[HOTS] Breaking up the Death Ball - Page 18
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Sandermatt
Switzerland1365 Posts
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Reithan
United States360 Posts
On July 04 2012 16:29 Reithan wrote: IMO, the reason why deathballs are bad and happen in SC2 while they don't in SCBW is the ease in which you can cover and take ground in SC2. In SCBW, if you won a major battle, you still couldn't just push through the map and win, because, and I don't know about actual in-game numbers, but the maps FELT bigger, and each race had better entrenchment options. If you won a major battle you couldn't "Just walk into Mordor", because lurkers, tanks, stronger static defenses (maybe?), and the time it would take your army to arrive at their base, vs the time it would take them to reinforce and WORSE the time it would take YOU to reinforce across the map. Further, due to poorer pathing, your reinforcements might get lost, stuck on terrain, strung out all over, etc. Reinforcing was dangerous and time-consuming to do on the move. Also, a lot of time huge battles made less sense in SCBW because micro was more important. There were more units that could do more with more skill in SCBW. If you took all those units and just threw them in a big ball, that would basically just be you admitting: "I can't micro all this effectively, so I'm just going to group it together and throw it at you and hope you die." When your small groups of units could wage huge upset battles against larger forces, and 'minor' micro wins or losses could affect big swings in battle results, smaller groups of units engaging smaller groups of units was 'safer' for the worse player and more cost efficient and 'better' for the better player. Now, you have units that work better in balls, have no micro to speak of, or very easy micro, and many units that either have NO micro to speak of, or micro that can easily be handled as a group rather than as individuals...so controlling the deathball is simple, and there's no micro advantage to using smaller groups. This is because of microless units like the colossus and the thor, smart-casting on units like templars, ghosts and infestors, and simple-to-use micro on many units like stim and burrow, as well as 'one-use' micro like blink, where you can use it 1 or two times at the start of the battle and then either not much, or not at all after that. Additionally the addition of units that nearly REQUIRE a ball to use does nothing to help this. Like the colossus and many others, some units are just crap by themselves. 1 colossus by itself, or even in a small group is nearly worthless. It's a waste of resources. Put that same colossus + 2-3 more into a huge ball of death though, and it completely powers up your whole army. That's not to say that units shouldn't have synergy...but to have units that are ONLY about synergy and shine most only in deathball situations means that's all you will see. And the sad part is that nothing about this is something you can 'easily' fix. Sure you can bandaid this with pathing changes, or revisions to control group limits and such...but it's design flaws inherent in the game and unit design and balancing. I have to say the 'deathball situation' in sc2 is BY DESIGN. At some point in development, SOMEONE saw the deathball and they thought it was awesome. And so now that's what you have. That's how the game works. Forgot to include a tl;dr: 1. It's too fast and easy to reinforce on the attack. 2. Attacking armies move through armies/bases too quickly due to lack of good positional defensive units that can actually hold ground against attacking units. 3. no point in using smaller groups due to no bonuses to microing small groups due to smartcast and lack of good micro units 4. large groups just as easy to micro/move as small groups 5. some new units require deathball to be at full efficiency (colossus) | ||
Sabu113
United States11048 Posts
Fundamentally Protoss has an army that won't trade well so it needs to protect and buy time for its AoE to be effective. I do have worries about the widow mine if that run in technique is very effective. The november ghost change is evidence how sensitive the balance is in TvP trades. Terran is going to become deathbally as hell if they go mech.... that's just how mech works. Sure terran can do multi drops against toss... but that's as much due to how ridiculously fast medivacs heal drops and how meh slow toss units do in smaller groups against terrans (there's no micro edge you can exploit). Zerg infact got units designed to work in a death ball or needing a death ball... No this op is completely off the mark. All this talk about pathing also misses the fundamental design of the game that will always encourage one race to be more deathbally than the other. | ||
0neder
United States3733 Posts
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Koesader
Netherlands424 Posts
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wcr.4fun
Belgium686 Posts
On July 04 2012 08:04 kineSiS- wrote: SC2 as spectator sport pales in comparison to SC1. There are many reasons for this, more than I care posting. mutalisk micro, scourge micro , dragoon micro, mines versus anything, zealot bombing, dodging lurkers, marines running over lurkers told not to attack, plague hitting tons of units, dark swarm in general, vulture micro, especially the excitement the reaver adds with hit/miss of scarabs, storms versus drones, storms versus anything actually (but drones always gave me a smirk on my face), dozen more probably. | ||
