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Designated Balance Discussion Thread - Page 992

Forum Index > SC2 General
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Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 23 2014 19:42 GMT
#19821
On May 24 2014 04:40 Big J wrote:
Show nested quote +
On May 24 2014 04:27 Thieving Magpie wrote:
On May 24 2014 03:18 Big J wrote:
On May 24 2014 03:05 Thieving Magpie wrote:
On May 24 2014 02:57 Big J wrote:
On May 24 2014 02:53 Thieving Magpie wrote:
On May 24 2014 01:21 Big J wrote:
On May 24 2014 00:32 Thieving Magpie wrote:
On May 23 2014 22:12 Big J wrote:
On May 23 2014 21:41 Yello wrote:
I think the biggest reason for the imbalance (and also for the game being rather boring at the moment) is the map pool. In my opinion the map pool is just terrible. Every map is huge, has a lot of extremely wide-open spaces and way too few choke points and high-ground. We need more maps like Cloud Kingdom that allow for more tactical movement and where actual positional battles can happen.
The TLMC map contest showed maps like Kamala Park and Foxtrot Labs that have these features but because of the length of WCS seasons we won't see any map changes for way too long. I think Blizzard needs to realize that we need to either change the full map pool every season or change map pools more often (mid-season changes). Especially when they keep throwing in terrible, untested maps like Daedalus Point and Waystation that we then have to deal with for at least 4 months...


The maps we have apart from Waystation are OK. Alterzim isnt good per se, but it produces different games.

I'd love to see maps as you describe, but that's very hard. Those maps tend to be too good for blink or immortal/sentry. Kamala Park and Foxtrot Labs look like extremely good Sentry Maps imo.
I guess thats the main problem why we have few of them currently. Other maps are much easier to create, therefore we get more playable ones.


Whats needed is varied maps.

Small ones, big ones, choke heavy, choke light, etc...

Instead of trying to make the "perfect" map--just make maps that we actually have to treat differently from each other. This is the rush map, the macro map, the island map, the proxy map, etc...


If you can make it balanced, sure. If it just turns out that "on this map you always go Sentry/Immortal and win; on that map if Zerg gets to the lategame you cannot take a 4th and lose", which a lot of maps that try what you are saying do, then no.

Currently the mappool is a little bit too much on the long-rushdistance-side. Which is simply due to most of the smaller rush distance maps (Yeonsu, Heavy Rain, Polar Night) having to go because of blink. Which is no accident, because smaller maps have to use space more efficiently and thus have a harder time featuring the new "no ledge" condition.

Also making a TLMC with a 3-5player map restriction at the same time doesn't make it easier to give 2player maps exposure.


Of course they're harder to balance. But the reason the maps right now seem boring is because they're all the same. Daybreak was great until ALL maps became daybreak. Cloud Kingdom was great, until all maps became cloud kingdom, and so one. The way maps become memorable and good is if they are not copied to be similar.

All maps right now are fast expand turtle. Is it really that bad that another map will always be Immortal Sentry all-in with zerg preemptively going anti-immortal sentry all in every time until the meta shifts and protoss stop going all in and then zerg starts laxing and then protoss starts rushing and so on and so forth.

Players "play the same boring styles" each map right now, making maps so that we are almost guaranteed to see different play styles in a BoX series is a good thing to me.


What's that secret anti-sentry/immortal?
And yes, such a sort of metagame is bad, because it results in a ton of BO losses.


Depends on the map right?

In some maps, fast 3hatch play hitting a ling/roach timing that attacks the push midmap bleeds forcefields away from the push.

In other maps I've seen the likes of DRG sac the 3rd while piling spines and flanking with ling/roach.

i've seen some fast Hydras off of 2base do it

I've seen some 3base roach timings hit before the push moves out stalling them long enough to build up a supply lead.

There is no "secret anti-rush" build that you can just do blanketly. the builds will be different depending on map size, choke point locations, etc...

Heck, Life won one his trophies during the most dominant period of the soul train push simply with proper ling micro.

There is no unbeatable rush. None.


well yeah, that's the stuff when you don't have a FF friendly map, where Sentry/Immortal isn't as strong. The question was, what do you do when there is no midmap engagment place. When you make a map that is actually really chokey, more than the ones we have (like Habitation Station) or have had. Though on those maps its already very, very hard to do the midmap engagments. On Habitation Station though you often have the advantage of a gold vs no gold in that scenario, unless the Protoss does the nasty gold into sentry/immortal, which made all the Liquid Zergs veto the map a few months ago.

Anything 2base should lose to it. Either to the rush itself (when you go mutas or zergling or SH based). Or gets hungered out, the Protoss just sits in front of the natural choke and eventually is maxed with Sentry/Immortal/Stalker against ~150supply zerg.

