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[Nov] TLPD Race Winrate Graphs - Page 27

Forum Index > SC2 General
798 CommentsPost a Reply
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WightyCity
Profile Joined May 2011
Canada887 Posts
December 08 2011 11:38 GMT
#521
wow. thats fun to see. thank you
90% watching it 8% talking about it and 2% playing it - sc2
Fatze
Profile Blog Joined March 2011
Germany1342 Posts
December 08 2011 11:56 GMT
#522
thanks for sharing this stuff
Comfort from bottles, cheers from beers the guitars are our weapons and we know how to kill!
aksfjh
Profile Joined November 2010
United States4853 Posts
December 08 2011 12:01 GMT
#523
On December 08 2011 19:45 SeaSwift wrote:
Show nested quote +
On December 08 2011 19:36 aksfjh wrote:
Yea, but it's of the same thread as a proxy stargate play from Protoss. However, nobody seriously thinks stargate play is a serious answer to "how do I win against Terran?" The essential point being that you're investing in something that does not inherently lead you to a later stage in the game. You invest in tech which only has the purpose to be used once or twice in an attack, then discarded, as lost investment.


Perhaps, but I think it's still unexplored. The sheer number of different timing attacks Terran can do using Mech shows that it isn't a one-trick-pony like the 3gate VR you mentioned. Of course, I suspect the Korean Terrans know quite a bit more about the game than I do, but the few times I've seen multiple base mech play it's looked very successful.

I'd also like to mention that you are wrong saying that Stargate play does not help you win in a standard game. Both MC and HerO frequently use 1base Phoenix to open up into a macro game, partly because it destroys any kind of 1-1-1 and partly because it makes Medivac drops almost worthless, and partly because they are one of the only decent harassment units Protoss has. Void Rays do not help much in a standard game, but Stargate play does work as part of an early-midgame investment.

Of course, but that is not something you would describe as "standard" play. You use these "gimmick" strats to gain a quick advantage that exceeds the investment, since the investment does NOT help later in the game if you fumble the gimmick (or your opponent correctly counters). The nature of the investment is to do damage, and ultimately win with the investment. Banshee cloak, tanks (in TvP), and stargate tech are all part of this category.

On the complete opposite end are investments which are guaranteed payouts. These are things like weapon and armor upgrades, special ability/stat upgrades that apply to your primary army, and tech routes. Stim, zergling speed, robo tech, and so on are all part of these investments. If you fumble a timing attack in which these upgrades are supposed to maximize return, you can still use them regardless. They don't find themselves at a detriment in the long term (but possibly in the short term).

In between, you have investments which are, more or less, neutral. Generally, they are meant to discourage certain types of play, or give some intangible return. Things like using hellions (and maybe DTs) for map control in such a way that doing direct damage isn't even required. It's the same way that Protoss opens up stargate against Zerg in some circumstances. The little damage that can be done with some stargate builds is not a problem, since the primary role is to prompt extra defenses and gain scouting information. The investment in the stargate (assuming it's not proxied) will be used throughout the game to harass and bolster the main forces, but it is not the core of bringing about a win in most cases.

In our discussion, these half-mech strats fall under the first category. As you move into the mid game, they become increasingly ineffective as a way to deal damage, even when mixed with a normal range of units. You get to a point where the strengths of each do not compliment one another. The mobility of bio is hindered by stationary tanks, and the high damage of mech is hindered by the need of so much bio to deal with zealots/immortals. The only solution is to then use bio-mech before it becomes useless by this dysfunction. Meanwhile, it does little to sway the Protoss down any tech paths you would find desirable for later encounters, nor does it lend itself to any sense of safety, as there are still a number of Protoss aggressive moves that could be done effectively regardless of one's choice to mech or bio-mech. This is why I categorize it under category 1, an investment that HAS to do direct damage that is greater than the investment.
NKsc2
Profile Joined November 2011
Sweden133 Posts
December 08 2011 12:22 GMT
#524
I honestly feel like if cannons had a bonus to biological air, that would fix the ZvP to 50% :/ Nothing radical but like a +10bonus to bio air or smth. Or give stalkers +dmg to bio air so that they actually counter mutas instead of being countered by them.
IAmSpooner
Profile Joined April 2010
Sweden111 Posts
December 08 2011 12:32 GMT
#525
On December 08 2011 21:22 NKsc2 wrote:
I honestly feel like if cannons had a bonus to biological air, that would fix the ZvP to 50% :/ Nothing radical but like a +10bonus to bio air or smth. Or give stalkers +dmg to bio air so that they actually counter mutas instead of being countered by them.


