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On August 14 2012 00:48 Shiori wrote: I find this post incredibly ironic. You tell everyone to practice their control, but scoff at any suggestion that would make the Infestor require more than a pulse to use efficiently. Yeah, a projectile would allow Stalkers to dodge Fungal, but that's still making them Blink backward, it's something that you can very easily fuck up, and it still throws a wrench into individual Stalker micro (since you're going to have a bunch of Stalkers with Blink on CD anyway). I guess you've become accustomed to getting an entire Protoss Stalker force for free if you make a few Infestors and land a Fungal or two. Because you know, automatically killing an expensive group of Stalkers with some Lings and a few Infestors is totally fair, especially when the Protoss lacks the ability to retreat at all, even with some of his units.
Furthermore, you don't need Infestors to beat Blink Stalkers. All Blink Stalker all-ins hit before Infestors, and all of them can be defended with Roach Ling. Further, it's not like Infestors would be useless against Stalkers in the later phases of the game. It's just that Stalkers wouldn't be useless against Infestors.
And no, your units are not cost-inefficient. The Roach and Ling are EXTREMELY cost-efficient in ZvP. As is the Infestor. As is the BroodLord. The only thing that isn't cost efficient is the Hydra.
LOL, if you commit an army to an attack your opponent is prepared for, you will lose that army. Yes, that is fair. Blink may be easy to fuck up, but it still hinges the Zerg's success on the Protoss making a mistake. Yes, you can hold off a 2base Blink stalker all-in with 3base Roach-Ling, but a 3base attack with Blink, Immortals, and sentries? Infestors are necessary, and Fungals work exactly as intended in ZvP.
I don't understand your definition of cost-efficient. Infestors are cost-efficient, because they allow Zerg to fight on equal bases. If Roach-Ling were cost-efficient, you would be able to use it 2base vs 2base. Zergs don't survive losing a third to a 2base all-in, unless they have PERFECT unit retention OR Infestors. Roach-Ling is NOT cost-efficient...
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On August 13 2012 23:17 zmansman17 wrote:Show nested quote +On August 13 2012 01:09 Shiori wrote:On August 13 2012 01:03 Schnullerbacke13 wrote:On August 13 2012 00:58 Rain.100 wrote:On August 13 2012 00:50 Schnullerbacke13 wrote:On August 13 2012 00:41 Shiori wrote:On August 13 2012 00:26 Schnullerbacke13 wrote:On August 12 2012 23:41 submarine wrote:On August 12 2012 22:45 Schnullerbacke13 wrote: Boah, never did the math ..
1 OC costs 400+150 (OC) you save: 100 for a depot 200 for 4 scv (1 mule ~ 4 scv's)
resulting cost ~250 minerals. if you turtle well early game, it should not be a problem to get 4 early OC's safely. with 10 OC's you have the mineral income roughly equal to a 3 base zerg with ~50 drones on minerals, while only requiring one mining base.
EDIT: subtract another ~35 as you also save the 4 supply that 4 SCV's would require, so net cost is 215 This is madness. And i hope you know that. If not i'm sorry for you. Even the numbers you chose make no fuckin sense. why 100 for depot? A OC gives 11 not 8 supply. 4 scvs need 4 supply, a supply depot provides 8. Why do you subtract 35? You also fail to mention build times and mining time lost for that. On top of that: The value you calculated is the cost you have to pay more compared to that you had to pay for the same utility provided by scvs and normal supply depots. You made a lot of errors in the calculations. And even if your 215 were right and opportunity cost did not matter: having 215 less is a noticeable difference in early game. You build macro OCs in early game to build scvs faster and mule on top of that. You build macro OCs in late game because you can free up supply with them. An economy based on scvs and mules can grow much faster compared to a pure mule OC eco. If you still think that that cute idea of yours does work then please start a game and try it.Spoileralert: IT. DOES. NOT. WORK. !!! Ok, i am not that familar with terran numbers, thought a depot was 11 supply so correction (they get even better): 1 OC costs 550 minerals and gives 11 supply you save: ~1,3 depots = 130 mins ~4 scv's = 200 mins + save 4 supply = 50 mins, sum: 250 mins sum savings = 380 mins subtract from cost of 550: = 170 net cost (+opportunity cost) edit: +67 mins lost mining time (however you also would lose mining time when building 1,3 depots) I am not telling you a "cute idea" like going blindly 4 OC. I just want to mention that OC's are pretty effective and probably underused, and that for some reason successful terran players seem to make heavy use of macro OC's  , especially use them as counter to greedy zerg openings You can't, like, 4OC on Ohana and hold a Roach all-in. You're just gonna die. This shit only works on huge maps like Metropolis against opponents you know are going to play extremely greedily. you can counter greedy play with more macro OC's. that's what the pros do and that's what you should do. There is no 100% safe opening, get over it. zerg openings are safe since the queen patch they are safer now, thanks god. Wasn't fun before that for zergs. Zergs are forced to get their economy up, so they were forced to gamble. Anyway its not like a well micro'd bunker rush/proxy rax or banshee/hellions cannot inflict heavy damage. Yeah, Zerg players were gambling so much that DRG managed to win a GSL and MLG. I guess that means the game was balanced at the highest level? If you actually read DRG's interview, he says straight up that for him it wasn't a gamble. He knew how to scout well enough that he almost never had to gamble. Why, then, was there a need for the Queen/Overlord buff if the game was balanced at the highest level? Note Zerg doesn't gamble when they mass expand. We know what is coming and you can prepare accordingly. And as it stands, very few timings are even potent enough to do damage versus standard play in either ZvT or ZvP. And with some basic scouting, those timings can be discovered and placated. Conversely, if I'm playing Terran and I try to drop a 3rd OC in TvZ, I am taking a big risk and I need to sacrifice SCVs to scout the Zerg, or scan to ensure I am not being all-inned. A 4th OC is out of the question. Even against a Zerg who you know dropped a 4th hatch, you cannot safely drop a 4th OC. My point is that Zerg can safely macro and expand within reason with relative impunity, whereas Protoss and Terran cannot do so w/o taking a risk, even if that risk is calculated *you can still die.
