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A fundamental issue about forcefield - Page 7

Forum Index > SC2 General
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Mirosuu
Profile Blog Joined December 2010
England283 Posts
November 18 2012 16:01 GMT
#121
Nice Post. I just wonder if any blue posters actually replied with their thoughts or this was just another "this is why I think the game is broken" post that falls on deaf ears.
The more things change, the more they stay the same.
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2012-11-18 16:04:34
November 18 2012 16:02 GMT
#122
What do people not understand, stop posting about nerfing FF. You cannot do it without completely reworking the Protoss race from the ground up, something you and everyone else in this thread knows is not going to happen. Unless you completely rework Protoss tier 1 and WG in general, you cannot touch the Sentry. It is too crucial to the survival of the P race, and any tinkering with it would be like tinkering with something like Larvae Inject (even though I wish they would touch both the P and Z races and rework them, I know it's not going to happen).

The only thing you can do is indirectly nerf FF through something like mana cost maybe, or possibly duration. That way it can still be used defensively, but it is much more difficult to use it aggressively. Even then, I don't see the merit in nerfing any type of Sentry aggression since it is literally the only option P has to punish a Z for being ultra greedy.
j4vz
Profile Joined March 2010
Canada976 Posts
November 18 2012 16:02 GMT
#123
What if banelings could break forcefield when they explode.

make queen massive and drop them over forcefield.

i dont know but i can probably find 100 different ideas in a couple hours, blizzard should do something about FF and fungals.
someone_elses_lies@live.fr
HiTeK532
Profile Joined March 2011
Canada171 Posts
November 18 2012 16:04 GMT
#124
What if a unit i.e. hydra's were given the range to shoot over ff's and still hit immortals/stalkers.
I play games not girls
Mephyss
Profile Blog Joined December 2010
Brazil128 Posts
November 18 2012 16:04 GMT
#125
Make Queen massive or give them an ability to crush forcefields. It would make offensive FF eeaker without changing much defensive FF
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2012-11-18 16:05:09
November 18 2012 16:04 GMT
#126
Doesn't this apply to terran as well to some extent? Fuck up with your splits/FF and get fucked by banes and a-move. Terran micro almost always dictates how the fight goes.

Zerg in general doesn't have a lot of micro potential, I think that is what is causing the problems, not force fields.
Wingblade
Profile Joined April 2012
United States1806 Posts
November 18 2012 16:06 GMT
#127
On November 18 2012 21:53 syriuszonito wrote:
So true, this matchup is awful right now and forcefields are one of main reasons for it (2nd is infestor). I feel like right now toss all ins are way too powerful (and relatively easy to perform) and as you mentioned there is barely any way for zerg to defeat them even with great unit control because all you can do is wait for toss to make a mistake. I think together with infestor nerf there should be some change to weaken toss midgame or its gonna be even worse.


Stop. Right there. Weaken Protoss midgame? Yea good plan lets make midgame PvT even more difficult for Protoss. You can't weaken forcefields, or immortals really without obliterating TvP balance.
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
orBitual
Profile Joined January 2011
United States96 Posts
Last Edited: 2012-11-18 16:10:27
November 18 2012 16:09 GMT
#128
On November 19 2012 00:36 freetgy wrote:
unlike fungal, forcefields are are a spell that needs alot more skill than most other casting spells.

Sorry, but Sentries Immortal all-ins are going to be always strong, if Zerg insists on fighting with only tier 1 units.

Discussion ends, Pro gamers just seem to have found a timing that exploits the tech disadvantage of a fast 3 hatch and now people call this OP??

How about Zerg players just adapt and maybe try a different style? (instead of again asking for a nerf of a style just because it punishes the greedyness of a zerg)

You should ask your self the other question from another point of view. How would the balance and win rates look with this Timing didn't work? Most Protoss Pros wouldn't even win probably currently even half of their games, again a testament to the state of the matchup.


I think this is a funny post. Protoss can nexus first and take faster gas then zerg, and then demands zerg try a lower econ alternative? So we can be behind in all phases of the game instead of just two?.....
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2012-11-18 16:12:38
November 18 2012 16:09 GMT
#129
On November 19 2012 01:06 Wingblade wrote:
Show nested quote +
On November 18 2012 21:53 syriuszonito wrote:
So true, this matchup is awful right now and forcefields are one of main reasons for it (2nd is infestor). I feel like right now toss all ins are way too powerful (and relatively easy to perform) and as you mentioned there is barely any way for zerg to defeat them even with great unit control because all you can do is wait for toss to make a mistake. I think together with infestor nerf there should be some change to weaken toss midgame or its gonna be even worse.


Stop. Right there. Weaken Protoss midgame? Yea good plan lets make midgame PvT even more difficult for Protoss. You can't weaken forcefields, or immortals really without obliterating TvP balance.



