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Please DISCUSS the changes and the impact they will have on gameplay.
Straight up whining and bitching will get you a ban, no exceptions. |
On February 14 2012 10:15 Kharnage wrote:Show nested quote +On February 14 2012 10:07 Dalavita wrote:On February 14 2012 10:03 Kharnage wrote:On February 14 2012 06:50 Remi wrote:On February 14 2012 06:36 Necro)Phagist( wrote:On February 14 2012 06:30 Remi wrote:On February 14 2012 06:27 Whitewing wrote:On February 14 2012 06:24 Remi wrote:On February 14 2012 06:08 Whitewing wrote:On February 14 2012 06:04 Remi wrote: [quote] But does HSM works against Ultra? And if not, what do you propose Terran should do with ultra switch? HSM doesn't, but auto-turret walls with marine/tank support do pretty well, you can actually dump auto-turrets to create chokes. With building armor upgraded they do hilariously well at slowing down the zerg ground army and getting a few extra tank volleys off. The ultras can kill the turrets in about 5-10 seconds, but that extra time with the huge DPS of the terran ground army is astounding. Plus, auto-turrets last like... 4 minutes with the upgrade, and they do decent damage. Just create a wall to block off the ultras and lings from reaching your siege tanks, and make a few marauders or thors (thors are fantastic vs. ultras, especially with strike cannon, and zerg doesn't have an anti-caster unit). Great, now we are expected to deals with ultras with... auto-turrets, now that's the plan all terrans can get behind, terrific. You misunderstand: I wasn't telling you that you have to do it, obviously you could make marauders, or any number of other things. I was suggesting a way that ravens could help significantly against ultras, that most people don't try. I have seen a few games where it was done, and it seemed pretty effective in combination with good army positioning. Drop 12 turrets off of 6 ravens and create walls, and laugh as the lings and ultras can't even reach your marines and tanks. I just don't understand why zergs could not deal with late game ghost with infested terrans or any other obsolete strategy, no snipe had to be nerfed, strange. Because the Ghost single handedly countered their every late game option. Go for infestors get ghosts, Ultras? Get ghosts! BL's? GHOSTS! I think Blizz went a bit over the top with the amount of damage the nerfed. but something clearly needed to be done, one race shouldn't have a 1 unit counter to another races every late game option. But you see, Zergs deny the very arguments that infestor/broodlord/corruptor is unbeatable without ghosts by saying terrans just need to experiment more, you cannot justly claim that something is imbalanced (ghosts) and should be nerfed, while, at the same time, rejecting others arguments saying you can't say something is imbalanced (bl/infestors/cor), that would be hypocritical. Terran have basically admitted that they stopped looking for alternate methods when they discovered the ghost could do it. There was some experimentation going on with thors and vikings etc, and then snipe was provided as the answer and everyone went 'well, that's that then' and when they lose the thought is never' is there a different way of doing this?' instead the answer is either 'get a few more ghosts' or 'control my ghosts better'. The Terran answer is always can I fix this by just playing better? before they even begin looking into other options. Take TvP. Right now the crying is that they lose in late game, and what are we seeing done to try and fix this? Fuck all. They are still in 'control better' stage. There is no reason that late game Terran couldn't setup a BC tech switch, they get the air attack upgrade early for vikings anyway, and they can keep their army the same size, just when they sack 8 scv's. If you're telling me Yamoto on colossus and then a 3 attack BC floating over the battle field isn't going to make a difference I'll call you a crazy person. And you can just dump it there while you micro your actual army. Who cares if it dies? The Yamoto alone makes it worth it. If you've got air armour then the damn thing has 550hp and 6 armour! That's an awful lot of stalker hits it can soak up vs a zealot heavy stalker ball. Can you stop insult peoples intelligence by implying that a BC tech switch is a better form of gameplay compared to actually playing better? Jesus christ, we've been over this. BCs are shit in TvP. Deal with it. Cool, go ahead and sack 8 SCVs and build 4 more marauders like that'll make a fucking difference. Or maybe an extra 8 marines. It won't do shit to a Protoss like Parting who is setup correctly at end game with HT and colossus. Bank a few more thousand gas and wonder why your tier 1 & 2 army can't get the job done.
I know why my "tier 1 & 2" army can't get the job done. It's because I don't control it well. It's not like people have forgotten that BCs exist. The unit is garbage in Tvp. You do realize that you come off as an asshole when you dismiss every terran as an idiot by even thinking of the fact that they don't use BCs because they haven't thought about it, rather than the fact that it simply is crap.
And I don't float thousands of gas because I actually have ghosts, medivacs and vikings which cost a shitton of gas to spam throughout the entirety of the game. Bet you play zerg.
On February 14 2012 11:17 usethis2 wrote: This patch changes look like too obvious a pandering to the community. A mule on gold was not an issue. Heck, mules were not the issue. People understand that Terran needs workers do other stuff (build, repair, etc.) and Mules make up for that. The complain has always been that there is no cool-down on Mules, allowing Terrans to rain dozens of mules at once to compensate their less-than-perfect macro. This Mule change accomplishes absolutely nothing. But certainly comes up as diplomatic. (Hey, we at the Blizzard always listen to the players!)
You are completely off the mark. A cooldown on mules would screw you over if you needed to save for scans, and a mule cooldown would be pointless to begin with, since you get behind simply by not using mules when you have the energy compared to using ten mules at the same time because you forget. Having minerals now is always better than getting the same amount later. It doesn't matter if you can throw down 5 mules 15 minutes in because you forgot to, when your army is going to be 5 mules worth of minerals weaker up until that point, losing you battles and snowballing the game. Missing mules does hinder you and spamming your energy away will not get you back on track. The reason mules on gold bases didn't work well was because you could oversaturate the shit out of gold bases to give you an in proportionate amount of mineral income compared to other races with gold bases.
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On February 14 2012 11:32 Rorschach wrote:Show nested quote +On February 13 2012 16:07 blade55555 wrote:On February 13 2012 15:00 Rorschach wrote:On February 11 2012 14:23 SkimGuy wrote:On February 11 2012 13:21 Arkless wrote:On February 11 2012 12:40 Xorphene wrote:On February 11 2012 03:11 xTrim wrote:
overmake vikings = lose to f**king ultra switch... god i hate this, why do i keep playing? Stop feeling so nerfed, zerg's have suffered this forever. Overmake corruptors in ZvP and lose to gateway remax. Stop feeling so special, Terrans moaning about infestors vs vikings need to realise they simply need to split their marines. This is a fantastic patch. The most bias response, and most rediculous. Split your marines? Are you trolling? You negate the fact entirely as well that corruptors, the pre cursor to BL's, counter your bl counter of vikings. They just roll ur main army with ling bling, snipe off ur vikings, remax with bls. That doesn't seem weird???? NOW we also are hella nerfed if both are on golds, it hurts the terran to drop a mule period because of 0 bonus, you lose out in the end. Maybe Terran has to start thinking like Zerg now and take advantage of the fact that you can't win a head-on engagement, but your army is much more mobile and and can be stronger around the map instead of 1 big ball of units... i.e Stop deathballing and get better I find your statement extremely hypocritical. On one hand you say the terran should stop trying to build a deathball of ghosts to deal with lategame zergs and just "get better" YET zergs want to get 80 drones and bld BL/deathball (the "I win" unit)??? Terran already have to micro their asses off to trade effceintly. I am getting so sick of the irony of Z bitching about T and P a-moving to victory when zerg is the most a-move race outside of mutas and a few other units..... I predict terran will start to do what us toss players do in PvZ, namely kill the zerg with a timing/2 base before they get up their superior deathball up..... Funny how you say toss can do nothing about it. You obviously don't watch enough late game pvz with mothership + more then 3 bases. Super strong way stronger then infestor/bl/corruptor. Just found your post funny when toss has the strongest deathball in the game and yet you say zergs is "I win" ^^. As for your comment on most A-move race outside of muta's. Will toss is A move race except for FF and blink stalkers lol. If anything though terran can never A move they definitely have the most micro. Do I think they will figure out a way to deal with late game tvz? Possible, I know ravens haven't been expiremented much and just like when the ghost was considered bad and nobody used it, it will be messed around with and we'll know within a month or so if it really is awful or if its actually good. Scoff, the only place I see Archon toilet is on the US and EU servers where zergs don't play correctly (getting overeager to end the game and spreading out the BL so it takes two vortex).... You sure don't see toss willing to go to late game against zergs in the GSL unless they laid a crippling blow early on.... Granted I think the mothership+archons is stupid and broken the zerg deathball is far superior in both MU's. Toss should have a way to go toe to toe with bl/spine,infestor/transfuse/remax without relying on a shitty gimmick.....
