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[GSL] Can we blame the maps? *possible spoilers* - Page 8

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phyren
Profile Blog Joined October 2009
United States1067 Posts
October 12 2011 19:44 GMT
#141
I think the wide area behind the main and natural mineral lines in most maps is pretty terran favored. It basically guarantees the drops and banshee harass will always have a safe exit path and can be held over a protoss players neck forever, forcing them to leave units back.
Goshdarnit
Profile Joined August 2011
United States540 Posts
October 12 2011 19:44 GMT
#142
On October 12 2011 21:52 robih wrote:
i dont think so
its just the current state of the game where everyone in korea seems to fistpump when they meet a protoss


Because they are terran? Or because they are protoss and they enjoy pvp more now?
Philip2110
Profile Joined April 2010
Scotland798 Posts
October 12 2011 19:45 GMT
#143
On October 13 2011 04:43 Escoffier wrote:
The only reason code S has too many T is because T used to be imba, and now they're not. Unfortunately too little players get kicked out of code S so these terrans stay in code s forever. I heard a rumor that there will be less code S seeds so hopefully this will be fixed


Code A used to be filled with Terran players, now Code S is. I think there is plenty of movement between the tiers but alot of it being Terrans moving up imo
Master Sc2 - Diamond LoL - Eu W
NotSorry
Profile Blog Joined October 2002
United States6722 Posts
October 12 2011 19:47 GMT
#144
On October 13 2011 04:44 phyren wrote:
I think the wide area behind the main and natural mineral lines in most maps is pretty terran favored. It basically guarantees the drops and banshee harass will always have a safe exit path and can be held over a protoss players neck forever, forcing them to leave units back.


You realize other races can take advantage of that as well, you know things like mutalisk, bane drops, roach drops, infestor drops, zealot/ht drops, warp ins?
We have now sunk to a depth at which restatement of the obvious is the first duty of intelligent men. - Orwell
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
October 12 2011 19:52 GMT
#145
Well, if they really wanted to, they could throw in some really protoss favored maps. I've heard they used to do that in brood war.
-_-
Profile Blog Joined November 2003
United States7081 Posts
October 12 2011 19:53 GMT
#146
On October 13 2011 04:36 iamke55 wrote:
Show nested quote +
On October 13 2011 04:30 Penke wrote:
I think the main reason why the terrans are doing so well is because the TvT mirror is the mirror matchup that favours the better player to the greatest extent while PvP and ZvZ are more fragile and creates a larger opportunity for a lesser player to advance which leads to the better protosses and zergs naturally having a higher chance of being knocked out earlier in tournaments.


Terrans should have the lowest winrate in a balanced game because they spend the lowest percentage of their practice time in non-mirror matchups.


Wow, that was clever ;p
NoobSkills
Profile Joined August 2009
United States1600 Posts
October 12 2011 19:55 GMT
#147
Maps are not imbalanced towards Terran, but they do make for crappy games. Where the fuck are the BW map makers ?
DarkPlasmaBall
Profile Blog Joined March 2010
United States44930 Posts
Last Edited: 2011-10-12 19:57:27
October 12 2011 19:55 GMT
#148
On October 13 2011 04:38 Toadvine wrote:
Show nested quote +
On October 13 2011 04:26 DarkPlasmaBall wrote:
On October 13 2011 04:24 ChineseWife wrote:
Poll: Do you think decision making is part of the GSL race imbalance?

No, protoss have shown GREAT DECISION MAKING (9)
 
60%

yes, Terrans and zergs just make less mistakes (6)
 
40%

15 total votes

Your vote: Do you think decision making is part of the GSL race imbalance?

(Vote): No, protoss have shown GREAT DECISION MAKING
(Vote): yes, Terrans and zergs just make less mistakes




Better poll imo


That's the same as asking whether or not Zerg and Terran players are just naturally smarter and better at the game than Protoss players right?

lol -_______-


With a poll phrased like that, you'll get a lot of "YES" votes, because of the way the "I'm in Bronze but I understand the game very well" demographic judges decisions - by their outcome. A Protoss loses, therefore he made bad decisions, therefore he is a bad player. The result validates anything. I mean, after the infamous hero vs Puma game 3 in IPL3, there were posters in the LR thread who thought Puma won because of his superior decision-making. There is no end to the nonsense that can be supported by the result of 1 game. If a player loses, their decisions were awful, and Mr "I don't really play the game but I watch GSL a lot!" will be quick to point out better alternatives.

Sigh.



Yeah I agree. Even with some level of imbalance, obviously there has to be some level of responsibility on the losing player for losing (or the winner for winning)! If I worker rush on Tal Darim Altar, I lost the game because I'm a moron, not because I used probes instead of drones or scvs.

The wording of those two options are terrible.