just scout. If the zerg builds 4+ queens, he won't have the minerals for an all in and for sure does not have gas.
Poke with 4 marines 6'00 .. 7'00 and count queens + check 3rd.
one queen laying creep + no expo => stay moderately careful (probably 2 base muta or 2 base infestor). get 2-3 turrets no queen laying creep, no 3rd => be more careful 2 queens laying creep (+2 injecting) => get down those macro OC's 4 queens on the map laying creep => get them macro oc's and take your 3rd. 6 queens = 900 minerals !
don't nail me by the numbers, however it is not that hard to find out wether the zerg is macroing or preparing an all-in. In case its fishy, do some in depth scouting (check drone count at 3rd, suicide some marines to check his army size or just SCAN !).
A mass-queening zerg basically tells you he won't be attacking anytime soon. I think it is a shit build once terrans react correctly. Currently a lot Terrans try their early game harrass no matter what, but that's stupid play.
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Quite happy with the creep tumour changes; maybe Terran bias here, but I do think it is necessary and a nice but subtle change. I don't really use ravens much TvZ though so I can't comment on the need for their buff. Haven't played the test map yet, but I'd like to see this implemented fully if everything runs as expected.
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I prefrered 2 base pressure being more viable in TvZ but 3OC's being the standard is ok I geuss.
I think the problem with the game is that it takes way too long for Protoss and Terran to tranistion into Raven/BC and Carriers. For Zerg playing ling infestor the ling upgrades affect the hive units and the infestation pit leads to the hive to get the hive units. Build times: BL = 40 + 34 + (flying around as corruptor time), Ultra =55, Carrier = 120, Battle cruiser = 90.
Assuming Toss and Terran are stronger during the midgame then it is OK that zerg has the easier lategame units to build however it's too hard for Toss and Terran to get them. Terran and Toss have to invest in at least 4-5 starport/stargates AND get a separate upgrade path started AND have long build times for BC/Carrier or have even more upgrades + long energy collection on Ravens. Zerg gets to build the tech structure and then all hatcheries are able to build them. Broodlords are pretty good with out upgrades when the first come out but Carriers, BCs and ravens are basically useless. The units that need to invest in upgrades to be use-full and add on many production facilities should not be the units with a much longer build time. Making Battlecruisers and carriers build time reduced and making the raven energy upgrade start them with more energy will make Protoss and Terran more able to Transition from a midgame army into an endgame army easier but wouldn't fuck with early and midgame balance because of the needed upgrades and production facilities.
Also I think removing the carrier for the Tempest is the dumbest thing ever. 22 range with less dps then a marine is a really stupid unit and without archon toilets Protoss might need the carrier or something similar the be able to fight vs BL corruptor.
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IMO, I would've preferred a faster creep recede but I'm not going to complain. Every patch Terrans don't get nerfed, I'm happy.
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On August 13 2012 23:46 zmansman17 wrote:Show nested quote +On August 13 2012 23:33 Shiori wrote: You know, when Jermstuddog said that the Marine scales so well with micro and that that's a problem which needs to be nerfed, I actually felt sad. That's one of the only good things in this game. If anything, give other races units similar to the Marine. If you nerf the Marine and take away its micro potential, you get another shitty, boring a-move race. That's not Starcraft. We need more units that amazing players can do magic with. Not more Broodlords or Battlecruisers or Colossi or other uninspired, expensive a-move trash. I agree with this. I think most of us appreciate the beauty of a well-microed platoon of marines. It's a beautiful thing to see when executed by the world's best. I do wish other races had more micro-intensive units like the marine. Because it is precisely these types of units which make starcraft such a great game to watch. They add a way to differentiate skill and they enable a player to be stingy in terms of army, while bolstering their economy. I do want to add, however, that marines are the most over-rated unit in the game. As someone who plays all three races at a high level, I can candidly say that marines are not good passed a certain in-game time. I've always been surprised that more people didn't talk about the crackling, which in my opinion, scales much better throughout the game in either MU and is a potent weapon at any phase of the game. In the end, I Think the new Terran HotS units are a step backwards. Sure we give Terran some nice A-move units, which we need (God knows we don't need more micro-intensive units). However, why not give Protoss and Zerg some more variety and micro-intensive options.
Firstly, I never said marine micro needs to be nerfed. Marine micro is an awesome spectacle and should remain so.
