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Too Much Firepower, Not Enough Stalkers - Page 10

Forum Index > SC2 General
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eloist
Profile Joined September 2010
United States1017 Posts
Last Edited: 2012-01-18 20:17:06
January 18 2012 20:12 GMT
#181
Stalkers are so versatile that protoss can remax on just stalkers late game and be fine no matter what. They actually become super difficult for zerg to deal with at this point. Playing Zerg, I eventually get overrun by a ball of stalkers in nearly every game. Don't really have that problem vesus terran because the high damage output marines do have a weakness. Stalkers do not.

I think the worst change for the game was when siege tanks got nerfed versus protoss since Terran doesn't really have any other splash damage to punish a death ball besides emp. Hence TvP is so boring.
RinconH
Profile Joined April 2010
United States512 Posts
January 18 2012 20:16 GMT
#182
Good summation of issues that have been brought to Blizzard's attention since Beta.

To date they have done nothing about it and I doubt they will.

SC2 is still a very good game but if they addressed these issues it could be a great game.
Belha
Profile Joined December 2010
Italy2850 Posts
January 18 2012 20:18 GMT
#183
Totally agree.

I'm pretty sure that Sc2 could be a much better game if blizz decides to just cut the general dps output of the units.

Chicken gank op
Vehemus
Profile Joined November 2010
United States586 Posts
January 18 2012 20:23 GMT
#184
Contrary to what a lot of people believe, having your units die incredibly fast and losing an engagement in an instant if you're not paying attention means the skill level required for a beneficial engagement is higher, not lower. Brood War gave you plenty of time to micro your units while you macro at home, despite macro being five times as difficult as it is in SC2.

The problem in my opinion isn't how quickly units die or how much damage they do. Players will eventually become good enough that they always know when they can engage and when they can't. And they'll become good enough that they never lose their army because they weren't paying attention for a split second. The amount of focus required to keep your army alive in SC2 is ridiculous, and we all know it feels bad when your army is on attack-move command and you lost half of it in the time it took you to throw down three depots and shift-queue back to your mineral line. That's what separates the great players from those that aren't.

Things like fungal growth and forcefield are another issue entirely. I don't disagree that abilities that negate micro don't belong in the game. Even concussive shell, which doesn't negate it entirely, gives the Protoss player the feeling that if he overextends for even one second he could lose a most critical unit and possibly the game.
This space for rent.
Shiori
Profile Blog Joined July 2011
3815 Posts
January 18 2012 20:26 GMT
#185
On January 19 2012 05:12 eloist wrote:
Stalkers are so versatile that protoss can remax on just stalkers late game and be fine no matter what. They actually become super difficult for zerg to deal with at this point. Playing Zerg, I eventually get overrun by a ball of stalkers in nearly every game. Don't really have that problem vesus terran because the high damage output marines do have a weakness. Stalkers do not.

I think the worst change for the game was when siege tanks got nerfed versus protoss since Terran doesn't really have any other splash damage to punish a death ball besides emp. Hence TvP is so boring.

Their weakness is that they don't have a high damage output like marines...
Kuskinator
Profile Joined June 2011
United Kingdom43 Posts
January 18 2012 20:40 GMT
#186
On January 19 2012 05:26 Shiori wrote:
Show nested quote +
On January 19 2012 05:12 eloist wrote:
Stalkers are so versatile that protoss can remax on just stalkers late game and be fine no matter what. They actually become super difficult for zerg to deal with at this point. Playing Zerg, I eventually get overrun by a ball of stalkers in nearly every game. Don't really have that problem vesus terran because the high damage output marines do have a weakness. Stalkers do not.

I think the worst change for the game was when siege tanks got nerfed versus protoss since Terran doesn't really have any other splash damage to punish a death ball besides emp. Hence TvP is so boring.

Their weakness is that they don't have a high damage output like marines...

And their advantage is that they are more mobile with higher survivability.

"But their weakness is that they cost more!"
And their advantage is that they have a larger range

"But their weakness is that they don't have an insta-hit weapon!"
And their advantage is that they can be warped in anywhere on the battlefield there's a Pylon

etc etc
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2012-01-18 20:59:00
January 18 2012 20:47 GMT
#187
No offense but this really sounds like you want to play Warcraft 3, not Starcraft 2.