That would be ridiculous.
When you play the game of drones, you win or you die.
aksfjh
Profile Joined November 2010
United States4853 Posts
December 08 2011 12:38 GMT
#526
On December 08 2011 21:22 NKsc2 wrote:
I honestly feel like if cannons had a bonus to biological air, that would fix the ZvP to 50% :/ Nothing radical but like a +10bonus to bio air or smth. Or give stalkers +dmg to bio air so that they actually counter mutas instead of being countered by them.

You know how powerful turrets are? They still don't counter mutas at numbers Protoss is having trouble with. I don't know what the solution is, but increased static defense damage is not part of it.
Ravnemesteren
Profile Joined May 2011
224 Posts
Last Edited: 2011-12-08 13:02:14
December 08 2011 13:01 GMT
#527
November is a weird month. Zerg is strongest in the foreign scene, but the weakest in Korea. Glad to see protoss having shot up from their 39% in october in korea. It was looking very bleak for protoss in GSL for a while.

I dont know if anyone agrees, but I think the korean stats are by far the most interesting. Korea is the highest level, so "balance" stats for lower levels is in some ways redundant in my opinion. The game should be balanced at the very top and all that. Anyways, its cool to see the stats change so fast (maybe it will be a trend, maybe not).

And please blizzard, let terran be at the loosing end of a matchup for a full year :p Just joking... I am actually hoping things will level out and become steady in a year or two. But then again I guess heart of the swarm kills that hope.
ceaRshaf
Profile Joined August 2009
Romania4926 Posts
December 08 2011 13:04 GMT
#528
I usually prefer to add 3,4 cans behind the mineral lines but when the muta flock becomes big they don't matter.

But if you start with cans in your mineral line you have a lot more freedom before the flock becomes big so you can move on the map and be aggressive forcing the zerg to make ground units and defend with the mutas. Making no canons and hoping you defend with your stalkers early on i think it's just stupid.

Mess with the best, die like the rest.
Kira__
Profile Joined April 2011
Sweden2672 Posts
December 08 2011 13:08 GMT
#529
scumbag protoss, strongest in korea, still whines about mutalisks!

I really feel there's nothing wrong with the unit
The truth is, Yagami-kun, I suspect that you may in fact be Kira.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
Last Edited: 2011-12-08 13:19:34
December 08 2011 13:17 GMT
#530
So now Korean Protoss is ahead in every match-up. I hope Blizzard do something about it (or redesign the race completely), because I wont be able to stand more P games, they are so boring and un-esport-like. A nightmare for us spectators. I had the happiest time of my life when almost no P at all played in GSL code S, because that meant only good games!
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
chipman
Profile Joined February 2011
United States139 Posts
December 08 2011 13:31 GMT
#531
I don't like talking about balance. That discussion is only for whiners and employees who are paid to balance the game and the pros they question for input, if at all.
Doesn't Afraid of Anything
Petninja
Profile Joined June 2011
United States159 Posts
December 08 2011 13:36 GMT
#532
Why are there 1/3 of the games played this past month from like 3 months ago? Is summer really that big of a deal for the professional community?
pPingu
Profile Joined September 2011
Switzerland2892 Posts
December 08 2011 13:38 GMT
#533
On December 08 2011 22:36 Petninja wrote:
Why are there 1/3 of the games played this past month from like 3 months ago? Is summer really that big of a deal for the professional community?


Some games are not on lp yet, so some will be added in next moth graph
MistraL958
Profile Blog Joined September 2010
Switzerland100 Posts
December 08 2011 13:57 GMT
#534
Well one thing is obvious, TvP changed quite a bit over the past few months... maybe a little bit too much
Cyro
Profile Blog Joined June 2011
United Kingdom20340 Posts
Last Edited: 2011-12-08 14:23:08
December 08 2011 14:22 GMT
#535
On December 08 2011 16:51 SeaSwift wrote:
Show nested quote +
On December 08 2011 16:42 aksfjh wrote:
On December 08 2011 16:21 FidoDido wrote:
finally a chart to make protoss qqers on forums stop qqing about T>P

btw ... the international chart looks like brood war balance.

TvP wasn't really as bad as ZvP in terms of balance. The only reason people jumped on the Terran hate train was GomTvT, which many saw as a problem with the GSL tournament format and not so much Terran being broken.


Just gonna jump in here really quickly and say it was also because of one set of games: IEM Cologne.

