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Call To Action: Balance Testing TvZ. - Page 49

Forum Index > SC2 General
1619 CommentsPost a Reply
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Nourek
Profile Joined February 2011
Germany188 Posts
August 10 2012 18:55 GMT
#961
On August 11 2012 03:02 TheDwf wrote:
Show nested quote +
On August 11 2012 02:56 convention wrote:
On August 11 2012 02:49 TerranosauresWrecks wrote:
I think blizzard might need to own up to there mistakes last patch and maybe nerf the overlord speed a bit or something or maybe buff the raven mor significantly than a speed buff. As is it right now all inning a zerg is pretty tough, I think if they nerfed overlord speed just a tad it might leave a bit more room for all ins and make the zerg less greedy. Buffing the raven would make it so you can get this unit that can deny creep but also actually be good mid and late game. Buffing raven speed is nice, but I don't ever remember being in a game and wishing the raven moved a bit faster, I don't think it will make a difference. Creep spread is a nice general nerf but I think it's something that is going to need a lot of research to determine if it's actually balanced or not.

I think the overlord buff can be "fixed" by mapmakers. We are still using maps which were built when zerg scouting was awful, so they were given places for the overlords to watch ramps without being attacked, or free airspace to hide behind the gas geysers, and good locations to keep an overlord safe before sacrificing the overlord. If maps took out those safe places, or took out some of them, then zerg will go back to the old scouting. That makes zerg a little bit more worried and forces units away from drones to be safer and to have a strong map presence.

100% true, for instance the Cloud Kingdom Overlord spot is absolutely ridiculous.

I don't think removing any safe spots to park an overlord before flying it in would be good balance wise. However I think that those spots that allow you to easily and safely scout any units moving out could probably go.
TheDwf
Profile Joined November 2011
France19747 Posts
August 10 2012 19:02 GMT
#962
On August 11 2012 03:55 Nourek wrote:
I don't think removing any safe spots to park an overlord before flying it in would be good balance wise. However I think that those spots that allow you to easily and safely scout any units moving out could probably go.

Yes, I'm saying the same thing as you.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
August 10 2012 19:09 GMT
#963
Maybe they could reduce overlord vision range by 1. Would rebalance the scouting capabilities and also prevent some of the powerful map control the zerg gets when they spread overlords around. That is, if we go by the assumption zerg scouting and map control is a problem.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
MasterFischer
Profile Joined August 2009
Denmark836 Posts
August 10 2012 19:11 GMT
#964
On August 11 2012 03:04 Shiori wrote:
Show nested quote +
On August 11 2012 02:13 Plansix wrote:
On August 11 2012 02:04 TheDwf wrote:
On August 11 2012 01:50 Aurrora wrote:
I've seen a game where 4 helions, ran by 4 queens and a spine, and killed 8 drones. The queens shot at them as they went by but queens still tickle helions. The only way the queens are going to do any real damage is if theyre blocking them from moving forward. I think it was idra vs demuslim on idra's stream where it happened.

Wow, 4 hellions killed 8 drones, so what? Time to press SDDDDDDDD and build even more drones I guess?


And then the terran can go double e-bay and get those beefy upgrades because thats 8 larva that arn't going to be units. Then press MMMMMMMMMMMMMMM and get all the +1 marines.

Is this really a discussion people need to be having? You are both masters level, time to make a custom game and settle this once and for all.

The point is that losing Drones for cost against Hellions isn't worth it, because opening Hellions requires a Factory + Reactor, which implies certain things about the Terran's production, and, furthermore, costs them gas. A Zerg who remakes 8 Drones off 3 base is fine because they know the Terran just lost all their map control, will have smaller bio, and a later third.

The idea that forcing Zerg to make units instead of Drones is damage is actually just completely false, because it costs the other races just as much (if not more) as the Zerg to actually put on pressure to begin with. Whether or not it forces the Zerg to do something doesn't matter, because the aggressor also had to sacrifice. The real problem is that if nobody pressures, Zerg is ahead. If the non-Zerg pressures and it doesn't work, the aggressor is behind. Do you not see why it's a problem when Blizzard keeps nerfing any pressure that they perceive is "too reliable"? There need to be pressures which work every time, because a situation with no pressure means Zerg gets super ahead.

It's not even a matter of Zerg's lategame being way better than anyone else's. It's that they get there way earlier because they can play so much greedier without it being risky. I can't triple Nexus against Zerg no matter what they do. There's no way I'm going to get to MS/Archon/Colossus/Carrier/Void Ray with 3/3 upgrades before a Zerg gets their mega composition. That's the problem. The other races are required to slow Zerg down somehow, which is fine, but every time they find out a way that actually works, it gets nerfed because it's too reliable. Well, uh, how are we supposed to slow Zerg down if we have to rely on the element of surprise every game?