Or early P gameplay in general. Sentries are half the reason why P can go low ground to their expansion half the time.


On November 19 2012 01:09 orBitual wrote:
Show nested quote +
On November 19 2012 00:36 freetgy wrote:
unlike fungal, forcefields are are a spell that needs alot more skill than most other casting spells.

Sorry, but Sentries Immortal all-ins are going to be always strong, if Zerg insists on fighting with only tier 1 units.

Discussion ends, Pro gamers just seem to have found a timing that exploits the tech disadvantage of a fast 3 hatch and now people call this OP??

How about Zerg players just adapt and maybe try a different style? (instead of again asking for a nerf of a style just because it punishes the greedyness of a zerg)

You should ask your self the other question from another point of view. How would the balance and win rates look with this Timing didn't work? Most Protoss Pros wouldn't even win probably currently even half of their games, again a testament to the state of the matchup.


I think this is a funny post. Protoss can nexus first and take faster gas then zerg, and then demands zerg try a lower econ alternative? So we can be behind in all phases of the game instead of just two?.....



Do you see P players complaining that mathematically it is impossible for them to keep up in supply with a Z who perfectly macros? A Z player can hit 200 supply extremely fast (with perfect macro it's somewhere around the 12 minute mark), while a P player at best is sitting somewhere around 110-120. Most of that 200 supply is drones too, so please don't talk like P has some sort of crazy advantage over Z economically when that clearly isn't the case.
Pandain
Profile Blog Joined May 2010
United States12989 Posts
November 18 2012 16:12 GMT
#130
Protoss needs new units. I don't think there's another way.

And I mean like a new tech tree.
FrogOfWar
Profile Joined March 2010
Germany1406 Posts
November 18 2012 16:14 GMT
#131
On November 19 2012 00:36 freetgy wrote:
unlike fungal, forcefields are are a spell that needs alot more skill than most other casting spells.

Sorry, but Sentries Immortal all-ins are going to be always strong, if Zerg insists on fighting with only tier 1 units.


What do you mean, people do try infestors and, less often, mutalisks.

Discussion ends, Pro gamers just seem to have found a timing that exploits the tech disadvantage of a fast 3 hatch and now people call this OP??

How about Zerg players just adapt and maybe try a different style? (instead of again asking for a nerf of a style just because it punishes the greedyness of a zerg)


I don't play at a high enough level to really judge, but this is really the question. Are there no alternatives? In the lower ladder leagues, you can often break down a ffe with early roach or ling/baneling aggression. But on pro level, if it were viable, wouldn't people do it? It's hardly a new idea. I thought it was really striking in the WCS finals how zergs played 3 base 3 times in a row and got killed by that timing 3 times in a row. Why do they feel they have to play that way even after it failed over and over? And what else could it be?
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
November 18 2012 16:14 GMT
#132
This is the true for T v P too, when Terran has to deal with the colossus.........
Bomber & Jaedong & FlaSh & SNSD <3
ImustnotfeaR
Profile Joined February 2011
United Kingdom154 Posts
November 18 2012 16:16 GMT
#133
for me its a case of nerfing z late game - and then giving z lair/ early hive tech a range of abilities (mirco focused?) to upgrade/morph your units with (equivalent of blink and charge).

'Fear is the mind killer'
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2012-11-18 16:22:28
November 18 2012 16:18 GMT
#134
On November 19 2012 01:14 FrogOfWar wrote:
Show nested quote +
On November 19 2012 00:36 freetgy wrote:
unlike fungal, forcefields are are a spell that needs alot more skill than most other casting spells.

Sorry, but Sentries Immortal all-ins are going to be always strong, if Zerg insists on fighting with only tier 1 units.


What do you mean, people do try infestors and, less often, mutalisks.
Show nested quote +

Discussion ends, Pro gamers just seem to have found a timing that exploits the tech disadvantage of a fast 3 hatch and now people call this OP??

How about Zerg players just adapt and maybe try a different style? (instead of again asking for a nerf of a style just because it punishes the greedyness of a zerg)


I don't play at a high enough level to really judge, but this is really the question. Are there no alternatives? In the lower ladder leagues, you can often break down a ffe with early roach or ling/baneling aggression. But on pro level, if it were viable, wouldn't people do it? It's hardly a new idea. I thought it was really striking in the WCS finals how zergs played 3 base 3 times in a row and got killed by that timing 3 times in a row. Why do they feel they have to play that way even after it failed over and over? And what else could it be?


its simple, fast 3 hatch can currently punished only by the best of the best with a robo all-in. Everyone else is currently dying left and right to basic roach ling. If Zerg don't die or doesn't get attacked to an all-in you have always a huge advantage in the midgame/late game. Basic pressure builds don't work vs. Zerg anymore. Because if zergs knows you don't all-in they play greedy, and basically have already won the game (just it doesn't seem like it because no one attacks).

