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LibertyRises
Profile Blog Joined December 2011
United States175 Posts
Last Edited: 2014-02-21 13:45:50
February 21 2014 13:42 GMT
#18241
Reapers are not useless. Any toss who probe scouts and sees no gas is going to do push with the msc core and stalker possibly even zealot ur going to need a earlier bunker in addition to scv scouting the economic impact of getting the early gas is negated. Nowadays terrans have a hard time even completing a wall because of stalker range and mothership core vision looking something like an observer screenshot you would rather have the protoss keeping those units at home worrying about the reaper than having those units at ur doorstep. Losing depots that early might as well gg. And if the toss decides he wants MOAR ladder points faster hes going to chrono out more stalkers and u will simply lose a lot of shit.

Polt: Nani... why such a bitch?
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2014-02-21 13:53:02
February 21 2014 13:45 GMT
#18242
actually i think terran just needs a little late game buff, and no i dont think they need a stronger unit or something like that, they just need a way to get a quicker at with army after fights like protoss got with warp ins and zergs got with larva... so what about bringing in a late late game building from the singleplayer called the mercenary bay. this would be really great way to get some fast units after a trade or lost fight... they dont need to be actually mercenaries with better things...
does anybody like that idea... wouldnt change to much and is quite a help in lategame fro terran...


Oh if only it was that simple... how do you define Late game.... you can run through the entire tech tree way before a defined "Late Game". So not just enforcing such a building would be difficult but balancing it so it actually had some good use so its not up or op would be near impossible. BUUTTTT you are thinking my friend and I like it so keep it up

E: Your idea brings up a more subtle situation though.... Terran units need the staying power because of the other mechanics of the races.... and they simply don't that's why you ask anyone what is the max # of bases terran needs to be super stronk and noone truly knows.... where as zerg gets 4-5 base thats it you are fighting a losing battle same with Toss 4 bases pretty much you just lost the game somewhere along the way in the match LOL Terran has to trade extremely efficient more so than the other races to win and constantly keep the minerals streaming in which Mules balance taht out somewhat but the production of Terran is essentially slower than the other 2 races even protoss... If you subtract the walking distance from the gateway to where its warped in then in situations like frost you can make the production time essentially Nil if not 7 seconds or less.... lol
Deleted User 137586
Profile Joined January 2011
7859 Posts
Last Edited: 2014-02-21 13:53:49
February 21 2014 13:53 GMT
#18243
On February 21 2014 22:45 Pirfiktshon wrote:
Show nested quote +
actually i think terran just needs a little late game buff, and no i dont think they need a stronger unit or something like that, they just need a way to get a quicker at with army after fights like protoss got with warp ins and zergs got with larva... so what about bringing in a late late game building from the singleplayer called the mercenary bay. this would be really great way to get some fast units after a trade or lost fight... they dont need to be actually mercenaries with better things...
does anybody like that idea... wouldnt change to much and is quite a help in lategame fro terran...


Oh if only it was that simple... how do you define Late game.... you can run through the entire tech tree way before a defined "Late Game". So not just enforcing such a building would be difficult but balancing it so it actually had some good use so its not up or op would be near impossible. BUUTTTT you are thinking my friend and I like it so keep it up


How about an economies of scale building? You cannot purchase units 1 by 1, but you can buy eg. 50 marines for 3000 mins (that might be too extreme, both in quantity and cost, but it should illustrate the concept). You cannot really float that many minerals in the early game without dying, so the option only become available in the late game. You also need to pay a little extra for the instant build time.


It should probably constrained to barracks units, I can imagine 15 tanks being a bit imba.

This mechanic would make it unfavourable to turtle it out against a terran: unless you're trading, you're going to have a production disadvantage once the terran is allowed to get a bank. (I guess zerg has the advantage that it can produce a large quantity of high tech units, with a build time, though...)
Cry 'havoc' and let slip the dogs of war
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2014-02-21 14:09:08
February 21 2014 14:07 GMT
#18244
again this is a good idea but then the other problem arises how do you make a mechanic rewarding for the player to use....

For instance your description of how this works is almost how Zerg works with the Larvae mechanic... yet larvae is a complicated mechanic and you won't have the larvae to produce like that unless you have good strong mechanics in order to micro and macro ( IE Larvae inject) so .... should we get rid of the supply drop ( which we all know is not something that even should be a mechanic in the game LOL seriously the most ill conceived idea hahaha ) and replace it with a Larvae inject style ability ?

E: Kind of like an overbuild ability 50 energy use on a production building ( CANNOT BE USED ON CC ) where you cast it on a building and it produces 1 extra unit at a time.. so essentially you can produce 3 marines out of a reactored Rax?
LibertyRises
Profile Blog Joined December 2011
United States175 Posts
February 21 2014 14:17 GMT
#18245
On February 21 2014 23:07 Pirfiktshon wrote:
again this is a good idea but then the other problem arises how do you make a mechanic rewarding for the player to use....

