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Q & A With David Kim - Page 9

Forum Index > SC2 General
345 CommentsPost a Reply
Prev 1 7 8 9 10 11 18 Next All
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2011-12-16 10:16:00
December 16 2011 10:11 GMT
#161
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.

You can also check the recent winrates here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=291886
This is the winrate at the HIGHEST level, where terrans have good macro and really good micro. Now think about the winrates from terrans @ masters and below, who don't have that godly micro.
Patate
Profile Joined January 2011
Canada441 Posts
December 16 2011 10:12 GMT
#162
The problem I have with mules is how they're abusable late game (see Major for a perfect example).

I think they should "waste" minerals, as in take 30 to the CC, but take 50 (or whatever the number is) off the mineral patch. That way, using mules would have a bad side. Using too many mules in early game would totally destroy your main base's mineral patches, so the Terran would actually have to use it more carefully.

Early game is more calculated, and I THINK mules can't really be early game "fixed" without causing some kind of imbalances.
Dead game.
Patate
Profile Joined January 2011
Canada441 Posts
December 16 2011 10:14 GMT
#163
On December 16 2011 19:11 Snowbear wrote:
Show nested quote +
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
Dead game.
Origine
Profile Joined January 2010
France167 Posts
December 16 2011 10:15 GMT
#164
who's the genius who asked for the amulett to be back rofl..
https://twitter.com/thomAufresne
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
December 16 2011 10:17 GMT
#165
On December 16 2011 19:12 Patate wrote:
The problem I have with mules is how they're abusable late game (see Major for a perfect example).

I think they should "waste" minerals, as in take 30 to the CC, but take 50 (or whatever the number is) off the mineral patch. That way, using mules would have a bad side. Using too many mules in early game would totally destroy your main base's mineral patches, so the Terran would actually have to use it more carefully.

Early game is more calculated, and I THINK mules can't really be early game "fixed" without causing some kind of imbalances.


It's funny that you mention a problem in late game. Do you know that terrans are having a very hard time lategame, especially vs protoss, and this with the advantage of mules?
Vei
Profile Joined March 2010
United States2845 Posts
December 16 2011 10:23 GMT
#166
" for example, unit production is relatively easy to manage for zerg compared with the other races."

Is this true? Is hitting 5 as terran then aaaaaaa tab ee tab etc, any harder than a zerg who has to make units at individual hatcheries so his roaches spawn by the protoss pressure rather than take a long walk? Like yes at times zerg holds down Z R or T and maxes out on 1 unit, but that's not much easier than just queueing up 4 coll from 2 robos and using ur entire warp in, imo.

www.justin.tv/veisc2 ~ 720p + commentary
laguu
Profile Joined October 2009
Finland278 Posts
Last Edited: 2011-12-16 10:35:08
December 16 2011 10:34 GMT
#167
On December 16 2011 19:11 Snowbear wrote:
Show nested quote +
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.

You can also check the recent winrates here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=291886
This is the winrate at the HIGHEST level, where terrans have good macro and really good micro. Now think about the winrates from terrans @ masters and below, who don't have that godly micro.


Ok, I guess my point was that balance is more than just winrates. Like, for example, rock paper sciccors is a balanced game but it's not a very good game.
Arguing with a fool proves there are two.
jupiter6
Profile Joined December 2011
205 Posts
Last Edited: 2011-12-16 10:38:09
December 16 2011 10:36 GMT
#168
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

complaining about marauders is so 2009 ...
sagdashin
Profile Joined January 2011
Norway45 Posts
December 16 2011 10:38 GMT
#169
On December 16 2011 19:23 Vei wrote:
" for example, unit production is relatively easy to manage for zerg compared with the other races."

Is this true? Is hitting 5 as terran then aaaaaaa tab ee tab etc, any harder than a zerg who has to make units at individual hatcheries so his roaches spawn by the protoss pressure rather than take a long walk? Like yes at times zerg holds down Z R or T and maxes out on 1 unit, but that's not much easier than just queueing up 4 coll from 2 robos and using ur entire warp in, imo.


No, if we are talking lategame, Terran is the hardest macrorace (at least in plat - diamond - master) as there's no production boost which Z and P has (Z units are all built from one building, usually under 8 hatcheries, and is fast as shit - and P can insta remax with lots of gates and chrono) T has 15 + rax, 2-3 facs and usually 2 starports and can't queue when maxed and has to macro micro when he's loosing units - whereas P and Z after, not in a battle, just needs to remacro in seconds, no worries about queueing up. This is a design problem.
Jumonji
Profile Joined May 2011
France60 Posts
December 16 2011 10:44 GMT
#170
On December 16 2011 19:38 sagdashin wrote:
Show nested quote +
On December 16 2011 19:23 Vei wrote:
" for example, unit production is relatively easy to manage for zerg compared with the other races."