That's the same reason Ghost snipe should not be changed. Like the MS gimmick snipe is terrans only way with dealing with that.
And either one is not impossible to stop. MS? Spread. Ghosts? more overseers + lings.
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See the people commenting on the changes for the snipe are players who have had trouble with it and are approaching it in a biased way and it sounds like a bunch of whining and not being able to come to some reasoning on how this might change play for terran.
If you aren't terran and aren't a top grandmaster player your opinion means less than nothing so stop posting like you know how the terran can play when I or the rest of TL looks at you as not knowing a lick of what you are talking about.
On a good side note, we should all just take a chill pill, look at what the pros say about the patch and how it can effect their gameplay. Look at innovative korean pros who know what to do and have innovative styles of play. (I say this because they will devise something that we probably havent thought about yet)
Stop bashing races or people because they have an opinion (you are entitled to one but does not mean anything)
Thank you.
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On February 14 2012 11:28 mlspmatt wrote:Show nested quote +On February 14 2012 10:59 Whitewing wrote:On February 14 2012 10:29 Vladoks wrote: yeah feedback is a big problem for lategame tvp, terran has great units like thors (and well bcs.. i dont know) but can't use them because they lose their hp so fast with feedback :-/ u could emp your own units but ghosts and ghost energy are too precious for that That didn't stop Ryung against Tassadar, and it seemed to work pretty well. Assuming they hit feedback on your BC when it's at completely full energy, it won't even take out half it's hp, and you can EMP it or just Yamato a building or something (or even rocks!). As for upgrades folks, you get them anyway for your vikings. This is what people argue who have no valid arguments to make. Make Battle Cruisers. It's been tried, it doesn't work. If your in a Max v Max battle and want to remax with 4 battle Cruisers. After the battle you start building your BC's, and wait the 90s for them to build. In that 90 seconds Toss can use his 15 gates to wapr in 30 supply 3 times before your BC's hit the field. How do you suggest Terran survives during that 90 seconds when 24 supply is occupied in the starport? That's assuming BC's give you any real advantage, which they don't. 4 Stalkers are about the same cost as 1 BC, are much more mobile, have more health, very similar DPS (Both fully upgraded) and can be produced much much faster. It simply doesn't make sense to make BC's. And yes of course Terran will have marauders to handle the Stalkers, but protoss will have charge-Lots + Archons to handle the marauders. There's no advantage to making BC's. And if you take into consideration the cost of getting the BC tech, it's a losing proposition for terran.
Who said anything about re-maxing on BC? When you're remaxing you want as many units as fast as possible so you don't die. It's like Protoss 'remaxing' on Carriers. Good way to die.
I'm talking about at the point where you start sacking SCV's to increase army size don't waste your extra size on 4 more marauders when Protoss is already doing everything they can do counter exactly that. The 'upgrades' required are what, a Fusion core and a starport with tech lab? Terran can so afford that at that stage of the late game. The resources are there, the time is there, usually there are too big arse armies dancing around the map, Protoss are trying to get a decent re-max bank and finishing off upgrades. Terran are getting a PFs up and sacking SCV's to for a bigger army. And honestly, pick whatever unit you want, the BC is just an obvious choice. The fact is that Terran banks a shitload of gas in that stage of the game and uses their extra 25 army supply on units that Protoss already has a way to deal with. That 25 supply is Terran's edge in the late game, and it's being squandered away on a handful of extra marines, marauders and maybe an extra ghost. You could fit 3 BC's in there, Yamoto an SCV before battle and use the BC's to control space while you micro your bio. Love to see how those zealots fare as they chase a kiting bio army while under fire from 3 BCs. Yes, some damage will come from storms and feedback on the BCs, yes some stalkers will take them down, but I'd be willing to bet you'd get more value from 3 BCs as your 'bonus supply' than you will from 12 more Maruaders getting stormed and cut apart by colossus.
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On February 14 2012 10:37 vthree wrote: Imo, feedback should not work on massive or at least reduce effectiveness. HTs are as versatile as ghosts but it also counters BOTH BC and THors while ghost does not counter colossus.
Lol. So we just die to thors and BCs? Terran players are special.
Emped thors balls/ BCs are the obvious ultragame solution. Voids are unlikely (+have issues in numbers) and everything ese either does iffy dps or a few smart emps would do the trick.
Actually surprised this patch got so much furore considering overall it has probably dealt with more popular issues than ever before.
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On February 14 2012 11:48 tdt wrote:Show nested quote +On February 14 2012 11:32 Rorschach wrote:On February 13 2012 16:07 blade55555 wrote:On February 13 2012 15:00 Rorschach wrote:On February 11 2012 14:23 SkimGuy wrote:On February 11 2012 13:21 Arkless wrote:On February 11 2012 12:40 Xorphene wrote:On February 11 2012 03:11 xTrim wrote:
overmake vikings = lose to f**king ultra switch... god i hate this, why do i keep playing? Stop feeling so nerfed, zerg's have suffered this forever. Overmake corruptors in ZvP and lose to gateway remax. Stop feeling so special, Terrans moaning about infestors vs vikings need to realise they simply need to split their marines. This is a fantastic patch. The most bias response, and most rediculous. Split your marines? Are you trolling? You negate the fact entirely as well that corruptors, the pre cursor to BL's, counter your bl counter of vikings. They just roll ur main army with ling bling, snipe off ur vikings, remax with bls. That doesn't seem weird???? NOW we also are hella nerfed if both are on golds, it hurts the terran to drop a mule period because of 0 bonus, you lose out in the end. Maybe Terran has to start thinking like Zerg now and take advantage of the fact that you can't win a head-on engagement, but your army is much more mobile and and can be stronger around the map instead of 1 big ball of units... i.e Stop deathballing and get better I find your statement extremely hypocritical. On one hand you say the terran should stop trying to build a deathball of ghosts to deal with lategame zergs and just "get better" YET zergs want to get 80 drones and bld BL/deathball (the "I win" unit)??? Terran already have to micro their asses off to trade effceintly. I am getting so sick of the irony of Z bitching about T and P a-moving to victory when zerg is the most a-move race outside of mutas and a few other units..... I predict terran will start to do what us toss players do in PvZ, namely kill the zerg with a timing/2 base before they get up their superior deathball up..... Funny how you say toss can do nothing about it. You obviously don't watch enough late game pvz with mothership + more then 3 bases. Super strong way stronger then infestor/bl/corruptor. Just found your post funny when toss has the strongest deathball in the game and yet you say zergs is "I win" ^^. As for your comment on most A-move race outside of muta's. Will toss is A move race except for FF and blink stalkers lol. If anything though terran can never A move they definitely have the most micro. Do I think they will figure out a way to deal with late game tvz? Possible, I know ravens haven't been expiremented much and just like when the ghost was considered bad and nobody used it, it will be messed around with and we'll know within a month or so if it really is awful or if its actually good. Scoff, the only place I see Archon toilet is on the US and EU servers where zergs don't play correctly (getting overeager to end the game and spreading out the BL so it takes two vortex).... You sure don't see toss willing to go to late game against zergs in the GSL unless they laid a crippling blow early on.... Granted I think the mothership+archons is stupid and broken the zerg deathball is far superior in both MU's. Toss should have a way to go toe to toe with bl/spine,infestor/transfuse/remax without relying on a shitty gimmick..... That's the same reason Ghost snipe should not be changed. Like the MS gimmick snipe is terrans only way with dealing with that. And either one is not impossible to stop. MS? Spread. Ghosts? more overseers + lings.
