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TLPD Winrates May 2012 - Page 19

Forum Index > SC2 General
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Wyk
Profile Joined March 2011
314 Posts
Last Edited: 2012-06-07 17:32:22
June 07 2012 17:32 GMT
#361
What seems odd is the fact that protoss and zerg players have an aoe damage spell castable with 75 energy. The equivalent for terran is 125 energy, coming from a unit that is 100/200 cost [...]
edit: and lets face it, even with the speed buff, hsm is shit
Esk23
Profile Joined July 2011
United States447 Posts
June 07 2012 17:32 GMT
#362
Yeah Blizzard contradicts themselves talking about Terran early/midgame advantage then nerfing that advantage for Terran, while Terran is already behind in the late game vs Protoss/Zerg lololol.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 07 2012 17:33 GMT
#363
On June 08 2012 02:25 AKomrade wrote:
It would be nice to not have to have a unit composition of EVERY FUCKING TERRAN UNIT IN THE GAME late game in order to have a chance to win.

Changes to warpgates and the removal of the P upgrade buffs and medivac movement nerfs would go a very long way with very little (relative) effort though.

52% win rate hardly qualifies as "dominating" Protoss, btw.


It comes dangerously close to even, I dare say. We can only hope it stays that way.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Esk23
Profile Joined July 2011
United States447 Posts
June 07 2012 17:33 GMT
#364
On June 08 2012 02:32 Wyk wrote:
What seems odd is the fact that protoss and zerg players have an aoe damage spell castable with 75 energy. The equivalent for terran is 125 energy, coming from a unit that is 100/200 cost [...]
edit: and lets face it, even with the speed buff, hsm is shit


Terran has EMP too that's AOE and causes damage to Protoss shields... but then again it was nerfed to shit and is NOT as good as storm or fungle.
AxionSteel
Profile Joined January 2011
United States7754 Posts
June 07 2012 17:34 GMT
#365
On June 08 2012 02:29 skiersteve wrote:
high master terran here, people complain about toss late game because the amount of aoe is hard to deal with but protoss can be easily killed in the mid game and if going for a fast third they can be killed even easier, also all ins still work vs P so you can catch them off guard, the late game is still winable its just hard due to warp gates, and the fact that you have to get really good emps off and have good positing, all in all toss late game is hard but the matchup all round id say is 50/50, the problem with zerg is that like everyone else has said is that they can take a third un contested drone to 70ish drones or more with barley any units get a insane econ and from there on their macro is just out of control , the main build for terran is 1rax fe with banshees or hellions or both, and both of these can be handled with by just queens and a few lings, terran mid game virtually doesnt exist any more and has to try win the game with a close to max army and just non stop harrass from there on but as soon as t3 is out for the zerg is just becomes so god dam hard, and of course not forgetting the insane amount of creep becuase of the 4 queen opener just slows down pushes so much .. bio tank really doesnt seem to good as of late :/ and mech just seems better in every way :/


Pretty much agree with that comparison of TVz and tvp.
Dzerzhinsky
Profile Joined March 2011
Scotland327 Posts
June 07 2012 17:34 GMT
#366
On June 08 2012 02:02 KingAce wrote:
I thought terrans were complaining about protoss? As it turns out it's zerg that is demolishing them. In anycase seeing as the history of those graphs shows terran on top pretty much every month, I am skeptical that anything needs to be changed atm. Terran is still a race with strong tools.

