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SK MC's thoughts on the current state of SC2 - Page 43

Forum Index > SC2 General
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Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
September 05 2013 23:00 GMT
#841
If tanks had 60 damage I'd place them in random places yeah, but blizz wants the WM to be the new tank.
11/5/14 CATACLYSM | The South West's worst Falco main
DeathDyingDoomKiller
Profile Joined October 2012
Canada91 Posts
September 06 2013 03:05 GMT
#842
I (me) really like what he has to say :D
Join the League of Evil. We have Murder, Evil, Blood, Grim Reaping, Killing, Death, Dying, Doom, Black, Dark Red, John Boehner, Reaper, Slaughter, and Kill-Death.
XiaoJoyce-
Profile Blog Joined December 2009
China2908 Posts
September 06 2013 03:39 GMT
#843
On September 04 2013 03:53 forumtext wrote:
Show nested quote +
+ Show Spoiler +
On September 04 2013 01:00 XiaoJoyce- wrote:
I think, Blizzard is trying too hard?

Trying to make the most competitive game, using advanced statistic, carefully designed units, create specific for specific roles.
Putting balance in top priority as design, viability comes 2nd.

Then you get SC2 design. Things like, Ghost snipe change only so it is only strong to snipe spellcaster, all those hard counter things.

In BW, let my imagination run, I can imagine the way they come up terran army design, mech for example.
Cheap and effective scout unit ->Vulture coupled Spider mine to make unit more interesting and stretegic?

Then comes the core unit ->Siege tank, High damage &Range, with drawback such as no air attack and require siege + friendly fire, slow rate of fire and minimum range

Then comes the ultimate mech army, the robot Goliath . Require Armory, with good anti air to compliment siege tank? As ultimate unit of terran mech, it has ground twin cannon doing respectable dmg. 12 dmg with good rate of fire. Better than unstim marine.

I feel Broodwar design is to design a viable looking army, with each unit able to support one another with specific role to compliment one another. Balance is important, but is not the core of the design.

Then u get a very well designed superiority fighter such as wraith equipped with air - ground weapon in case they need to fire against land unit. With cloak as upgrade to make it even more stretegy.

Science vessal too, with 1 defensive ability, and 2 offensive to deal with respective race.

U get good design BW.

NOW! Tadadadadada

SC2, I feel they design the unit too specifically, mainly for balance reason

u see the replacement of wraith (Viking) need to transform in order to deal with land unit, long time delay of transformation time. Slow speed (as superiority fighter), no cloak. Unable to deal with future threat like phoenix.

u see replacement of vulture (Hellbat) No more mines.. (Is it more effective than vulture? I am not sure...)

u see replacement of goliath, Thor. I feel Goliath is so much needed & important for future war to come, but they delete away maybe for balance.

You see some obvious hardcounter, ghost snipe ability talor to SNIPE, only spellcaster etc..

U dont see a future generation army, u see human playing god, trying to step in everytime to change the ecosystem in order to create the perfect ecosystem.

I feel BW is like a natural ecosystem, where everything blends in perfectly. Let nature fix itself.

I feel SC2 is so man made it lost all its beauty.


Somehow your post reminded me of this scene(skip to 2:40). MC is the Neo of SC2?


This movie always make me feel uneasy
Pew! Pew! Chitty Chitty Bang Bang!
ETisME
Profile Blog Joined April 2011
12387 Posts
Last Edited: 2013-09-06 04:43:08
September 06 2013 04:19 GMT
#844
On September 05 2013 05:57 TheDwf wrote:
Show nested quote +
On September 05 2013 05:17 Jermstuddog wrote:
If you don't see the difference between 2/2 4M (very typically a stalemate where both armies end up dead and nothing important, like hatcheries, gets lost on either side) and 3/3 4M where top-level games very often turn to an overwhelming terran advantage in THE VERY NEXT FIGHT, I don't even know what to say. The effects of the free 3rd upgrade tier vs the 200/150/100 prereq to even START 3/3 SHOULD be obvious.

