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A fundamental issue about forcefield - Page 21

Forum Index > SC2 General
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QzYSc2
Profile Joined June 2012
Netherlands281 Posts
November 19 2012 07:40 GMT
#401
already pretty obvious to most people, why forcefield is such a dumb design, and its true that when a protoss plays perfect they are unbeatable. but thats usually not within human capabilities (1 phoenix could kill 100+ muta's if micro'd perfect, but you dont see it happen).
blade55555
Profile Blog Joined March 2009
United States17423 Posts
November 19 2012 08:11 GMT
#402
On November 19 2012 14:27 insanet wrote:
Concept:
1. Bring Back Shield Battery, in any form, building or spell from nexus,(http://starcraft.wikia.com/wiki/Shield_battery), this will give defenders advantage to protoss.

2. Buff Zealot Speed. maybe be inmune to concusive too.

3.Give Time warp to sentry. remove Forcefield.


Hm while I don't think that would be enough of a buff to protoss if you removed FF, time warp would be interesting if it was on the sentry. I kind of like that idea, but I still think toss would need a couple more buffs on gateway units or something to compensate for loss of FF which would be imo the best thing to do.

I liked your ideas though, mainly 2/3 though, 1 I'm not sure if it would have that big of an impact or not.
When I think of something else, something will go here
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
November 19 2012 08:56 GMT
#403
Isn't the supposed counter to forcefields a tactic? The proper counter to forcefields is to engage/bait in open area so that Protoss player won't have forcefields when the real "engagement" start.
insanet
Profile Joined January 2010
Peru439 Posts
Last Edited: 2012-11-19 09:07:57
November 19 2012 09:06 GMT
#404
On November 19 2012 17:56 nimdil wrote:
Isn't the supposed counter to forcefields a tactic? The proper counter to forcefields is to engage/bait in open area so that Protoss player won't have forcefields when the real "engagement" start.


That tactic Its getting old already, Sen was trying this against Koreans, most of them didnt get tricked.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
November 19 2012 09:10 GMT
#405
What if you could actually targetfire and destroy forcefields? It would force some more micro on the zerg and would make it easier to balance (by changing the health/armor etc of forcefields). Now, it's of course possible that this wouldn't help at all, but it's something I think could be tested. The big problem with this solution, IMO, is that it will become much harder for protoss to hold their ramp against early agression, especially from terran... the toss tactic is to forcefield the ramp, only letting a few units up... but if the marines at the bottom of the ramp can freely shoot down the forcefield, this tactic won't be effective anymore. Maybe, just maybe, the mothership core fixes this issue, but it's hard to say.
TargA
Profile Joined December 2010
Norway204 Posts
November 19 2012 09:55 GMT
#406
I support everything mOrRow says
ProgamerOn October 26 2013 00:10 Nerchio wrote: Shoutout to Targa, best zerg in europe || http://twitter.com/#!/TargA01
TheSwamp
Profile Joined November 2010
United States1497 Posts
November 19 2012 09:58 GMT
#407
It would be nice if Zerg had something in the same vein as EMP or feedback.
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
TaShadan
Profile Joined February 2010
Germany1967 Posts
November 19 2012 10:27 GMT
#408
while i agree with morrow... isnt this the 10000000000 post with nearly the same topic?
Total Annihilation Zero
mathemagician1986
Profile Joined February 2010
Germany549 Posts
November 19 2012 10:30 GMT
#409
FFs and Fungals are both terrible design. They completely deny the opponents micro, instead of making it hard. I think Idra's suggestion of making FFs attackable without attack priority (so you have to attack each of them individually) and giving fungal growth a slow down, but not a complete immobility would be an interesting thing to test in the beta.
blug
Profile Joined February 2011
Australia623 Posts
November 19 2012 10:34 GMT
#410
On November 19 2012 19:30 mathemagician1986 wrote:
FFs and Fungals are both terrible design. They completely deny the opponents micro, instead of making it hard. I think Idra's suggestion of making FFs attackable without attack priority (so you have to attack each of them individually) and giving fungal growth a slow down, but not a complete immobility would be an interesting thing to test in the beta.


I agree, to be honest, the only reason Protoss stay closeish to a 50% win ratio against Zerg is because they have a really good all in. If they were to nerf fungal, I really think the all in will need a bit of a nerf otherwise I think it will jump from Zerg being a bit to strong into Zerg being a little bit to weak against protoss.

