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Q & A With David Kim - Page 10

Forum Index > SC2 General
345 CommentsPost a Reply
Prev 1 8 9 10 11 12 18 Next All
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
December 16 2011 11:34 GMT
#181
On December 16 2011 20:28 Snowbear wrote:
Show nested quote +
On December 16 2011 13:57 soulking wrote:
EMP should not be in the game at all...its crazy how fast my 100 food army can get crushed from 4 emp's...if Protoss and Terran are on the same mining rate then protoss cannot rebuild the army to deal with 4 emp's to the face.

EMP is way too good.


How can you say that? Do you realise TvP is P favoured even WITH emp? Take away EMP and TvP would be impossible. You should talk to other terrans and ask them about tvp


TvP is not P favoured.
+ Show Spoiler +
and everyone knows that


✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
December 16 2011 11:39 GMT
#182
On December 16 2011 20:34 JOJOsc2news wrote:
Show nested quote +
On December 16 2011 20:28 Snowbear wrote:
On December 16 2011 13:57 soulking wrote:
EMP should not be in the game at all...its crazy how fast my 100 food army can get crushed from 4 emp's...if Protoss and Terran are on the same mining rate then protoss cannot rebuild the army to deal with 4 emp's to the face.

EMP is way too good.


How can you say that? Do you realise TvP is P favoured even WITH emp? Take away EMP and TvP would be impossible. You should talk to other terrans and ask them about tvp


TvP is not P favoured.
+ Show Spoiler +
and everyone knows that




1) http://www.teamliquid.net/forum/viewmessage.php?topic_id=291886 --> winrates from the highest level
2) since the winrates at the highest level point towards P being favoured, the winrates at the lower levels (high masters and below) will point even more towards P being favoured. Why? Because at the highest level terrans can abuse their race very well, with amazing micro and multitasking. Lower players can't micro and multitask like that, so they have a harder time.
3) talk to basicly any terran about TvP.
TheSwamp
Profile Joined November 2010
United States1497 Posts
December 16 2011 11:41 GMT
#183
On December 16 2011 12:34 dacimvrl wrote:
I still disagree with the Khaydarin Amulet changes. He states that the amulet upgrade simply makes Protoss players bring out the unit, use the storm, then forget about it. How does it even help when you have to make a harder decision to make it. 55s of build time, wait 25s to have it useful.

Comparing to ghosts which cost a bit more mineral, but less gas, has the energy upgrade, could snipe twice right out of the barracks, and with the upgrade, has enough energy for EMP.

Just saying that there's a parallel here, and there should be some sort of adjustment made to offset the problems caused by the removal of Khaydarin Amulet upgrade.


The difference is you can't have Ghost spawn anywhere you want on the map. I would be fine with KA if High Templar could only spawn out of gatewys.
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
PaterPatriae
Profile Joined January 2011
Germany428 Posts
December 16 2011 11:41 GMT
#184
what i would like to see is a medic build in the rax and a dropship, that doesn`t heal, but maybe i`m still to attached to the broodwar days
Whitewing
Profile Joined October 2010
United States7483 Posts
December 16 2011 11:44 GMT
#185
On December 16 2011 20:41 TheSwamp wrote:
Show nested quote +
On December 16 2011 12:34 dacimvrl wrote:
I still disagree with the Khaydarin Amulet changes. He states that the amulet upgrade simply makes Protoss players bring out the unit, use the storm, then forget about it. How does it even help when you have to make a harder decision to make it. 55s of build time, wait 25s to have it useful.

Comparing to ghosts which cost a bit more mineral, but less gas, has the energy upgrade, could snipe twice right out of the barracks, and with the upgrade, has enough energy for EMP.

Just saying that there's a parallel here, and there should be some sort of adjustment made to offset the problems caused by the removal of Khaydarin Amulet upgrade.


The difference is you can't have Ghost spawn anywhere you want on the map. I would be fine with KA if High Templar could only spawn out of gatewys.


KA should let High Templars warp in with like... +12 energy or faster energy regen instead of +25 energy. Warp in storms were dumb, but making the HT sit there for so long before it's capable of doing anything useful is kinda dumb too, especially when no other caster in the game has that issue (except for maybe the raven).