The problem with marines is if you don't slaughter them, they slaughter you. There is no happy medium. Due to their insane DPS, decent range, incredible movement speed, decent hp and huge synergy with every other terran unit, in particular, other marines and medivacs.
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On August 14 2012 01:09 Jermstuddog wrote:Show nested quote +On August 13 2012 23:46 zmansman17 wrote:On August 13 2012 23:33 Shiori wrote: You know, when Jermstuddog said that the Marine scales so well with micro and that that's a problem which needs to be nerfed, I actually felt sad. That's one of the only good things in this game. If anything, give other races units similar to the Marine. If you nerf the Marine and take away its micro potential, you get another shitty, boring a-move race. That's not Starcraft. We need more units that amazing players can do magic with. Not more Broodlords or Battlecruisers or Colossi or other uninspired, expensive a-move trash. I agree with this. I think most of us appreciate the beauty of a well-microed platoon of marines. It's a beautiful thing to see when executed by the world's best. I do wish other races had more micro-intensive units like the marine. Because it is precisely these types of units which make starcraft such a great game to watch. They add a way to differentiate skill and they enable a player to be stingy in terms of army, while bolstering their economy. I do want to add, however, that marines are the most over-rated unit in the game. As someone who plays all three races at a high level, I can candidly say that marines are not good passed a certain in-game time. I've always been surprised that more people didn't talk about the crackling, which in my opinion, scales much better throughout the game in either MU and is a potent weapon at any phase of the game. In the end, I Think the new Terran HotS units are a step backwards. Sure we give Terran some nice A-move units, which we need (God knows we don't need more micro-intensive units). However, why not give Protoss and Zerg some more variety and micro-intensive options. Firstly, I never said marine micro needs to be nerfed. Marine micro is an awesome spectacle and should remain so. The problem with marines is if you don't slaughter them, they slaughter you. There is no happy medium. Due to their insane DPS, decent range, incredible movement speed, decent hp and huge synergy with every other terran unit, in particular, other marines and medivacs.
Fungal + Blings
how are marines really a problem anymore? is this like 2 years ago? what?
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On August 14 2012 01:11 Chaggi wrote:Show nested quote +On August 14 2012 01:09 Jermstuddog wrote:On August 13 2012 23:46 zmansman17 wrote:On August 13 2012 23:33 Shiori wrote: You know, when Jermstuddog said that the Marine scales so well with micro and that that's a problem which needs to be nerfed, I actually felt sad. That's one of the only good things in this game. If anything, give other races units similar to the Marine. If you nerf the Marine and take away its micro potential, you get another shitty, boring a-move race. That's not Starcraft. We need more units that amazing players can do magic with. Not more Broodlords or Battlecruisers or Colossi or other uninspired, expensive a-move trash. I agree with this. I think most of us appreciate the beauty of a well-microed platoon of marines. It's a beautiful thing to see when executed by the world's best. I do wish other races had more micro-intensive units like the marine. Because it is precisely these types of units which make starcraft such a great game to watch. They add a way to differentiate skill and they enable a player to be stingy in terms of army, while bolstering their economy. I do want to add, however, that marines are the most over-rated unit in the game. As someone who plays all three races at a high level, I can candidly say that marines are not good passed a certain in-game time. I've always been surprised that more people didn't talk about the crackling, which in my opinion, scales much better throughout the game in either MU and is a potent weapon at any phase of the game. In the end, I Think the new Terran HotS units are a step backwards. Sure we give Terran some nice A-move units, which we need (God knows we don't need more micro-intensive units). However, why not give Protoss and Zerg some more variety and micro-intensive options. Firstly, I never said marine micro needs to be nerfed. Marine micro is an awesome spectacle and should remain so. The problem with marines is if you don't slaughter them, they slaughter you. There is no happy medium. Due to their insane DPS, decent range, incredible movement speed, decent hp and huge synergy with every other terran unit, in particular, other marines and medivacs. Fungal + Blings how are marines really a problem anymore? is this like 2 years ago? what?
Conversely:
Stim + Splits
ZvT midgame is fine. I think the point of debate is Zerg Tier 3, and having to deal with Brood Lords, Infestors, Lings, and Banelings at the same time. Personally, I believe that the metagame just needs to adapt, and Terrans need to find new timings, OR be just as greedy as Zergs and punish super-fast lategame Zerg by going for that dynamic, drop-heavy, high-mobility style of lategame Bio.
Back to fundamentals. If he's investing 600 minerals in defense, and another 300 in expanding, you should be investing up to 1k in expanding and teching yourself.
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wait has Taeja been the only Terran to win something in that first page? wow
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On August 14 2012 00:57 Shantastic wrote:Show nested quote +On August 14 2012 00:48 Shiori wrote: I find this post incredibly ironic. You tell everyone to practice their control, but scoff at any suggestion that would make the Infestor require more than a pulse to use efficiently. Yeah, a projectile would allow Stalkers to dodge Fungal, but that's still making them Blink backward, it's something that you can very easily fuck up, and it still throws a wrench into individual Stalker micro (since you're going to have a bunch of Stalkers with Blink on CD anyway). I guess you've become accustomed to getting an entire Protoss Stalker force for free if you make a few Infestors and land a Fungal or two. Because you know, automatically killing an expensive group of Stalkers with some Lings and a few Infestors is totally fair, especially when the Protoss lacks the ability to retreat at all, even with some of his units.
