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A fundamental issue about forcefield - Page 24

Forum Index > SC2 General
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Snake.69
Profile Joined February 2010
Canada140 Posts
Last Edited: 2012-11-19 23:49:55
November 19 2012 23:48 GMT
#461
I just had an idea; make it so you cant shoot ranged attacks across forcefields, besides maybe spells such as storm or fungals... Youll still be able to kill the trapped units in the front, but you cant kill units that you forcefield trap with like 10 forcefields.

It probably wont fix the issues at all, but its a start and protoss will still have their forcefields for defensive purposes.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2012-11-19 23:56:52
November 19 2012 23:56 GMT
#462
On November 20 2012 08:48 Snake.69 wrote:
I just had an idea; make it so you cant shoot ranged attacks across forcefields, besides maybe spells such as storm or fungals... Youll still be able to kill the trapped units in the front, but you cant kill units that you forcefield trap with like 10 forcefields.

It probably wont fix the issues at all, but its a start and protoss will still have their forcefields for defensive purposes.

Or give forcefield to the oracle instead of time warp and then give time warp to the sentry. (terrible idea probably)

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.
mission2344
Profile Joined November 2012
1 Post
Last Edited: 2012-11-20 01:24:45
November 20 2012 01:07 GMT
#463
MorroW, you inspired me to make this:
http://redd.it/13hekk
Purple Haze
Profile Joined December 2011
United Kingdom200 Posts
November 20 2012 01:26 GMT
#464
On November 20 2012 05:04 Plansix wrote:
Show nested quote +
On November 20 2012 00:13 Shiori wrote:
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. [/QUOTE/]

I agree with this completely. Why is it that the better players winning (Koreans) beating inferior players (foriegners) a sign that PvZ is in favor of protoss. Yes, its silly and frustrating for Zerg but I dont think anyone can say that Suppy, Sen and co. are better than the likes of Rain or Parting.


Agreed. Parting and Rain are two of the best protoss in the world. The fact that Parting created an extremely refined, sharp and deadly all-in that to punish the greed of zerg is nothing to complain about. The fact that he was able to do it three times in a row is the fault of his opponent. While other whine about balance and game design, Partings and Rain refine builds down to a razors edge and win OSL and BWC.


The problem is that you can have a strong suspicion it's coming, scout it early, do everything correctly from that point on to try and deal with it, and still get crushed if the protoss micros correctly. It's not a lot of fun to play a game where the outcome is overwhelmingly in the hands of your opponent. This was all made pretty clear in the OP.

If you come back saying that this is how the lategame feels for protoss then fine, I can accept that, but everyone is screaming for a change to the late game.
cozzE
Profile Joined September 2010
Australia357 Posts
November 20 2012 01:39 GMT
#465
On November 18 2012 22:02 Deckkie wrote:
This is my idea, but I could be totally wrong.

Tier 1 Protoss cant be made stronger because of the warp in mechanic. They dont have a attackers disadvantage in the early game, because of this their units cannot roughly equal the strength of Terran or Zerg early game. If they were the same strength, Terran and maybe Zerg, wouldnt be able to ever tech-up because of the possible 4-gate all-in.

Instead, Protoss has the force field, it becomes effective a little later in the game, and gives Protoss a roughly equally strong Tier1 army.

The proposition is now: If you want to change Protoss Tier1, you first have to change the warp in mechanic.


Really good post I feel.

I know the balance team really don't want to get close to this one but Protoss tier 1 needs a good looking at - as does the warpgate mechanic. It's either mind-bogglingly strong or just piss weak and dies to anything.

I still believe this game would be better without force field.
memcpy
Profile Blog Joined April 2010
United States459 Posts
November 20 2012 01:39 GMT
#466
I'm sure this has already been suggested but decreasing the maximum energy of the sentry would be a simple fix to the immortal sentry build without decreasing the early game defensive necessity of forcefields.
ke_ivan
Profile Joined February 2011
Singapore374 Posts
November 20 2012 01:52 GMT
#467
This will sound naive from a terran player, but wouldn't the simple answer be baneling drops or mutalisk harrass?
Ossan
Profile Joined November 2012
14 Posts
November 20 2012 02:00 GMT
#468
FF is T1 primarily because

1. Gateway units are relatively expensive
2. Gateway abilties (Blink, Charge) are farther up the tech tree
3. Protoss needs Hallucination (ability and the energy) or T2 for vision (observer, phoenix)

These 3 reasons make controlling the map, harassing, and defending more significant investments for Protoss.

So going back to my earlier post, if you want to remove FF without nerfing T or Z in some ways

1. Give Sentries a "sensor tower" like passive ability; then you will know when to hallucinate, warp in, or pull back units.
2. Give Zealots the Charge movement speed off the bat (not the ability, just movement speed) so they can react.
3. Put Charge and Blink on the Cyber Core, stick air upgrades on the Forge or Twilight.