Up to this point it is now the Zergs job to not fuck up.

This is the same for Terran, also their pressure builds are nerfed, Zerg gets too much econ to easy, which easily breaks mid/late game forcing the opponent to do even more all-in timing attacks to have a chance.

PS:
Imho this can only be fixed if there is a nerf to zergs ecoboosting mechanic. Then it wouldn't feel for P/T like they are playing vs. the clock.
orBitual
Profile Joined January 2011
United States96 Posts
November 18 2012 16:19 GMT
#135
On November 19 2012 01:09 superstartran wrote:
Show nested quote +
On November 19 2012 01:06 Wingblade wrote:
On November 18 2012 21:53 syriuszonito wrote:
So true, this matchup is awful right now and forcefields are one of main reasons for it (2nd is infestor). I feel like right now toss all ins are way too powerful (and relatively easy to perform) and as you mentioned there is barely any way for zerg to defeat them even with great unit control because all you can do is wait for toss to make a mistake. I think together with infestor nerf there should be some change to weaken toss midgame or its gonna be even worse.


Stop. Right there. Weaken Protoss midgame? Yea good plan lets make midgame PvT even more difficult for Protoss. You can't weaken forcefields, or immortals really without obliterating TvP balance.



Or early P gameplay in general. Sentries are half the reason why P can go low ground to their expansion half the time.


Show nested quote +
On November 19 2012 01:09 orBitual wrote:
On November 19 2012 00:36 freetgy wrote:
unlike fungal, forcefields are are a spell that needs alot more skill than most other casting spells.

Sorry, but Sentries Immortal all-ins are going to be always strong, if Zerg insists on fighting with only tier 1 units.

Discussion ends, Pro gamers just seem to have found a timing that exploits the tech disadvantage of a fast 3 hatch and now people call this OP??

How about Zerg players just adapt and maybe try a different style? (instead of again asking for a nerf of a style just because it punishes the greedyness of a zerg)

You should ask your self the other question from another point of view. How would the balance and win rates look with this Timing didn't work? Most Protoss Pros wouldn't even win probably currently even half of their games, again a testament to the state of the matchup.


I think this is a funny post. Protoss can nexus first and take faster gas then zerg, and then demands zerg try a lower econ alternative? So we can be behind in all phases of the game instead of just two?.....



Do you see P players complaining that mathematically it is impossible for them to keep up in supply with a Z who perfectly macros? A Z player can hit 200 supply extremely fast (with perfect macro it's somewhere around the 12 minute mark), while a P player at best is sitting somewhere around 110-120. Most of that 200 supply is drones too, so please don't talk like P has some sort of crazy advantage over Z economically when that clearly isn't the case.


He suggested that zergs go 2-base tech instead of a "greedy" fast 3 hatch. While I pointed out that Protoss is already going to be ahead in econ and tech from a nexus first into double gas if a zerg stays on 2-base. I don't know how your response is relevant at all.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2012-11-18 16:27:37
November 18 2012 16:24 GMT
#136
On November 19 2012 01:19 orBitual wrote:
Show nested quote +
On November 19 2012 01:09 superstartran wrote:
On November 19 2012 01:06 Wingblade wrote:
On November 18 2012 21:53 syriuszonito wrote:
So true, this matchup is awful right now and forcefields are one of main reasons for it (2nd is infestor). I feel like right now toss all ins are way too powerful (and relatively easy to perform) and as you mentioned there is barely any way for zerg to defeat them even with great unit control because all you can do is wait for toss to make a mistake. I think together with infestor nerf there should be some change to weaken toss midgame or its gonna be even worse.


Stop. Right there. Weaken Protoss midgame? Yea good plan lets make midgame PvT even more difficult for Protoss. You can't weaken forcefields, or immortals really without obliterating TvP balance.



Or early P gameplay in general. Sentries are half the reason why P can go low ground to their expansion half the time.


On November 19 2012 01:09 orBitual wrote:
On November 19 2012 00:36 freetgy wrote:
unlike fungal, forcefields are are a spell that needs alot more skill than most other casting spells.

Sorry, but Sentries Immortal all-ins are going to be always strong, if Zerg insists on fighting with only tier 1 units.

Discussion ends, Pro gamers just seem to have found a timing that exploits the tech disadvantage of a fast 3 hatch and now people call this OP??

How about Zerg players just adapt and maybe try a different style? (instead of again asking for a nerf of a style just because it punishes the greedyness of a zerg)

You should ask your self the other question from another point of view. How would the balance and win rates look with this Timing didn't work? Most Protoss Pros wouldn't even win probably currently even half of their games, again a testament to the state of the matchup.