I completely agree with this. You hit the nail on the head in TvZ. This mu is seriously fked up to begin with.... It's ridiculous that while Terrans have to slow zerg down, we are given no increments or tools to do this, other than having pro-level macro and micro, we MIGHT pull off some 1 og 2base timing or all-in to kill the greedy zerg... but if thats fail.. we are done.

If we fail macro at third base or dont deny crepe fast enough, we are done.

Basically every match gets forced into a long game, where zerg usually wins the lategame anyway... unless u want to pressure the zerg, in which case u auto lose in most cases anyway.. unless the zerg is just bad....

GG BLIZZARD

Zerg is currently the only race, not able to be punished properly for being greedy, without having MKP and Taeja level micro and macro.... How is that not wrong lol :d


User was warned for this post
WHO is this who speaks to me as though I needed his advice?
MasterFischer
Profile Joined August 2009
Denmark836 Posts
August 10 2012 19:16 GMT
#965
It's like... in order to beat a GM zerg, you need to be pro.

In order to beat a master zerg, you need to be entry level or higher GM

In order to beat a diamond zerg, you need to be master..

and so on
WHO is this who speaks to me as though I needed his advice?
Aurrora
Profile Joined November 2010
43 Posts
August 10 2012 19:25 GMT
#966
On August 11 2012 03:55 Nourek wrote:
Show nested quote +
On August 11 2012 03:02 TheDwf wrote:
On August 11 2012 02:56 convention wrote:
On August 11 2012 02:49 TerranosauresWrecks wrote:
I think blizzard might need to own up to there mistakes last patch and maybe nerf the overlord speed a bit or something or maybe buff the raven mor significantly than a speed buff. As is it right now all inning a zerg is pretty tough, I think if they nerfed overlord speed just a tad it might leave a bit more room for all ins and make the zerg less greedy. Buffing the raven would make it so you can get this unit that can deny creep but also actually be good mid and late game. Buffing raven speed is nice, but I don't ever remember being in a game and wishing the raven moved a bit faster, I don't think it will make a difference. Creep spread is a nice general nerf but I think it's something that is going to need a lot of research to determine if it's actually balanced or not.

I think the overlord buff can be "fixed" by mapmakers. We are still using maps which were built when zerg scouting was awful, so they were given places for the overlords to watch ramps without being attacked, or free airspace to hide behind the gas geysers, and good locations to keep an overlord safe before sacrificing the overlord. If maps took out those safe places, or took out some of them, then zerg will go back to the old scouting. That makes zerg a little bit more worried and forces units away from drones to be safer and to have a strong map presence.

100% true, for instance the Cloud Kingdom Overlord spot is absolutely ridiculous.

I don't think removing any safe spots to park an overlord before flying it in would be good balance wise. However I think that those spots that allow you to easily and safely scout any units moving out could probably go.


or maybe lifting a building and killing the overlord? so innovative....
lorestarcraft
Profile Joined April 2011
United States1049 Posts
August 10 2012 19:30 GMT
#967
On August 11 2012 04:16 MasterFischer wrote:
It's like... in order to beat a GM zerg, you need to be pro.

In order to beat a master zerg, you need to be entry level or higher GM

In order to beat a diamond zerg, you need to be master..

and so on


Zerg is the Easy Button race right now. But Terrans have been playing like trash since beta.
SC2 Mapmaker
TheDwf
Profile Joined November 2011
France19747 Posts
August 10 2012 19:44 GMT
#968
On August 11 2012 04:25 Aurrora wrote:
or maybe lifting a building and killing the overlord? so innovative....

Yeah, you try that on CK and you tell me a) if the Overlord dies b) if it does not mess up so bad your build order that it's simply not worth it. Not to mention that's not possible against Zergs taking early gas since you can't afford to lose your 2/3 Marines if he goes ~20 Speedlings or bane bust. But thanks for input, obviously we never thought about trying to kill those Overlords with flying Barracks!
aksfjh
Profile Joined November 2010
United States4853 Posts
August 10 2012 20:26 GMT
#969
On August 11 2012 03:04 Shiori wrote:
Show nested quote +
On August 11 2012 02:13 Plansix wrote:
On August 11 2012 02:04 TheDwf wrote:
On August 11 2012 01:50 Aurrora wrote:
I've seen a game where 4 helions, ran by 4 queens and a spine, and killed 8 drones. The queens shot at them as they went by but queens still tickle helions. The only way the queens are going to do any real damage is if theyre blocking them from moving forward. I think it was idra vs demuslim on idra's stream where it happened.

Wow, 4 hellions killed 8 drones, so what? Time to press SDDDDDDDD and build even more drones I guess?