That said, I can't wait for HOTS when terrans get to play mech vs. protoss. It's so dull playing against bio all the freaking time, although I am worried about battle hellions being too good vs. chargelots: extra hp and cone AoE instead of line AoE makes me die a little inside.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Whitewing
Profile Joined October 2010
United States7483 Posts
December 16 2011 11:46 GMT
#186
On December 16 2011 20:30 PaterPatriae wrote:
Show nested quote +
On December 16 2011 16:52 Rexeus wrote:
Not complete!! Why do all casters have 3 spells each except the high templar?


because toss have the sentry, that has 3 spells


Merge archon is kind of a spell?

No, I guess it isn't. Some casters even go further with an extra ability, like the infestor who can burrow + spells and the ghost who can cloak + spells.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Whitewing
Profile Joined October 2010
United States7483 Posts
December 16 2011 11:48 GMT
#187
On December 16 2011 20:00 Toadvine wrote:
It always amazes me how these questions asked by pro players sound almost exactly like something taken straight from the B.Net forums. What's up with that, seriously?

Show nested quote +
On December 16 2011 19:00 Jumonji wrote:
On December 16 2011 18:50 darkness wrote:
On December 16 2011 18:47 Jumonji wrote:
Mass muta is bad: you just have to full canon your base with 2 archon and they it's over. Thanks to toss legendary lazyness that currently works.


This is actually not good. You just give more and more advantage to zerg. Generally, anything that requires super heavy static def IS bad and shouldn't happen.


Base trad before he gets 40 + muta / go for ht in your army and to defend your base. Go for mass air too etc...


Are you really telling people to basetrade against muta/ling? I mean, why would you even think this is a good idea? Is that how you lose with Mutas against Protoss? I'm honestly confused.


He clearly has no idea what he's talking about, he thinks having archons at your bases defends against mutas effectively.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Jurassic
Profile Joined July 2010
Hungary79 Posts
December 16 2011 11:53 GMT
#188
On December 16 2011 19:14 Patate wrote:
Show nested quote +
On December 16 2011 19:11 Snowbear wrote:
On December 16 2011 18:42 laguu wrote:
Just reduce marine damage from 6 -> 5 and you have the game fixed. They are simply too high dps. Sure, you can hard counter them with colossus etc but hard counters dont make a good game.

I don't know what game you are playing, but terrans are vannishing from the ladder, and outside korea terrans have very few succes. TvP is a nightmare and TvZ is fine. By nerfing the marine you would make TvP a joke and TvZ a nightmare.


TvP is a nightmare because they have nerfed everything except the real problem: Marauders. For the sake of TvZ, they made the tanks useless in TvP. IMHO they should just revert to BW's terrans, and the problem would be solved


Still we see more variety in SC2 Terran than in BW terran.
trinxified
Profile Joined December 2010
Canada7774 Posts
Last Edited: 2011-12-16 11:58:41
December 16 2011 11:56 GMT
#189
Too bad we won't see Khaydarin Amulet again.

Anyway, in regards to PvT... Despite all the nerfs from both races in this respective matchup, the one thing that's still a problem is Marauders. Very cost effective to almost anything Protoss can throw except Immortals. Sometimes, even Immortals aren't enough either.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
December 16 2011 12:01 GMT
#190
Lol funny to see statisctics. At highest lvl of play tvp is 45-55. And most likely the stats are even more toss favored at master league level. Hope blizzard soon comes up with an intelligent fix for tvp.
Inky87
Profile Joined January 2011
United States533 Posts
December 16 2011 12:09 GMT
#191
On December 16 2011 21:01 Hider wrote:
Lol funny to see statisctics. At highest lvl of play tvp is 45-55. And most likely the stats are even more toss favored at master league level. Hope blizzard soon comes up with an intelligent fix for tvp.

45-55 really doesn't mean anything. TvP is all about the engagements. Poking collosi with vikings, trying to feedback ghosts, sniping high templars, drops. Nothing about it needs to be fixed.
Fjodorov
Profile Joined December 2011
5007 Posts
December 16 2011 12:13 GMT
#192
"Protoss Play Style -- More variety please!"