Watching the pro scene and even with me in ladder, I've noticed I've got something close to a 35% win rate against protoss who use the all in, but I have around a 70%ish win rate if I get to late game against protoss. I feel if infestors are nerfed I think that I will start having a 50% win ratio late game against protoss while I'll still be stuck with my 35% win rate against protoss Immortal/Sentry all ins (You don't usually have infestors by the time it hits).
Derp
shadymmj
Profile Joined June 2010
1906 Posts
November 19 2012 10:49 GMT
#411
i think FFs make the game quite interesting but the problem is that it comes too early such that zerg has no conceivable way of offsetting its strength in a timing attack. such a powerful spell should only be available mid-game, and only be able to be spammed late game.

There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
superstartran
Profile Joined March 2010
United States4013 Posts
November 19 2012 12:08 GMT
#412
Guys I hate repeating myself but some of you really need to read. You cannot possibly remove/nerf/tweak FF in any major way without touching Gateway units and WG tech in general. That would mean a total redesign of the early tier 1 of P, which would force a restructuring/tweaking of P's late game which is already strong as it is (it is fairly strong up until it encounters Blord/Infestor).

Getting Dustin Browder and Blizzard to do that would be essentially impossible. It would mean a total redesign of the entire P race. Colossus for example would have to be removed or tweaked along with FF/WGs, because P tier 1 would have to be stronger to compensate for the fact that they cannot produce units as rapidly or aggressively anymore. This means that P could be more aggressive with tier 1 openings, while also taking expansions faster, leading to more economic leads for them.

You cannot simply just change such a core and fundamental skill that is basically the crux of a race's entire early to mid game and then decide to leave it at that. Choosing to nerf FF / rework WGs without touching the upper end of P's tech tree would result in complete mayhem (for example, Templars under a no WG tree without a rework of KA would be utterly bad, since you'd have to wait for them build, then to charge up their energy, and then walk them all the way out to the battlefield). You're not thinking of the entire picture, and I don't think Morrow is either. He just is simply seeing that FF is a badly designed spell, and it is unfun. I agree; it is. But the entire race was designed around the presence of FF/WGs in general. You cannot possibly tweak those two without massive overhauls to the entire P race, and we all pretty much know it's not going to happen.
Deathstar
Profile Blog Joined May 2010
9150 Posts
November 19 2012 14:40 GMT
#413
On November 19 2012 21:08 superstartran wrote:
You cannot possibly tweak those two without massive overhauls to the entire P race, and we all pretty much know it's not going to happen.

Not to make irrelevant the rest of your post, but this is the main issue. These issues are built into the protoss race and you can't band-aid one thing without revamping everything else. If we need to "overhaul" the protoss race as you say and we know Blizzard is dead-set on their vision of Starcraft 2, then these issues are out of our hands and we can only discuss how to deal with them in-game.
/I agree with your post
rip passion
Deletatron
Profile Joined September 2010
United States22 Posts
November 19 2012 14:53 GMT
#414
On November 19 2012 16:40 QzYSc2 wrote:
when a protoss plays perfect they are unbeatable. but thats usually not within human capabilities (1 phoenix could kill 100+ muta's if micro'd perfect, but you dont see it happen).


This isn't true. The person with the mutas could split them up and certainly defeat the phoenix. Even if the phoenix was perfectly microed and could anticipate the mutas changing direction perfectly.
Deleted!
Enzymatic
Profile Joined August 2011
Canada1301 Posts
November 19 2012 14:59 GMT
#415
On November 19 2012 16:40 QzYSc2 wrote:
already pretty obvious to most people, why forcefield is such a dumb design, and its true that when a protoss plays perfect they are unbeatable. but thats usually not within human capabilities (1 phoenix could kill 100+ muta's if micro'd perfect, but you dont see it happen).


Nothing said here makes any sense at all. The same could be said for ANY race, not just protoss. You appear to be quite biased with your tone.
"Who hired this awful fountain gunner? He can't hit shit." - Yiss
Shiori
Profile Blog Joined July 2011
3815 Posts
November 19 2012 15:13 GMT
#416
Frankly I'm not sure why Code S Koreans taking down foreigners is any sort of convincing indication that Forcefield is a problem. It's an uninspired, boring mechanic, but it's far less of a problem than Fungal or BL/Infestor is.
Cyrak
Profile Joined July 2011
Canada536 Posts
Last Edited: 2012-11-19 15:26:48
November 19 2012 15:23 GMT
#417
On November 19 2012 21:08 superstartran wrote:
Guys I hate repeating myself but some of you really need to read. You cannot possibly remove/nerf/tweak FF in any major way without touching Gateway units and WG tech in general. That would mean a total redesign of the early tier 1 of P, which would force a restructuring/tweaking of P's late game which is already strong as it is (it is fairly strong up until it encounters Blord/Infestor).