And then the terran can go double e-bay and get those beefy upgrades because thats 8 larva that arn't going to be units. Then press MMMMMMMMMMMMMMM and get all the +1 marines.

Is this really a discussion people need to be having? You are both masters level, time to make a custom game and settle this once and for all.

The point is that losing Drones for cost against Hellions isn't worth it, because opening Hellions requires a Factory + Reactor, which implies certain things about the Terran's production, and, furthermore, costs them gas. A Zerg who remakes 8 Drones off 3 base is fine because they know the Terran just lost all their map control, will have smaller bio, and a later third.

The idea that forcing Zerg to make units instead of Drones is damage is actually just completely false, because it costs the other races just as much (if not more) as the Zerg to actually put on pressure to begin with. Whether or not it forces the Zerg to do something doesn't matter, because the aggressor also had to sacrifice. The real problem is that if nobody pressures, Zerg is ahead. If the non-Zerg pressures and it doesn't work, the aggressor is behind. Do you not see why it's a problem when Blizzard keeps nerfing any pressure that they perceive is "too reliable"? There need to be pressures which work every time, because a situation with no pressure means Zerg gets super ahead.

It's not even a matter of Zerg's lategame being way better than anyone else's. It's that they get there way earlier because they can play so much greedier without it being risky. I can't triple Nexus against Zerg no matter what they do. There's no way I'm going to get to MS/Archon/Colossus/Carrier/Void Ray with 3/3 upgrades before a Zerg gets their mega composition. That's the problem. The other races are required to slow Zerg down somehow, which is fine, but every time they find out a way that actually works, it gets nerfed because it's too reliable. Well, uh, how are we supposed to slow Zerg down if we have to rely on the element of surprise every game?

It's usually just 2 base Zerg when that happens. But yea, the biggest threat Zerg had was a surprise 2 factory mass hellion build, but it cut so many marines that even old overlords could catch a glimpse of the immensely dedicated harass build.
Crow!
Profile Joined September 2011
United States150 Posts
August 10 2012 20:27 GMT
#970
The special help-zerg-only map features which are pretty much standard on maps these days seem odd to me, when everyone freaks out if a map has features which Terrans can take advantage of marginally more than the other races can.
Shiori
Profile Blog Joined July 2011
3815 Posts
August 10 2012 20:28 GMT
#971
It should also be noted that most of those all-ins Zergs had troubled spotting are now completely visible because of the Overlord change. I was completely fine with the Overlord buff. The problem here is that there was no need to also buff the Queen to help against those pressures, since they would no longer be unscouted.
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
August 10 2012 20:31 GMT
#972
On August 11 2012 05:27 Crow! wrote:
The special help-zerg-only map features which are pretty much standard on maps these days seem odd to me, when everyone freaks out if a map has features which Terrans can take advantage of marginally more than the other races can.


Full of win.

Now that I think about it tho, I can't remember the last time I saw hellions, which sucks, since hellion micro is so rewarding to use and fun to watch.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
August 10 2012 20:32 GMT
#973
I'm laughing out loud when people are calling zerg the easy mode race. Pretty sure TOSS has always been the easy mode race which requires 50 apm and one ball of units to a-move.

At anything below grand master, zerg is not the easy mode race. I can't comment on higher level play since I don't play at that level, but toss sure as hell is a lot easier than zerg.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 10 2012 20:34 GMT
#974
On August 11 2012 05:28 Shiori wrote:
It should also be noted that most of those all-ins Zergs had troubled spotting are now completely visible because of the Overlord change. I was completely fine with the Overlord buff. The problem here is that there was no need to also buff the Queen to help against those pressures, since they would no longer be unscouted.

To a degree, I might even advocate that the queen change stay but to revert the overlord speed change. As a Terran, I can't even get that good of scouting with scans. Zerg sending out 2 overlords is less risky and more rewarding than a Terran ability many people complain about daily.
BeyondCtrL
Profile Joined March 2010
Sweden642 Posts
August 10 2012 20:46 GMT
#975


On August 11 2012 01:26 Aurrora wrote:
High master on NA


So mid level Diamond EU and Low plat KR?

But the fact that you think that Z is behind from a FFE from Toss prolly means you're silver/gold.

To interject in the argument Protoss isn't as stupidly behind as some claim. ZvP is a close but ultimately boring MU. Mostly because both sides are practically immune to almost every all in when it's spotted. Of the two, however, Zerg prolly takes the cake due to the fact that they can use only 1 single build in any MU and get ahead without any real risk and have no real decision to make as to what their mid-late game composition is going to be.
BeyondCtrL
Profile Joined March 2010
Sweden642 Posts
August 10 2012 20:53 GMT
#976
On August 11 2012 05:32 wcr.4fun wrote:
I'm laughing out loud when people are calling zerg the easy mode race. Pretty sure TOSS has always been the easy mode race which requires 50 apm and one ball of units to a-move.