The 3/3 vs 2/2 talk is completely overrated because it neglects other critical factors such as oncreep/offcreep, Baneling connections, the amount of Mines and the efficiency of their hits, the size of the Mutalisk cloud, the Medivac count, the positioning of the armies, and of course micro from both sides. Saying that 3/3 instantly swings the game towards Terran is preposterous since it completely depends on the course of the game. 3/3 vs 2/2 is an advantage, of course, but it's not at all the end of the world or a guaranteed Terran win. There is a plethora of games in which 2/2 lings/banes/mutas is competing fine against 3/3 4M for quite a long period of time, and I don't want to shock you but I heard Zerg even won some of them (e. g. 2 cases today in the GSL).

If it is end of the game level of advantage then obviously TvZ would be even more imbalanced.
It doesn't make the current tvz anymore balanced however.
I have said this and repeat here again:
I can find a lot more games where terran roll over the zerg with 3 3 bio than zerg winning with 2 2 against 3 3 bio

Again, if jd beat bomber push after losing 15 drones and then defended that push, it doesn't mean zerg is op or easy to replace drones because if jd didn't lose those 15drones, that push bomber did would just be even easier to beat because jd won't need to do another round of drones
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
FalconHoof
Profile Joined December 2012
Canada183 Posts
Last Edited: 2013-09-06 05:18:33
September 06 2013 05:16 GMT
#845
First of all, Terry thank you so much for translating this! I found it to be an incredibly thoughtful and well written post by MC. It's cool to be able to read such well-articulated stuff from Koreans because I feel like we really dont get alot of that overall.

"We should take all the hate towards the League of Legends scene and put it towards improving the Starcraft II scene."

Epic words.
Masturbation this good deserves it's own foreplay.
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
September 06 2013 05:47 GMT
#846
I didn´t even realize there was something like "hate" towards LoL players/fans. I guess "hate" means something else nowadays.

Anyway, I think what MC criticizes in younger players, he would have found in his younger self as well. So it sounds awfully like the usual "dem kids know no respect".
ElMeanYo
Profile Joined March 2011
United States1032 Posts
Last Edited: 2013-09-06 05:57:27
September 06 2013 05:49 GMT
#847
On September 06 2013 14:16 MaRCsoN wrote:
"We should take all the hate towards the League of Legends scene and put it towards improving the Starcraft II scene."

Epic words.


Epic words but a little naive (no offense to you Terry). The best way to improve the scene is to improve the game. The only one who can really improve this game is Blizz and we have no control over them. They seem to be satisfied with the status quo.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
GhostTK
Profile Joined April 2011
United States26 Posts
Last Edited: 2013-09-06 13:56:35
September 06 2013 07:46 GMT
#848
My question with ZvT is that, why dont zergs get lurkers and swarmhosts? Those units arent even being built and they are GREAT against the bio force of Terran. Blinding cloud makes it so that Zerg's banelings cant be targeted by widow mines.



EDIT: not lurkers i means vipers lol.
Do or Die, Do Until I Die
zhurai
Profile Blog Joined September 2010
United States5660 Posts
September 06 2013 07:52 GMT
#849
On September 06 2013 16:46 GhostTK wrote:
My question with ZvT is that, why dont zergs get lurkers and swarmhosts? Those units arent even being built and they are GREAT against the bio force of Terran. Blinding cloud makes it so that Zerg's banelings cant be targeted by widow mines.

uhhhhh... no

widow mine's attacks are abilities, therefore blinding cloud doesn't work on it...

same reason as why window mines do the damage they do to immortals' shields

Twitter: @zhurai | Site: http://zhurai.com
DrPandaPhD
Profile Joined November 2011
5188 Posts
September 06 2013 07:58 GMT
#850
On September 06 2013 16:46 GhostTK wrote:
My question with ZvT is that, why dont zergs get lurkers and swarmhosts? Those units arent even being built and they are GREAT against the bio force of Terran. Blinding cloud makes it so that Zerg's banelings cant be targeted by widow mines.

Good job, you figured out ZvT before any of the professional zerg players did. You clearly understand the game better than them who on average plays the matchup 2-3hours a day.