And Life never won with "proper ling micro". He did the most standard 55drones-->mass roach reaction against Sentry/Immortal. Though I have seen Parting really screw up very badly and losing to some fast infestors of Life too, though those were WoL Infestors.

Edit: There is no real magic build that you can throw out and that just counters it, imo. As you say, there are better and worse maps. In WoL (and recently) we had some of the maps that kind of show the boundaries, where if you made it even more chokey than Yeonsu or Cloud Kingdom, it would become impossible to stop if the Protoss plays it without mistakes, regardless of whether you play mistakeless yourself or not. And even on those mentioned maps, I question if a simple BO-rush should be capable of going somewhere near 50:50 when scouted. Or if we'd rather just use other maps than.


Well yeah, we don't have to go too crazy on chokes Crossfire style, but more similar to maps like the "choke heavy" Cloud Kingdom or Daybreak. I was thinking more of some maps having safe thirds, other maps having open naturals, some maps having a nearby third, but a 4rth and 5th close together. Island expansions were always fun, and some close air spawns every now and then would be interesting ala scrap station and metalopolis. having an oversized map like Whirlwind be in the same map pool as smaller maps like say something the size of Lost Temple and Delta Quadrant would be interesting because we'd get to see how players fare in large scale fights and knock out brawls. It would encourage both more specialization as well as a broader grip of different map dependent strats.

Like, what if we made a "split map" island map that prevented early timings and suddenly all players would triple expand before barracks/gateway/pool and both sides either go for doom drops, heavy air, or fast aerial harass each game. Meta initially starts with triple expand until some guy decides to go 1base phoenix/banshee. Everyone makes antiair until someone just drops hellions/warps in.

No matter the map people will evolve strategies to "play/fight" in it. And if half the maps promoted "standard play" while the other half promotes either HEAVY macro or Heavy Rush play, things get a lot more intense for the viewer.


yeah; i fully agree to that. However, not in the WCS format. Do it in Proleague, on ladder or in Showmatches.
But in WCS I don't think it is fair to the players to keep maps like Daedalus around with 80:20 winrates Z>P just to hope that Protoss will develop something.


Fair enough. A middle ground sounds like a good idea when it comes to suggestions like this especially since the only people who benefits is the viewers (it would suck to be a mid-level protoss finally getting his shot on deadalus for example)
Hark, what baseball through yonder window breaks?
Axxis
Profile Joined May 2010
United States133 Posts
May 24 2014 00:53 GMT
#19822
I think we can all agree, as bad as some of the old maps were, our current map pool is probably overall the worst. I mean early on they were bad but so was the play. 2010 aside, I don't think I've ever disliked the complete pool as a whole as much as I do now. There really isn't a single map that I can say that I truly like. A couple are ok, that's it.
What we obtain too cheaply; we esteem too lightly. It is in dearness only that gives everything it's value.
Enigmasc
Profile Joined February 2014
United Kingdom147 Posts
May 26 2014 23:00 GMT
#19823
On May 24 2014 09:53 Axxis wrote:
I think we can all agree, as bad as some of the old maps were, our current map pool is probably overall the worst. I mean early on they were bad but so was the play. 2010 aside, I don't think I've ever disliked the complete pool as a whole as much as I do now. There really isn't a single map that I can say that I truly like. A couple are ok, that's it.


to be honest i thnik there not too bad overall
i mean alterzim is still an abomination
and waystation is pretty bad ( and such a ZvZ fest -_-)
but other than that most maps are quite good
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-05-28 17:41:43
May 28 2014 17:40 GMT
#19824
I feel the current map pool lends itself to "2 base all-in or die trying" type play from Protoss. It's extremely hard to secure any sort of reasonably timed third on some of these maps.

Waystation in long positions is downright stupid against Zerg (taking an island base and recalling probes to it is "standard" on that map...). Or even Terran... not quite sure how you defend both your third and main at the same time on this map given how open the middle is.

I'm still winning a lot (only 2 games under 0.500 this season, PvP dragging me down) but it's almost all allins.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Deleted User 137586
Profile Joined January 2011
7859 Posts
May 28 2014 17:45 GMT
#19825
Uploading the latest Aligulac list.

[image loading]

Unfortunately there was a TvZ patch in the middle of the period, so those numbers could be anything now.

But it looks like P is doing worse against Z in terms of winrate. But the population ratios haven't changed compared to the last list, though. It's still roughly 1/4 TvT, 2/4 PvP and 1/1 ZvZ.
Cry 'havoc' and let slip the dogs of war
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 28 2014 18:03 GMT
#19826
So from these numbers looks like Z>T>P right now eh?
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Deleted User 137586
Profile Joined January 2011
7859 Posts
May 28 2014 18:13 GMT
#19827
On May 29 2014 03:03 DinoMight wrote:
So from these numbers looks like Z>T>P right now eh?


