scientists) we don't necessarily need progamer support. Somehow Blizzard gets by without them (as far as I know).
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