Protoss have always done better against Terran on ladder than they have at the pro level. Even at the peak of 1/1/1 when Protoss was getting pushed out of Code S completely, Blizzard released stats showing that they had a positive PvT winrate on ladder.
"All science would be superfluous if the outward appearance and the essence of things coincided directly."
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
June 07 2012 17:34 GMT
#367
I think Terran deserves a frowny face here
:[
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Berceno
Profile Joined May 2012
Spain401 Posts
Last Edited: 2012-06-07 17:37:03
June 07 2012 17:36 GMT
#368
On June 08 2012 02:28 biology]major wrote:
people don't really understand the value of the queen buff, that extra range means more than just defending "all ins". They get a free 3rd at 4-5 minutes. Watch any high level stream, you will see zerg have third done by the time the terran scouts it with hellions after cc first --> hellions. It is completely free. This means reaching that super strong lategame is 10x easier, and thus these tvz statistics will only get worse in the next patch. There is absolutely no way for terran to punish a greedy third without some super all in, and even then its hard. Combine this with the fact that the new overlord is stupidly fast, zerg will know every single thing you are doing, aggression or not.

Basically the tvz statistics will be even worse next month


Welcome to the PVZ game style, but we should wait till next month
protoss living in da ghetto
canikizu
Profile Joined September 2010
4860 Posts
June 07 2012 17:40 GMT
#369
On June 08 2012 02:33 Esk23 wrote:
Show nested quote +
On June 08 2012 02:32 Wyk wrote:
What seems odd is the fact that protoss and zerg players have an aoe damage spell castable with 75 energy. The equivalent for terran is 125 energy, coming from a unit that is 100/200 cost [...]
edit: and lets face it, even with the speed buff, hsm is shit


Terran has EMP too that's AOE and causes damage to Protoss shields... but then again it was nerfed to shit and is NOT as good as storm or fungle.

EMP is a niche spells that can break or fail the game. For example, if the zealot has 50 shield, then emp can deal 50 damage, but if your marines accidentally hit the zealot, and zealot only have 10 shield, then emp can only deal 10 damage. That's why EMP can only do full damage in the beginning of the battle only, while infestors/HT can do damage throughout the battle. So, a full energy ghost in the end of the battle is almost useless, while a full energy HT/infestor in the end of the battle can clean up everything nicely.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 07 2012 17:41 GMT
#370
On June 08 2012 02:33 Esk23 wrote:
Show nested quote +
On June 08 2012 02:32 Wyk wrote:
What seems odd is the fact that protoss and zerg players have an aoe damage spell castable with 75 energy. The equivalent for terran is 125 energy, coming from a unit that is 100/200 cost [...]
edit: and lets face it, even with the speed buff, hsm is shit


Terran has EMP too that's AOE and causes damage to Protoss shields... but then again it was nerfed to shit and is NOT as good as storm or fungle.


And terran has access to the more AOEs than the other two races. Also, why does EMP and fungal reveal cloaked units, but storm does not? Why are storm and fungal damage over time and EMP and HSM is not? Why are infestors huge and easy to click on, why ghosts are tiny and hard to click on?

We can do this all day. Each of the races are different and their ability do not need to be exactly the same.

I have the Honor to be your Obedient Servant, P.6
TL+ Member
AKomrade
Profile Blog Joined March 2010
United States582 Posts
June 07 2012 17:41 GMT
#371
On June 08 2012 02:33 Plansix wrote:
Show nested quote +
On June 08 2012 02:25 AKomrade wrote:
It would be nice to not have to have a unit composition of EVERY FUCKING TERRAN UNIT IN THE GAME late game in order to have a chance to win.

Changes to warpgates and the removal of the P upgrade buffs and medivac movement nerfs would go a very long way with very little (relative) effort though.

52% win rate hardly qualifies as "dominating" Protoss, btw.


It comes dangerously close to even, I dare say. We can only hope it stays that way.

Thats fair.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
Berceno
Profile Joined May 2012
Spain401 Posts
June 07 2012 17:42 GMT
#372
On June 08 2012 02:40 canikizu wrote:
Show nested quote +
On June 08 2012 02:33 Esk23 wrote:
On June 08 2012 02:32 Wyk wrote:
What seems odd is the fact that protoss and zerg players have an aoe damage spell castable with 75 energy. The equivalent for terran is 125 energy, coming from a unit that is 100/200 cost [...]
edit: and lets face it, even with the speed buff, hsm is shit


Terran has EMP too that's AOE and causes damage to Protoss shields... but then again it was nerfed to shit and is NOT as good as storm or fungle.