All units having a decent amount of health. The races having kind of similar units etc.
-Switch-
Profile Joined August 2010
Canada506 Posts
January 18 2012 20:48 GMT
#188
FF can zone out expansions pretty effectively. You're whole post revolves around you wanted to be able to build one unit? instead of getting a composition that will be effective against your opponent. Just how i see it
lowercase
Profile Joined September 2010
Canada1047 Posts
Last Edited: 2012-01-18 20:52:09
January 18 2012 20:50 GMT
#189
I agreed with everything until you said you loved stalkers. In principle, what's not to like? They have good micro options and they're very versatile. The problem is, aside from blink (which is awesome), they're boring. They're white bread. They shoot land and air and are reasonable against everything, which means there's little incentive to build anything else and the game is stagnant. Any unit that hits land and air has the potential to be "massable," i.e: you only build that unit and you can do fairly well. Marines are certainly massable. So are mutas, stalkers, hydras, carriers, and battleships (though you only see people mass those in 4v4s or bronze league). Each of these massable units needs a hard counter to make play versatile - hence banelings, colossi, and seige tanks. Or they have other drawbacks, like hydras which are slow and have no hitpoints.

I agree with you about the zoning, though.
That is not dead which can eternal lie...
Belha
Profile Joined December 2010
Italy2850 Posts
January 18 2012 20:54 GMT
#190
On January 19 2012 05:47 DoubleReed wrote:
No offense but this really sounds like you want to play Warcraft 3, not Starcraft 2.

Just go and watch some sc bw games and see how better sc2 pace can be.
Chicken gank op
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
January 18 2012 20:56 GMT
#191
ive said this since the beginning.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2012-01-18 21:06:19
January 18 2012 21:03 GMT
#192
On January 19 2012 05:54 Belha wrote:
Show nested quote +
On January 19 2012 05:47 DoubleReed wrote:
No offense but this really sounds like you want to play Warcraft 3, not Starcraft 2.

Just go and watch some sc bw games and see how better sc2 pace can be.


It doesn't sound like he wants bw at all. It sounds like warcraft 3 with units with more health all rather Protosslike, and the races all having units with identical roles. He clearly doesn't want bw.

I mean ffs he says static defense is weak. It's much weaker in bw.
ejozl
Profile Joined October 2010
Denmark3555 Posts
January 18 2012 21:06 GMT
#193
Does any of you think that all the units just have too long range? and not big enough difference in range. Also would like some more melee units, give the marauder a hammer for christ sakes.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
tuho12345
Profile Blog Joined July 2011
4482 Posts
January 18 2012 21:07 GMT
#194
Really agree with this, look at SC1, it take quite sometimes to kill a zealot. Look at other games like company of Heroes, a small squad of units don't just flat out die to tanks, MG42 or sniper, they could even throw grenade to kill it.
The concept of SC2 is quite unforgiving.
Filter
Profile Blog Joined November 2010
Canada620 Posts
January 18 2012 21:08 GMT
#195
I'm glad this thread is taking off, but I've got a couple of things to add.

The person who mentioned muta's going from 20->9 in a 20 muta 5 thor fight. Don't forget how quickly that will happen in a game and if you're going mech fast the muta's can then kill off the rest of your army. It's not simply losing 5 thors that's the end of the world it's the fact that you'll have 5, 6, 7 or more tanks mopped up before you can retreat or worse the zerg simply pushes his lings in after you unsiege for cleanup duty. That situation is 100% out of the Terrans hands, he has to hope the zerg makes a mistake and loses his muta's. On the other hand the zerg needs to have 100% perfect control, if he flys his muta clump too close to the thors and loses them all the games over.

Both of those situations is no fun for either player.