Furthermore, you don't need Infestors to beat Blink Stalkers. All Blink Stalker all-ins hit before Infestors, and all of them can be defended with Roach Ling. Further, it's not like Infestors would be useless against Stalkers in the later phases of the game. It's just that Stalkers wouldn't be useless against Infestors.
And no, your units are not cost-inefficient. The Roach and Ling are EXTREMELY cost-efficient in ZvP. As is the Infestor. As is the BroodLord. The only thing that isn't cost efficient is the Hydra. LOL, if you commit an army to an attack your opponent is prepared for, you will lose that army. Yes, that is fair. Blink may be easy to fuck up, but it still hinges the Zerg's success on the Protoss making a mistake. Yes, you can hold off a 2base Blink stalker all-in with 3base Roach-Ling, but a 3base attack with Blink, Immortals, and sentries? Infestors are necessary, and Fungals work exactly as intended in ZvP. I don't understand your definition of cost-efficient. Infestors are cost-efficient, because they allow Zerg to fight on equal bases. If Roach-Ling were cost-efficient, you would be able to use it 2base vs 2base. Zergs don't survive losing a third to a 2base all-in, unless they have PERFECT unit retention OR Infestors. Roach-Ling is NOT cost-efficient... False. You're cost-efficient with Roach/Ling. The reason you need 3 bases is a production requirement, not a cost requirement.
Besides, you'd still kill all the Sentries with the Fungal and force the Stalkers to Blink back, which means the Immortals/Sentries would get surrounded and killed by Zerglings. then you're up against Stalkers, which is simple to kill. Yeah, it would require smart play from the Zerg, but that's a good thing. Better than mindlessly f-clicking shit.
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On August 14 2012 00:15 Iron_ wrote: 1) Fungal does not effect air units. Result: Medivacs stop getting fungaled and they can be massed easier allowing the Terran to possibly heal through fungals. Also, if you see a pack coming, you can load up and run. Also, air units being "stuck in place" is really weird and doesn't make common sense.
2) Infestor loses the energy upgrade. Result: Infestors can not insta cast fungal (same exact deal as with the old templar). This would allow timings in mid game to be more effective.
3) Fungal slows units instead of locking them in place, and thus *does not cancel commands*. Result: Some micro is still allowed, and banelings will kill 10 marines instead of 20 at a time. The biggest thing here though, is that it would allow the Terran to issue commands. So it would be kind of like concussive where your units are vulnerable but can still be told what to do.
4) Fungal gets a small nerf in damage or area, or both. Result: More fungals are needed to kill packs of units, so the zerg would need to build more infestors.
5) Fungal gets an animation and/or projectile. Result: Fungal can be somewhat avoided and take more amp to cast.
I'm sorry but based on these suggestions (and I've seen them all more than once) I have to assume that those who agree with these do not understand the game beyond perhaps a low master-league level (most likely below that into mineral leagues).
1) Fungal is a huge part of air defense right now. Zerg simply can't rely on anything else to stop medivacs, warp prisms, or muta balls. Arguably later-game voids too. If you took that away, Zerg would literally need a very serious and probably borderline-overpowered buff to some other units or they would simply need a whole new unit (scourge maybe?)
2) Again, an awful idea because most of Zerg's timings right now that allow us to survive any of T or P's late-midgame or lategame timings is that energy upgrade allowing us to instantly have one available upon spawning. If you changed this, the builds of zerg would have a huge timing window (not small, HUGE) where you could attack before fungals and micro away the pursuing army.
3) Another bad idea because while I wish every race was forced to have a lot of micro (that's what made BW so great), right now that is not the case. Unless there's some way to make roaches, lings and banes be much more cost-effective than they are now (in other words the potential to get lots of kills with less units/more micro) this is completely game-breaking.
4) Fungal already got a pretty big nerf. As it is right now, Zerg are forced to spend insane gas into infestors just to have enough to stop pushes well and keep their economies safe. Suggesting that Zerg these days need to be forced into making more than 12-14 infestors would require a complete build change that would allow 8-10 gasses to be safely taken quickly.
5) Fungal can already be avoided because its just a patch of ground. Good blink micro can open a hole where a fungal might hit. Splitting an army forces many fungals instead of just 1-2 and wastes a ton of energy. This is ridiculous and redundant.
zmansman17 wrote: Taeja's strategies are not what make him a good player. They are only a small part of what make him a great player. Taeja's execution, skill, APM, decision-making, cerebral play are what him one of the World's best Terrans.
Although I don't disagree with this statement, its still important to note his unique style of using lots of macro OCs to instantly-saturate a new expo with tons of built-up M.U.L.Es which gives him an insane economy and thusly an ability to manage a ridiculous amount of rax (and thus much larger armies that replenish with almost Zerg-like speed). It also allows him to take bases much easier since the OCs are already completed and can simply move to a new expo when its time.
This particular style has been noted by every pro out there and has proven extremely effective. Its the player, not the build I know, but the same can be said for every other popularized-build that has come from a pro (since us players might use it, but certainly not nearly as well as its pro creator).
tl;dr: FFS Blizzard, give us micro back. Terran can do insanely effective micro with marines and so can P with blink-stalkers. I want to be able to get some "OMFGSOGOOD" reactions in my games with some crazy micro'd units too that kill waaaaay more than a standard "1a" move would give me. Yes, I'm an old BW junkie at heart.