Getting Dustin Browder and Blizzard to do that would be essentially impossible. It would mean a total redesign of the entire P race. Colossus for example would have to be removed or tweaked along with FF/WGs, because P tier 1 would have to be stronger to compensate for the fact that they cannot produce units as rapidly or aggressively anymore. This means that P could be more aggressive with tier 1 openings, while also taking expansions faster, leading to more economic leads for them.

You cannot simply just change such a core and fundamental skill that is basically the crux of a race's entire early to mid game and then decide to leave it at that. Choosing to nerf FF / rework WGs without touching the upper end of P's tech tree would result in complete mayhem (for example, Templars under a no WG tree without a rework of KA would be utterly bad, since you'd have to wait for them build, then to charge up their energy, and then walk them all the way out to the battlefield). You're not thinking of the entire picture, and I don't think Morrow is either. He just is simply seeing that FF is a badly designed spell, and it is unfun. I agree; it is. But the entire race was designed around the presence of FF/WGs in general. You cannot possibly tweak those two without massive overhauls to the entire P race, and we all pretty much know it's not going to happen.


This guy hit it on the nose. This isn't a new problem. It's something that should have been addressed literally years ago (FF never should have made it out of beta tbh). FF and WG, the two dumbest abilities in the game, are inextricably bound together and a revamp of those would require rebalancing pretty much every unit in the Protoss arsenal.

It should happen but it probably won't.

edit: This will end up being 'balanced' by map refinements. Finding exactly the right amount of open space in the natural/3rd areas so that more FF is required to accomplish the same thing is the easiest way to break this strategy. It's also why even parting is far from invincible other than perhaps on Ohana. Of course this leads to its own problem, that already exists, which is that what can be done with maps without making them incredibly biased towards a certain race will become increasingly limited.

This ain't Brood War kids.
Fortune favors the prepared mind.
KingAce
Profile Joined September 2010
United States471 Posts
Last Edited: 2012-11-19 15:28:23
November 19 2012 15:24 GMT
#418
Why not try muta openings?

Trying to nerf FF means buffing gateway units. Buffing gateway units means, removing warp gates.

The solution isn't an easy one. FF are strong within a very special timing that has been figured out by protoss. And this timing needs exact micro to efficiently own at the highest level.

Despite how difficult it might be for zergs to deal with, it doesn't change the fact that touching FF negatively impacts the entire protoss race.

If you give any care about the game. You would realize that the problem lies with warp gates.

These are day 1 problems that anybody with a decent BW background foresaw. We addressed these things day one...but we had a lot of people who thought that we were simply against change and being elitist.

The problem is Warpgates...any protoss would tell you that.
"You're defined by the WORST of your group..." Bill Burr
paddyz
Profile Joined May 2011
Ireland628 Posts
November 19 2012 15:32 GMT
#419
I have had a problem with PvZ for a long time due to the importance of forcefields. Zerg can just afford too much stuff and it crushes the toss army if it can all fight at once. I don't like how the match up works, you can do so much right and get far ahead and then just lose because you leave one gap in your forcefield wall or don't do 1 forcefield quickly enough. The toss player just has so much micro to do in a short time, the forcefield mean everything while the stalker micro etc is next to useless.

At the same time I would like more micro potential when I am zerg, it seems all you have to do is move as close to the toss as possible and then a move(with the odd bit of focus firing).

I preferred it when roaches had less range and you could micro stalkers against them + when zerg players actually made hydras. It was more fun back then. Playing against roach/ling spam into infestor spam into broodlord spam is just boring.
Decendos
Profile Joined August 2011
Germany1338 Posts
November 19 2012 15:50 GMT
#420
since the problem is warpgate (which prevents gateway units from being stronger, which was the reason for FF to be introduced) but blizzard wont touch it (at least not in HOTS) there has to be another solution to mass FF preventing all micro.

how about giving the MsC FFs and giving sentrys timewarp? MsC (purify + autoattack) itself already made P a lot safer early game, timewarp on sentrys would make P even more safe. so P could be safe vs early game all ins + have recall to be able to pressure the opponent without any risk while not being able to go mass FF spam allins.

if MsC FF would be abused by FF the ramp from main to natural offensively, just make the MsC be attached to the nexus again.

this change would also fix the issue that protoss gets an additional deathball spell (no timewarp + FF bullshit: deathball already rapes everything on the ground so T and Z have to go air).
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