On average, GSL Protoss players have shown *just as good* decision making as Terrans and Zergs.
Sometimes you get a genius strategy, and sometimes you get a HongUnPrime.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Severus_
Profile Blog Joined October 2010
759 Posts
October 12 2011 19:57 GMT
#149
I don't think the maps are the issue is the player builds that don't work. You should blame people like MC who kept doing only N-gate timings and making other players doing the same shit over and over "cuz they work". I think T's will drop alot next season with Sage,Oz and the other tossers from and up&down coming up and also the warpgate mechanics is made that way that here is no map disadvatage to toss but because "toss leaders" do silly stuff for alot of time their adaptation to the new builds,maps,gameplay is rly slow. I mean look at TvZ or TvT how everything is figured out and we have this long macro games.... atleast this is my opinion.
branflakes14
Profile Joined July 2010
2082 Posts
October 12 2011 19:57 GMT
#150
On October 13 2011 04:52 TedJustice wrote:
Well, if they really wanted to, they could throw in some really protoss favored maps. I've heard they used to do that in brood war.


Nothing can favour Protoss in Starcraft 2 that doesn't favour other races more. Hell, rush distance for 1/2base timings is for the most part irrelevant since the distance is completely negated.
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
October 12 2011 19:57 GMT
#151
On October 13 2011 04:47 NotSorry wrote:
Show nested quote +
On October 13 2011 04:44 phyren wrote:
I think the wide area behind the main and natural mineral lines in most maps is pretty terran favored. It basically guarantees the drops and banshee harass will always have a safe exit path and can be held over a protoss players neck forever, forcing them to leave units back.


You realize other races can take advantage of that as well, you know things like mutalisk, bane drops, roach drops, infestor drops, zealot/ht drops, warp ins?


Those are actually tech commitments rather than something you can grab while you're teching up and will be useful with or without a successful drop. Terran is just so powerful at controlling the flow of the game and forcing the other races to respond to their tech. Hold off 2 rax followed by hellions at the front door followed by hellions and marines dropped in the main etc. meanwhile terran is safe behind their OP defense and can hardly be touched without going all in. They are way too strong, worst in TvP.

With Z and P - "would it be a good idea to drop this game"

Terran - "why not drop this game?"
http://shroomspiration.blogspot.com/
CreationSoul
Profile Blog Joined August 2010
Romania231 Posts
October 12 2011 20:03 GMT
#152
Z favored maps for all matchups are large maps where they can macro like crezy

T favored maps are small maps where their strong early game units can be abused

I don't think there is any feature that will make a map protoss favored against both terran and zerg...
Quitting is the easy way out...
Panzamelano
Profile Joined September 2010
Colombia248 Posts
October 12 2011 20:08 GMT
#153
its not the maps... its haves to do a lot whit how terrans avoided using ghosts for so long saying they sucked and everything (YES they did check old treads from the times of KA and for a couple months after it where terrans whined their asses saying protoss was op while they barely made 2 or 3 ghost per game) and then suddenly after the toss nerfs they suddenly realized how good ghost where... and thats how it stands now whit terrans rolling toss like if it was nothing and zerg having also an easy time for the same reason... they learned and stopped whining... saddly it was too late. :/
WickedBit
Profile Joined August 2010
United States343 Posts
October 12 2011 20:08 GMT
#154
I know I am not the first one saying this but considering the first part of the game is terran focused it just seems that blizzard put a lot more effort on terran than the remaining races.
This makes terran complete and better designed overall. I have given up on game balance at this point since it would mean either removing features from the terran race or adding significant upgrades to other races to be competitive.

Even after 1 year a lot of korean tournaments have terrans dominating, with zerg and protoss sneaking wins in middle due to some abusive timings that have been since nerfed or been figured out. For e.g. MCs wins were dependent entirely on 1/2 base timing attacks which got nerfed now with warpgates/new builds.

Maps will affect balance, but if you see in GSL it usually significantly affects the win rates of ZvP. I haven't done the analysis so far but I'm sure you will find that even on so called zerg favored maps the win rate shift of ZvT will be less than you expect. For e.g. in August GSL on Belshir beach 1.0, it is 2-1 in favor of terran in code S and 2-3 in code A.

I Its not a lot to draw conclusions but overall its my impression that in ZvT there is no real zerg favored map. Once terran get some time to play with a new map they discover some other feature of their race that brings them back to the dominating ways.
bucckevin
Profile Joined April 2011
858 Posts
October 12 2011 20:11 GMT
#155
On October 13 2011 04:57 Treemonkeys wrote:
Show nested quote +
On October 13 2011 04:47 NotSorry wrote:
On October 13 2011 04:44 phyren wrote:
I think the wide area behind the main and natural mineral lines in most maps is pretty terran favored. It basically guarantees the drops and banshee harass will always have a safe exit path and can be held over a protoss players neck forever, forcing them to leave units back.