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On August 13 2012 22:22 Jermstuddog wrote:Show nested quote +On August 13 2012 22:16 Chaggi wrote:On August 13 2012 22:03 Jermstuddog wrote:On August 13 2012 21:50 Dalavita wrote:On August 13 2012 21:40 Jermstuddog wrote:On August 13 2012 21:31 Dalavita wrote: Random TvZs are conclusive evidence of balance. You heard it here first. Made up numbers are even better. Sorry for basing my facts on actual games played. You should be sorry for using random TvZs with random occurences and at random skill levels as an example of TvZs in general. I haven't said anything good about made up numbers either, so you should be sorry for making that accusation as well. Sorry for using top master level, knowing that the difference between my play and a GMs play is they take more calculated risks than I do? Ok... first pro ZvT rep on sc2rep dKiller vs FXOTree: 7:30 Terran has 32 SCVs, 3 orbitals and 2 MULE's for a total of: 1400/224 Zerg has 29 drones 2 hatches for a total of: 860/336 Zerg and Terran are actually fighting in the early game, so this isn't a good argument for macro potential. Also, T fucks up and lets Zerg all the way into his main killing his own income for the next major portion of the game. Next game down the list Mill.Tarson vs AcerBly 7:30 T: 36+2 Mules - 1480/224 Z: 47 - 1240/432 9:30 T: 47+0 Mules - 1120/464 Z: 43 - 1240/432 Point to any pro level rep you want, because apparently top of masters isn't good enough. It's always the same, always has been. Zerg econ struggles in the early game. This is why Terrans find themselves not knowing wtf to do now. They've been beating up on the fat kid for 2 years. Now that Terran can't bully Zerg around BEFORE they get on equal income, Terran feels behind. Little do they realize, they've always been way ahead. this is stupid. you don't post any replays, and you try to make a direct comparison without telling any situation of what might've happened. why would there be only 4 drones made between 7:30 and 9:30, literally nothing said about this. Because 4 queens can't protect the entire Zerg base once Terran starts getting a decent amount of units out, so Zerg has to make units themselves. Unlike the other two races, Zerg has to pick between drones and combat units. That being said, It's still usually more in the range of 8-10, but this is also the time where Zerg builds most of their infrastructure. Evo chambers, extractors, hatcheries, spire, infestation pit, bling nest all cost drones. So you see Zerg rush up to the mid 40s and stay there because... you know... they like to have the ability to fight back when pressure comes. PS: It's actually 4 drones lost. And I added links to the post since going to the site and looking at the first available ZvT is too hard.
While I don't disagree with most of your post, the idea that Zerg have to choose between drones and combat units while the other races do not is baffling. Last I knew, hatchery had more than 1 larva, and queens could add even more larva! So you can effectively make drones and units at the same time! What a concept....
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On August 14 2012 01:32 sCCrooked wrote:Show nested quote +On August 14 2012 00:15 Iron_ wrote: 1) Fungal does not effect air units. Result: Medivacs stop getting fungaled and they can be massed easier allowing the Terran to possibly heal through fungals. Also, if you see a pack coming, you can load up and run. Also, air units being "stuck in place" is really weird and doesn't make common sense.
2) Infestor loses the energy upgrade. Result: Infestors can not insta cast fungal (same exact deal as with the old templar). This would allow timings in mid game to be more effective.
3) Fungal slows units instead of locking them in place, and thus *does not cancel commands*. Result: Some micro is still allowed, and banelings will kill 10 marines instead of 20 at a time. The biggest thing here though, is that it would allow the Terran to issue commands. So it would be kind of like concussive where your units are vulnerable but can still be told what to do.
4) Fungal gets a small nerf in damage or area, or both. Result: More fungals are needed to kill packs of units, so the zerg would need to build more infestors.
5) Fungal gets an animation and/or projectile. Result: Fungal can be somewhat avoided and take more amp to cast.
