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On September 05 2011 19:23 Yaotzin wrote: Protoss has been over 50% winrate for 2 months out of 11 Terran for 10 months out of 11 Zerg for 1 month out of 11
It's just that the Terran players are all better! Promise!
Korean graphs are going to be so ugly :/
Of course all the Terrans are better. Thought we already figured this one out a long time ago.
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It will be interesting to see how well the Protoss fairs in patch 1.4.
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On September 05 2011 22:56 BronzeKnee wrote:Show nested quote +On September 05 2011 22:45 chestnutcc wrote: A v subjective and amateur viewpoint here; apologies beforehand. I used to play age of empires and age of mythology extensively a few years back, and could not help but notice some interesting distinctions between that series and starcraft 2 (I have no experience with broodwar).
In the age series, macro focused around four resources and the ease of collection of each varied according to its relative importance. For example, gold (or stone) would be randomly flung about the map in concentrated amounts, wood was abundant for the most part etc. Additionally, resource collection required only a low cost dumping structure (such as a granary)*. The effect of this multiplicity of resources was that harassment (or raiding as it is known in that community) was a v integral part of the game. Constant raiding was a feature of even the most macro oriented games (the age series had a interesting blend of hard macro and intensive harass). Since games did not usually end with a few decisive encounters, it was the ability of players to resupply and macro up constantly that won games, and this was what the continuous harass targeted.
iamke55 in an excellent thread** outlines the PvT metagame, which ends in the current state (forget the 1-1-1 for now) of terran taxing protoss multitasking with constant harass. Terran in particular are v suited to this style of play, all thanks (imo) to the mule. This is critical to their playstyle. Count the raiding avenues they have: Reapers, hellions, banshees and drops.
The shift in the zerg meta game may be attributed to the aggressive nestea-losira style (in tastosis terms, nestea being pure reactionary harass, while losira forcing his will on the opponent with constant harass). Zerg have speedlings, mutas and even baneling drops (nydus worms are less seen).
Toss have at best, blink stalkers and phoenix, the latter of which I think are neutralized by a few turrets. I am unsure of the efficacy of DTs, they seem to do better late game, when the opponents attention is stretched over multiple bases, early to mid game a single detector can neutralize them, and they are (taking the tech path into consideration) cost ineffective. Warp prisms are rarely seen, and early to midgame appear to be cost ineffective, due to the constraints the macro game places on toss army size (all ins aside). The interesting thing is that both terran and zerg can effectively pressure from the get go, toss is at a disadvantage here; this is sort of how the game is supposed to be. It would seem toss needs a raiding unit of some sort, to exert some counter pressure cost effectively***.
*This basically meant a single raid wasn't usually game ending, good macro could always resupply efficiently. It was only one part of a larger war of attrition, and effects multiplied the longer the game got. Also note that four resources provided more avenues for effective harass; in sc2 the concentration of two resources at one generally hard to access and defensible spot means the efficacy of harass, when it happens, is vastly increased i.e. a single good raid can end the game.The distinction between harassment and timing attacks is obvious. **http://www.teamliquid.net/forum/viewmessage.php?topic_id=196385 ***The inability to do this imo, provides timing windows, which builds like the 1-1-1 exploit. Good post. I would like to add to this that the reason Warp Prisms are rarely seen is due to a three fundamental problems it has: #1 The unit has no other uses. Medivacs and Overlords are necessary pieces in nearly every T and every Z build even if they don't drop units, and thus drops become a cheap option for both races that they can deploy if they sense a weakness. If you build a Warp Prism and suddenly the window to drop closes, you've wasted 200 minerals. #2 The Warp Prism takes away precious time from the Robo facility. #3 Protoss doesn't have a really good worker kills that you would want to drop. 8 Marines with Stim can decimate workers, as can Zerglings/Hellions/Banelings. Zealots do decent damage but are too slow, Stalkers, Immortals and Sentries cost too much and do too little DPS. DT's are HT's are the best options, but both are very high up the tech tree, and thus still open up timings like the 1-1-1. Furthermore, since DT's are cloaked, they often do no need the help of a Warp Prism to reach the opponents mineral line. The proposed change to increase the shields of the Warp Prism is welcome, but doesn't solve the three fundamental problems with the unit. It sounds like Blizzard knows this from what I've heard, and will include better harrassment options for Protoss.