You realize other races can take advantage of that as well, you know things like mutalisk, bane drops, roach drops, infestor drops, zealot/ht drops, warp ins?


Those are actually tech commitments rather than something you can grab while you're teching up and will be useful with or without a successful drop. Terran is just so powerful at controlling the flow of the game and forcing the other races to respond to their tech. Hold off 2 rax followed by hellions at the front door followed by hellions and marines dropped in the main etc. meanwhile terran is safe behind their OP defense and can hardly be touched without going all in. They are way too strong, worst in TvP.

With Z and P - "would it be a good idea to drop this game"

Terran - "why not drop this game?"



So factory and starport is not a tech commitment? Protoss shouldn't make anything besides gateway units?
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2011-10-12 20:13:11
October 12 2011 20:12 GMT
#156
On October 13 2011 05:08 WickedBit wrote:
I know I am not the first one saying this but considering the first part of the game is terran focused it just seems that blizzard put a lot more effort on terran than the remaining races.
This makes terran complete and better designed overall. I have given up on game balance at this point since it would mean either removing features from the terran race or adding significant upgrades to other races to be competitive.

Even after 1 year a lot of korean tournaments have terrans dominating, with zerg and protoss sneaking wins in middle due to some abusive timings that have been since nerfed or been figured out. For e.g. MCs wins were dependent entirely on 1/2 base timing attacks which got nerfed now with warpgates/new builds.

Maps will affect balance, but if you see in GSL it usually significantly affects the win rates of ZvP. I haven't done the analysis so far but I'm sure you will find that even on so called zerg favored maps the win rate shift of ZvT will be less than you expect. For e.g. in August GSL on Belshir beach 1.0, it is 2-1 in favor of terran in code S and 2-3 in code A.

I Its not a lot to draw conclusions but overall its my impression that in ZvT there is no real zerg favored map. Once terran get some time to play with a new map they discover some other feature of their race that brings them back to the dominating ways.


This is so obvious too. I will never understand how it was acceptable to Blizzard for Terran to have the most units and Protoss have the least. More options (as long as they are viable, which they are) are an imbalance in themselves, even if each individual strategy is balanced, the sum of having to potentially deal with all of them makes the matchup imba.

http://shroomspiration.blogspot.com/
Panzamelano
Profile Joined September 2010
Colombia248 Posts
October 12 2011 20:16 GMT
#157
On October 13 2011 05:11 bucckevin wrote:
Show nested quote +
On October 13 2011 04:57 Treemonkeys wrote:
On October 13 2011 04:47 NotSorry wrote:
On October 13 2011 04:44 phyren wrote:
I think the wide area behind the main and natural mineral lines in most maps is pretty terran favored. It basically guarantees the drops and banshee harass will always have a safe exit path and can be held over a protoss players neck forever, forcing them to leave units back.


You realize other races can take advantage of that as well, you know things like mutalisk, bane drops, roach drops, infestor drops, zealot/ht drops, warp ins?


Those are actually tech commitments rather than something you can grab while you're teching up and will be useful with or without a successful drop. Terran is just so powerful at controlling the flow of the game and forcing the other races to respond to their tech. Hold off 2 rax followed by hellions at the front door followed by hellions and marines dropped in the main etc. meanwhile terran is safe behind their OP defense and can hardly be touched without going all in. They are way too strong, worst in TvP.

With Z and P - "would it be a good idea to drop this game"

Terran - "why not drop this game?"



So factory and starport is not a tech commitment? Protoss shouldn't make anything besides gateway units?


No a factory and a starport its not a tech commitment since your already needing the medvacs for your bio so the dropping abilities are just an added bonus... on the other hand Z or P gotta invest on tech that may or may not work while terran just loses nothing from going for their medvacs.
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
October 12 2011 20:19 GMT
#158
I really dont like how you throw the word imbalance around so much.
BW pros training sc2 is like kiss making a dub step album.
tuho12345
Profile Blog Joined July 2011
4482 Posts
October 12 2011 20:20 GMT
#159
On October 13 2011 02:46 EctoMimed wrote:
Show nested quote +
On October 12 2011 23:32 Adreme wrote:
On October 12 2011 23:11 sitromit wrote:
On October 12 2011 22:55 CatNzHat wrote:
The problem with the mass of terrans in the GSL is the fact that the players can't get knocked out, and the fact that the best players in the world are terrans.

If they made it so around two-thirds of the Code S players would go to up-and-down matches, there wouldn't be huge number of terran players left over from when terran was imba.


That's a very interesting fact! LOL! All the best, most talented players happened to choose Terran, right? How can it be explained otherwise, it's so simple, I don't know why everyone doesn't see this fact!!


Can you name a game that supports your point? Its easy to look at a statistic and say wow that shows imbalance but for example there were 5 protoss in code S this season, 1 advanced to Ro16, 1 stayed in code S, and 3 went to up/down.