I'm sorry but based on these suggestions (and I've seen them all more than once) I have to assume that those who agree with these do not understand the game beyond perhaps a low master-league level (most likely below that into mineral leagues). 1) Fungal is a huge part of air defense right now. Zerg simply can't rely on anything else to stop medivacs, warp prisms, or muta balls. Arguably later-game voids too. If you took that away, Zerg would literally need a very serious and probably borderline-overpowered buff to some other units or they would simply need a whole new unit (scourge maybe?) 2) Again, an awful idea because most of Zerg's timings right now that allow us to survive any of T or P's late-midgame or lategame timings is that energy upgrade allowing us to instantly have one available upon spawning. If you changed this, the builds of zerg would have a huge timing window (not small, HUGE) where you could attack before fungals and micro away the pursuing army. 3) Another bad idea because while I wish every race was forced to have a lot of micro (that's what made BW so great), right now that is not the case. Unless there's some way to make roaches, lings and banes be much more cost-effective than they are now (in other words the potential to get lots of kills with less units/more micro) this is completely game-breaking. 4) Fungal already got a pretty big nerf. As it is right now, Zerg are forced to spend insane gas into infestors just to have enough to stop pushes well and keep their economies safe. Suggesting that Zerg these days need to be forced into making more than 12-14 infestors would require a complete build change that would allow 8-10 gasses to be safely taken quickly. 5) Fungal can already be avoided because its just a patch of ground. Good blink micro can open a hole where a fungal might hit. Splitting an army forces many fungals instead of just 1-2 and wastes a ton of energy. This is ridiculous and redundant. Show nested quote +zmansman17 wrote: Taeja's strategies are not what make him a good player. They are only a small part of what make him a great player. Taeja's execution, skill, APM, decision-making, cerebral play are what him one of the World's best Terrans. Although I don't disagree with this statement, its still important to note his unique style of using lots of macro OCs to instantly-saturate a new expo with tons of built-up M.U.L.Es which gives him an insane economy and thusly an ability to manage a ridiculous amount of rax (and thus much larger armies that replenish with almost Zerg-like speed). It also allows him to take bases much easier since the OCs are already completed and can simply move to a new expo when its time. This particular style has been noted by every pro out there and has proven extremely effective. Its the player, not the build I know, but the same can be said for every other popularized-build that has come from a pro (since us players might use it, but certainly not nearly as well as its pro creator). tl;dr: FFS Blizzard, give us micro back. Terran can do insanely effective micro with marines and so can P with blink-stalkers. I want to be able to get some "OMFGSOGOOD" reactions in my games with some crazy micro'd units too that kill waaaaay more than a standard "1a" move would give me. Yes, I'm an old BW junkie at heart.
Taeja only goes mass oc on huge maps where he knows his opponant will be turtling on 3 bases.
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On August 13 2012 18:19 TheDwf wrote:Show nested quote +On August 13 2012 16:11 Schnullerbacke13 wrote: A terran on 2 bases with 2 OC's is actually ahead (mule income). You're aware that until the Terran player catches up the Zerg's worker count, MULEs only compensate for Zerg's ability to produce drones faster? Sure 45 SCVs + 2 MULEs > 45 drones, but check any old replay featuring a Reactor Hellion expand against a standard 2-bases Zerg play, Terran had 28-29 SCVs by the time Zerg reached ~45 drones @ the 7'30 mark. The key is not Worker count.
Terran is fine with zerg staying 2 bases as long as terran itself gets 2 bases up. The reactor hellions hellions were merely to contain the creep and delay the third for as long as possible.
The longer the zerg stays on equal bases, the better off the terran is without even needing to kill any workers.
It's similar to PvZ where P has to turtle well and try to get a fast third, while zerg either grabs a 4th in respond or go heavy roach ling to kill off that third.
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On August 14 2012 01:42 ETisME wrote:Show nested quote +On August 13 2012 18:19 TheDwf wrote:On August 13 2012 16:11 Schnullerbacke13 wrote: A terran on 2 bases with 2 OC's is actually ahead (mule income). You're aware that until the Terran player catches up the Zerg's worker count, MULEs only compensate for Zerg's ability to produce drones faster? Sure 45 SCVs + 2 MULEs > 45 drones, but check any old replay featuring a Reactor Hellion expand against a standard 2-bases Zerg play, Terran had 28-29 SCVs by the time Zerg reached ~45 drones @ the 7'30 mark. The key is not Worker count. Terran is fine with zerg staying 2 bases as long as terran itself gets 2 bases up. The reactor hellions hellions were merely to contain the creep and delay the third for as long as possible. The longer the zerg stays on equal bases, the better off the terran is without even needing to kill any workers. It's similar to PvZ where P has to turtle well and try to get a fast third, while zerg either grabs a 4th in respond or go heavy roach ling to kill off that third. And you think Terran being able to actually stop the Zerg from playing retardedly greedy was a bad thing?
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On August 14 2012 01:40 lorestarcraft wrote:Show nested quote +On August 13 2012 22:22 Jermstuddog wrote:On August 13 2012 22:16 Chaggi wrote:On August 13 2012 22:03 Jermstuddog wrote:On August 13 2012 21:50 Dalavita wrote:On August 13 2012 21:40 Jermstuddog wrote:On August 13 2012 21:31 Dalavita wrote: Random TvZs are conclusive evidence of balance. You heard it here first. Made up numbers are even better. Sorry for basing my facts on actual games played. You should be sorry for using random TvZs with random occurences and at random skill levels as an example of TvZs in general. I haven't said anything good about made up numbers either, so you should be sorry for making that accusation as well. Sorry for using top master level, knowing that the difference between my play and a GMs play is they take more calculated risks than I do? Ok... first pro ZvT rep on sc2rep dKiller vs FXOTree: 7:30 Terran has 32 SCVs, 3 orbitals and 2 MULE's for a total of: 1400/224 Zerg has 29 drones 2 hatches for a total of: 860/336 Zerg and Terran are actually fighting in the early game, so this isn't a good argument for macro potential. Also, T fucks up and lets Zerg all the way into his main killing his own income for the next major portion of the game. Next game down the list Mill.Tarson vs AcerBly 7:30 T: 36+2 Mules - 1480/224 Z: 47 - 1240/432 9:30 T: 47+0 Mules - 1120/464 Z: 43 - 1240/432 Point to any pro level rep you want, because apparently top of masters isn't good enough. It's always the same, always has been. Zerg econ struggles in the early game. This is why Terrans find themselves not knowing wtf to do now. They've been beating up on the fat kid for 2 years. Now that Terran can't bully Zerg around BEFORE they get on equal income, Terran feels behind. Little do they realize, they've always been way ahead. this is stupid. you don't post any replays, and you try to make a direct comparison without telling any situation of what might've happened. why would there be only 4 drones made between 7:30 and 9:30, literally nothing said about this. Because 4 queens can't protect the entire Zerg base once Terran starts getting a decent amount of units out, so Zerg has to make units themselves. Unlike the other two races, Zerg has to pick between drones and combat units. That being said, It's still usually more in the range of 8-10, but this is also the time where Zerg builds most of their infrastructure. Evo chambers, extractors, hatcheries, spire, infestation pit, bling nest all cost drones. So you see Zerg rush up to the mid 40s and stay there because... you know... they like to have the ability to fight back when pressure comes. PS: It's actually 4 drones lost. And I added links to the post since going to the site and looking at the first available ZvT is too hard. While I don't disagree with most of your post, the idea that Zerg have to choose between drones and combat units while the other races do not is baffling. Last I knew, hatchery had more than 1 larva, and queens could add even more larva! So you can effectively make drones and units at the same time! What a concept.... do you understand how larva design works?