Some people also seem to be think I'm asking for all units to be the same against each other, which I don't mean. I'll give an example, if a Terran makes 4 hellions for map control and spots 7 roaches coming from Zerg he's dead unless he has a bunker or tanks in time. Scouting is pretty good because you're seeing the roaches leave the zergs front door but at this point your infrastructure can only make marines and hellions. If you could have 8 hellions and 3 marines by the time the roaches got to your front door you'd still get totally crushed and lose to the follow up ling runby. Even with reinforcements and defenders advantage you're going to lose the fight badly because hellions are simply garbage against roaches.

If the hellions are able to hold with marine support, or at least get the roach army down to a single roach so you can rewall and take that roach with scv's before the lings get there then you can swap your tech up and builds tanks or marauders. That doesn't mean midgame or lategame you'll be using hellions to kill roaches but it does mean you can hold an early allin a litter bit better.

Don't forget it goes both ways too, when the hellions drop into your main you'll have more time to react with your lings to stop your entire drone line from getting roasted because the vac avoided your spread ovies (or the Terran killed them with vikings).

All the people talking about position is great, and while very true there really isn't anything you can do to hold on if your vikings get taken out in a TvP against colli, or if you have 20 supply in vikings and he just makes templar instead your ground army will be very weak and get stomped out quickly. The ability for some units to absolutely stomp out another army without the direct counter being present is insane. Too many units in the game have this stomp out mechanic which is a big cause of some of the one sided battles we see, even at the pro level.
Live hard, live free.
Ruthless
Profile Joined August 2008
United States492 Posts
January 18 2012 21:14 GMT
#196
This is a really common problem in RTS games and its one of those things that made brood war so great. Age of Empires 3 suffered from this problem and it really made for a stale metagame as an example. I dont think that the answer is a simple one though. You have proposed a lot of things I would agree with and they definetly help the problem.
Xapti
Profile Joined April 2010
Canada2473 Posts
January 18 2012 21:14 GMT
#197
I disagree with a whole lot of what was said in the OP.
Yes the game has some flaws, particularly regarding certain unit or ability mechanics, but most of the post didn't really talk about the problem at all, and instead went off on tangents about units that weren't actually part of the problem. A post a while back covering potential design issues with SC2 was much better than this.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
hitpoint
Profile Joined October 2010
United States1511 Posts
Last Edited: 2012-01-18 21:15:59
January 18 2012 21:15 GMT
#198
I agree with the OP a lot, especially about bad static defense. I also feel that units clump way too tightly and aoe is ridiculous because of that.
It's spelled LOSE not LOOSE.
vasculaR
Profile Joined March 2011
Malaysia791 Posts
January 18 2012 21:17 GMT
#199

part of BW's charm (to me at least) was there was so many tricks that were new to me as a casual player, watching the koreans use them. The bugs/units don't work as intended.. etc made it fun. Instead of "FIX this bug", people were being creative and it became part of the game. (Why on earth do vultures/units get to jump past minerals? for ex)

I don't feel that we should use BW as basis of improving Sc2 now since there are already some really fundamental design changes (Queen/Mule/Chronoboost). I'm all for improving Sc2 balance and gameplay but basing it on BW is not to my preference.

even if there is a statistically/proven/agreed/whatever-we-call-it, the most balanced game in the world, there will be people complaining about random stuff..
Song Ji Hyo hwaiting!
Blasteroids
Profile Joined June 2011
United States36 Posts
January 18 2012 21:18 GMT
#200
This post is somewhat silly because the op is complaining the some things in starcraft 2 are not as they were in Brood War in terms of the flow of the game. Of course Starcraft 2 will be different and what's bad in your eyes might be good in someone else's eyes. Furthermore Stalkers are great! In PvZ mass stalkers can go around picking of bases, killing units that are separated. Things like funglegrowth and maruaders are necessary or else stalkers would just be to strong. If you don't like how starcraft 2 plays out go back to Brood War and don't say that there's a design flaw because that's your opinion not someone else's on how starcraft 2 plays out. Finally all units are good against somethings and garbage against others. If units were good against everything and really good against others it was that way in Brood War and its that way in Starcraft 2. As far as zoning units Blizzard addressed this problem with in Hots with units like the Tempest and the Swarm Host
"Are you ready for bombing?"-Bomber
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