That sounds like a really bad statistic until you look at the games and realize that Puzzle had MKP beat on a 4 gate then supply blocked himself and fumbled the attack. You cant balance around that and no amount of changes are gonig to fix that. Same thing can be said about genius and Hungun was someone people expected to fall for quite awhile. The only thing about imbalance you can draw from those games is making big mistakes means you lose.

Thank god... This is what people really need to consider.
Although this is related to player skill in some regard, it simply sounds better then a blanket statement like "protoss players just aren't as good at the moment." However, it is more of a proof of such a statement. Incontrol is someone who, in my opinion, is hurting the developement of the metagame by talking about imbalance so soon since "the decline" of protoss players.

Statistics can mean a lot but in a case study of balance in a game with all these thousands of variables there really is no way to be sure that the problem is balance.

Remember 3-6 months ago when Protoss was considered imbalanced and Zerg was underpowered? Blizzard's patches where VERY minor but Zerg metagame completely changed to adapt to the problems with the ZvP matchup. Buffing the fungal growth then nerfing it back didn't change anything other then plant a seed that Infestors might be the answer to a lot of Zerg's problems. It turned out that Zerg's needed to use new strategies and unit compositions to cope, not that Zerg needed patches.

Incontrol, Naniwa, and a large portion of the community seem to believe that the statistics tell the whole story when really, as Adreme pointed out, you have to look at the individual games.

Even if you argue statistics are the end all of discussion like a lot of players seem to do, you should take in to account the SHORT amount of time that Protoss's numbers have been down. The strategies really haven't shifted much since then for Protoss players, and to me it just feels like the metagame is moving slower for the Protoss players because a lot of the top players relied on really good timings that got figured out.


Finally, just remember how long Zerg was in a recession comparatively before they finally "figured it out." Protoss players just need more innovators, and more pros that try the new builds that people come up with. There are a lot of lesser Protoss players who use builds that are crazy scary, but the players themselves just haven't had as much success for whatever mechanic or technical reason. Inka's (spelling?) recent PvZ builds make it look so easy, and not gimicky. If a tip top pro picked up some of these strategies I immagine the metagame could easily shift drastically.

I don't play terran and I think I would be biased to comment on Terran however so I won't touch that matchup :p


Wow the bold part =)) Yeah that minor thing including :
warpgate nerf => no more 4 gates. So Toss have to FFE and don't attack until 9-10 mins mark and get crush by 3 bases.
Sporcrawler buff => air opening is gone. DTs is gone too cuz any zerg just need 2 sporecrawlers and he'll be fine to either one of those option.
Infestors buff => lings/infestor come in, all you need is massing 2 units with 20 infestors right?
KA was gone => all come down to colossus, and air. But well corruptors own both of them.

Don't say Zerg changes their style or anything man. I watched TT1 owned some dude last nice with 3 pronged attack while mass expanding and the Zerg didn't make anything but roaches/hydras and just flat out died to 3-4 colossus/stalkers/HTs and he called Toss is really imba.

Really?
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2011-10-12 20:22:06
October 12 2011 20:21 GMT
#160
On October 13 2011 05:11 bucckevin wrote:
Show nested quote +
On October 13 2011 04:57 Treemonkeys wrote:
On October 13 2011 04:47 NotSorry wrote:
On October 13 2011 04:44 phyren wrote:
I think the wide area behind the main and natural mineral lines in most maps is pretty terran favored. It basically guarantees the drops and banshee harass will always have a safe exit path and can be held over a protoss players neck forever, forcing them to leave units back.


You realize other races can take advantage of that as well, you know things like mutalisk, bane drops, roach drops, infestor drops, zealot/ht drops, warp ins?


Those are actually tech commitments rather than something you can grab while you're teching up and will be useful with or without a successful drop. Terran is just so powerful at controlling the flow of the game and forcing the other races to respond to their tech. Hold off 2 rax followed by hellions at the front door followed by hellions and marines dropped in the main etc. meanwhile terran is safe behind their OP defense and can hardly be touched without going all in. They are way too strong, worst in TvP.

With Z and P - "would it be a good idea to drop this game"

Terran - "why not drop this game?"



So factory and starport is not a tech commitment? Protoss shouldn't make anything besides gateway units?


It's much less of a commitment than drop tech or a warp prism because of how useful it is the entire game and how safely and quickly it can be teched up to.

Just look at one base plays with medivacs vs. one base plays with warp prism of drop tech. If you can pull it off more often on one base, it is less of an investment.

Another way to look at it is look at 20 minute plus games where terran doesn't have medivacs vs. similar length games where Z and P don't get drop or warp prism.

Medivacs can be teched to quickly in every matchup because they are just that strong and terran is just that safe while doing so.
http://shroomspiration.blogspot.com/
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