Just like how toss have to cut workers for 4 gating if zerg whenever make useless units instead of drones, it'd better be a good reason to make that unit
Larva mechanism isn't about you can produce both at the same time, it's about choosing one over the other depending on the situation.
you would very very rarely see any pros making random unit/worker mix simply because of this reason until late game to replace drones that are used for buildings/spines
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If a terran is splitting their bio properly there is NO way that you can cost efficiently trade with banelings. There just is no way. I don't see how splitting banes is even a factor in this case. Just don't 1A and avoid armored targets. I see more people wasting banes on thors and tanks because they aren't microing at all.
The fact that you see people wasting banes does not mean they cannot be micro'd. I see people not pre-splitting marines or pre-sieging tanks then whining about zerg. However I am aware that both marines and tanks can be micro'd. Of course you will never trade banes for marines cost-effectively, but you have to counter the splitting and kiting with your own micro to make the battle less cost-inefficient. If a terran and zerg have both been macroing well, then the zerg cannot possibly "just 1a" to win.
Secondly, if you would do the proper thing and put the infestors on a separate hotkey and in the back of the army you wouldn't have to worry about suiciding them. It literally pains me to see infestors waddling next to tanks because zergs are once again 1Aing their entire army. I can't even respond to EMP vs fungal because .......one of them limits micro and the other doesn't.
If i keep infestors in the back at all times then they will be far too late to the battle. Often the first thing you do in an engagement is some ITs or a fungal. The infestors have to be nearish the front of your army a lot of the time. You cast the spells, then move them back - but the rest of your army and higher energy infestors you are bringing forward will interfere with their movement. I've seen *one* pro level game where the zerg doesn't lose a single infestor.
Thirdly, why would you be attacking hellions off of creep? Also, its kind of weird that hellions counter zerglings but you have to work them like toy cars so that the zerglings don't kill them.
I don't even know what to say to this one. There are many situations where you'd end up needing to engage hellions off creep. Considering before the queen change, 4-6 hellions could stop a zerg from taking a third until muta or roach,, i'd say they're plenty powerful.
Finally, losing mutas because you weren't watching them isn't a small mistake. Losing to drops when you can make spore crawlers (something zerg players are never doing unless there are banshees) is a big mistake. I can't even think of an all-in that works against zerg. I'm not saying zerg is imba, but terran can be punished WAY harder for little stuff than vice-versa.
There are many all-ins that "work" vs zerg. Ofc they are all-in so they shouldn't be a guaranteed win. The best all-in vs T that we have is the roach/ling/bane one and that one usually only trades evenly or worse. Considering we more or less have to wait till hive to attack, i think terrans have the advantage on that score. What on earth is this stuff that terran can be punished for?
I'm sorry, but you're just clueless. In all of those situations, Zerg can recover far more easily than Terran or Protoss can. Why? Because you can stockpile Larvae and mass-produce units. We see this all the time in games nowadays. Zerg will have enemies at their front door and not have many units, but due to having 3+ bases and 4+ Hatcheries, they can just continually mass-produce units and overwhelm the opponent. Your point of Orbital abilities is off as well. Scans take away resources from MULE's, which is much-needed, due to the fact that Protoss and Zerg can create workers at a significantly faster rate. Planetaries do the same thing; they take away the option for both Scans and MULE's. This is the same for Supply calldowns (which, if you ever see anyone using it for anything except some weird timing, is the sign of a Terran player that needs to work on his macro).
No i really don't think it's me that's clueless here. Not really sure if i have the energy to even respond to this... Yeah zerg masses drones then units at the last moment. Thats how it works! You don't see how thats way more challenging than herp derp stick to my build-order and always have enough when i need it? With zerg it just looks like it's easy when it works. When it doesn't work is when you understand what the player is trying to do. Make 5 too many drones? Oh i'm sorry, you lost the game. Made 5 too few? Woops, lost again.
My point about orbitals was that if you get surprised by a cloak attack they will save you a lot more resources than a mule would have gained you. Supply call-down is still used in many pro-level games. People do make mistakes, it happens. But for the supply-block mistake, terran is punished less.
