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Situation Report: June 11, 2013 - Page 8

Forum Index > SC2 General
430 CommentsPost a Reply
Prev 1 6 7 8 9 10 22 Next All
1raxexpand
Profile Joined July 2012
United States165 Posts
June 12 2013 03:19 GMT
#141
Blizzard why you hate tanks!
Mvp-forGG-MKP-Bogus-Ty-MMA-Polt-Taeja-Flash
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
June 12 2013 03:34 GMT
#142
I miss 2 tank 16-20 marine push styles in all matchups....

I remember watching streams where pros would do it in TvP for early defensive options vs the variety of allins towards the end of WoL and to punish fast thirds
Stop procrastinating
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2013-06-12 06:47:28
June 12 2013 03:35 GMT
#143
On June 12 2013 12:10 xAdra wrote:
Show nested quote +
On June 12 2013 12:04 aZealot wrote:
On June 12 2013 11:52 xAdra wrote:
On June 12 2013 11:48 Bagi wrote:
On June 12 2013 11:41 aZealot wrote:
On June 12 2013 11:19 xAdra wrote:
I think they could try introducing more buffs as opposed to nerfs. Like something that will majorly shake up the game, such as Tanks getting +damage against shields, or stalkers having better upgrade scaling but longer blink cooldown. It would be really cool, especially the former which will make mech viable. If mech were viable, TvP as both a viewer and a player would be diversified so much, it would seem like an all new sc2.


Tanks getting +damage against shields? What? Er, no. Thanks, but no, thanks.

Can't argue with this kinda reasoning.

Yeah, I think it's good to try out. I mean, mech is not viable against toss as it is.


Why should it be viable? Apart from the panting longing for BW Mech?

Terran also has a unit that can be produced in multiple numbers that is able to destroy Protoss shields. And now you want another? Which already also does considerable damage, especially to armoured on top of that? Think about it for a while, and you'll see why it's another one of those ideas that sound nice, but are really, just more than a little silly.

Because we want to diversify play? Is that wrong? Would you like to be back in the days when protoss had to go robo every game or die instantly? Saying that marauders take that role is stupid: would you go marauder/tank? Units that have different upgrades?

I'm no terran player, but it's obvious that bio and mech are completely different playstyles. While bio players want constant harass and aggression, relying on micro and mechanics to stay on even footing, mech players utilize decision making and positioning to a greater extent. By allowing mech against protoss, you make the game more interesting.

Let's ask a different question: why are you so violently adverse to the idea of making mech more viable? Apart from the panting longing for ladder points against terran?


Diversity for the sake of diversity is not a good reason (especially if it causes other problems). Mech, at least in some form, is already viable in TvT and TvZ. Although it may not be the real slow intellectual strange of BW mech (this is partly because SC2 is a different, faster and more mobile game). There is no reason for it to be also viable in TvP just because it is Mech and just because of diversity. Let's take your suggestion of shield damage. You put shield damage on a unit that does a lot of default damage, does a lot of damage versus armoured, does splash damage, and now comes out with default siege range. You don't see the problem with that? That would cause a lot more problems than it 'solves' or gains in 'diversity'.

If there is one thing we can say from a complex and deep game like SC2 is that the game is full of unintended consequences and players develop strategies in new and unexpected ways. This is why nerfs, especially large ones, should be resisted as it removes tools from players and diminishes the creativity of the playing population. However, this is also a reason why strong buffs need to be carefully implemented. Simply because no-one knows what direction these buffs will take the game. In opting for a strongger tank, people tend to look at Mech styles as played in BW without realising that SC2 is a different game, with different units, and different styles (such as Bio/Mech). For instance, from one point of view, such a buff intended to strengthen pure Mech could radically overpower Bio/Mech styles against P. Do you see what I mean?

This is why ideas like this, even if nice on the surface, are rather silly, IMO, when you look at them a little deeper.