The LR thread for that tournament was an absolute clusterfuck, and the TL article about Dead Presidents fed the flames a little bit as well. Basically, after Puma had won 3-0 with 2 1-1-1s and one game in which he "abused" Ghosts after MC "outplayed" him, people were baying for blood, especially after the exciting and close series at NASL. Because the Protoss and Zerg races are so different, I doubt we will ever see a series again which will make the game look so unbelievably broken at the highest level of play.

Also note that ZvP still has a fair bit of hope: HerO/Brown have the potential to revolutionize high level PvZ with a completely different style of play, whereas PvT at the time made it look like Protoss had tried all the options and still had never had a winrate over 50%.

Personally, I still don't understand why Blizzard outright removed Protoss upgrades. If they were overpowered, weaken their effect, increase their cost or something. But removing Kayhdarin Amulet and Flux Vanes from the game completely on a whim after the Reaper was so OP and Blizzard only moved the Nitro Pack upgrade to requiring Factory seems really sloppy and inconsistent to me. Instead, they should have changed KA to +15 starting energy, rather than +25, so that Warp-in Storms couldn't be done but they could still get an energy upgrade. And I don't understand the problem with Flux Vanes at all =/




There was a big problem arising with speed void rays, which hadnt been seen all too much in high level play because of deathball styles, but it was rising and from what i heard it was completely unstoppable when played right.

There was a VOD posted with i think Catz talking about talking to dustin browder or david kim about void ray speed and how he dealt with it, something along those lines, and it mentioned fungal growth's ability to hit air was being removed as a tradeoff for flux vanes removal as they was unsure about how to balance it without making void rays useless for their actual design purpose/s.

Im not sure why they dont give neural back range 9 and remove fungal hitting air again, i dont think anyone would really have a problem with that, as a protoss player neural from range 9 was potentially very dangerous against archons/immortals, but with range 7, i havnt seen zerg successfully steal even those far shorter range units, because they are usually in the middle of the army, and the infestors just die almost instantly if they try to get close enough.

It would be interesting to see what could arise from infestors being unable to hit air units with fungal, i just want to see it happen because it was previously that way for a patch and then reverted for no specific reason i think. Tyler made some comments on fungal screwing you over if you ever tried to poke with some air units (a non all-in) in the midgame, because you just lost your whole fleet if it ever got fungalled once. I think his words were something around "Not being able to poke with units that are designed for poking" after he lost a game where he tried midgame phoenix's and got crushed after loosing them almost for free
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
December 08 2011 14:24 GMT
#536
Good to see how close the win percentages are now a day and how distorted they used to be xD
All the pros got dat Ichie.
Raid
Profile Joined September 2010
United States398 Posts
December 08 2011 14:30 GMT
#537
People should seriously stop looking at statistics to try to balance game. Even though it seems the game feels like its evening out any change in metagame can swing heavy for another race. People should balance more on how the game looks than how it is statistically shown. Statistics are nice to look at but sometimes correlation =/= cause.


Still is nice to see win rates every season, just mad at people taking it as a balance evidence.
price
Profile Joined December 2010
United States297 Posts
December 08 2011 14:44 GMT
#538
On December 08 2011 23:30 Raid wrote:
People should seriously stop looking at statistics to try to balance game. Even though it seems the game feels like its evening out any change in metagame can swing heavy for another race. People should balance more on how the game looks than how it is statistically shown. Statistics are nice to look at but sometimes correlation =/= cause.


Still is nice to see win rates every season, just mad at people taking it as a balance evidence.


How the game feels is arbitrary. Statistics are not as long as sample sizes are large enough (i.e., low p values). It's how games should be balanced ...
To strive, to seek, to find, and not to yield.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-12-08 14:56:53
December 08 2011 14:52 GMT
#539
--- Nuked ---
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
December 08 2011 15:16 GMT
#540
Differences of a few percent, that's pretty cool. I hope people did note the scale/values not just the relative magnitudes of the lines. A few percent is what I would call balanced pretty much, totally accountable to "meta-game" shifts and the rise of good players (as I am assuming the data is done by games, not by individual player win percentage, and better players get further in tournaments and win more games...). That's a point actually.

@hasuterrans Did you take the win percentage of all P, T & Z games? I'm guessing so from the OP. Another way to do it is to average individual players win percentages in particular match ups, so that exceptional individual players (e.g. Nestea, or MC when he dominated) aren't over-represented just because they play more games. I defer to your superior knowledge on this ofc but just interested on your thinking on it.

+ Show Spoiler +
The more you win, the further in the tournament you get, so the more games you play. Overall I guess that doesn't make a big difference though and all three races probably have an identical gaussian distribution of players, so same effect upon all three.
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