You misunderstood my post... I hate that the archon toilet is necessary to try and deal with the zerg deathball/lategame. Its broken and should be removed BUT give toss something to contest zerg late game (carriers change?).
Personally I think the culprit could also be the infestor but I don't know what would need to be changed about it in order to fix the problem. Fungal+Corruptor is too good against vikings and NP make carries and BCs out of the question.....
Likewise snipe does need to be toned down, however I don't think as much as blizzard is proposing as it now sucks against banes/zealots/lings. But in turn terran should probably receive some late game buffs to help them better deal with hive tech rather than rely on abusing one units ability.... Its just a bad game design the way it is....
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Those who insist the Phoenix change is not significant, or even (gasp) meaningless - Think about the opposite. Imagine Z gets 300/200 upgrade from Greater Spire that gives Mutalisks +2 range. (range 5 Mutas... shudder....) Do you think that'll be a "meaningless" change? How about Fusion Core giving +2 range upgrade for Marauders. (range 8 Marauders!!) Plus, Fleet beacon + Phoenix upgrade isn't any different than Twilight Council + Blink or Robotics Bay + Thermal lance. People need to have some honesty. This comes from Protoss players. (me, and Wolf the caster)
Also, if this change does go through you can save building another Stargate. Sometimes I do build 2nd Stargate to counter mutas, but with this change, the Fleet Beacon will replace the 2nd Stargate. Phoenixes build fast. I usually open Stargate after forge expand, and get 4~5 phoenixes to scout the whole map. I rarely run into annoying base trade scenario that are often seen in GSL (considering my level of play), but even in GSL I get the impression that those top Z players are hell bent on Mutas because they feel they have no chance with anything else.
Considering all those "amazing" "new Protoss hopes" who kick Zerg left and right only to die to Terrans like flies, I don't think Mutalisks are that big of a deal for this match-up.
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On February 14 2012 11:58 Kharnage wrote:Show nested quote +On February 14 2012 11:28 mlspmatt wrote:On February 14 2012 10:59 Whitewing wrote:On February 14 2012 10:29 Vladoks wrote: yeah feedback is a big problem for lategame tvp, terran has great units like thors (and well bcs.. i dont know) but can't use them because they lose their hp so fast with feedback :-/ u could emp your own units but ghosts and ghost energy are too precious for that That didn't stop Ryung against Tassadar, and it seemed to work pretty well. Assuming they hit feedback on your BC when it's at completely full energy, it won't even take out half it's hp, and you can EMP it or just Yamato a building or something (or even rocks!). As for upgrades folks, you get them anyway for your vikings. This is what people argue who have no valid arguments to make. Make Battle Cruisers. It's been tried, it doesn't work. If your in a Max v Max battle and want to remax with 4 battle Cruisers. After the battle you start building your BC's, and wait the 90s for them to build. In that 90 seconds Toss can use his 15 gates to wapr in 30 supply 3 times before your BC's hit the field. How do you suggest Terran survives during that 90 seconds when 24 supply is occupied in the starport? That's assuming BC's give you any real advantage, which they don't. 4 Stalkers are about the same cost as 1 BC, are much more mobile, have more health, very similar DPS (Both fully upgraded) and can be produced much much faster. It simply doesn't make sense to make BC's. And yes of course Terran will have marauders to handle the Stalkers, but protoss will have charge-Lots + Archons to handle the marauders. There's no advantage to making BC's. And if you take into consideration the cost of getting the BC tech, it's a losing proposition for terran. Who said anything about re-maxing on BC? When you're remaxing you want as many units as fast as possible so you don't die. It's like Protoss 'remaxing' on Carriers. Good way to die. I'm talking about at the point where you start sacking SCV's to increase army size don't waste your extra size on 4 more marauders when Protoss is already doing everything they can do counter exactly that. The 'upgrades' required are what, a Fusion core and a starport with tech lab? Terran can so afford that at that stage of the late game. The resources are there, the time is there, usually there are too big arse armies dancing around the map, Protoss are trying to get a decent re-max bank and finishing off upgrades. Terran are getting a PFs up and sacking SCV's to for a bigger army. And honestly, pick whatever unit you want, the BC is just an obvious choice. The fact is that Terran banks a shitload of gas in that stage of the game and uses their extra 25 army supply on units that Protoss already has a way to deal with. That 25 supply is Terran's edge in the late game, and it's being squandered away on a handful of extra marines, marauders and maybe an extra ghost. You could fit 3 BC's in there, Yamoto an SCV before battle and use the BC's to control space while you micro your bio. Love to see how those zealots fare as they chase a kiting bio army while under fire from 3 BCs. Yes, some damage will come from storms and feedback on the BCs, yes some stalkers will take them down, but I'd be willing to bet you'd get more value from 3 BCs as your 'bonus supply' than you will from 12 more Maruaders getting stormed and cut apart by colossus. First of all, Terrans are not going to invest in BC tech to make just one round of them. There will come a time when Terran needs to use them as part of their remax army, then they are stuck waiting for them to build while their base is being torn apart, or they engage and lose their entire army.
Secondly you pawned off the Stalker issue by saying "Yes, some damage will come from storms and feedback on the BCs, yes some stalkers will take them down"this is what people say when they have no ligitimate response. They pawn it off as no big deal to minimize its importance, when it is the core of the issue. I didn't bring up fedback or storms in my earlier comment. I didn't need to, the Stalkers alone prove the point.
There has to be a reason to spend all those resources on BC's and the tech required. There has to be an advantage gained somewhere or it's not worth the investment. You've not yet made a single point as to what advantage the BC's offer. They don't control any space with range 6. Sure, they'll kill a few extra Zealots while your bio army kites, but at the same time the stalkers are killing them. So I, the terran, killed a few extra Zealots with my BC's and your Stalkers killed my BC's. I think Protoss wins that one.
You also added that BC's are just an example, and then don't suggest what unit exactley terrans should add that helps them. Thors? Ravens? What unit exactley is going to help Terran so much that it's better than the units that Terran has already invested in and upgraded?
And it's not enough to suggest units without saying HOW exactley they are going to help, and if they are better than what terran already has. Otherwise your just "Throwing it out there" with little or no thought behind it and it's not worth much debate.
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On February 14 2012 12:21 usethis2 wrote: Those who insist the Phoenix change is not significant, or even (gasp) meaningless - Think about the opposite. Imagine Z gets 300/200 upgrade from Greater Spire that gives Mutalisks +2 range. (range 5 Mutas... shudder....) Do you think that'll be a "meaningless" change? How about Fusion Core giving +2 range upgrade for Marauders. (range 8 Marauders!!) Plus, Fleet beacon + Phoenix upgrade isn't any different than Twilight Council + Blink or Robotics Bay + Thermal lance. People need to have some honesty. This comes from Protoss players. (me, and Wolf the caster)
...just because particular units would be impossibly broken with a range buff doesn't mean every unit gets equal benefit. I feel like that's pretty obvious. Do imaginary 8 range marauders mean sentries would be imba with 7 range?
Personally, I think it's nice, sure, it's not useless, but I do question whether it will do the job. Its primary purpose is to make kiting muta balls easier, but most of the time, the kiting stage comes early-mid game when you're frantically chronoing and microing nix to keep the muta numbers under control. When I have maybe three or four nix, 200+whatever for the upgrade would double my phoenix count instead, and I don't have to wait five minutes for it to kick in.
The late game problem is infestors. When using mass phoenix means a single unexpected fungal can instantly destroy half my army, I'd probably rather stick it out with storms and blink. Range upgrade doesn't change that. It also doesn't mean I can get away with a handful of phoenix rather than 15+, because I'd still need enough to dps down the ball of 30 mutas before it destroys my base, even if my nix were immortal.
I'm happy to be wrong, but just declaring: "marauders with +2 range would be insanely strong! Therefore phoenix with +2 range will be insanely strong too!" ...isn't actually an argument. I'm not doubting how important range is in SC2. I am doubting whether it's the root of the problem in this case.