KT best KT ~ 2014
S:klogW
Profile Joined April 2012
Austria657 Posts
June 12 2013 03:39 GMT
#144
Let VRs be, for now. All in all, I think this is a step in the right direction.
E = 1.89 eV = 3.03 x 10^(-19) J
Slipspace
Profile Joined May 2010
United States381 Posts
June 12 2013 03:40 GMT
#145
It's good that that a primary focus is to make sure the game isn't stale, but I really didn't except void rays and widow mines to be the discussion of this situation report when David Kim recently mentioned possibly nerfing the hellbat.
tshi
Profile Joined September 2012
United States2495 Posts
June 12 2013 03:42 GMT
#146
On June 12 2013 09:02 Waxangel wrote:
  • When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
  • When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.


uh what? I feel like we're missing an explaination of how this is skill and not random

LOL

yeah I thought the same thing. I mean, I guess that's a subtle way to say, "Go Tanks!" ?
scrub - inexperienced player with relatively little skill and excessive arrogance
GoodSirTets
Profile Joined June 2012
Canada200 Posts
June 12 2013 03:45 GMT
#147
I think voidray should be changed. It is very strong in all three matchups. Either that or give zerg better anti air like scourge or something
High Diamond/ Low Masters :^)
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 12 2013 03:48 GMT
#148
When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.

Is this implying that with tank/marine the numbers of the zerg matter and you can tell who will win based on numbers while mine/marine the numbers of the zerg are irrelevant because of "player skill" (that "skill" being how well the zerg can evade/detonate mines and minimizing losses while terran just stutter steps and macros)?
Belisarius
Profile Joined November 2010
Australia6231 Posts
June 12 2013 03:49 GMT
#149
I really don't follow the tanks vs. widows argument...
Lunareste
Profile Joined July 2011
United States3596 Posts
June 12 2013 03:55 GMT
#150
On June 12 2013 10:55 RPR_Tempest wrote:


Without swarm host/mass static defence, there is literally no way for Zerg to take on Protoss in the late game once they have their death army of colossus/ht/voidray. God damn it.


Hmm that sounds familiar. Were you also complaining about this when BL/Infestor was dominating?
KT FlaSh FOREVER
Bagi
Profile Joined August 2010
Germany6799 Posts
June 12 2013 03:58 GMT
#151
On June 12 2013 12:48 TheRabidDeer wrote:
Show nested quote +
When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.

Is this implying that with tank/marine the numbers of the zerg matter and you can tell who will win based on numbers while mine/marine the numbers of the zerg are irrelevant because of "player skill" (that "skill" being how well the zerg can evade/detonate mines and minimizing losses while terran just stutter steps and macros)?

Yes, they pretty much want zergs to work harder.

Btw you don't "just stutter step" against ling/bane, you split.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
June 12 2013 04:01 GMT
#152
On June 12 2013 09:02 Waxangel wrote:
  • When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
  • When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.


uh what? I feel like we're missing an explaination of how this is skill and not random


In WoL zerg 1-a their entire army into terran's marine tank. There is no dances and its what every zerg does when he decided its go time.

In Hots, you will lose your army if you 1-a your army into widow mines. You need good controls and decisions to slowly poke away the fire before going in for the kills.
snakeeyez
Profile Joined May 2011
United States1231 Posts
June 12 2013 04:02 GMT
#153
Yeah it generally sounds good to me and its good they are not rushing into changes that might not be needed.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
June 12 2013 04:07 GMT
#154
As a Zerg player who hates the state of the Void Ray, I think they missed the point completely.

Much like the muta complaints of old, it's not that the VR itself is OP, it's the fact that Zerg lacks a solid counter-unit.

When Void Rays are on the field en masse, it is signifcantly harder for the Zerg to win than the Protoss, while you can argue "Zerg shouldn't let it get that way" there is nothing on the other side remotely close to that strength in the modern game.