For instance your description of how this works is almost how Zerg works with the Larvae mechanic... yet larvae is a complicated mechanic and you won't have the larvae to produce like that unless you have good strong mechanics in order to micro and macro ( IE Larvae inject) so .... should we get rid of the supply drop ( which we all know is not something that even should be a mechanic in the game LOL seriously the most ill conceived idea hahaha ) and replace it with a Larvae inject style ability ?

E: Kind of like an overbuild ability 50 energy use on a production building ( CANNOT BE USED ON CC ) where you cast it on a building and it produces 1 extra unit at a time.. so essentially you can produce 3 marines out of a reactored Rax?


goes to show how starbow developers are just ahead of the curve...
Polt: Nani... why such a bitch?
Deleted User 137586
Profile Joined January 2011
7859 Posts
February 21 2014 14:55 GMT
#18246
On February 21 2014 23:07 Pirfiktshon wrote:
again this is a good idea but then the other problem arises how do you make a mechanic rewarding for the player to use....

For instance your description of how this works is almost how Zerg works with the Larvae mechanic... yet larvae is a complicated mechanic and you won't have the larvae to produce like that unless you have good strong mechanics in order to micro and macro ( IE Larvae inject) so .... should we get rid of the supply drop ( which we all know is not something that even should be a mechanic in the game LOL seriously the most ill conceived idea hahaha ) and replace it with a Larvae inject style ability ?

E: Kind of like an overbuild ability 50 energy use on a production building ( CANNOT BE USED ON CC ) where you cast it on a building and it produces 1 extra unit at a time.. so essentially you can produce 3 marines out of a reactored Rax?


Is the mechanical difficulty required with such an ability? It's not like having 5+ hatches, or 15 gateways is difficult, but it would give you a similar amount of production even without injects and chrono. I mean, you could always say that if you draw HELP on the map with supply depot's, that will launch the marines... But it would be silly as anything.
Cry 'havoc' and let slip the dogs of war
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2014-02-21 15:03:26
February 21 2014 15:02 GMT
#18247
Is the mechanical difficulty required with such an ability? It's not like having 5+ hatches, or 15 gateways is difficult, but it would give you a similar amount of production even without injects and chrono. I mean, you could always say that if you draw HELP on the map with supply depot's, that will launch the marines... But it would be silly as anything.


In a Vacuum no its actually quite simple.... but when you are microing in multiple locations mounting assaults and using abilities these macro features take up time... time that can be used elsewhere so having something that takes time makes you make a decision on what to do when and practice so that you can be faster so that you can fit more mechanical things into your que so you can be a multi-tasking powerhouse

E: Which in turn creates a ceiling of skill so that it is clearly seen between players the skill that is shown....
LibertyRises
Profile Blog Joined December 2011
United States175 Posts
Last Edited: 2014-02-21 15:03:17
February 21 2014 15:02 GMT
#18248
On February 21 2014 23:55 Ghanburighan wrote:
Show nested quote +
On February 21 2014 23:07 Pirfiktshon wrote:
again this is a good idea but then the other problem arises how do you make a mechanic rewarding for the player to use....

For instance your description of how this works is almost how Zerg works with the Larvae mechanic... yet larvae is a complicated mechanic and you won't have the larvae to produce like that unless you have good strong mechanics in order to micro and macro ( IE Larvae inject) so .... should we get rid of the supply drop ( which we all know is not something that even should be a mechanic in the game LOL seriously the most ill conceived idea hahaha ) and replace it with a Larvae inject style ability ?

E: Kind of like an overbuild ability 50 energy use on a production building ( CANNOT BE USED ON CC ) where you cast it on a building and it produces 1 extra unit at a time.. so essentially you can produce 3 marines out of a reactored Rax?


Is the mechanical difficulty required with such an ability? It's not like having 5+ hatches, or 15 gateways is difficult, but it would give you a similar amount of production even without injects and chrono. I mean, you could always say that if you draw HELP on the map with supply depot's, that will launch the marines... But it would be silly as anything.


Isnt that just like chronoboost what hes suggesting? If you cant beat em join em.
Polt: Nani... why such a bitch?
Deleted User 137586
Profile Joined January 2011
7859 Posts
February 24 2014 09:12 GMT
#18249
On February 13 2014 00:08 Ghanburighan wrote:
+ Show Spoiler +

It's a while since we saw Aligulac lists, here's 103 (finished Feb the 5th) and the ongoing list 104 below it.

[image loading]
[image loading]

Summary for T: PvT is looking bad, and terran representation is lousy.


Updated Aligulac list 104:

[image loading]

Summary, it only got worse.

Cry 'havoc' and let slip the dogs of war
Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2014-02-25 17:32:23
February 25 2014 16:58 GMT
#18250
Speaking of Aligulac lists, here is how some balance indicators look like since HotS release.
TvT is an endangered species, and so will be the Terran race itself at this rate.

[image loading]

[image loading]

[image loading]

http://aligulac.com/periods/
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
February 25 2014 17:11 GMT
#18251
When was that super low PvT period? 1/1/1?
ZenithM
Profile Joined February 2011
France15952 Posts
February 25 2014 17:12 GMT
#18252
Terran seems to be doing fine lately. Mainly because the scene has handily gotten rid off those pesky mid-tier Terrans.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-02-25 18:40:47
February 25 2014 17:17 GMT
#18253
Why are there more non-mirrors than mirrors? I know it could be because in every tournament, if there are, say, eight terrans then there can be eight TvZ/P match-ups, but only seven TvTs, but it still seems like there are only very few of them.

edit: *headache* ;_;
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
February 25 2014 17:22 GMT
#18254
On February 26 2014 02:11 Chaggi wrote:
When was that super low PvT period? 1/1/1?