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they best be testing that snipe change. A little worried with the lack of PTR
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On February 14 2012 12:55 IMoperator wrote:they best be testing that snipe change. A little worried with the lack of PTR  Blizzard doesn't test anything. They just listen to what the whiners say and "balance" accordingly. (sarcasm obviously)
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Does anyone know when ladder will reset and when it does will it implement this?
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On February 13 2012 00:34 TheDwf wrote:High Master Terran on Europe here, sometimes playing GMs. Since I'm usually only a spectator for the PvZ match-up, I will not talk about the Phoenix change. MULEs now harvest the same amount of minerals on both high yield minerals and normal minerals.This change is somewhat ok, though gold and MULE-haters should remember that Terran players gain little “more” by taking their fourth and fifth bases, unlike Zergs and Protosses who have then access to their precious 8/10 gases to build gas-heavy powerful units en masse. Since Terran do not benefit as much as the other races from 8/10 gases compared to 6 gases, is it that imbalanced that they're rewarded with a temporary income boost in the ressource that matters the most for them, i.e. minerals? People should remember that faster mining also means the base will be mined out earlier than normal, which means Terrans will have to (over)extend again to maintain the same income, something which is not easy to do on some maps. Now, talking about maps—I think this is the main issue with gold bases. Take Antiga for instance; gold bases were removed in recent tournament versions: did it change anything to the fact that, in ZvT, once the Terran player controls the center, the Zerg player is in deep trouble anyway? Snipe damage changed from 45 to 25 +25 PsionicThis is a terrible and very poorly thought change. As long as neither flying Banelings (read: Ravens) nor BattleCruisers are really viable, Terrans will still need some kind of “universal unit” against Zerg tier3. Reasons are known—thanks to the way their race works, Zergs are able to remax on Ultralisks after they've traded their Broodlords, and vice versa. Since Vikings don't do well against Ultralisks, nor Marauders are particularly hot against Broodlords, and with Terran having the slowest production in the game, the Zerg possibility to tech switch in a little more than a minut (55 sec for Ultralisks, 74 for Broodlords) without the Terran being able to know which unit the Zerg chose until he sees eggs spawning (this is of the utmost importance, because it means Terran is forced to wait at least 40 sec before starting his “counter units”) means that Terrans have to be able to rely on units that are good against one option, and at least “ok” against the other option—not to mention that at this point, Zergs should have banked enough larvae to be able to quickly build a Zergling swarm. Thors are somewhat ok against both Broodlords and Ultralisks, but their anti-air low rate of fire simply prevents them from killing Broodlords efficiently, especially with Queens being able to negate many shots in a single Transfuse. Besides, Thors are slow to replenish, and they cost 6 supply whereas Broodlords cost only 4. Macro OCs allow the Terran player to have a bigger army, but since Broodlords are air units while Thors are clumsy and bulky ground units, the more Thors you have the worst they will perform against high Broodlords count (and, once again, let us not forget the Broodlings swarm that comes with Broodlords, which at some point may simply prevent some Thors to reach Broodlords). So, we have the tech switch issue, but we also have the “mass Broodlords with Infests” issue. Unlike Ultralisks, which are melee ground units and cost 6 supply anyway, Broodlords do not become weaker the more you have of them; actually, thanks to the Broodlings mechanic, it's quite the contrary. Terrans need a realistic answer to mass Broodlords/Infestors (of course with Corruptor support if needed) armies that inevitably come with late late game. So Terran bro, wut u got? Marines?By lategame, though Marines are still useful, they cannot be played en masse the same way they are played by midgame since Infestors' Fungal Growths literally stop them dead. Marines would do fine against Broodlords on their own, but unfortunately Infestor support prevents them from ever reaching Broodlords, not to mention the Broodlings swarm that immediately spawns to surround them should they attempt to close the distance with Broodlords. Thors?Talked about them above. Vikings?Possible tech switch problem aside, in the end Vikings are simply not enough against Corruptors/Infestors. Even with the best splitting in the world (humanly speaking, I mean), Vikings inevitably tend to clump up when attacking, which means Fungal Growths will catch at least some of them, and then they will be food for Corruptors / Infested Terrans / more Fungals. Basically, Fungal Growth prevents Vikings to use their strength which is their long range; because speaking of values, it is not hard to see that the Corruptor does better in the toughness department (200 hps vs 125, 2 native armor vs 0). Flying Banelings—I mean, Ravens?So, the Raven—this “amazing unit of the future” which, strangely enough, is seldom seen outside of mirrors. For those who read those forums, you will always see that Raven guy who comes and teaches Terrans that “they bank 3k gas by lategame anyway,” so why not use that amazing HSM thing which will blow up your opponent's army (read: provided he's stupid enough not to micro his units[/strike)? Though you sometimes see Ravens in lategame TvZ play (don't know if Beastyqt still plays them sometimes, but this was one of the few players I saw using them; TLO was using them too), there are obvious and blatant issues which make it very hard to use them on a consistent basis. TimeRemember the part above about Terrans having the slowest production? Typically, when playing Marine/Tanks/Medivacs in midgame, Terrans will enter lategame with one Reactor Starport—maybe with 2 Starports if you have spared resources and scout the Broodlords transition. It means that to build your Raven fleet, you will have to build several Starports with Lab attached, all while holding your line (because the Zerg player will try to break your line with his Broodlords), then research HSM and Corvid Reactor, then build Ravens, then wait 90 sec for them to have enough energy to launch a single HSM. Now compare to Ghosts: they only require a Ghost Academy (40 sec) and Tech Labs on Barracks you already have, and depending on whether or not you have Moebius Reactor they come with 2 or 3 Snipes ready ( i. e. they can be useful as soon as they spawn, not at T+90s). What this means is that you can't really transition right away into Ravens off a standard Marines/Tank/Medivac midgame (even a mech midgame will seldom have more than 2 Starports, but they may have a Lab, so it could be a little bit easier for mech players); as costly and time-consuming as they are, in a standard game they're only viable in split map scenarii (or maybe past 4 bases for mech players who planned for a Raven transition). But then you run into the next issue: HSM rangeHSM range = 6 Fungal Growth range = 9 This simple fact makes it very difficult to use Ravens more than once, and this is why you see some people call them “flying Banelings”. Each time one of your Ravens moves forward to launch a HSM, he is at risk, because he enters the Zerg anti-air zone which is 9 range around the Infestors position. And 200 gas for possibly a single Missile which is not even guaranteed to hit a clump of units (remember: against HSM, Zerg players can still micro/spread their units) is simply too much. So, aside from the infrastructure/time problem, the main, critical issue with Ravens is that they simply lose the caster war. Both Infestors and High Templars are able to outrange Ravens with deadly spells which kills them in some way. And this is a very serious problem, because on every map resources are limited: at some point, you must trade cost-efficiently or you will simply end up losing the split map scenario. BattleCruisers?Corruptors + Fungal Growth (and even Neural Parasite). Enough said. Yes, I did see this very nice Polt vs [don't remember the Zerg, maybe an IM player] ladder game @ Shattered Temple, but he could probably have won with mass SCVs, and anyway Ghosts would have netted him the kill earlier and more efficiently. So… Ghosts.First, we need to dismiss the idea that Ghosts are an auto-win button against lategame Zerg. This is simply false. As proven in the Fin/fOrGG vs Leenock game @ Daybreak in GSL Code S Ro32, you have to carefully manage your Ghost squad, else one bad Fungal Growth goes through and you're in deep trouble. Ghosts have 100 hit points, so they're frail units for their high cost—which is fine given their potential, but I'm merely reminding you that Ghosts are neither immortal nor invincible. They take a lot of micro to use, and the more Broodlords there is, the harder it becomes to manage your Ghost squad. I'm also tired to hear that “Ghosts hard-counter tier3 Zerg”. This is not true. Immortals hard-counter Siege Tanks. The truth is Ghosts are a soft-counter: “Enough Ghosts with enough energy and careful micro are able to deal efficiently with Zerg tier3.” Which is very different from the usual “trololol Ghost auto-win button eznb” that you sometimes read on Live Report threads. As a Terran player, I say to Zerg players who are not convinced by this to play Terran