EMP is a niche spells that can break or fail the game. For example, if the zealot has 50 shield, then emp can deal 50 damage, but if your marines accidentally hit the zealot, and zealot only have 10 shield, then emp can only deal 10 damage. That's why EMP can only do full damage in the beginning of the battle only, while infestors/HT can do damage throughout the battle. So, a full energy ghost in the end of the battle is almost useless, while a full energy HT/infestor in the end of the battle can clean up everything nicely.


You forgot to say that in the middle of the battle the only race that heals is terran
protoss living in da ghetto
DarkPlasmaBall
Profile Blog Joined March 2010
United States45177 Posts
June 07 2012 17:44 GMT
#373
On June 08 2012 02:41 Plansix wrote:
Show nested quote +
On June 08 2012 02:33 Esk23 wrote:
On June 08 2012 02:32 Wyk wrote:
What seems odd is the fact that protoss and zerg players have an aoe damage spell castable with 75 energy. The equivalent for terran is 125 energy, coming from a unit that is 100/200 cost [...]
edit: and lets face it, even with the speed buff, hsm is shit


Terran has EMP too that's AOE and causes damage to Protoss shields... but then again it was nerfed to shit and is NOT as good as storm or fungle.


And terran has access to the more AOEs than the other two races. Also, why does EMP and fungal reveal cloaked units, but storm does not? Why are storm and fungal damage over time and EMP and HSM is not? Why are infestors huge and easy to click on, why ghosts are tiny and hard to click on?

We can do this all day. Each of the races are different and their ability do not need to be exactly the same.



+1 to this. I think we need to nip this in the bud.

I don't want to go back and forth about ghosts vs. high templar vs. infestors again for the trillionth time >.< It won't solve anything.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Treva
Profile Blog Joined June 2010
United States533 Posts
June 07 2012 17:44 GMT
#374
I personally don't really look too much into this kind of info. when there was a patch that was implemented about halfway through. I think next month's numbers will be much more accurate in determining how win rates are doing for this current patch. Still these graphs are always cool to look at, thanks for making them.
Live it up.
Mehukannu
Profile Joined October 2010
Finland421 Posts
June 07 2012 17:47 GMT
#375
On June 08 2012 02:42 Berceno wrote:
Show nested quote +
On June 08 2012 02:40 canikizu wrote:
On June 08 2012 02:33 Esk23 wrote:
On June 08 2012 02:32 Wyk wrote:
What seems odd is the fact that protoss and zerg players have an aoe damage spell castable with 75 energy. The equivalent for terran is 125 energy, coming from a unit that is 100/200 cost [...]
edit: and lets face it, even with the speed buff, hsm is shit


Terran has EMP too that's AOE and causes damage to Protoss shields... but then again it was nerfed to shit and is NOT as good as storm or fungle.

EMP is a niche spells that can break or fail the game. For example, if the zealot has 50 shield, then emp can deal 50 damage, but if your marines accidentally hit the zealot, and zealot only have 10 shield, then emp can only deal 10 damage. That's why EMP can only do full damage in the beginning of the battle only, while infestors/HT can do damage throughout the battle. So, a full energy ghost in the end of the battle is almost useless, while a full energy HT/infestor in the end of the battle can clean up everything nicely.


You forgot to say that in the middle of the battle the only race that heals is terran

All zerg units have regeneration.
C=('. ' Q)
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 07 2012 17:48 GMT
#376
On June 08 2012 02:42 Berceno wrote:
Show nested quote +
On June 08 2012 02:40 canikizu wrote:
On June 08 2012 02:33 Esk23 wrote:
On June 08 2012 02:32 Wyk wrote:
What seems odd is the fact that protoss and zerg players have an aoe damage spell castable with 75 energy. The equivalent for terran is 125 energy, coming from a unit that is 100/200 cost [...]
edit: and lets face it, even with the speed buff, hsm is shit


Terran has EMP too that's AOE and causes damage to Protoss shields... but then again it was nerfed to shit and is NOT as good as storm or fungle.