No it's HotS, probably Hellbat drop abuse or idk.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 25 2014 17:59 GMT
#18255
On February 26 2014 02:17 Grumbels wrote:
Why are there more non-mirrors than mirrors? I know it could be because in every tournament, if there are, say, eight terrans then there can be eight TvZ/P match-ups, but only seven TvTs, but it still seems like there are only very few of them.


Assuming even race distribution,

Let say you are Terran, your opponent is T,Z or P. It is mirror 1/3 of the time and non mirror 2/3rds.
Orek
Profile Joined February 2012
1665 Posts
February 25 2014 18:26 GMT
#18256
On February 26 2014 02:11 Chaggi wrote:
When was that super low PvT period? 1/1/1?

List 85
Start
May 16th, 2013

End
May 29th, 2013

I forgot what PvT was like back then.

On February 26 2014 02:17 Grumbels wrote:
Why are there more non-mirrors than mirrors? I know it could be because in every tournament, if there are, say, eight terrans then there can be eight TvZ/P match-ups, but only seven TvTs, but it still seems like there are only very few of them.

I'm sure that's not how math works. Simply put, a non-mirror is about twice as likely to happen as a mirror.
In an ideal(?) world with perfect balance, infinate number of players + ignoring tournament format,
Non-mirror = 2/9 = 22.2%
Mirror = 1/9 = 11.1%

More accurately, if I'm not mistaken, when there are "n" players per race,
# of possible player combinations = combination(3n,2) =(9n^2-3n)/2 ...(a)
# of non-mirror player combinations = n*n = n^2 ...(b)
# of mirror player combinations = combination(n,2) = (n^2-n)/2 ...(c)
So, for a non-mirror, the probability is (b) / (a) = (2n^2) / (9n^2-3n) ...(d)
for a mirror, (c) / (a) = (n^2-n) / (9n^2-3n) ...(e)

For example, for Ro32, n=32 is big enough that we can assume about 22% for a non-mirror and 11% for a mirror for a particular match.
Note that the limits of (d) and (e) are 2/9 and 1/9 respectively as n approaches infinity.
Someone correct me if I'm wrong.

Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
February 25 2014 18:36 GMT
#18257
On February 24 2014 18:12 Ghanburighan wrote:
Show nested quote +
On February 13 2014 00:08 Ghanburighan wrote:
+ Show Spoiler +

It's a while since we saw Aligulac lists, here's 103 (finished Feb the 5th) and the ongoing list 104 below it.

[image loading]
[image loading]

Summary for T: PvT is looking bad, and terran representation is lousy.


Updated Aligulac list 104:

[image loading]

Summary, it only got worse.


It's all good, somehow Terran is pulling ahead as the leading race!
In Somnis Veritas
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
February 25 2014 18:44 GMT
#18258
On February 26 2014 03:36 Pursuit_ wrote:
Show nested quote +
On February 24 2014 18:12 Ghanburighan wrote:
On February 13 2014 00:08 Ghanburighan wrote:
+ Show Spoiler +

It's a while since we saw Aligulac lists, here's 103 (finished Feb the 5th) and the ongoing list 104 below it.

[image loading]
[image loading]

Summary for T: PvT is looking bad, and terran representation is lousy.


Updated Aligulac list 104:

[image loading]

Summary, it only got worse.


It's all good, somehow Terran is pulling ahead as the leading race!

I really wonder what that means, really, it's been months that terran is the leading race.
Frex
Profile Joined March 2012
Finland888 Posts
February 25 2014 18:50 GMT
#18259
On February 26 2014 03:44 Faust852 wrote:
Show nested quote +
On February 26 2014 03:36 Pursuit_ wrote:
On February 24 2014 18:12 Ghanburighan wrote:
On February 13 2014 00:08 Ghanburighan wrote:
+ Show Spoiler +

It's a while since we saw Aligulac lists, here's 103 (finished Feb the 5th) and the ongoing list 104 below it.

[image loading]
[image loading]

Summary for T: PvT is looking bad, and terran representation is lousy.


Updated Aligulac list 104:

[image loading]

Summary, it only got worse.


It's all good, somehow Terran is pulling ahead as the leading race!

I really wonder what that means, really, it's been months that terran is the leading race.


I think it is about players like Mvp being at the top despite not playing almost any games for a long time.
Thrasymachus725
Profile Joined April 2010
Canada527 Posts
February 25 2014 20:12 GMT
#18260
Why don't we just make PO just target your own units, recharging 25 shields a shot?
This would force the Toss to use units to defend rather than rely on the nexus, allow focus firing to overcome the defence, and remove the "0 aggression possible" problem in the early game. It would reward micro from both sides, and can retain relevance throughout the game.
The meaning of life is to fight.
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