Terran is the most unforgiving race. Micro? All unit compositions rely on both positioning and in-battle micro far more than the other two races. Any composition with Tanks? Mess up for a half a second and get caught with Tanks unsieged and you're done. Bio? Constant splitting or else it gets demolished by any kind of AoE. Mech? Slowest composition in the game, and still has Tanks in it. In contrast, Banelings, Zerglings, Roaches, Mutalisks, and Infestors are all very fast units. Furthermore, Fungal is fire-and-forget because it is cheap, on a fast unit that can Burrow, and immobolizes its targets. Furthermore, Terran macro is by far the least forgiving. Sure, MULE's are the easiest macro mechanic out of the three (Injects being the hardest), but Protoss can instantly Warp in upwards of 20 units in the late game, Zerg can make nearly an unlimited amount due to stockpiling Larvae, but Terran have to be perfect with their macro cycles or they will lose. You simply cannot remax an army with Terran half as quickly as a Protoss or Zerg can. It doesn't matter if you have money if your army simply can't mass up quickly enough.
Getting caught with tanks unsieged is like the most basic mistake a terran can make. It should be more obvious than making SCVs. Bio gets demolished by any AoE? That must be hard for you. As a zerg I have no idea what that's like. Mech is slow. Yes, but also nearly unbeatable and requires about zero micro. Fungal is not fire and forget. Fungal is fire and remember to do it again. Yeah it immobilizes. Doesn't that mean you have less micro to do?
Yes terran has a much harder time remaxing. But you can still buy a lot of time with drops, and your army is very defensively oriented. If i win a big midgame battle as zerg, there is no way i can immediately just roll into your base because bunkers, planetaries, pre-sieged tanks and sim-city will make your army hyper cost-efficient. More often than not, zerg still has to wait for hive before breaking you, giving you a lot of time to come back. On the other hand, if zerg loses a big fight they are not really strong in a defensive position and it's much easier for terran to take the game then and there.
I'm not trying to say Terran is easy or Zerg is super hard. I'm trying to say that it's not just an a-move race, and there are aspects of the game which are hard for T and easy for Z as well parts which T has easy but Z has hard. So please could terran players stop acting like they are God's gift to gaming and everyone else is a noob for not playing such a pro race.
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On August 14 2012 01:28 Shiori wrote: False. You're cost-efficient with Roach/Ling. The reason you need 3 bases is a production requirement, not a cost requirement. You clearly don't know Zerg if you think this. If I needed 3 bases as a production requirement, 2-base all-ins that snipe the third wouldn't be successful, since the Zerg has a macro hatch. I can efficiently saturate 2 bases in 6 minutes, fully saturate them in 6:30. If I could hold a 2-base all-in with a 2-base economy, Blink 7gates wouldn't be ABLE to snipe the third, and even if they did, I'd have a macro hatch in my main by then, so I wouldn't be behind. But anyone who's seen or played ZvP at even Platinum level knows that if you lose your third to a 2-base all-in, and you don't have Infestors, you've probably lost the game, barring a SERIOUS mistake from the Protoss. This is because Roach-Ling cannot trade evenly with Stalker-Sentry, or decent Blink Stalker control.
Besides, you'd still kill all the Sentries with the Fungal and force the Stalkers to Blink back, which means the Immortals/Sentries would get surrounded and killed by Zerglings. then you're up against Stalkers, which is simple to kill. Yeah, it would require smart play from the Zerg, but that's a good thing. Better than mindlessly f-clicking shit.
That last sentence just made me laugh.
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On August 14 2012 01:53 Shantastic wrote:Show nested quote +On August 14 2012 01:28 Shiori wrote: False. You're cost-efficient with Roach/Ling. The reason you need 3 bases is a production requirement, not a cost requirement. You clearly don't play Zerg if you think this. If I needed 3 bases as a production requirement, 2-base all-ins that snipe the third wouldn't be successful, since the Zerg has a macro hatch. I can efficiently saturate 2 bases in 6 minutes, fully saturate them in 6:30. If I could hold a 2-base all-in with a 2-base economy, Blink 7gates wouldn't be ABLE to snipe the third, and even if they did, I'd have a macro hatch in my main by then, so I wouldn't be behind. But anyone who's seen or played ZvP at even Platinum level knows that if you lose your third to a 2-base all-in, and you don't have Infestors, you've probably lost the game, barring a SERIOUS mistake from the Protoss. Uh, no shit. But that's not what "cost-efficient" means. Do you know what cost-efficient means? It means that your units win FOR COST against some other units. Roach/Ling does this. Just because 2 bases isn't enough to PRODUCE enough Roach/Ling via Larva doesn't mean Roach/Ling isn't cost-efficient.
By the way, Zergs can come back from losing their third if they save all their Drones and don't lose units. Stephano has done it to MC on more than one occasion.
Besides, you'd still kill all the Sentries with the Fungal and force the Stalkers to Blink back, which means the Immortals/Sentries would get surrounded and killed by Zerglings. then you're up against Stalkers, which is simple to kill. Yeah, it would require smart play from the Zerg, but that's a good thing. Better than mindlessly f-clicking shit.
That last sentence just made me laugh. Load up a game as T/P, play against whichever of the two you didn't pick, and try to control Ghosts/Templar. Infestors are a breeze compared to that, and hitting 1 Storm doesn't set you up for infinite other Storms.
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