Rabiator
Germany3948 Posts
On July 05 2012 02:44 0neder wrote: Good point Sabu, but pathing/spacing WILL fix things. It's not that all deathballs are inherently bad, it's that they are so concentrated and homogenous that rarely is anything else viable. The problem is that there is no downside to the deathball ... because AoE isnt that strong ... well for most races. Banelings can easily do rather concentrated damage on deathballs (when dropped or undiscovered as mines), Colossi can do rather concentrated fire if there are several of them clumped up. In addition to this Forcefields, Fungal Growth and the "unlimited and free" Broodlings from Broodlords have the capability to "shape the opposing deathball". On the other hand concentrating Siege Tanks is simply stupid and Psi Storms are pretty close range and more or less defensively useful only. Terrans are also unable to "shape an opponents deathball", thus they are disadvantaged from both sides. "Viable" is not an excuse for keeping the deathball. They kill any strategy element (SC2 is supposed to be an RTS) and "forces players" to go for a concentrated attack with all their forces. Only Terrans go for multi-pronged attacks with drops on several bases ... due to their disadvantages I mentioned above. If the other races were "discouraged" from using the deathball we would have more interesting games with action all over the place. So lets ask Blizzard to give Terrans the ability to discourage the deathball by increasing AoE effects by a lot (primarily Siege Tanks) and all those "anti-Siege Tank units" in HotS are fair game. Maybe we would see more air battles in the process as well ... | ||
ysnake
Bosnia-Herzegovina261 Posts
On July 05 2012 05:45 Rabiator wrote: The problem is that there is no downside to the deathball ... because AoE isnt that strong ... well for most races. Banelings can easily do rather concentrated damage on deathballs (when dropped or undiscovered as mines), Colossi can do rather concentrated fire if there are several of them clumped up. In addition to this Forcefields, Fungal Growth and the "unlimited and free" Broodlings from Broodlords have the capability to "shape the opposing deathball". On the other hand concentrating Siege Tanks is simply stupid and Psi Storms are pretty close range and more or less defensively useful only. Terrans are also unable to "shape an opponents deathball", thus they are disadvantaged from both sides. "Viable" is not an excuse for keeping the deathball. They kill any strategy element (SC2 is supposed to be an RTS) and "forces players" to go for a concentrated attack with all their forces. Only Terrans go for multi-pronged attacks with drops on several bases ... due to their disadvantages I mentioned above. If the other races were "discouraged" from using the deathball we would have more interesting games with action all over the place. So lets ask Blizzard to give Terrans the ability to discourage the deathball by increasing AoE effects by a lot (primarily Siege Tanks) and all those "anti-Siege Tank units" in HotS are fair game. Maybe we would see more air battles in the process as well ... That is definitely the wrong way to "fix" death balls. Terrans also have a death ball, it's called mech or sky-terran. More AoE for Siege Tanks? That is DEFINITELY not the way to go, I do not know if you ever encountered Marine/Tank/Medivac with 10+ Siege Tanks guarding their 3rd/4th, Zerg armies evaporate on that. Terran use their multi-pronged attacks for several reasons: - they use Tier 1 units - Stimpack and Marines are very cost efficient when not fighting a huge blob - mobility - the only race with the option to deal damage with ground units and get the hell out of there Why do you think Protoss get a rather strange harassment unit? Because Protoss have no way of harassing cost-efficiently at the moment. Drops are rather pathetic if they can be countered with an army and they have no healing, plus Zealots are melee units. Stalkers cannot be used for harassing. It needs to be unit pathing as a somewhat viable solution. Two days ago, a Terran friend of mine wanted to try a way to counter Brood Lords in the late game by engaging them with Sky Terran. He failed with BCs then he went mass Raven (I mean 15+ Ravens), and my Corruptors evaporated, he told me later "why didn't you split them?" I said "but I did", the problem is, as soon as I gave the orders to attack or cast Corrupt, they go in a huge blob again instead of staying where I wasted so much time and APM to spread them, just a simply move command makes them go in the "deathball" mode. You cannot fix the current deathball style by giving everyone more AoE (or even just Siege Tanks) as even if the players knew what is going to happen if they stack their units, their units will AUTOMATICALLY stack, and there is no APM or gosu control that can prevent that. | ||
Qwyn
United States2779 Posts
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Rabiator
Germany3948 Posts