EMP is a niche spells that can break or fail the game. For example, if the zealot has 50 shield, then emp can deal 50 damage, but if your marines accidentally hit the zealot, and zealot only have 10 shield, then emp can only deal 10 damage. That's why EMP can only do full damage in the beginning of the battle only, while infestors/HT can do damage throughout the battle. So, a full energy ghost in the end of the battle is almost useless, while a full energy HT/infestor in the end of the battle can clean up everything nicely.


You forgot to say that in the middle of the battle the only race that heals is terran


Which works automatically and has a reasonable level of auto targeting to more valuable units. And the only ability that can be use on two seperate units with a single action(stim). They also have the only production that auto optimises(tech lab vs reactor) when you have both buildings hotkeyed.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
s3rp
Profile Joined May 2011
Germany3192 Posts
June 07 2012 17:48 GMT
#377
On June 08 2012 02:42 Berceno wrote:
Show nested quote +
On June 08 2012 02:40 canikizu wrote:
On June 08 2012 02:33 Esk23 wrote:
On June 08 2012 02:32 Wyk wrote:
What seems odd is the fact that protoss and zerg players have an aoe damage spell castable with 75 energy. The equivalent for terran is 125 energy, coming from a unit that is 100/200 cost [...]
edit: and lets face it, even with the speed buff, hsm is shit


Terran has EMP too that's AOE and causes damage to Protoss shields... but then again it was nerfed to shit and is NOT as good as storm or fungle.

EMP is a niche spells that can break or fail the game. For example, if the zealot has 50 shield, then emp can deal 50 damage, but if your marines accidentally hit the zealot, and zealot only have 10 shield, then emp can only deal 10 damage. That's why EMP can only do full damage in the beginning of the battle only, while infestors/HT can do damage throughout the battle. So, a full energy ghost in the end of the battle is almost useless, while a full energy HT/infestor in the end of the battle can clean up everything nicely.


You forgot to say that in the middle of the battle the only race that heals is terran


Only Bio units though unless you bring a shitton of worker and they for some strange reason don't get instagibbed by AOE.
Quotidian
Profile Joined August 2010
Norway1937 Posts
June 07 2012 17:48 GMT
#378
On June 08 2012 02:25 GinDo wrote:
Show nested quote +
On June 08 2012 02:03 Quotidian wrote:
+ Show Spoiler +
On June 07 2012 23:55 chuscorral wrote:
Show nested quote +
On June 07 2012 23:46 chuscorral wrote:
I play Zerg.
I think Queen range and Ovi Speed is good for ZvZ and make more solid the others macthes. But i think that Blizzar as gone to far with some Terran nerfs.
Ghost i think must return to original statistics, just make Ultra inmune to snipe, it,s alredy inmune to fungal rooting and more things. Terran alredy have the marauder in the barracks.
Also now that maps are bigger i think that the nerfs to early game where excesive. Macro like crazy till 2 bases are saturated is boring...
maybe a reaper buff??
I expect some form of arrasement for zerg before muta also, now you only can macro or allin. With zerg fast tech is allin.




Ah also i forget ravens. Terran has to make ravens,
Dont talk me about the gas!! I agree that Raven is expensive early to mid-game. But Terran floats tons of gas lategame, and they need minerals for marines. I think the raven is needed to figth the creep. I know zerg creep has exploded with 4 queens, and it can reach Terran base, but one raven on 3 bases>>>>>>>7 scans...



Ravens are really, really good if you can get them and they have time to build up enough energy. I used to have a lot of success with a mech opening that had 3 starports and a few ravens a while before the BLs were out. It was great, lategame tvz was fun, I could hold tech switches etc. Then zergs collectively seemed to suddenly have figured out every vulnerable timing with mech, and I'd get overrun by roaches long before I got a good enough army to defend 3-4 bases.