Is this true? Is hitting 5 as terran then aaaaaaa tab ee tab etc, any harder than a zerg who has to make units at individual hatcheries so his roaches spawn by the protoss pressure rather than take a long walk? Like yes at times zerg holds down Z R or T and maxes out on 1 unit, but that's not much easier than just queueing up 4 coll from 2 robos and using ur entire warp in, imo.


No, if we are talking lategame, Terran is the hardest macrorace (at least in plat - diamond - master) as there's no production boost which Z and P has (Z units are all built from one building, usually under 8 hatcheries, and is fast as shit - and P can insta remax with lots of gates and chrono) T has 15 + rax, 2-3 facs and usually 2 starports and can't queue when maxed and has to macro micro when he's loosing units - whereas P and Z after, not in a battle, just needs to remacro in seconds, no worries about queueing up. This is a design problem.


Reactor on 6+racks on late game?
AndAgain
Profile Joined November 2010
United States2621 Posts
December 16 2011 10:48 GMT
#171
On December 16 2011 19:23 Vei wrote:
" for example, unit production is relatively easy to manage for zerg compared with the other races."

Is this true? Is hitting 5 as terran then aaaaaaa tab ee tab etc, any harder than a zerg who has to make units at individual hatcheries so his roaches spawn by the protoss pressure rather than take a long walk? Like yes at times zerg holds down Z R or T and maxes out on 1 unit, but that's not much easier than just queueing up 4 coll from 2 robos and using ur entire warp in, imo.



Unit production also has to do with adding unit producing structures, which zerg has to do/think about the least.
And queuing 4 colossi from 2 robos? That a nono.
All your teeth should fall out and hair should grow in their place!
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-12-16 11:05:36
December 16 2011 10:52 GMT
#172
I don't understand why they still think they need to make -tournament maps-.

edit: Also the stupid restrictions for maps they have is entirely there own fault. Tournament maps like Daybreak and others have shown that one gas expansions work and make sense if placed correctly, just like mineral only bases in Brood War. Yet Blizzard refuses to use them and basically said mapmakers couldn't use them for the TL Map Contest maps.
I could list a lot more example of things Blizzard refuses to use.
But maybe it's better that way since already with their strict rules of standard shit they produce mediocre (if not awful) maps.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Toadvine
Profile Joined November 2010
Poland2234 Posts
December 16 2011 11:00 GMT
#173
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?

On December 16 2011 19:00 Jumonji wrote:
Show nested quote +
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.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
Last Edited: 2011-12-16 11:02:31
December 16 2011 11:02 GMT
#174
It's quite balance for me. I lose with all and against all the races.
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
sagdashin
Profile Joined January 2011
Norway45 Posts
December 16 2011 11:03 GMT
#175
On December 16 2011 19:44 Jumonji wrote:
Show nested quote +
On December 16 2011 19:38 sagdashin wrote:
On December 16 2011 19:23 Vei wrote:
" for example, unit production is relatively easy to manage for zerg compared with the other races."

Is this true? Is hitting 5 as terran then aaaaaaa tab ee tab etc, any harder than a zerg who has to make units at individual hatcheries so his roaches spawn by the protoss pressure rather than take a long walk? Like yes at times zerg holds down Z R or T and maxes out on 1 unit, but that's not much easier than just queueing up 4 coll from 2 robos and using ur entire warp in, imo.


No, if we are talking lategame, Terran is the hardest macrorace (at least in plat - diamond - master) as there's no production boost which Z and P has (Z units are all built from one building, usually under 8 hatcheries, and is fast as shit - and P can insta remax with lots of gates and chrono) T has 15 + rax, 2-3 facs and usually 2 starports and can't queue when maxed and has to macro micro when he's loosing units - whereas P and Z after, not in a battle, just needs to remacro in seconds, no worries about queueing up. This is a design problem.


Reactor on 6+racks on late game?

Take in to consideration you need marauders and ghosts (you need them hard vs z lategame), and as maxed you stack money so the best way for you to compensate is to put down additional barracks, and cc's.
JonB
Profile Joined February 2011
Sweden325 Posts
December 16 2011 11:12 GMT
#176
Cool interview, fun to see his view of things and to know that they "listen" to us.
hacker and programmer - the2me4u on skype
PaterPatriae
Profile Joined January 2011
Germany428 Posts
December 16 2011 11:21 GMT
#177
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.


I don`t understand why they not make the khaydarin amulet just like the Brood War equivalent, so that HTs start with 62.5 energy.
PaterPatriae
Profile Joined January 2011
Germany428 Posts
December 16 2011 11:25 GMT
#178
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.


You would not go that far, but i thinks it`s arguable if the ghost should have the emp spell or should there be another unit (like the science vessel in broodwar).
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
December 16 2011 11:28 GMT
#179
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
PaterPatriae
Profile Joined January 2011
Germany428 Posts
December 16 2011 11:30 GMT
#180
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
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