Sure, it's winnable, but it sure does feel like showing up to a gun fight with a knife.
As it turns out, marines don't actually cost any money -Jinro
DavoS
Profile Blog Joined October 2012
United States4605 Posts
June 12 2013 04:10 GMT
#155
The reason that the Void ray isn't screwing with the win percentages is because it's only broken in PvP (spoiler: Protoss wins). There's no Protoss unit that can trade effectively vs Void rays using overcharge, so it's like Hellbat drops in TvT. I'm a random player, and my WoL PvP was pretty terrible. But in HotS, I have a great win rate going mass void ray. I'm glad to see my ability to box a-move and then hit e be rewarded with a huge win rate
"KDA is actually the most useless stat in the game" Aui_2000
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 12 2013 04:10 GMT
#156
On June 12 2013 12:58 Bagi wrote:
Show nested quote +
On June 12 2013 12:48 TheRabidDeer wrote:
When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.

Is this implying that with tank/marine the numbers of the zerg matter and you can tell who will win based on numbers while mine/marine the numbers of the zerg are irrelevant because of "player skill" (that "skill" being how well the zerg can evade/detonate mines and minimizing losses while terran just stutter steps and macros)?

Yes, they pretty much want zergs to work harder.

Btw you don't "just stutter step" against ling/bane, you split.

With mine/marine you stutter step until the mines are detonated THEN you split as you retreat (if the zerg does not retreat). At least, this is what innovation does as far as I can remember. You dont split (or much) before that because you waste damage. This is at the pro level though, below that it is probably beneficial to retreat and split rather than stutter then split.
On June 12 2013 13:01 iky43210 wrote:
Show nested quote +
On June 12 2013 09:02 Waxangel wrote:
  • When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
  • When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.


uh what? I feel like we're missing an explaination of how this is skill and not random


In WoL zerg 1-a their entire army into terran's marine tank. There is no dances and its what every zerg does when he decided its go time.

In Hots, you will lose your army if you 1-a your army into widow mines. You need good controls and decisions to slowly poke away the fire before going in for the kills.

In WoL if a zerg 1-a their entire army into marine/tank that is targeting, you lose. Banelings need to be controlled and if T is on creep it helps to use lings to surround marines so they cant run and you use mutas to target tanks or medivacs. 1-a is entirely too simplified.
ColtCommando
Profile Joined May 2011
United States51 Posts
June 12 2013 04:22 GMT
#157
Have to strongly disagree with idea that marine/mine play is more indicative of a skilled player. Marine tank is way more fun to watch and i'm sad to see that blizzard is satisfied with the siege tanks replacement as terran's primary AOE unit.
Warpath
Profile Joined April 2010
Canada1242 Posts
June 12 2013 04:25 GMT
#158
i miss siege tanks, sad to see their not being brought to the forefront.
Bagi
Profile Joined August 2010
Germany6799 Posts
June 12 2013 04:26 GMT
#159
On June 12 2013 13:10 TheRabidDeer wrote:
Show nested quote +
On June 12 2013 12:58 Bagi wrote:
On June 12 2013 12:48 TheRabidDeer wrote:
When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.

Is this implying that with tank/marine the numbers of the zerg matter and you can tell who will win based on numbers while mine/marine the numbers of the zerg are irrelevant because of "player skill" (that "skill" being how well the zerg can evade/detonate mines and minimizing losses while terran just stutter steps and macros)?

Yes, they pretty much want zergs to work harder.

Btw you don't "just stutter step" against ling/bane, you split.

With mine/marine you stutter step until the mines are detonated THEN you split as you retreat (if the zerg does not retreat). At least, this is what innovation does as far as I can remember. You dont split (or much) before that because you waste damage. This is at the pro level though, below that it is probably beneficial to retreat and split rather than stutter then split.

Yeah there can be a bit of weaving back and forth, especially if you have a line of marauders as the safety buffer. I don't think most pros do that with all of their army though, just smaller squads.

Either way obviously there's a lot of microing both sides can do, saying that a terran player "just stutter steps and macros" is a bit misleading.
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
June 12 2013 04:31 GMT
#160
wellp, looks like blizzard won't be doing jack to the siege tank anytime soon. So goes the chances of Mech TvP.
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