On July 05 2012 12:29 ysnake wrote: That is definitely the wrong way to "fix" death balls. Terrans also have a death ball, it's called mech or sky-terran. More AoE for Siege Tanks? That is DEFINITELY not the way to go, I do not know if you ever encountered Marine/Tank/Medivac with 10+ Siege Tanks guarding their 3rd/4th, Zerg armies evaporate on that. Terran use their multi-pronged attacks for several reasons: - they use Tier 1 units - Stimpack and Marines are very cost efficient when not fighting a huge blob - mobility - the only race with the option to deal damage with ground units and get the hell out of there Why do you think Protoss get a rather strange harassment unit? Because Protoss have no way of harassing cost-efficiently at the moment. Drops are rather pathetic if they can be countered with an army and they have no healing, plus Zealots are melee units. Stalkers cannot be used for harassing. It needs to be unit pathing as a somewhat viable solution. Two days ago, a Terran friend of mine wanted to try a way to counter Brood Lords in the late game by engaging them with Sky Terran. He failed with BCs then he went mass Raven (I mean 15+ Ravens), and my Corruptors evaporated, he told me later "why didn't you split them?" I said "but I did", the problem is, as soon as I gave the orders to attack or cast Corrupt, they go in a huge blob again instead of staying where I wasted so much time and APM to spread them, just a simply move command makes them go in the "deathball" mode. You cannot fix the current deathball style by giving everyone more AoE (or even just Siege Tanks) as even if the players knew what is going to happen if they stack their units, their units will AUTOMATICALLY stack, and there is no APM or gosu control that can prevent that. Mech is a "deathball" ... thats the best joke I heard in a while. One part of the definition of "ball" requires it to be MOBILE and terran mech is as far from that as possible. Oh and since when has air been viable en masse to form a deathball? I have to agree - on a smaller level - that the pathing needs to be fixed, but your example of an air battle will ALWAYS result in clumped up units. Attack commands always follow a direct route to the target, even with "dynamic unit movement". The only part which that would fix is non-targeted movement, but even that would be an immense help. I would disagree with you on that Terran is the only race with the potential to deal significant damage with a small strike force (drop play). Baneling drops are VERY efficient, but no one does them anymore; Storm drops can also annihilate a worker line, but no one does them anymore; double Immortal drop can surely kill a building or two before a Terran opponent can be back to defend against that, but no one does them anymore. "Getting the hell out of there" isnt an intrinsic part of a multi-pronged attack; its a bonus but only really necessary if you are NOT assaulting your opponent with a much larger force elsewhere. If you are barreling down the front door it is perfectly acceptable to have a suicide platoon in the back. Why dont the other races do those multi-pronged attacks? Because they have methods to "shape their opponents army" with either Force Field or Fungal Growth, they simply DONT NEED TO. Terrans HAVE TO do those multi-pronged attacks to stand a chance of winning and if you go mech you cant really do that well (with unupgraded Marines and without Marauders). Strengthening the Terran capability to kill a deathball would help immensely to balance the "required strategies" for the races. To make a long story short: The siege tank damage must be increased ... by A LOT (50+%) just so you arent totally screwed as mech player when your whole army gets easily overrun by a bunch of rather cheap Zerglings or whatnot. Increased damage also means more friendly fire. As an alternative Blizzard could - finally - remove friendly fire from the Siege Tank instead ... Friendly fire is one reason why mech is NOT VIABLE IMO. This increased damage potential would allow a Terran to spread his tanks much more and thus make the new "anti-expensive-unit" units from HotS more balanced. If the tank remains unchanged they are totally breaking mech with tanks ... | ||
StriderDoom
United States17 Posts
On July 05 2012 16:28 Rabiator wrote: To make a long story short: The siege tank damage must be increased ... by A LOT (50+%) just so you arent totally screwed 0_o ... i dont even... you cant be serious? | ||
Qwyn
United States2779 Posts
On July 05 2012 16:52 StriderDoom wrote: 0_o ... i dont even... you cant be serious? He's perhaps exaggerating the necessary change, but yes siege tank damage could return to what it was at the beginning the game or even to something more along the lines of BW with this change/collision modifications. | ||
iky43210
United States2099 Posts
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Qwyn
United States2779 Posts
On July 05 2012 17:15 iky43210 wrote: siege tank is in a not so great spot right now. TvT are going toward full bio builds again and same for TvZ. tank are still nowhere to be spotted in TvP I find it interesting that all the nerfs to siege tanks are actually due to the pathing system Blizzard implemented, lol. It's not a unit design choice. That's why the warhound is in dev, as a unit response. But the tank will be hindered for as long as this pathing system remains in place. Actually, the more you think about it, all of Blizzard's decisions revolve around this, lol. All the nerfs, - everything. And so they implement a unit which spawns "broodlings" instead of a proper AOE unit like the zerg need. They nerf siege tanks. They nerf hellions. And units like banelings are restricted by design, lol. | ||
submarine
Germany290 Posts
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ysnake
Bosnia-Herzegovina261 Posts