against their own race (offracing against your own race really is a good experience anyway). You will quickly notice how fast your Ghosts fall each time you mismicro them. You will see that it takes a lot of resources and time to bank enough energy to be able to snipe a lot of Broodlords (or Ultralisks) and EMP Infestors. I mean, each time I enter lategame against Zerg, my purpose is to get this Ghost squad, but I can tell you it simply looks much easier when Mvp does it. Watching GSL, you may say “lol Ghost ez,” but then you can try it, even in a Unit test map, and you will see how hard it is to pull off, and how hard you will actually fail in a real game, desperately trying to micro your Ghost in a Broodlings sea while Broodlords relentlessly rain down death on your position. Are Ghosts too efficient against Ultralisks? The thing is, a lot of Zerg players (including progamers) simply have a terrible Ultralisks use, making either too much of them ( i. e. not enough support) or sending them to death in heavily fortified positions and then complaining about them being “horrible” or something. Like Broodlords, Ultralisks need support (Banelings and/or Infestors, and most importantly Zerglings) to do their job—but anyway, in the end, you likely won't win a split map scenario (and I'm talking about real split map, not 4/5 bases vs 3/4) against Terran with only Ultralisks, simply because, well, all melee units can be defended quite easily using chokes and mass ranged units behind defences; whether death comes from Snipes or something else is irrelevant at this point, I think you simply have to transition to Broodlords in a split map scenario, just as Protosses simply cannot afford to keep running on pure Blink Stalkers + Colossi against a mass Broodlords/Infestors/Spines split map scenario. I know, Ultralisks are tier3 while Blink Stalkers are not; still, regardless of tiers, there simply is some point beyond which some compositions are no more playable in some scenarii. For Ultralisks, the reason is quite self-explanatory: ranged units (especially air ones) get exponentially better while ground melee units do not (partly due to collision size issues). So basically, when looking at Ghosts vs Ultralisks skirmishes, you have to wonder if using Ultralisks was the right thing to do given the state of the game, i. e. if the Terran had enough time to bank full energy on 20+ Ghosts, it was probably not a good choice anyway to head this way. Ultralisks' effectiveness simply starts decreasing beyond some point. While they're viable at the beginning of the late game, I'm not convinced about their uses in split map scenarii in which both players are allowed to bank mass resources. Killing Infestors with 2 Snipes, down to 3, is basically irrelevant since Infestors will safely stand behind Broodlords if you can no longer kill them as fast and efficiently as now. I mean, even with the current Snipe, facing 15+ Broodlords with Infestor (and Overseers!) support is still a challenge even for the best players in the world—so how are Terrans supposed to deal with this if this silly change goes through? As stated above, even tech switch problems aside, Vikings, Thors and Ravens all have obvious problems. Sniping is a bit like a race against the clock anyway, since the longer your Ghosts take to kill Broodlords, the more Broodlords, Broodlings and your own Siege Tanks hurt them, so going up to 10 hits from 6 is simply stupid. Once again, even with the current Snipe, a lot of Terrans have difficulties in late game, because as stated above managing your Ghost squad is not easy at all—even pros fail it sometimes, so how are people with only two arms supposed to deal with this? And for people who will answer “don't let this happen,” do you realize how stupid it would be if one race had close to no chance by late game against some armies? All races should have fair chances to win by lategame, even against “the ultimate army”. This Snipe change simply means that Zergs will now be able to turtle into 20+ Broodlords with Corruptors/Infestors support, and then laugh at you because you won't have any efficient tool to deal with this. Holy crap, amazing post. In my opinion, probably worth it's own thread on this site.
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On February 14 2012 13:04 vVv Gaming wrote: Does anyone know when ladder will reset and when it does will it implement this?
I am hoping that day never comes!
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On February 14 2012 12:23 mlspmatt wrote:Show nested quote +On February 14 2012 11:58 Kharnage wrote:On February 14 2012 11:28 mlspmatt wrote:On February 14 2012 10:59 Whitewing wrote:On February 14 2012 10:29 Vladoks wrote: yeah feedback is a big problem for lategame tvp, terran has great units like thors (and well bcs.. i dont know) but can't use them because they lose their hp so fast with feedback :-/ u could emp your own units but ghosts and ghost energy are too precious for that That didn't stop Ryung against Tassadar, and it seemed to work pretty well. Assuming they hit feedback on your BC when it's at completely full energy, it won't even take out half it's hp, and you can EMP it or just Yamato a building or something (or even rocks!). As for upgrades folks, you get them anyway for your vikings. This is what people argue who have no valid arguments to make. Make Battle Cruisers. It's been tried, it doesn't work. If your in a Max v Max battle and want to remax with 4 battle Cruisers. After the battle you start building your BC's, and wait the 90s for them to build. In that 90 seconds Toss can use his 15 gates to wapr in 30 supply 3 times before your BC's hit the field. How do you suggest Terran survives during that 90 seconds when 24 supply is occupied in the starport? That's assuming BC's give you any real advantage, which they don't. 4 Stalkers are about the same cost as 1 BC, are much more mobile, have more health, very similar DPS (Both fully upgraded) and can be produced much much faster. It simply doesn't make sense to make BC's. And yes of course Terran will have marauders to handle the Stalkers, but protoss will have charge-Lots + Archons to handle the marauders. There's no advantage to making BC's. And if you take into consideration the cost of getting the BC tech, it's a losing proposition for terran. Who said anything about re-maxing on BC? When you're remaxing you want as many units as fast as possible so you don't die. It's like Protoss 'remaxing' on Carriers. Good way to die. I'm talking about at the point where you start sacking SCV's to increase army size don't waste your extra size on 4 more marauders when Protoss is already doing everything they can do counter exactly that. The 'upgrades' required are what, a Fusion core and a starport with tech lab? Terran can so afford that at that stage of the late game. The resources are there, the time is there, usually there are too big arse armies dancing around the map, Protoss are trying to get a decent re-max bank and finishing off upgrades. Terran are getting a PFs up and sacking SCV's to for a bigger army. And honestly, pick whatever unit you want, the BC is just an obvious choice. The fact is that Terran banks a shitload of gas in that stage of the game and uses their extra 25 army supply on units that Protoss already has a way to deal with. That 25 supply is Terran's edge in the late game, and it's being squandered away on a handful of extra marines, marauders and maybe an extra ghost. You could fit 3 BC's in there, Yamoto an SCV before battle and use the BC's to control space while you micro your bio. Love to see how those zealots fare as they chase a kiting bio army while under fire from 3 BCs. Yes, some damage will come from storms and feedback on the BCs, yes some stalkers will take them down, but I'd be willing to bet you'd get more value from 3 BCs as your 'bonus supply' than you will from 12 more Maruaders getting stormed and cut apart by colossus. First of all, Terrans are not going to invest in BC tech to make just one round of them. There will come a time when Terran needs to use them as part of their remax army, then they are stuck waiting for them to build while their base is being torn apart, or they engage and lose their entire army. Secondly you pawned off the Stalker issue by saying "Yes, some damage will come from storms and feedback on the BCs, yes some stalkers will take them down"this is what people say when they have no ligitimate response. They pawn it off as no big deal to minimize its importance, when it is the core of the issue. I didn't bring up fedback or storms in my earlier comment. I didn't need to, the Stalkers alone prove the point. There has to be a reason to spend all those resources on BC's and the tech required. There has to be an advantage gained somewhere or it's not worth the investment. You've not yet made a single point as to what advantage the BC's offer. They don't control any space with range 6. Sure, they'll kill a few extra Zealots while your bio army kites, but at the same time the stalkers are killing them. So I, the terran, killed a few extra Zealots with my BC's and your Stalkers killed my BC's. I think Protoss wins that one. You also added that BC's are just an example, and then don't suggest what unit exactley terrans should add that helps them. Thors? Ravens? What unit exactley is going to help Terran so much that it's better than the units that Terran has already invested in and upgraded? And it's not enough to suggest units without saying HOW exactley they are going to help, and if they are better than what terran already has. Otherwise your just "Throwing it out there" with little or no thought behind it and it's not worth much debate.