I'd like to add that I loved the Age of mythology game for exactly that reason. Not only was playing norse cool to me, with their wolf head/fur wearing basic attack unit guys, but the gameplay style, as mentioned above seemed perfectly strategic. you could go for a head on attack, and you could easily harass and take away resources, but superior gameplay tended to win out ever time.
IN SC2, because Dustin Browder and Co tried to make it "e-sport friendly, where wild upsets and degrees of success lead to the winner and its more entertaining", suddenly the game is a lot more uncertain about win or loss based on skill, and sometimes you can simply nuke something important that ends the game before they even lose their army.
Warp prisms don't have more uses? Proxy pylon that can fly over cliffs seems like a damn good use?
ever try a warp prism following a colossus into a fight, and morphing it right at the start to reinforce on the spot? its deadly to zergs in a standup fight. I just don't see that argument holding water. If you said LIMITED, I might agree.
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On September 06 2011 06:00 Truedot wrote:Show nested quote +On September 05 2011 22:56 BronzeKnee wrote:On September 05 2011 22:45 chestnutcc wrote: A v subjective and amateur viewpoint here; apologies beforehand. I used to play age of empires and age of mythology extensively a few years back, and could not help but notice some interesting distinctions between that series and starcraft 2 (I have no experience with broodwar).
In the age series, macro focused around four resources and the ease of collection of each varied according to its relative importance. For example, gold (or stone) would be randomly flung about the map in concentrated amounts, wood was abundant for the most part etc. Additionally, resource collection required only a low cost dumping structure (such as a granary)*. The effect of this multiplicity of resources was that harassment (or raiding as it is known in that community) was a v integral part of the game. Constant raiding was a feature of even the most macro oriented games (the age series had a interesting blend of hard macro and intensive harass). Since games did not usually end with a few decisive encounters, it was the ability of players to resupply and macro up constantly that won games, and this was what the continuous harass targeted.
iamke55 in an excellent thread** outlines the PvT metagame, which ends in the current state (forget the 1-1-1 for now) of terran taxing protoss multitasking with constant harass. Terran in particular are v suited to this style of play, all thanks (imo) to the mule. This is critical to their playstyle. Count the raiding avenues they have: Reapers, hellions, banshees and drops.
The shift in the zerg meta game may be attributed to the aggressive nestea-losira style (in tastosis terms, nestea being pure reactionary harass, while losira forcing his will on the opponent with constant harass). Zerg have speedlings, mutas and even baneling drops (nydus worms are less seen).
Toss have at best, blink stalkers and phoenix, the latter of which I think are neutralized by a few turrets. I am unsure of the efficacy of DTs, they seem to do better late game, when the opponents attention is stretched over multiple bases, early to mid game a single detector can neutralize them, and they are (taking the tech path into consideration) cost ineffective. Warp prisms are rarely seen, and early to midgame appear to be cost ineffective, due to the constraints the macro game places on toss army size (all ins aside). The interesting thing is that both terran and zerg can effectively pressure from the get go, toss is at a disadvantage here; this is sort of how the game is supposed to be. It would seem toss needs a raiding unit of some sort, to exert some counter pressure cost effectively***.
*This basically meant a single raid wasn't usually game ending, good macro could always resupply efficiently. It was only one part of a larger war of attrition, and effects multiplied the longer the game got. Also note that four resources provided more avenues for effective harass; in sc2 the concentration of two resources at one generally hard to access and defensible spot means the efficacy of harass, when it happens, is vastly increased i.e. a single good raid can end the game.The distinction between harassment and timing attacks is obvious. **http://www.teamliquid.net/forum/viewmessage.php?topic_id=196385 ***The inability to do this imo, provides timing windows, which builds like the 1-1-1 exploit. Good post. I would like to add to this that the reason Warp Prisms are rarely seen is due to a three fundamental problems it has: #1 The unit has no other uses. Medivacs and Overlords are necessary pieces in nearly every T and every Z build even if they don't drop units, and thus drops become a cheap option for both races that they can deploy if they sense a weakness. If you build a Warp Prism and suddenly the window to drop closes, you've wasted 200 minerals. #2 The Warp Prism takes away precious time from the Robo facility. #3 Protoss doesn't have a really good worker kills that you would want to drop. 8 Marines with Stim can decimate workers, as can Zerglings/Hellions/Banelings. Zealots do decent damage but are too slow, Stalkers, Immortals and Sentries cost too much and do too little DPS. DT's are HT's are the best options, but both are very high up the tech tree, and thus still open up timings like the 1-1-1. Furthermore, since DT's are cloaked, they often do no need the help of a Warp Prism to reach the opponents mineral line. The proposed change to increase the shields of the Warp Prism is welcome, but doesn't solve the three fundamental problems with the unit. It sounds like Blizzard knows this from what I've heard, and will include better harrassment options for Protoss. I'd like to add that I loved the Age of mythology game for exactly that reason. Not only was playing norse cool to me, with their wolf head/fur wearing basic attack unit guys, but the gameplay style, as mentioned above seemed perfectly strategic. you could go for a head on attack, and you could easily harass and take away resources, but superior gameplay tended to win out ever time. IN SC2, because Dustin Browder and Co tried to make it "e-sport friendly, where wild upsets and degrees of success lead to the winner and its more entertaining", suddenly the game is a lot more uncertain about win or loss based on skill, and sometimes you can simply nuke something important that ends the game before they even lose their army. Warp prisms don't have more uses? Proxy pylon that can fly over cliffs seems like a damn good use? ever try a warp prism following a colossus into a fight, and morphing it right at the start to reinforce on the spot? its deadly to zergs in a standup fight. I just don't see that argument holding water. If you said LIMITED, I might agree.