Technically the say that Z>X. As for winrates, T>P but population wise P>T (I don't think I need to reiterate the logic behind this).
Cry 'havoc' and let slip the dogs of war
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
May 28 2014 18:39 GMT
#19828
On May 29 2014 03:13 Ghanburighan wrote:
Show nested quote +
On May 29 2014 03:03 DinoMight wrote:
So from these numbers looks like Z>T>P right now eh?


Technically the say that Z>X. As for winrates, T>P but population wise P>T (I don't think I need to reiterate the logic behind this).


No, you need to reiterate it for a veteran balance warrior like DinoMight.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-05-28 20:48:59
May 28 2014 20:48 GMT
#19829
On May 29 2014 03:39 plogamer wrote:
Show nested quote +
On May 29 2014 03:13 Ghanburighan wrote:
On May 29 2014 03:03 DinoMight wrote:
So from these numbers looks like Z>T>P right now eh?


Technically the say that Z>X. As for winrates, T>P but population wise P>T (I don't think I need to reiterate the logic behind this).


No, you need to reiterate it for a veteran balance warrior like DinoMight.


Oh come on, I'm not allowed one sarcastic comment without getting called out on it? I've abstained from this thread for a while :p

EDIT - if you actually check I made the same population comment a few pages back.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
WombaT
Profile Blog Joined May 2010
Northern Ireland26854 Posts
May 28 2014 20:56 GMT
#19830
Does this period wholly or partially coincide with the new map pool? It does seem a very good one for Zergs even going by base intuition.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Deleted User 137586
Profile Joined January 2011
7859 Posts
Last Edited: 2014-05-28 21:03:18
May 28 2014 21:02 GMT
#19831
On May 29 2014 05:56 Wombat_NI wrote:
Does this period wholly or partially coincide with the new map pool? It does seem a very good one for Zergs even going by base intuition.


No, the TvZ winrates hovered around 43% also before the updates map pool on April 14th (see for example aligulac list 107). The patch appears to have had no impact on winrates.
Cry 'havoc' and let slip the dogs of war
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 28 2014 21:08 GMT
#19832
But what about PvZ?

Can't help but feel the new pool favors Z a bit more than the old one. Only winning with 2 base allins since the new pool... that may be because im just bad, but I'd be curious to see the data.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Deleted User 137586
Profile Joined January 2011
7859 Posts
May 28 2014 21:14 GMT
#19833
On May 29 2014 06:08 DinoMight wrote:
But what about PvZ?

Can't help but feel the new pool favors Z a bit more than the old one. Only winning with 2 base allins since the new pool... that may be because im just bad, but I'd be curious to see the data.


There's no change, if anything, P was doing a tiny bit better for a while after the map pool was introduced.
Cry 'havoc' and let slip the dogs of war
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
May 29 2014 02:10 GMT
#19834
On May 29 2014 05:48 DinoMight wrote:
Show nested quote +
On May 29 2014 03:39 plogamer wrote:
On May 29 2014 03:13 Ghanburighan wrote:
On May 29 2014 03:03 DinoMight wrote:
So from these numbers looks like Z>T>P right now eh?


Technically the say that Z>X. As for winrates, T>P but population wise P>T (I don't think I need to reiterate the logic behind this).


No, you need to reiterate it for a veteran balance warrior like DinoMight.


Oh come on, I'm not allowed one sarcastic comment without getting called out on it? I've abstained from this thread for a while :p

EDIT - if you actually check I made the same population comment a few pages back.


lol fair enough. My apologies.
Big J
Profile Joined March 2011
Austria16289 Posts
May 29 2014 10:13 GMT
#19835
On May 29 2014 02:45 Ghanburighan wrote:
Uploading the latest Aligulac list.

[image loading]

Unfortunately there was a TvZ patch in the middle of the period, so those numbers could be anything now.

But it looks like P is doing worse against Z in terms of winrate. But the population ratios haven't changed compared to the last list, though. It's still roughly 1/4 TvT, 2/4 PvP and 1/1 ZvZ.


That leading/lagging race is so useless, I wish they'd just remove it from aligulac.


To add something to the ZvP winrate:
WCS America is Zerg favored
WCS Europe is slightly Protoss favored
GSL is pretty much balanced
Proleague R3 was pretty much balanced
so it would be interesting where this Z>P trend comes from, since the sum of the biggest tournaments seems to draw a very balanced picture.
Kitaen
Profile Joined June 2011
Austria466 Posts
May 31 2014 04:28 GMT
#19836
On May 29 2014 19:13 Big J wrote:
Show nested quote +
On May 29 2014 02:45 Ghanburighan wrote:
Uploading the latest Aligulac list.