Ok, the reason I didn't throw out 'how' to use it is because something like that needs to be workshopped with people who want to attempt to make it work instead of people who just want to say why it won't.
So, there are two kinds of protoss death ball, stalker colossus and zealot colossus. Look at recent GSL Genius vs MKP for a great example of stalker colossus and Parting vs Jjakji for the zealot colossus variant. Obviously is you're facing stalker colossus BC is bad juju. Maybe thors are better in that situation since thors are better vs stalkers? Or maybe you should just be throwing away as many marines as you can and maxxing on pure maruader in that situation. Anyway, assuming you're facing a zealot heavy, low colossus count, low stalker count, high HT count composition like Parting fielded I think BC's would be a great addition for a couple of reasons:
Zealots and colossus don't shoot up and the low stalker count will take forever to kill BCs. Infact, 3 BCs will probably kill all the stalkers first.
Archons DO shoot up, and will get distracted by the BC. Their damage vs BC is pretty damn awful, so something tanking their damage is great.
You can Yamoto the Colossus and / or focus fire the colossus and have no vikings at all. This means that when the colossus die you have supply that can shoot down, which is better than supply that can't shoot down.
You can use the BC's as a pivot point to kite around making the micro tasks of the protoss player harder (stopping zealots and colossus from chasing the bio while the range shoots the BC for example). If the protoss player is grabbing HT's from all over the map to bring in storms then he won't be micro'ing his army much which means you can deal with the zealots without the pain of the archons and stalkers.
The protoss will probably remax with a bunch of stalkers which eats his resources faster than zealot / HT -> archon meaning you know that remaxing marauder is a great idea.
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United States7483 Posts
On February 14 2012 12:23 mlspmatt wrote:Show nested quote +On February 14 2012 11:58 Kharnage wrote:On February 14 2012 11:28 mlspmatt wrote:On February 14 2012 10:59 Whitewing wrote:On February 14 2012 10:29 Vladoks wrote: yeah feedback is a big problem for lategame tvp, terran has great units like thors (and well bcs.. i dont know) but can't use them because they lose their hp so fast with feedback :-/ u could emp your own units but ghosts and ghost energy are too precious for that That didn't stop Ryung against Tassadar, and it seemed to work pretty well. Assuming they hit feedback on your BC when it's at completely full energy, it won't even take out half it's hp, and you can EMP it or just Yamato a building or something (or even rocks!). As for upgrades folks, you get them anyway for your vikings. This is what people argue who have no valid arguments to make. Make Battle Cruisers. It's been tried, it doesn't work. If your in a Max v Max battle and want to remax with 4 battle Cruisers. After the battle you start building your BC's, and wait the 90s for them to build. In that 90 seconds Toss can use his 15 gates to wapr in 30 supply 3 times before your BC's hit the field. How do you suggest Terran survives during that 90 seconds when 24 supply is occupied in the starport? That's assuming BC's give you any real advantage, which they don't. 4 Stalkers are about the same cost as 1 BC, are much more mobile, have more health, very similar DPS (Both fully upgraded) and can be produced much much faster. It simply doesn't make sense to make BC's. And yes of course Terran will have marauders to handle the Stalkers, but protoss will have charge-Lots + Archons to handle the marauders. There's no advantage to making BC's. And if you take into consideration the cost of getting the BC tech, it's a losing proposition for terran. Who said anything about re-maxing on BC? When you're remaxing you want as many units as fast as possible so you don't die. It's like Protoss 'remaxing' on Carriers. Good way to die. I'm talking about at the point where you start sacking SCV's to increase army size don't waste your extra size on 4 more marauders when Protoss is already doing everything they can do counter exactly that. The 'upgrades' required are what, a Fusion core and a starport with tech lab? Terran can so afford that at that stage of the late game. The resources are there, the time is there, usually there are too big arse armies dancing around the map, Protoss are trying to get a decent re-max bank and finishing off upgrades. Terran are getting a PFs up and sacking SCV's to for a bigger army. And honestly, pick whatever unit you want, the BC is just an obvious choice. The fact is that Terran banks a shitload of gas in that stage of the game and uses their extra 25 army supply on units that Protoss already has a way to deal with. That 25 supply is Terran's edge in the late game, and it's being squandered away on a handful of extra marines, marauders and maybe an extra ghost. You could fit 3 BC's in there, Yamoto an SCV before battle and use the BC's to control space while you micro your bio. Love to see how those zealots fare as they chase a kiting bio army while under fire from 3 BCs. Yes, some damage will come from storms and feedback on the BCs, yes some stalkers will take them down, but I'd be willing to bet you'd get more value from 3 BCs as your 'bonus supply' than you will from 12 more Maruaders getting stormed and cut apart by colossus. First of all, Terrans are not going to invest in BC tech to make just one round of them. There will come a time when Terran needs to use them as part of their remax army, then they are stuck waiting for them to build while their base is being torn apart, or they engage and lose their entire army. Secondly you pawned off the Stalker issue by saying "Yes, some damage will come from storms and feedback on the BCs, yes some stalkers will take them down"this is what people say when they have no ligitimate response. They pawn it off as no big deal to minimize its importance, when it is the core of the issue. I didn't bring up fedback or storms in my earlier comment. I didn't need to, the Stalkers alone prove the point. There has to be a reason to spend all those resources on BC's and the tech required. There has to be an advantage gained somewhere or it's not worth the investment. You've not yet made a single point as to what advantage the BC's offer. They don't control any space with range 6. Sure, they'll kill a few extra Zealots while your bio army kites, but at the same time the stalkers are killing them. So I, the terran, killed a few extra Zealots with my BC's and your Stalkers killed my BC's. I think Protoss wins that one. You also added that BC's are just an example, and then don't suggest what unit exactley terrans should add that helps them. Thors? Ravens? What unit exactley is going to help Terran so much that it's better than the units that Terran has already invested in and upgraded? And it's not enough to suggest units without saying HOW exactley they are going to help, and if they are better than what terran already has. Otherwise your just "Throwing it out there" with little or no thought behind it and it's not worth much debate.
Actually, forcing protoss to make more stalkers is exactly the reason to mix BC's in: if they don't do it, your BC's will reign over the battlefield dishing out absurd damage over the course of the fight, and if they do make stalkers, their ground army will be significantly weaker: in the late game, protoss doesn't want more than 10 stalkers or so, just enough to blink to pick off ghosts or vikings. Stalkers suck in the actual engagement, and they're expensive for almost no DPS. The purpose of the BC's is to make the protoss composition less effective and efficient by forcing extra stalkers. BC's are probably the best unit in the game for tanking archons, their damage vs. BC's are terrible (BC's are tied for highest armor in the game at +6 with all upgrades along with the ultralisk, and they've got 550 hit points, the second highest in the game just after the mothership).
Again, this isn't just theorycrafting, although it's not common quite yet, but it's been done before, and recently, in the GSL (more than once).
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Protoss has no direct counter to BC's due to Yamato. I've seen GoOdy just wreck Nani with them. But it's a coin flip and you have to bank on protoss not attacking for 15 min while you get 8-12 of them.