Or you could just proxy a pylon instead which would reinforce at virtually the same speed and give you +8 supply instead of -2, not take robo time away from other units, and lastly costs half as much.
Where warp prisms really shine is in the late game where you are able to warp in units (dts) at 2+ different bases on different sides of maps and maybe take out a key tech building. They are virtually useless for trying to maximize efficient army reinforcing, that's why you never see anyone do it.
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I really want to see the Korean graph. I don't care if it's even only 100 games from August, I still think it should be posted.
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do the MLG results count? if yes, then it would be a major flaw in these statistics, since they always invite like 6 t and 2 p and z. and obviously a t will be winning.
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Is GSL Code A qualifiers even included in this?
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On September 06 2011 07:54 harhar! wrote: do the MLG results count? if yes, then it would be a major flaw in these statistics, since they always invite like 6 t and 2 p and z. and obviously a t will be winning.
That actually not the way it works at all. Even if there were a million T player and one P player, if the game were balanced you'd expect 50% win loss record for both races.
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On September 06 2011 07:56 SniXSniPe wrote: Is GSL Code A qualifiers even included in this? Every tournament is included, so MLG, code A, code S, code A qualifiers...as long the game is played between august 1 and 31 and is registered in TLPD, it's in the graph. About terrans in MLG, with a sample size of thousands of games, the results can't be skewed by a single good run of one or a few players (that's why a big sample is important)
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Eagerly awaiting the Korean graph. Foreigner results are relatively meaningless given the skill disparity within the full global community.
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On September 06 2011 08:08 Not_That wrote:Show nested quote +On September 06 2011 07:54 harhar! wrote: do the MLG results count? if yes, then it would be a major flaw in these statistics, since they always invite like 6 t and 2 p and z. and obviously a t will be winning. That actually not the way it works at all. Even if there were a million T player and one P player, if the game were balanced you'd expect 50% win loss record for both races.
Thats only considering if those players are of equal skill. Majority of the invites to mlg from korea are terran and dominate NA players, greatly skewing in terran's favour.
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Why are the winrates so friggin close to each other for June 2011? What balance change or metagameshift occured to cause such balance?
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On September 05 2011 20:37 Snowbear wrote:Show nested quote +On September 05 2011 20:34 Truedot wrote:On September 05 2011 20:33 Snowbear wrote:On September 05 2011 20:29 Tsubbi wrote:On September 05 2011 20:26 Snowbear wrote:On September 05 2011 20:24 Yaotzin wrote:On September 05 2011 20:19 Numy wrote:On September 05 2011 20:09 Yaotzin wrote: If the unknown Terrans qualified..well..that would be just evidence that the problem is worse than it appears, obviously. If top 10 Protoss/Zerg players can't even get in Code A...thankfully this didn't happen.