[image loading]

Unfortunately there was a TvZ patch in the middle of the period, so those numbers could be anything now.

But it looks like P is doing worse against Z in terms of winrate. But the population ratios haven't changed compared to the last list, though. It's still roughly 1/4 TvT, 2/4 PvP and 1/1 ZvZ.


That leading/lagging race is so useless, I wish they'd just remove it from aligulac.


To add something to the ZvP winrate:
WCS America is Zerg favored
WCS Europe is slightly Protoss favored
GSL is pretty much balanced
Proleague R3 was pretty much balanced
so it would be interesting where this Z>P trend comes from, since the sum of the biggest tournaments seems to draw a very balanced picture.


in terms of 2 races and 1 lonesome cowboy?
Big J
Profile Joined March 2011
Austria16289 Posts
May 31 2014 08:49 GMT
#19837
On May 31 2014 13:28 Kitaen wrote:
Show nested quote +
On May 29 2014 19:13 Big J wrote:
On May 29 2014 02:45 Ghanburighan wrote:
Uploading the latest Aligulac list.

[image loading]

Unfortunately there was a TvZ patch in the middle of the period, so those numbers could be anything now.

But it looks like P is doing worse against Z in terms of winrate. But the population ratios haven't changed compared to the last list, though. It's still roughly 1/4 TvT, 2/4 PvP and 1/1 ZvZ.


That leading/lagging race is so useless, I wish they'd just remove it from aligulac.


To add something to the ZvP winrate:
WCS America is Zerg favored
WCS Europe is slightly Protoss favored
GSL is pretty much balanced
Proleague R3 was pretty much balanced
so it would be interesting where this Z>P trend comes from, since the sum of the biggest tournaments seems to draw a very balanced picture.


in terms of 2 races and 1 lonesome cowboy?


Which part about "To add something to the ZvP winrate" didn't you understand?
I know, lots of complicated words. Better not read a 7sentence post (most of them are pretty long too, I mean... adjectives, wtf).
Quickly, comment on it and pick random words to bash on while staying out of context.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-05-31 12:13:30
May 31 2014 12:09 GMT
#19838
On May 29 2014 03:03 DinoMight wrote:
So from these numbers looks like Z>T>P right now eh?


No.
Z > P
Z > T
TvP ????

This is due to how significantly terran is underpresented --> superior terran players are still being matched up against inferior toss's/zergs. This means that terran is supposed to have win/rates above 50% against Protoss/Zerg if the game is balanced.
Kitaen
Profile Joined June 2011
Austria466 Posts
May 31 2014 17:08 GMT
#19839
On May 31 2014 17:49 Big J wrote:
Show nested quote +
On May 31 2014 13:28 Kitaen wrote:
On May 29 2014 19:13 Big J wrote:
On May 29 2014 02:45 Ghanburighan wrote:
Uploading the latest Aligulac list.

[image loading]

Unfortunately there was a TvZ patch in the middle of the period, so those numbers could be anything now.

But it looks like P is doing worse against Z in terms of winrate. But the population ratios haven't changed compared to the last list, though. It's still roughly 1/4 TvT, 2/4 PvP and 1/1 ZvZ.


That leading/lagging race is so useless, I wish they'd just remove it from aligulac.


To add something to the ZvP winrate:
WCS America is Zerg favored
WCS Europe is slightly Protoss favored
GSL is pretty much balanced
Proleague R3 was pretty much balanced
so it would be interesting where this Z>P trend comes from, since the sum of the biggest tournaments seems to draw a very balanced picture.


in terms of 2 races and 1 lonesome cowboy?


Which part about "To add something to the ZvP winrate" didn't you understand?
I know, lots of complicated words. Better not read a 7sentence post (most of them are pretty long too, I mean... adjectives, wtf).
Quickly, comment on it and pick random words to bash on while staying out of context.



as a matter of fact i missed the first sentence, i'm sorry, 7 in the morning.
and calm down, your blood pressure bro.
Nebuchad
Profile Blog Joined December 2012
Switzerland12465 Posts
May 31 2014 17:14 GMT
#19840
On May 31 2014 21:09 Hider wrote:
Show nested quote +
On May 29 2014 03:03 DinoMight wrote:
So from these numbers looks like Z>T>P right now eh?


No.
Z > P
Z > T
TvP ????

This is due to how significantly terran is underpresented --> superior terran players are still being matched up against inferior toss's/zergs. This means that terran is supposed to have win/rates above 50% against Protoss/Zerg if the game is balanced.


But terrans have also recently upset protosses that you would expect to be favourites over them, so that suggests a rather balanced state.
No will to live, no wish to die
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