At anything below grand master, zerg is not the easy mode race. I can't comment on higher level play since I don't play at that level, but toss sure as hell is a lot easier than zerg.


Played mid-high master as random last season. Zerg was a bit unique but once you get adjusted it's the same difficulty as the other races. When playing Zerg I felt so safe because of the awesome map control and lightning fast units. The games were definitely a bit more relaxed but not any easier to win.
shockaslim
Profile Joined December 2010
United States1105 Posts
August 10 2012 20:55 GMT
#977
On August 11 2012 05:46 BeyondCtrL wrote:


Show nested quote +
On August 11 2012 01:26 Aurrora wrote:
High master on NA


So mid level Diamond EU and Low plat KR?

But the fact that you think that Z is behind from a FFE from Toss prolly means you're silver/gold.

To interject in the argument Protoss isn't as stupidly behind as some claim. ZvP is a close but ultimately boring MU. Mostly because both sides are practically immune to almost every all in when it's spotted. Of the two, however, Zerg prolly takes the cake due to the fact that they can use only 1 single build in any MU and get ahead without any real risk and have no real decision to make as to what their mid-late game composition is going to be.



I just wanted to comment on the bolded because that really isn't necessary and EU isn't so godly that no NA player can beat them.

But in regards to both sides being immune to all-ins.....not so sure about that. Protosses can know that the maxed roach push is coming and still get rolled. Seven-Gate Immortal all-in is incredibly difficult to hold whether you see it coming or not.
Dirty Deeds...DONE DIRT CHEAP!!!
BeyondCtrL
Profile Joined March 2010
Sweden642 Posts
Last Edited: 2012-08-10 21:01:56
August 10 2012 21:01 GMT
#978
On August 11 2012 05:55 shockaslim wrote:
Show nested quote +
On August 11 2012 05:46 BeyondCtrL wrote:


On August 11 2012 01:26 Aurrora wrote:
High master on NA


So mid level Diamond EU and Low plat KR?

But the fact that you think that Z is behind from a FFE from Toss prolly means you're silver/gold.

To interject in the argument Protoss isn't as stupidly behind as some claim. ZvP is a close but ultimately boring MU. Mostly because both sides are practically immune to almost every all in when it's spotted. Of the two, however, Zerg prolly takes the cake due to the fact that they can use only 1 single build in any MU and get ahead without any real risk and have no real decision to make as to what their mid-late game composition is going to be.



I just wanted to comment on the bolded because that really isn't necessary and EU isn't so godly that no NA player can beat them.

But in regards to both sides being immune to all-ins.....not so sure about that. Protosses can know that the maxed roach push is coming and still get rolled. Seven-Gate Immortal all-in is incredibly difficult to hold whether you see it coming or not.


Hence the almost. Maxed roach push is not that great anymore. Immortal all in really depends on how good the P controls and reinforces and realistically is only feasible on a few maps, but still is, overall, the more powerful all in.
Shiori
Profile Blog Joined July 2011
3815 Posts
Last Edited: 2012-08-10 21:08:22
August 10 2012 21:06 GMT
#979
On August 11 2012 05:46 BeyondCtrL wrote:


Show nested quote +
On August 11 2012 01:26 Aurrora wrote:
High master on NA


So mid level Diamond EU

High Masters NA = slightly lower high Masters EU.

High Masters NA = mid Masters KR (maybe a little lower if there is delay).

Have no idea where this fucking retarded idea that like Bronze KR = Plat NA came from, but it's stupid. I'm pretty sure the EU > NA perspective just comes from bias. Both ladders are pretty much the same. It used to be that NA GM was a lot weaker, but so many Koreans play on it that now it's pretty much the same. As for Masters, though, it's essentially the same as NA Masters.
BeyondCtrL
Profile Joined March 2010
Sweden642 Posts
August 10 2012 21:10 GMT
#980
On August 11 2012 06:06 Shiori wrote:
Show nested quote +
On August 11 2012 05:46 BeyondCtrL wrote:


On August 11 2012 01:26 Aurrora wrote:
High master on NA


So mid level Diamond EU

High Masters NA = slightly lower high Masters EU.

High Masters NA = mid Masters KR (maybe a little lower if there is delay).

Have no idea where this fucking retarded idea that like Bronze KR = Plat NA came from, but it's stupid. I'm pretty sure the EU > NA perspective just comes from bias. Both ladders are pretty much the same. It used to be that NA GM was a lot weaker, but so many Koreans play on it that now it's pretty much the same. As for Masters, though, it's essentially the same as NA Masters.


I won't agree because it makes my statement less offensive.

User was warned for this post
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