God forbid people qualify based on skill instead of being known. Right, so if GSL is hugely lopsided to Terrans, it's just because they're all better. It could *never* be imbalanced. I don't understand why people so hate the idea that the game just might be imbalanced. What are you proposing, that Terran players are all consistently more skilled than Zerg and Protoss players? Seriously? It's far more likely that they're just playing a race that's stronger. It has been said 10000 times: Terran is a finnished race, protoss and zerg are not. It has nothing to do with imbalance. i can't understand this attitude, balancing the game is a very hard task, but small tweaks could be made very easily without breaking the game, like decresing marine fire rate by 5% or decreasing mule mining by 5, then see what happens No, it's not possible to nerf marines, same for marauders. If you knew terran, they you knew that there is no lategame unit. Blizzard is known for making balanced games, so do you really think they won't nerf something when it's possible? For example: TvP lategame is impossible for terran, but blizzard can't change this. Why not? Because buffing one of the "supposed" lategame units (like thors, ravens or BC's) would make them too good medgame. The result is that thors, ravens and BC's get demolished lategame, so terrans have to rely on MMM, ghosts and vikings. This is tier 1,5- tier 2 and it's normal that the protoss tier 3 destroys this. Can blizzard do something about this? No. Can they nerf the marine? No. so you're saying there's a fundamental design flaw with the game. Yes, there actually is. They can never make terran lategame better, because this would mean that terran medgame would be too strong. People always see the terran in early and medgame, but never lategame. You will never say "nerf the marauder or nerf the marine" when you played lategame terran. Good luck fighting HT + collo + zealot + archon with a nerfed marauder / marine. Good luck fighting infestor + ultra or infestor + broodlord with a nerfed marauder / marine. Every supposed lategame terran unit gets destroyed lategame: BC's, thors and even tanks. Try to see the terran side too guys... Also watch EU and NA terrans and tourneys. Korean terrans are dominating, EU and NA terrans are doing avarage. Tweaks like a banshee nerf would be possible. Tell that to MVP who used ghosts last night too completely obliterate any tier 3 composition zerg has.
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july had no composition, he sent like 10 ultras without support into nothing and some more weird moves
stats looks quite good to me.
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On September 06 2011 08:41 Derity wrote: july had no composition, he sent like 10 ultras without support into nothing and some more weird moves
stats looks quite good to me. The last attack Jully had 13 Ultralisks, 9 Broodlords, 7ish Infestors and some Corruptors. + random zerg cannon fodders.
Ghosts killed 80% of that using just snipe and the 6 Thors finished the clean-up. He EMPed ONCE and disabled all the Infestors.
After seeing that game I think EMP needs to be a single target ability.
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On September 06 2011 08:47 Orcasgt24 wrote:Show nested quote +On September 06 2011 08:41 Derity wrote: july had no composition, he sent like 10 ultras without support into nothing and some more weird moves
stats looks quite good to me. The last attack Jully had 13 Ultralisks, 9 Broodlords, 7ish Infestors and some Corruptors. + random zerg cannon fodders. Ghosts killed 80% of that using just snipe and the 6 Thors finished the clean-up. He EMPed ONCE and disabled all the Infestors. After seeing that game I think EMP needs to be a single target ability. July had like 2 infestors. July was behind after his first attack with all those banelings was terribly cost inefficient. MVP had a ridiculous amount of ghosts as well. Also MVP killed off July's two mining bases. There are tons of reasons why July lost that game and they have nothing to do with the ghost.
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The upcoming patch should do Protoss a world of good and hurt Terran a fair bit.
I'd still like to know the race win percentages in Korea in games that span over 20mins, I think we'd see quite different results.
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On September 06 2011 09:01 jmbthirteen wrote:Show nested quote +On September 06 2011 08:47 Orcasgt24 wrote:On September 06 2011 08:41 Derity wrote: july had no composition, he sent like 10 ultras without support into nothing and some more weird moves
stats looks quite good to me. The last attack Jully had 13 Ultralisks, 9 Broodlords, 7ish Infestors and some Corruptors. + random zerg cannon fodders. Ghosts killed 80% of that using just snipe and the 6 Thors finished the clean-up. He EMPed ONCE and disabled all the Infestors. After seeing that game I think EMP needs to be a single target ability. July had like 2 infestors. July was behind after his first attack with all those banelings was terribly cost inefficient. MVP had a ridiculous amount of ghosts as well. Also MVP killed off July's two mining bases. There are tons of reasons why July lost that game and they have nothing to do with the ghost.
July wasn't that behind after the first attack. He just made a really bad decision to try to go infestor/broodlord, which is incredibly overrated in my opinion. MVP's drops also did a disgusting amount of damage.
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We've had literally one game where ghosts were used very effectively against zerg and people are already crying for nerfs?
Is this for real?
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