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On February 14 2012 13:07 Fencer710 wrote:Show nested quote +On February 13 2012 00:34 TheDwf wrote:High Master Terran on Europe here, sometimes playing GMs. Since I'm usually only a spectator for the PvZ match-up, I will not talk about the Phoenix change. MULEs now harvest the same amount of minerals on both high yield minerals and normal minerals.This change is somewhat ok, though gold and MULE-haters should remember that Terran players gain little “more” by taking their fourth and fifth bases, unlike Zergs and Protosses who have then access to their precious 8/10 gases to build gas-heavy powerful units en masse. Since Terran do not benefit as much as the other races from 8/10 gases compared to 6 gases, is it that imbalanced that they're rewarded with a temporary income boost in the ressource that matters the most for them, i.e. minerals? People should remember that faster mining also means the base will be mined out earlier than normal, which means Terrans will have to (over)extend again to maintain the same income, something which is not easy to do on some maps. Now, talking about maps—I think this is the main issue with gold bases. Take Antiga for instance; gold bases were removed in recent tournament versions: did it change anything to the fact that, in ZvT, once the Terran player controls the center, the Zerg player is in deep trouble anyway? Snipe damage changed from 45 to 25 +25 PsionicThis is a terrible and very poorly thought change. As long as neither flying Banelings (read: Ravens) nor BattleCruisers are really viable, Terrans will still need some kind of “universal unit” against Zerg tier3. Reasons are known—thanks to the way their race works, Zergs are able to remax on Ultralisks after they've traded their Broodlords, and vice versa. Since Vikings don't do well against Ultralisks, nor Marauders are particularly hot against Broodlords, and with Terran having the slowest production in the game, the Zerg possibility to tech switch in a little more than a minut (55 sec for Ultralisks, 74 for Broodlords) without the Terran being able to know which unit the Zerg chose until he sees eggs spawning (this is of the utmost importance, because it means Terran is forced to wait at least 40 sec before starting his “counter units”) means that Terrans have to be able to rely on units that are good against one option, and at least “ok” against the other option—not to mention that at this point, Zergs should have banked enough larvae to be able to quickly build a Zergling swarm. Thors are somewhat ok against both Broodlords and Ultralisks, but their anti-air low rate of fire simply prevents them from killing Broodlords efficiently, especially with Queens being able to negate many shots in a single Transfuse. Besides, Thors are slow to replenish, and they cost 6 supply whereas Broodlords cost only 4. Macro OCs allow the Terran player to have a bigger army, but since Broodlords are air units while Thors are clumsy and bulky ground units, the more Thors you have the worst they will perform against high Broodlords count (and, once again, let us not forget the Broodlings swarm that comes with Broodlords, which at some point may simply prevent some Thors to reach Broodlords). So, we have the tech switch issue, but we also have the “mass Broodlords with Infests” issue. Unlike Ultralisks, which are melee ground units and cost 6 supply anyway, Broodlords do not become weaker the more you have of them; actually, thanks to the Broodlings mechanic, it's quite the contrary. Terrans need a realistic answer to mass Broodlords/Infestors (of course with Corruptor support if needed) armies that inevitably come with late late game. So Terran bro, wut u got? Marines?By lategame, though Marines are still useful, they cannot be played en masse the same way they are played by midgame since Infestors' Fungal Growths literally stop them dead. Marines would do fine against Broodlords on their own, but unfortunately Infestor support prevents them from ever reaching Broodlords, not to mention the Broodlings swarm that immediately spawns to surround them should they attempt to close the distance with Broodlords. Thors?Talked about them above. Vikings?Possible tech switch problem aside, in the end Vikings are simply not enough against Corruptors/Infestors. Even with the best splitting in the world (humanly speaking, I mean), Vikings inevitably tend to clump up when attacking, which means Fungal Growths will catch at least some of them, and then they will be food for Corruptors / Infested Terrans / more Fungals. Basically, Fungal Growth prevents Vikings to use their strength which is their long range; because speaking of values, it is not hard to see that the Corruptor does better in the toughness department (200 hps vs 125, 2 native armor vs 0). Flying Banelings—I mean, Ravens?So, the Raven—this “amazing unit of the future” which, strangely enough, is seldom seen outside of mirrors. For those who read those forums, you will always see that Raven guy who comes and teaches Terrans that “they bank 3k gas by lategame anyway,” so why not use that amazing HSM thing which will blow up your opponent's army (read: provided he's stupid enough not to micro his units[/strike)? Though you sometimes see Ravens in lategame TvZ play (don't know if Beastyqt still plays them sometimes, but this was one of the few players I saw using them; TLO was using them too), there are obvious and blatant issues which make it very hard to use them on a consistent basis. TimeRemember the part above about Terrans having the slowest production? Typically, when playing Marine/Tanks/Medivacs in midgame, Terrans will enter lategame with one Reactor Starport—maybe with 2 Starports if you have spared resources and scout the Broodlords transition. It means that to build your Raven fleet, you will have to build several Starports with Lab attached, all while holding your line (because the Zerg player will try to break your line with his Broodlords), then research HSM and Corvid Reactor, then build Ravens, then wait 90 sec for them to have enough energy to launch a single HSM. Now compare to Ghosts: they only require a Ghost Academy (40 sec) and Tech Labs on Barracks you already have, and depending on whether or not you have Moebius Reactor they come with 2 or 3 Snipes ready ( i. e. they can be useful as soon as they spawn, not at T+90s). What this means is that you can't really transition right away into Ravens off a standard Marines/Tank/Medivac midgame (even a mech midgame will seldom have more than 2 Starports, but they may have a Lab, so it could be a little bit easier for mech players); as costly and time-consuming as they are, in a standard game they're only viable in split map scenarii (or maybe past 4 bases for mech players who planned for a Raven transition). But then you run into the next issue: HSM rangeHSM range = 6 Fungal Growth range = 9 This simple fact makes it very difficult to use Ravens more than once, and this is why you see some people call them “flying Banelings”. Each time one of your Ravens moves forward to launch a HSM, he is at risk, because he enters the Zerg anti-air zone which is 9 range around the Infestors position. And 200 gas for possibly a single Missile which is not even guaranteed to hit a clump of units (remember: against HSM, Zerg players can still micro/spread their units) is simply too much. So, aside from the infrastructure/time problem, the main, critical issue with Ravens is that they simply lose the caster war. Both Infestors and High Templars are able to outrange Ravens with deadly spells which kills them in some way. And this is a very serious problem, because on every map resources are limited: at some point, you must trade cost-efficiently or you will simply end up losing the split map scenario. BattleCruisers?Corruptors + Fungal Growth (and even Neural Parasite). Enough said. Yes, I did see this very nice Polt vs [don't remember the Zerg, maybe an IM player] ladder game @ Shattered Temple, but he could probably have won with mass SCVs, and anyway Ghosts would have netted him the kill earlier and more efficiently. So… Ghosts.First, we need to dismiss the idea that Ghosts are an auto-win button against lategame Zerg. This is simply false. As proven in the Fin/fOrGG vs Leenock game @ Daybreak in GSL Code S Ro32, you have to carefully manage your Ghost squad, else one bad Fungal Growth goes through and you're in deep trouble. Ghosts have 100 hit points, so they're frail units for their high cost—which is fine given their potential, but I'm merely reminding you that Ghosts are neither immortal nor invincible. They take a lot of micro to use, and the more Broodlords there is, the harder it becomes to manage your Ghost squad. I'm also tired to hear that “Ghosts hard-counter tier3 Zerg”. This is not true. Immortals hard-counter Siege Tanks. The truth is Ghosts are a soft-counter: “Enough Ghosts with enough energy and careful micro are able to deal efficiently with Zerg tier3.” Which is very different from the usual “trololol Ghost auto-win button eznb” that you sometimes read on Live Report threads. As a Terran player, I say to Zerg players who are not convinced by this to play Terran against their own race (offracing against your own race really is a good experience anyway). You will quickly notice how fast your Ghosts fall each time you mismicro them. You will see that it takes a lot of resources and time to bank enough energy to be able to snipe a lot of Broodlords (or Ultralisks) and EMP Infestors. I mean, each time I enter lategame against Zerg, my purpose is to get this Ghost squad, but I can tell you it simply looks much easier when Mvp does it. Watching GSL, you may say “lol Ghost ez,” but then you can try it, even in a Unit test map, and you will see how hard it is to pull off, and how hard you will actually fail in a real game, desperately trying to micro your Ghost in a Broodlings sea while Broodlords relentlessly rain down death on your position. Are Ghosts too efficient against Ultralisks? The thing is, a lot of Zerg players (including progamers) simply have a terrible Ultralisks use, making either too much of them ( i. e. not enough support) or sending them to death in heavily fortified positions and then complaining about them being “horrible” or something. Like Broodlords, Ultralisks need support (Banelings and/or Infestors, and most importantly Zerglings) to do their job—but anyway, in the end, you likely won't win a split map scenario (and I'm talking about real split map, not 4/5 bases vs 3/4) against Terran with only Ultralisks, simply because, well, all melee units can be defended quite easily using chokes and mass ranged units behind defences; whether death comes from Snipes or something else is irrelevant at this point, I think you simply have to transition to Broodlords in a split map scenario, just as Protosses simply cannot afford to keep running on pure Blink Stalkers + Colossi against a mass Broodlords/Infestors/Spines split map scenario. I know, Ultralisks are tier3 while Blink Stalkers are not; still, regardless of tiers, there simply is some point beyond which some compositions are no more playable in some scenarii. For Ultralisks, the reason is quite self-explanatory: ranged units (especially air ones) get exponentially better while ground melee units do not (partly due to collision size issues). So basically, when looking at Ghosts vs Ultralisks skirmishes, you have to wonder if using Ultralisks was the right thing to do given the state of the game, i. e. if the Terran had enough time to bank full energy on 20+ Ghosts, it was probably not a good choice anyway to head this way. Ultralisks' effectiveness simply starts decreasing beyond some point. While they're viable at the beginning of the late game, I'm not convinced about their uses in split map scenarii in which both players are allowed to bank mass resources. Killing Infestors with 2 Snipes, down to 3, is basically irrelevant since Infestors will safely stand behind Broodlords if you can no longer kill them as fast and efficiently as now. I mean, even with the current Snipe, facing 15+ Broodlords with Infestor (and Overseers!) support is still a challenge even for the best players in the world—so how are Terrans supposed to deal with this if this silly change goes through? As stated above, even tech switch problems aside, Vikings, Thors and Ravens all have obvious problems. Sniping is a bit like a race against the clock anyway, since the longer your Ghosts take to kill Broodlords, the more Broodlords, Broodlings and your own Siege Tanks hurt them, so going up to 10 hits from 6 is simply stupid. Once again, even with the current Snipe, a lot of Terrans have difficulties in late game, because as stated above managing your Ghost squad is not easy at all—even pros fail it sometimes, so how are people with only two arms supposed to deal with this? And for people who will answer “don't let this happen,” do you realize how stupid it would be if one race had close to no chance by late game against some armies? All races should have fair chances to win by lategame, even against “the ultimate army”. This Snipe change simply means that Zergs will now be able to turtle into 20+ Broodlords with Corruptors/Infestors support, and then laugh at you because you won't have any efficient tool to deal with this. Holy crap, amazing post. In my opinion, probably worth it's own thread on this site.