The problem is that they can't actually get to lategame because they die before hive.
리노크 👑
saddaromma
Profile Joined April 2013
1129 Posts
September 06 2013 08:00 GMT
#851
On September 06 2013 16:46 GhostTK wrote:
My question with ZvT is that, why dont zergs get lurkers and swarmhosts? Those units arent even being built and they are GREAT against the bio force of Terran. Blinding cloud makes it so that Zerg's banelings cant be targeted by widow mines.

Yeah, why no one gets lurkers?
Decendos
Profile Joined August 2011
Germany1338 Posts
Last Edited: 2013-09-06 08:04:13
September 06 2013 08:03 GMT
#852
On September 06 2013 16:52 zhurai wrote:
Show nested quote +
On September 06 2013 16:46 GhostTK wrote:
My question with ZvT is that, why dont zergs get lurkers and swarmhosts? Those units arent even being built and they are GREAT against the bio force of Terran. Blinding cloud makes it so that Zerg's banelings cant be targeted by widow mines.

uhhhhh... no

widow mine's attacks are abilities, therefore blinding cloud doesn't work on it...

same reason as why window mines do the damage they do to immortals' shields



+ lurkers arent in the game...which they should be. strong lurker would deal with bio mine, make tanks used more often and finally give Z a sustained space control unit.
strcpy
Profile Joined April 2012
United States2 Posts
September 06 2013 08:08 GMT
#853
On September 06 2013 16:46 GhostTK wrote:
My question with ZvT is that, why dont zergs get lurkers and swarmhosts?

Did you mean vipers instead of lurkers here? I think a lot of Zerg players wouldn't mind having lurkers.

Those units arent even being built and they are GREAT against the bio force of Terran. Blinding cloud makes it so that Zerg's banelings cant be targeted by widow mines.

I'm still quite the nub, but ISTM the bio mobility and scans would make it pretty difficult to be effective with swarm hosts. Add in drops, and it seems like it would be very difficult to keep swarm hosts alive, and they're definitely not cheap.

With regard to vipers: interesting thought, but I wonder how cost-effective it would be to use them in high-level play.

Like I said, I'm still a nub figuring the game out, so take this all with a grain of salt.
Pikachu, C(i, u)
Trevo
Profile Joined April 2012
41 Posts
September 06 2013 08:12 GMT
#854
I think SC2 will die in 1 year, There's no hope! SC2 isn't good enough to keep atracting players against F2P/casual gamers.
Hadronsbecrazy
Profile Joined September 2013
United Kingdom551 Posts
September 06 2013 08:26 GMT
#855
With regards to everyones complaints about TvZ especially Bio mine got me thinking. What would you guys say to this proposed change.

Remove the hellion and the widow mine and bring back the vulture with spider mines being the researchable upgrade. That way you still have the mines (which are one use only like back in brood war and each vulture has I think 3 of them) and the vultures speed gives teh run by potential that the hellions offer in terms of harass.

Also brining back teh science vessel into multiplayer for terran, I think this could help make Mech more generally viable since hte science vessel heals mech, (since it looks like mech is only really used in TvT nowadays)

What do you guys think of the proposed changes? (I'm not from Blizzard, I'm just spitballing some ideas to see if they sound ok)

Surely the modders out there could make a custom game where these tow changes are there so that we can see if there are balance problems?
No need Build Orders, Only Micro,Favourite Players: Maru, Zest, soOjwa , CJherO
Hadronsbecrazy
Profile Joined September 2013
United Kingdom551 Posts
September 06 2013 08:27 GMT
#856
On September 06 2013 16:58 DrPandaPhD wrote:
Show nested quote +
On September 06 2013 16:46 GhostTK wrote:
My question with ZvT is that, why dont zergs get lurkers and swarmhosts? Those units arent even being built and they are GREAT against the bio force of Terran. Blinding cloud makes it so that Zerg's banelings cant be targeted by widow mines.

Good job, you figured out ZvT before any of the professional zerg players did. You clearly understand the game better than them who on average plays the matchup 2-3hours a day.

The problem is that they can't actually get to lategame because they die before hive.