If you do these 3 things, at the very least it will be harder to execute cannon rushes and proxies;
but I think the overall early/mid/late games will improve as well.

iDrone
Profile Joined December 2010
United States176 Posts
November 20 2012 02:07 GMT
#469
honestly zvp is one of the main reasons I quit playing sc2. That and blizzard never updating the actual game, just few minor balance patches every few months and calling it good.

My issue with forcefields is that zerg always has to be on the lookout. I have to prepare well in advance to stop the immortal/sentry all in. It is one of the hardest things to stop at the Grandmaster level. Even in the widest part of the map, and trying to flank, I have to rely on the protoss messing up. Generally what P does when he sees me flank, is throw done a wall of FF on one side, and then tries to kill my flanking army by itself. Due to bad map layouts, it is extremely easy for the protoss to do that. If zerg loses 8+ roaches for free, the immortal/sentry all in is near impossible to stop at the top level, granted the P advances the attack immediately.

Thats not even the bad part though, because there is no reason that the protoss has to attack. I have scouted immortals and mass sentry, so P knows zerg is preparing. If the all in is hard to stop, imagine trying to deny the P from a 3rd base is incredibly harder. They take a 3rd base, and just attack a few minutes later, usually wiping me out without any chance at all.

So i either play very greedy and don't prepare for the initial attack, or I over-prepare and die to the 3rd base timing. All while protoss has the observer that zerg has big trouble stopping. I feel like a good protoss can easily beat a zerg with the correct scouting ( some korean P have 80% wr vs korean zergs )
zergs have to rely on unusual tactics, and trying to trick their opponent.. which hey, isn't that bad I guess? But not all of us are koreans with 300apm, I myself only have 170 and often die to lesser players, even when I know what they are doing.

The game is meh, dota 2 is much better competitively anyways.
Patate
Profile Joined January 2011
Canada441 Posts
November 20 2012 02:11 GMT
#470
Not speaking balance wise (because FFs are balanced since gateway units are not cost efficient and lots of sentries are very gas intensive.. using a lot of sentries is almost an all-in because it slows down teching so much), but I totally agree with Morrow that it is a frustrating mechanic for both players.. protoss hates the fact that they're the only ones having to really micro, while Zerg hates the fact that their engagement win depends on the toss screwing up or not.



I'd be in favor of removing it and making Gateway units stronger (with no warpgate, of course) but I believe this will not happen so maybe sentries should have 100 maximium energy.. not more. The 3 immortals-sentry all-in is pretty good because lots of those sentries are already full in energy (or almost)... reduce that maximum and you have let sitting in base and waiting for 200 energy.
Dead game.
Raid
Profile Joined September 2010
United States398 Posts
November 20 2012 02:23 GMT
#471
This is just like the 1/1/1 stuff terran was doing last year with Protoss. What blizz did to stop it was just buff immortals and all that jazz. To be fair protoss are doing this strat beause BL infestor is way to powerful in all matchups. Something needs to be done with that. FF is just a silly mechanic that just should've never worked in the first place but was forced to work. I think FF and fungal are two dumb spell casts that need rework.
Purple Haze
Profile Joined December 2011
United Kingdom200 Posts
November 20 2012 03:20 GMT
#472
On November 20 2012 10:52 ke_ivan wrote:
This will sound naive from a terran player, but wouldn't the simple answer be baneling drops or mutalisk harrass?


It's impossible to get that tech out in time unless you rush it to the extent that you die to a range of other 2 base allins.
Shiori
Profile Blog Joined July 2011
3815 Posts
November 20 2012 03:27 GMT
#473
I'm going to sa it yet again since only one guy offered a direct response (which made no sense to me on account of the GSL proving it wrong): Parting, Rain, and Creator beating the likes of Vortix, Sen, and Suppy is not anything out of the ordinary. I have no idea why people are making balance claims on such a basis, especially someone so esteemed as Morrow.
orBitual
Profile Joined January 2011
United States96 Posts
November 20 2012 03:41 GMT
#474
On November 20 2012 12:27 Shiori wrote:
I'm going to sa it yet again since only one guy offered a direct response (which made no sense to me on account of the GSL proving it wrong): Parting, Rain, and Creator beating the likes of Vortix, Sen, and Suppy is not anything out of the ordinary. I have no idea why people are making balance claims on such a basis, especially someone so esteemed as Morrow.


Maybe this quotation from the original post will help explain why people don't care to respond to your (discussion stifling) non sequitur:

"i want a zerg with great micro control to find ways to deal with the forcefield and i would love if the protoss army wouldnt completely get rolled without relying on forcefield. it is very uninteresting at times in these top level pvz games perfect forcefields keep the protoss army invournable and as soon as they run out - the toss dies."