On June 08 2012 00:53 Noocta wrote:
Show nested quote +
On June 08 2012 00:43 avilo wrote:
I sense them reverting the queen change very soon.


They wont do that.
Blizzard don't think like that.

Queen buff was too much ? Let's buff something for Terran instead of doing the smart thing on reverting what caused the problem. "


"We generally haven’t reverted changes in the past, but at the same time, we’re not afraid to revert changes when we feel that we’ve made a mistake."

Patch 1.3.3, talking about the Thor energy bar revert..

so historically they've reverted changes, even though putting energy back on the Thor was an incredibly ill-conceived move


I'm hoping for a Tank revert . 60dmg vs. Armored plz.


they should just remove the modifier. Or change the tank to a 2 food unit like it was in BW. Or both...
SiroKO
Profile Joined February 2012
France721 Posts
June 07 2012 17:48 GMT
#379
Next month Zerg with an over 60% win ratio, and ZvT at 65% for Zerg.
I'm calling it.

2 years after sc2 release, the game is more imbalanced than it has ever been.
Blizzard failed miserably.



Our envy always last longer than the happiness of those we envy
s3rp
Profile Joined May 2011
Germany3192 Posts
June 07 2012 17:51 GMT
#380
On June 08 2012 02:48 Quotidian wrote:
Show nested quote +
On June 08 2012 02:25 GinDo wrote:
On June 08 2012 02:03 Quotidian wrote:
+ Show Spoiler +
On June 07 2012 23:55 chuscorral wrote:
Show nested quote +
On June 07 2012 23:46 chuscorral wrote:
I play Zerg.
I think Queen range and Ovi Speed is good for ZvZ and make more solid the others macthes. But i think that Blizzar as gone to far with some Terran nerfs.
Ghost i think must return to original statistics, just make Ultra inmune to snipe, it,s alredy inmune to fungal rooting and more things. Terran alredy have the marauder in the barracks.
Also now that maps are bigger i think that the nerfs to early game where excesive. Macro like crazy till 2 bases are saturated is boring...
maybe a reaper buff??
I expect some form of arrasement for zerg before muta also, now you only can macro or allin. With zerg fast tech is allin.




Ah also i forget ravens. Terran has to make ravens,
Dont talk me about the gas!! I agree that Raven is expensive early to mid-game. But Terran floats tons of gas lategame, and they need minerals for marines. I think the raven is needed to figth the creep. I know zerg creep has exploded with 4 queens, and it can reach Terran base, but one raven on 3 bases>>>>>>>7 scans...



Ravens are really, really good if you can get them and they have time to build up enough energy. I used to have a lot of success with a mech opening that had 3 starports and a few ravens a while before the BLs were out. It was great, lategame tvz was fun, I could hold tech switches etc. Then zergs collectively seemed to suddenly have figured out every vulnerable timing with mech, and I'd get overrun by roaches long before I got a good enough army to defend 3-4 bases.


On June 08 2012 00:53 Noocta wrote:
Show nested quote +
On June 08 2012 00:43 avilo wrote:
I sense them reverting the queen change very soon.


They wont do that.
Blizzard don't think like that.

Queen buff was too much ? Let's buff something for Terran instead of doing the smart thing on reverting what caused the problem. "


"We generally haven’t reverted changes in the past, but at the same time, we’re not afraid to revert changes when we feel that we’ve made a mistake."

Patch 1.3.3, talking about the Thor energy bar revert..

so historically they've reverted changes, even though putting energy back on the Thor was an incredibly ill-conceived move


I'm hoping for a Tank revert . 60dmg vs. Armored plz.


they should just remove the modifier. Or change the tank to a 2 food unit like it was in BW. Or both...


I think what would be a nice change is to make it possible for tanks to not shoot when commanded. Its impossible to never FF with tanks they will allway shoot if something is in range even if shooting at it is retarded.
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