Lurkers arent in SC2 >.< , and swarmhosts get shutdown by bio if you dont have anything on top of them for protection form drops
No need Build Orders, Only Micro,Favourite Players: Maru, Zest, soOjwa , CJherO
ntssauce
Profile Joined February 2011
Germany750 Posts
September 06 2013 08:37 GMT
#857
i feel we don't have enough connection to blizzard in the last time. A few month ago, they basically responded to almost everything trough some talkshow or so but nowadays we hear nothing.
MMA and Alive you are the best! | Goodbye ST_Sound ~
Jawra
Profile Joined June 2011
Sweden146 Posts
Last Edited: 2013-09-06 13:35:35
September 06 2013 13:25 GMT
#858
I love Starcraft 2: it has some cool new units, it has awesome graphics and many matchups are actually fun to watch, but
there are fundamental problems with Starcraft 2 at the moment - like that 3base economy is optimal. There is no additional benefit from taking and mining from more bases than 3 at the same time. And of course there is the 5sec Deathballfights into GG which stems from flaws in the design of mostly the Protoss and Zerg race.

Protoss flaw: Warptech and the fact that Stalkers are so weak. Both of these makes for a stale midgame where the Protoss simply has to get out higher tech to even move out on the map but if they do, then it's called an all-in, not aggression or assault - an all-in. Warptech removed Defender's Advantage by enabling you to reinforce straight across the map which also contributes to such weird matchup where if you are down 10 supply against a Protoss, guess what..he's going to charge your ass and you'll die instantly without any chance of a comeback because of him warping in just outside your base.
Solution: remove warptech and buff stalker damage to stabilize midgame and remove deathballing.

Zerg flaw: This race's flaw comes into play mostly in the Zerg versus Terran matchup. Here we see Widow Mines, a previously planned Defensive/Area control unit being abused offensively when the Terran secures 3bases and then just starts the endless parade of WidowMineBio towards the Zerg's 3-4'th which never stops until either the Zerg is dead or the Zerg actually survives and gets to Hive tech where Ultralisks come into play and perhaps even Infestors. To mix this matchup up to a much more enjoyable gamestyle either now or by LotV you would have to make two change to the Zerg race, none to the other. If this change were to come into play I would be certain that lots of transitions would be happening: I'd see the Raven being used in a totally different way, even in BioMine, I'd see a Mechtransition actually be viable in TvZ which in turn would lead to a Swarm Host transition, etc etc.
Solution in LotV: Lair tech enables you to morph roaches into lurkers(armored unit) and introduce the scourge to the spire to hinder the Terran from just avoiding your lurkers and doing drops everywhere.

On top of these changes there should also be additional benefit to having more than 3 bases. If one of the players gets to 6 bases against his opponents 3...he should be in an economical lead and easily be outmassing his opponent.
Solution: reduce resource collection from each individual base.

Would anyone agree with this being the matter of Starcraft2 atm? Please correct me if I am wrong.
Hadronsbecrazy
Profile Joined September 2013
United Kingdom551 Posts
September 06 2013 13:55 GMT
#859
On September 06 2013 22:25 Jawra wrote:
I love Starcraft 2: it has some cool new units, it has awesome graphics and many matchups are actually fun to watch, but
there are fundamental problems with Starcraft 2 at the moment - like that 3base economy is optimal. There is no additional benefit from taking and mining from more bases than 3 at the same time. And of course there is the 5sec Deathballfights into GG which stems from flaws in the design of mostly the Protoss and Zerg race.

Protoss flaw: Warptech and the fact that Stalkers are so weak. Both of these makes for a stale midgame where the Protoss simply has to get out higher tech to even move out on the map but if they do, then it's called an all-in, not aggression or assault - an all-in. Warptech removed Defender's Advantage by enabling you to reinforce straight across the map which also contributes to such weird matchup where if you are down 10 supply against a Protoss, guess what..he's going to charge your ass and you'll die instantly without any chance of a comeback because of him warping in just outside your base.
Solution: remove warptech and buff stalker damage to stabilize midgame and remove deathballing.