What the hell? Protoss have so many different strategies, especially compared to zerg. I think zerg is the race with least options in zvt and zvp
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
December 16 2011 12:18 GMT
#193
On December 16 2011 21:01 Hider wrote:
Lol funny to see statisctics. At highest lvl of play tvp is 45-55. And most likely the stats are even more toss favored at master league level. Hope blizzard soon comes up with an intelligent fix for tvp.


I would say that is pretty balanced.
Flying, sOs, free, Light, Soulkey & ZerO
WaSa
Profile Joined October 2011
Sweden749 Posts
December 16 2011 12:27 GMT
#194
On December 16 2011 21:13 Fjodorov wrote:
"Protoss Play Style -- More variety please!"

What the hell? Protoss have so many different strategies, especially compared to zerg. I think zerg is the race with least options in zvt and zvp


I chuckled when I saw that question ^_^

Jumonji
Profile Joined May 2011
France60 Posts
December 16 2011 12:43 GMT
#195
On December 16 2011 21:27 WaSa wrote:
Show nested quote +
On December 16 2011 21:13 Fjodorov wrote:
"Protoss Play Style -- More variety please!"

What the hell? Protoss have so many different strategies, especially compared to zerg. I think zerg is the race with least options in zvt and zvp


I chuckled when I saw that question ^_^



Same ^^

zerg>>>>Shitting in your pant while you don't know if he is going for a 12 min push, 9 minute push, DT, mass air, light air + push , immortal archomte , or colossus high templar storm...

Toss>>> " Well he is gonna make roach for sure " XD
anfield77
Profile Joined August 2011
Germany7 Posts
December 16 2011 12:45 GMT
#196
Playstyle is not the same as openings or all ins or whatever. Playstyle is like Mech or Bio. Like MutaLing or LingInfestor. Like Chargelot Archon/Templar or Stalker Colossi. It's a fact that the Playstyles Protoss can use are not equally good, so it almost always comes down to Colossi instead of Templars in the midgame for example. And that is the reason why all Protoss look like the same. I think it's cool that they're keeping an eye on that aspect to be changed in the add-on.
Jumonji
Profile Joined May 2011
France60 Posts
December 16 2011 12:53 GMT
#197
I think it's the same thing as move from PES to FIFA: Fifa is better but need some adaptation and some sacrifice for a few time.

Toss have good playstyle but more multitaskier (like terran) with less chance to win if you fail than defensive style
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
December 16 2011 12:54 GMT
#198
On December 16 2011 18:42 laguu wrote:
Just reduce marine damage from 6 -> 5 and you have the game fixed. They are simply too high dps. Sure, you can hard counter them with colossus etc but hard counters dont make a good game.


Dumbest thing ive ever read right here...

Terrans are doing bad lately so you want to nerf the most used unit in the entire terran army? -.-

gj winning anything above bronze level if they nerf the marines
Louis8k8
Profile Joined December 2011
Canada285 Posts
December 16 2011 13:14 GMT
#199
Some great points. But why did they choose to nerf EMP with a splash radius nerf and not add a prerequisite upgrade? I want to know that. I think a 200/200 upgrade is better than a radius nerf. It makes it expensive but strong. Where now it's just weak without the option of making an investment to have access to something stronger.

Or how about a slow 150/75 upgrade that increases EMP splash range? That might be good. As person who quit Protoss (too limited options, so many builds lost their effectiveness), the khaydarin amulet removal fucked up PvT and the EMP nerf gave T the shorter end of the stick in the Ghost vs HT battle. They need to do something to make EMP a little more effective but not as much as it used to be.

Can't they just make the VR's fully charged beam orange (or any other color)? It's not that hard.

Have the balance team ever considered Enriched Vespene Geysers? I want to know Blizz' opinion on those.
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
December 16 2011 13:18 GMT
#200
more vaierty for Protoss sounds the best. gerneally we have to do what we do(which other races hate) ebcause if we dont... we lose vs any type of capable players.. would be nice to have a lotmore options!!!
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