I think this is a funny post. Protoss can nexus first and take faster gas then zerg, and then demands zerg try a lower econ alternative? So we can be behind in all phases of the game instead of just two?.....



Do you see P players complaining that mathematically it is impossible for them to keep up in supply with a Z who perfectly macros? A Z player can hit 200 supply extremely fast (with perfect macro it's somewhere around the 12 minute mark), while a P player at best is sitting somewhere around 110-120. Most of that 200 supply is drones too, so please don't talk like P has some sort of crazy advantage over Z economically when that clearly isn't the case.


He suggested that zergs go 2-base tech instead of a "greedy" fast 3 hatch. While I pointed out that Protoss is already going to be ahead in econ and tech from a nexus first into double gas if a zerg stays on 2-base. I don't know how your response is relevant at all.


no actually i did not, 3 hatch is still the best opening vs. toss, because i know that robo all-ins can be stopped if played smart (this was done months ago already, but zerg players got lazy, immortal sentrie all-ins are nothing knew and existed for a long time).

econ, pure roach ling defense certainly isn't the way to deal with it (at least on alot of maps)
Insomni7
Profile Joined June 2011
667 Posts
November 18 2012 16:24 GMT
#137
Why is everyone so eager to make all the races identical in every way? This kinda irritates me. If protoss has this one advantage, then zergs have to find their own advantages. There are many different approaches to trying to defeat Immortal all-in, and many of them do not involve fighting the army straight up. There are strategies which just cut a lot of drones and Try to overwhelm your opponent's force with speedlings as they move out. There are muta rush strategies into basetrades (Or in some cases just basetrades with roaches), and then there are various forcefield countering strategies such as banerain rush and really fast infestor. The Zerg, I believe, should always have a disadvantage fighting partning's allin so they find their edge elsewhere. The larger problem which is that zerg has relatively little to gain through micro in the early game is not going to be fixed by removing forcefields.
Never Forget.
Westy
Profile Blog Joined April 2010
England808 Posts
November 18 2012 16:28 GMT
#138
Ok, just throwing out 2 idea's (May have been suggested already, so not sure).

First thing, give forcefield a cool down equivalent to how long the forcefield lasts. I can't remember the numbers, but this way, if you want to throw down 8 forcefields at the same time, you need 8 sentries, and not just 2 sentries with maximum energy.

First problem with that? Protoss army now becomes very very weak. It now adds to the "Make one micro mistake, and you lose" problem.

Now, to slightly counter that. Change Guardian shield. Make it an effect that gets cast on the ground, similar to the Oracle time warp ability. Make it either add Armour to both melee and ranged attacks, or make it a bit like a shield battery spell. Either way, the point is, if zerg engages when the sentries have energy, the fight will become more favorable for the protoss. Giving a zerg a reason to engage early and force the ability to be used, so it drains energy and they can back off and force another one as they get even closer to their expansion.

Just a thought.
divito
Profile Blog Joined January 2011
Canada1213 Posts
November 18 2012 16:34 GMT
#139
On November 19 2012 00:44 superstartran wrote:
Yes but how the hell do you fix FF without screwing up P? If you nerf FF in any way shape or form, Z can just 3 base 200/200 Roach/Ling bust them all day, since perfect FF's, good building placement, and having out a few Immortals in time is the only way to hold that type of timing. FFs in general are crucial to P's survival up to around 8-10 minutes, and without them P is in a huge amount of trouble since their tier 1 is so weak when comparing them to T or Z. It isn't until Blink/Charge is on the field that their tier 1 is any decent, and even then if it's tier 1 P with upgrades vs tier 1 units of Z or T that are fully upgraded, P's Zealot/Stalkers still get obliterated.


I posed an alternative when he responded to my post:

On November 18 2012 23:22 divito wrote:
Rather than really messing with forcefields, I have to wonder if giving them HP along with their 15 seconds would help alleviate some of the issue (I suppose similar to Entomb in HotS). It can't be so small as to be evaporated instantly in late-game armies, but it also can't be large enough to not attract being targeted down.

Similar to bringing a massive unit through a forcefield line, but in a meta where Thors and Ultras aren't really utilized (and you'd be silly to throw a Colossus away), this allows a tangible way for the opposition to not be completely stuck.
Skype: divito7
Odoakar
Profile Joined May 2010
Croatia1838 Posts
November 18 2012 16:34 GMT
#140
As much as ff is bad, fungal is even worse, I don't even watch sc2 because of it. 'Pew! Now your zealots are rooted. Better go do something else, because guess what's going to happen once the first fungal end? Pew! Second fungal! Third fungal!"
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