Zerg flaw: This race's flaw comes into play mostly in the Zerg versus Terran matchup. Here we see Widow Mines, a previously planned Defensive/Area control unit being abused offensively when the Terran secures 3bases and then just starts the endless parade of WidowMineBio towards the Zerg's 3-4'th which never stops until either the Zerg is dead or the Zerg actually survives and gets to Hive tech where Ultralisks come into play and perhaps even Infestors. To mix this matchup up to a much more enjoyable gamestyle either now or by LotV you would have to make two change to the Zerg race, none to the other. If this change were to come into play I would be certain that lots of transitions would be happening: I'd see the Raven being used in a totally different way, even in BioMine, I'd see a Mechtransition actually be viable in TvZ which in turn would lead to a Swarm Host transition, etc etc.
Solution in LotV: Lair tech enables you to morph roaches into lurkers(armored unit) and introduce the scourge to the spire to hinder the Terran from just avoiding your lurkers and doing drops everywhere.

On top of these changes there should also be additional benefit to having more than 3 bases. If one of the players gets to 6 bases against his opponents 3...he should be in an economical lead and easily be outmassing his opponent.
Solution: reduce resource collection from each individual base.

Would anyone agree with this being the matter of Starcraft2 atm? Please correct me if I am wrong.


Jawra, those are great suggestions, maybe worth sending in your opinion to blizzard? I compltely agree with the warp tech and the fact that mech has to be more viable vs zerg adn protoss. If anyone disagrees, just watch that DRG vs Gumiho match from todays GSL game. I generally speaking though think terran mech needs to be changed otherwise is not viable in any matchup apart from TvT . I made what I thought was a pretty good suggestion for the widow mine, and it involved bringing back vultures and make the mines a researchable upgrade.
No need Build Orders, Only Micro,Favourite Players: Maru, Zest, soOjwa , CJherO
vthree
Profile Joined November 2011
Hong Kong8039 Posts
September 06 2013 14:05 GMT
#860
On September 06 2013 22:25 Jawra wrote:
I love Starcraft 2: it has some cool new units, it has awesome graphics and many matchups are actually fun to watch, but
there are fundamental problems with Starcraft 2 at the moment - like that 3base economy is optimal. There is no additional benefit from taking and mining from more bases than 3 at the same time. And of course there is the 5sec Deathballfights into GG which stems from flaws in the design of mostly the Protoss and Zerg race.

Protoss flaw: Warptech and the fact that Stalkers are so weak. Both of these makes for a stale midgame where the Protoss simply has to get out higher tech to even move out on the map but if they do, then it's called an all-in, not aggression or assault - an all-in. Warptech removed Defender's Advantage by enabling you to reinforce straight across the map which also contributes to such weird matchup where if you are down 10 supply against a Protoss, guess what..he's going to charge your ass and you'll die instantly without any chance of a comeback because of him warping in just outside your base.
Solution: remove warptech and buff stalker damage to stabilize midgame and remove deathballing.

Zerg flaw: This race's flaw comes into play mostly in the Zerg versus Terran matchup. Here we see Widow Mines, a previously planned Defensive/Area control unit being abused offensively when the Terran secures 3bases and then just starts the endless parade of WidowMineBio towards the Zerg's 3-4'th which never stops until either the Zerg is dead or the Zerg actually survives and gets to Hive tech where Ultralisks come into play and perhaps even Infestors. To mix this matchup up to a much more enjoyable gamestyle either now or by LotV you would have to make two change to the Zerg race, none to the other. If this change were to come into play I would be certain that lots of transitions would be happening: I'd see the Raven being used in a totally different way, even in BioMine, I'd see a Mechtransition actually be viable in TvZ which in turn would lead to a Swarm Host transition, etc etc.
Solution in LotV: Lair tech enables you to morph roaches into lurkers(armored unit) and introduce the scourge to the spire to hinder the Terran from just avoiding your lurkers and doing drops everywhere.

On top of these changes there should also be additional benefit to having more than 3 bases. If one of the players gets to 6 bases against his opponents 3...he should be in an economical lead and easily be outmassing his opponent.
Solution: reduce resource collection from each individual base.

Would anyone agree with this being the matter of Starcraft2 atm? Please correct me if I am wrong.


lurker + bane would give zerg a LOT of AoE. To balance, tank siege range would have to be increase a lot. Raven will probably need Irradiate, etc... So basically going back to SC:BW units which is not necessary a bad thing but not the direction Blizzard wants. That is the core issue with adding some BW units (lurkers) to the mix. They kinda need counters to them (which themselves are BW units/spells) and the cycle continues.
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