But sadly, blizzard does not want to see innovative posts like this that actually make sense. Like I said people are that are having issues with a certain thing is because they are doing something wrong (normally). You have to understand that terran is the only race that has received considerable debuffs (nerfs) since beta. Now mind you some, were necessary (i.e. hellion blue flame damage, the rax time to build, and ghost emp AoE.) but when you look at it, some of the nerfs were unecessary because blizzard did not allow the game to play out for a little while and see if people can truely counter it efficiently. The ghost snipe nerf is a premature nerf, plain and simple. There is no evidence that pertains to the ghost being nerfed that would justify this nerf. The ghost snipe was used as a late game mechanic (now they can maybe nerf the ability to use scroll and instant multiple snipe) but to completely negate the damage is not the answer. I think blizzard is starting to give into the casual players, much like every competitive game out there, and balances or patches the game based upon a large portion of the SC2 population. Now, do not take this as a biased approach to the issue (as I do play terran) but dont completely disregard what I am saying either based upon that. Yeah, some people are having issues with a certain unit because they are not trying to explore their options to the fullest potential. Why does terran players have to do so everytime someone screams OP? I think the recent toss buff was considered pretty extreme, but I learned how to deal with toss a bit more effectively and not act like idiot same ol' style of play that was done since beta. What has toss changed? exactly, nothing. What has zerg really changed? exactly, nothing.
If you are going to balance a game, explore all options, (i.e. maybe buff the health a bit on BLs by 50 Hp) do not just assume because one player is able to do it well, that everyone on the SC2 community is a pro with a certain unit. I say this because, instantly nerfing a unit or race is never a good option when it has been a RECENT problem for a select few players. How did the nickname Marine King come into existence? Boxer, was clearly an extremely good player with marines. Did blizzard nerf marines because Boxer was good with them? NO.
Now to add a little bit more to what this excellent post was stating,
it takes about 2 ghosts (400 minerals, 200 gas, one ghost at full energy and the other at half) to kill one BL (corrupter cost (100, 100) and (150, 150 to morph a BL) that is a total of 350, 250) wouldn't it make sense for a ghost to be able to win this fight? The ghosts cost more and should be able to come out with a win over a BL (I say this because the ghost has to actually build up the energy and sit back until full energy). What blizzard fails to realize is that with this nerf, they need to then decrease the costs of ghosts. It makes no sense for something to cost more and not be able to kill efficiently.
I will tell you plain and simple, infestors do more damage than ghosts (if you consider the FG then the mass lings right behind it to almost kill everythign before the Medivacs can heal up,) and Storm from toss does something like 80 dmg (20 per sec), which basically melts marines and marauders and can easily be cleaned up by a collosus.
But this is not a thread to whine about those above damaging casters, other than to reiterate that Terran's only viable caster is the ghost. Read the excellent post about the range of FG over HSM and that clearly will tell you any competent zerg can shutdown Ravens without trying. (Oh no the zerg player will have to pay attention and not 1 + a + click an army).
Now on to the proposed unit change from terran, the BC. You do realize BCs can be shutdown so easily by corruptors and FG? Trust me, I have tried using BCs against zerg and it is a fail, unless you max ouit on BCs full upgraded, even then late-game a zerg can blink and tech switch to mass ultra/ling and rofl stomp your base while the BC is barely able to keep up. Now against toss (again, fully upgraded) a toss deathball would probably have air (unless they dont scout and blindly play) if they saw BCs in the mix (VRs). That is fine to Yamato all the VRs, but guess what? the mass stalker, collosus, HTs, chargelots already killed your army, so effectively BCs, will not do enough damage for the amount of food and minerals/gas that is needed to make them. You might as well stick with vikings so at least you can land them and use them as meat (or metal depending on how you look at it) shields.
Closing thoughts, This patch is stupid and blizzard needs to FOCUS and stop approaching every single patch with a biased approach (even though they are not supposed to but it is evident). Just because one korean pro did something well, does not entail an overally nerf to a race (nerfing the ghosts that bad is a nerf to terran late game). IF a zerg or protoss allows a terran to reach 30 ghosts, they are terrible and deserve to lose anyways. (same if, a terran allows the toss to get a perfect deathball without doing any economy damage or allows a zerg to sit on 9 bases without dropping or anything). However, with all that talk, terran is the only race that stands little to no chance for errors in the play whatsoever, (I do realize in BW terran was the hardest race to play, but while you played terran it was not evident that you would lose if you were outplaying your opponent in every aspect of the game.) So, when a terran player finally gets better at the game, do not instantaneously assume it is because the terran race is overpowered. I am assuming people do not even think about maybe how much time a terran player puts into this game, and how much dedication these terran players have had through all this nonsensical debuffing of the race. Everyone who does not play terran should almost be thanking them for actually pulling through and trying to continue playing the race and not jumping on a bandwagon race because it is REALLY GOOD and EASY TO PLAY. It baffles me that everytime I get on TL, people scream that a race is OP, when honestly we (including myself) have no real evidence and are not at the peak of play to even make that assumption.
I understand this post is probably going to be disregarded because half the people here are doing what people do on the internet, flame and troll.
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The biggest problem I see with Ravens is them being Neuraled and then fungle-Hunter seeker your whole infantry batalion
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On February 14 2012 13:53 xUnSeEnx wrote: Storm from toss does something like 150 damage, which basically melts marines and marauders and can easily be cleaned up by a collosus.
I know I'm ignoring the rest of your post, but storm does 80 dmg (20 per sec). It's kind of hard to overlook it when you're out by almost double.
Also, in all of 2011 zerg didn't have the upper hand against terran statistically speaking the entire year. Not once. Surely you should take that into account before attributing bias to Blizzard when nerfing Terran in TvZ.
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