It's not about balance.
TheDraken
Profile Joined July 2011
United States640 Posts
November 20 2012 03:47 GMT
#475
On November 20 2012 12:27 Shiori wrote:
I'm going to sa it yet again since only one guy offered a direct response (which made no sense to me on account of the GSL proving it wrong): Parting, Rain, and Creator beating the likes of Vortix, Sen, and Suppy is not anything out of the ordinary. I have no idea why people are making balance claims on such a basis, especially someone so esteemed as Morrow.


this has nothing to do with balance and everything to do with game design. it really doesn't matter what players you want to bring up.

forcefield is bad because it's such a huge crutch for protoss. try playing without it. you can't.
fast food. y u no make me fast? <( ಠ益ಠ <)
VTPerfect
Profile Blog Joined March 2011
United States487 Posts
November 20 2012 04:01 GMT
#476
Blizzard really took the 1a swarm thing a bit far. In my opinion its not Protoss that is broken but zerg, zerg needs units that are cost effective based on skill like the other races but as is its 1a and if ur macro is good enough win, if nor or opponent micro 2 good lose.
templar rage
Profile Joined September 2010
United States2509 Posts
November 20 2012 04:11 GMT
#477
I've always been of the opinion that FF duration needs to be significantly cut. Off the top of my head, I'm thinking about a 10 second duration as a maximum. 15 seconds is just way too long of a time. Even if you try to set up flanks and such, it's pretty common to get 2 or 3 good FF barrages out, which, as long as they weren't completely trashy FFs, gives you more than enough time to kill everything safely. It doesn't even feel worth it to me to spend time trying to bait pre-fight FFs because people just have so many that, even with that energy loss, they still have more than enough time to do what they need to do.

Purple Haze
Profile Joined December 2011
United Kingdom200 Posts
November 20 2012 04:14 GMT
#478
On November 20 2012 12:27 Shiori wrote:
I'm going to sa it yet again since only one guy offered a direct response (which made no sense to me on account of the GSL proving it wrong): Parting, Rain, and Creator beating the likes of Vortix, Sen, and Suppy is not anything out of the ordinary. I have no idea why people are making balance claims on such a basis, especially someone so esteemed as Morrow.


The GSL didn't prove anything wrong, PartinG tried the build once, executed it badly, and lost. You're not really listening, people aren't saying anything about balance, and they're not basing anything on this weekend. They're saying anytime the outcome is totally in the hands of one player that's a bad situation. That's not saying that every time someone does this build they'll win, it's saying that if they execute it well enough it doesn't matter what the zerg does, they'll still lose.
Ossan
Profile Joined November 2012
14 Posts
November 20 2012 04:52 GMT
#479
On November 20 2012 11:00 Ossan wrote:
FF is T1 primarily because

1. Gateway units are relatively expensive
2. Gateway abilties (Blink, Charge) are farther up the tech tree
3. Protoss needs Hallucination (ability and the energy) or T2 for vision (observer, phoenix)

These 3 reasons make controlling the map, harassing, and defending more significant investments for Protoss.

So going back to my earlier post, if you want to remove FF without nerfing T or Z in some ways

1. Give Sentries a "sensor tower" like passive ability; then you will know when to hallucinate, warp in, or pull back units.
2. Give Zealots the Charge movement speed off the bat (not the ability, just movement speed) so they can react.
3. Put Charge and Blink on the Cyber Core, stick air upgrades on the Forge or Twilight.

If you do these 3 things, at the very least it will be harder to execute cannon rushes and proxies;
but I think the overall early/mid/late games will improve as well.



I forgot two pretty important reasons for having T1 FF and FF in general

4. Terran can raise supply depots and other structures, and Zerg can move Spine and Spore crawlers for wall-ins

Protoss would need something like phasable/warpable photon cannons to prevent harass;
hellions, lings, especially banelings would be "gg"

5. So many banelings....

You would definitely need Blink Stalkers ASAP or Sentries with enough Hallucinations to absorb damage.
Or you would need enough warp prisms for your units and amazing micro.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-11-20 05:03:38
November 20 2012 05:02 GMT
#480
On November 20 2012 12:47 TheDraken wrote:
Show nested quote +
On November 20 2012 12:27 Shiori wrote:
I'm going to sa it yet again since only one guy offered a direct response (which made no sense to me on account of the GSL proving it wrong): Parting, Rain, and Creator beating the likes of Vortix, Sen, and Suppy is not anything out of the ordinary. I have no idea why people are making balance claims on such a basis, especially someone so esteemed as Morrow.


this has nothing to do with balance and everything to do with game design. it really doesn't matter what players you want to bring up.

forcefield is bad because it's such a huge crutch for protoss. try playing without it. you can't.


Hmm, don't know that I agree. When the OP prefaces these games and refers to them as the reason he is posting, it pays to look at the games in question. It seems to me that this is yet another thread (well disguised this time) on Protoss balance/design/qq etc (comparable to all the threads gone before with many similar "solutions" offered). Morrow may believe that his shit does not stink when it comes to these sorts of discussions. Unfortunately, just like everybody else, it does.
KT best KT ~ 2014
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