On July 05 2012 16:28 Rabiator wrote: Mech is a "deathball" ... thats the best joke I heard in a while. One part of the definition of "ball" requires it to be MOBILE and terran mech is as far from that as possible. Oh and since when has air been viable en masse to form a deathball? I have to agree - on a smaller level - that the pathing needs to be fixed, but your example of an air battle will ALWAYS result in clumped up units. Attack commands always follow a direct route to the target, even with "dynamic unit movement". The only part which that would fix is non-targeted movement, but even that would be an immense help. I would disagree with you on that Terran is the only race with the potential to deal significant damage with a small strike force (drop play). Baneling drops are VERY efficient, but no one does them anymore; Storm drops can also annihilate a worker line, but no one does them anymore; double Immortal drop can surely kill a building or two before a Terran opponent can be back to defend against that, but no one does them anymore. "Getting the hell out of there" isnt an intrinsic part of a multi-pronged attack; its a bonus but only really necessary if you are NOT assaulting your opponent with a much larger force elsewhere. If you are barreling down the front door it is perfectly acceptable to have a suicide platoon in the back. Why dont the other races do those multi-pronged attacks? Because they have methods to "shape their opponents army" with either Force Field or Fungal Growth, they simply DONT NEED TO. Terrans HAVE TO do those multi-pronged attacks to stand a chance of winning and if you go mech you cant really do that well (with unupgraded Marines and without Marauders). Strengthening the Terran capability to kill a deathball would help immensely to balance the "required strategies" for the races. To make a long story short: The siege tank damage must be increased ... by A LOT (50+%) just so you arent totally screwed as mech player when your whole army gets easily overrun by a bunch of rather cheap Zerglings or whatnot. Increased damage also means more friendly fire. As an alternative Blizzard could - finally - remove friendly fire from the Siege Tank instead ... Friendly fire is one reason why mech is NOT VIABLE IMO. This increased damage potential would allow a Terran to spread his tanks much more and thus make the new "anti-expensive-unit" units from HotS more balanced. If the tank remains unchanged they are totally breaking mech with tanks ... If that is your definition of a "ball", then Brood Lords definitely don't fit in that category. I do agree that tanks should have a Hold Fire action, as then the Terran players could Hold Fire and manually target down the Infestors/Banelings with Siege Tanks when Brood Lords come in action. Although, the overexaggeration of your Siege Tank damage is ridiculous. First off, your Siege Tanks should NEVER and again I say NEVER all die to Zerglings, simply because you have Hellions, which you should have a bunch anyhow, as Minerals are not the problem for Mech Terran and they act as a good fodder to keep the Zerg Roaches away from your Siege Tanks and Thors. If, however, the Zerg decides to mass up Zerglings (which is quite ridiculous, since Siege Tanks 1 shot Zerglings and Hellions are a direct counter), you should just put your Hellions near your Siege Tanks and problem solved. You will lose some Siege Tanks but Zerg will lose all of its Zerglings, not a fair trade. I am not saying that multi-pronged attacks should be nerfed or something, no way. Some of us players dislike the fact that everything dies too fucking fast, and I am amongst those players. 3/3 drops do ridiculous damage, but that's the point of upgrading them, to do more damage. And to answer your question, you do see Storm drops (heck, I play Zerg and I still see them), but you do not see Baneling drops as they are quite a risky investment (investing 300 gas in that when it can be used elsewhere, since when you do get the drops, gas becomes VERY VERY important for Zerg). The fact that Siege Tanks have friendly fire is because Terran has no melee units, especially in mid-game, end-game could use that Hold Fire ability, we all know that. | ||
honed
Canada482 Posts
On July 05 2012 17:52 submarine wrote: I would like to see a hold-fire command for tanks. You would be able to still use tanks as zone control in late game TvZ against broodlord infestor armys. It would also make them a bit more useful in TvP because you could use them to snipe key targets like HTs on demand. You could time the first shot. Right now tanks waste their first shots on the first target in sight, and you can't prevent that. worst idea ever. the siege tank ai is already really good. no overkill and you can target fire if you have sight anyways | ||
iky43210
United States2099 Posts
On July 05 2012 21:02 honed wrote: worst idea ever. the siege tank ai is already really good. no overkill and you can target fire if you have sight anyways I don't see how having a hold fire is worst idea ever, its optional. What he means is that, although you can target fire if you have sight, you cannot control that first shot as it will always hit the first ling that enters the zone. Would be nice being able to control when to attack and what to attack first It will also give you an option of having a hold line against broodlings, and not have your entire army evaporate from friendly fire | ||
AsymptoticClimax
United Kingdom249 Posts
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SharkBait
United States36 Posts
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