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SK MC's thoughts on the current state of SC2 - Page 44

Forum Index > SC2 General
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esdf
Profile Joined December 2012
Croatia736 Posts
September 06 2013 14:28 GMT
#861
mc just rose in my eyes for like over 9000
why do you not believe it? the legend has alived!
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 07 2013 09:22 GMT
#862
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




Fact: blinding cloud AND ABDUCT onto roach/hydra or muta/ling will kill WM real quick, unless they have drilling claws then it's a calculated risk if your deathball can kill it fast enough.

Good news is abduct will unburrow the WMs.
Cauterize the area
fuzzy_panda
Profile Blog Joined November 2010
New Zealand1681 Posts
September 07 2013 09:38 GMT
#863
Wow MC has great insight! That bit about learning English is so true. I see this all the time in Korean/Chinese/Asian populations that are overseas. They are not confident in their english, so they don't bother trying and stick with their own groups, so then they never get a chance to improve. I know Koreans who've been in New Zealand for 10 years but still sound like they just got off the boat. I know other Koreans that have been here the same amount of time but speaks like a local. He really has an amazing mindset. Much respect
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-09-07 09:50:57
September 07 2013 09:45 GMT
#864
On September 06 2013 23:05 vthree wrote:
Show nested quote +
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.


well, there is also the other side which says that lurkers would be shit anyways because they suffer the exact same problems as siege tanks do:
vs Protoss basically everything counters them on a-move (Colossi, Immortal, Chargelot, Archon) or can abuse their immobility (air units, blink stalkers)
vs Terran can you really go for hydratech fast to get lurkers, considering how shit that techroute is if you don't have 30roaches first? And can they really hold down stimmed Marauders? Don't you just die to drops then?

I believe the problem why noone used the lurker in the alpha (and therefore blizzard didn't put it in, as it had no use) is simply that balancing it was not possible. It was either a deathball unit that would destroy all ground armies, or it was a nonissue to deal with because half of the SC2 additions simply overrun it, especially with ball- instead of line-movement.

On September 07 2013 18:22 Hattori_Hanzo wrote:
Show nested quote +
On September 06 2013 16:52 zhurai wrote:
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




Fact: blinding cloud AND ABDUCT onto roach/hydra or muta/ling will kill WM real quick, unless they have drilling claws then it's a calculated risk if your deathball can kill it fast enough.

Good news is abduct will unburrow the WMs.


Fact: your post has nothing to do with what he was saying.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 07 2013 10:40 GMT
#865
On September 06 2013 23:05 vthree wrote:
Show nested quote +
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.


Hmm if you made lurkers two shot marines which they did in BW (two shot combat shield marines with +1wep) would be pretty good. Lurkers would be really good for holding chokes/ramps but useless in an open field unless you had lots of them. Marauders would obviously eat through lurkers or marines in an open field but lots of lings won't make that easy. It'd actually be pretty cool to see and diversify the TvZ meta somewhat.

Plus banelings and lurkers won't really work well together due to the setup time the lurker needs.
Gendo
Profile Joined June 2012
United Kingdom216 Posts
September 07 2013 14:52 GMT
#866
Basically stop moaning....<3 MC
Jawra
Profile Joined June 2011
Sweden146 Posts
September 07 2013 15:24 GMT
#867
I really wish that drops were made special by having Medic+Dropships instead :'/ Right now I have to keep spamming drops everywhere all the time with Medivacs because of the metagame being balanced around the expectation that this is what terrans should do.

UnceL
Profile Joined March 2011
Poland73 Posts
September 08 2013 04:22 GMT
#868
absolute respect for MC!
faderedguy
Profile Joined June 2013
Indonesia58 Posts
September 08 2013 04:28 GMT
#869
So basically Terran is causing all the boring and bad matchups?
Yeah.. It's very clear who should be changed atm
work hard to achieve victory, don't whine your way into it
Fran_
Profile Joined June 2010
United States1024 Posts
September 09 2013 15:02 GMT
#870
Call me a MC's fan. This guy is smart.
WombaT
Profile Blog Joined May 2010
Northern Ireland27412 Posts
September 09 2013 15:05 GMT
#871
On September 08 2013 13:28 faderedguy wrote:
So basically Terran is causing all the boring and bad matchups?
Yeah.. It's very clear who should be changed atm

It does have an impact, people go on about how Terran is great design and the other two (esp Protoss suck), but Protoss are balanced around the insane DPS that bio balls can put out.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
N.geNuity
Profile Blog Joined July 2009
United States5112 Posts
September 09 2013 15:07 GMT
#872
bioballs are balanced around warpgate though
iu, seungah, yura, taeyeon, hyosung, lizzy, suji, sojin, jia, ji eun, eunji, soya, younha, jiyeon, fiestar, sinb, jung myung hoon godtier. BW FOREVERR
TheGangle
Profile Joined September 2013
United States8 Posts
September 09 2013 15:13 GMT
#873
Good to see you around Terry! Thanks for the post and hope all is well! I really found this post insightful and enjoyed reading it immensely. I am sure that blizzard will read this and take it seriously they have been doing much better about that kind of thing since Heart of the Swarm came out!
"I wish you big health" - Whitera
Courthead
Profile Joined October 2006
United States246 Posts
Last Edited: 2013-09-10 04:16:47
September 10 2013 04:15 GMT
#874
Terran players don't want to go bio every game, they HAVE to. Have you ever seen a terran go mech or air vs toss or zerg? It's weak, gimmicky, and unreliable. Blizz continuously puts anti-mech units into the game then wonder why nobody goes mech.
Be someone significant.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
September 10 2013 04:23 GMT
#875
vs Protoss basically everything counters them on a-move (Colossi, Immortal, Chargelot, Archon) or can abuse their immobility (air units, blink stalkers)


Lurkers are not like swarmhosts tho at all, you didnt say that. What i mean is mobile units want be as good versus lurkers as versus swarmhosts. Not even close.
They work quite different.

Besides, you go heavy lings or hydra/roach + lurkers.
You mass some unit with lurker units.

Blizzard have said that they have tried to put the lurker in many times, but the problem were longrange units.
David kim just said it a few interviews ago
NapkinBox
Profile Blog Joined January 2012
United States314 Posts
September 10 2013 04:44 GMT
#876
On September 10 2013 13:23 Foxxan wrote:
Show nested quote +
vs Protoss basically everything counters them on a-move (Colossi, Immortal, Chargelot, Archon) or can abuse their immobility (air units, blink stalkers)


Lurkers are not like swarmhosts tho at all, you didnt say that. What i mean is mobile units want be as good versus lurkers as versus swarmhosts. Not even close.
They work quite different.

Besides, you go heavy lings or hydra/roach + lurkers.
You mass some unit with lurker units.

Blizzard have said that they have tried to put the lurker in many times, but the problem were longrange units.
David kim just said it a few interviews ago


Did he try burrowing them? Under Dark Swarm, perhaps?
"Who has the best durability feat in all of comic book superheroes?" "Aquaman surviving pop culture."
urashimakt
Profile Joined October 2009
United States1591 Posts
September 10 2013 05:41 GMT
#877
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


You're right about Widow Mines and Blinding Cloud (auto-cast ability, not affected by weapon range reduction), but it can be clarified that Widow Mines do full damage to Immortals with shield because the damage is flagged as the Spell type which is excluded from the Immortal damage response. The source being an ability has no bearing on that.
Who dat ninja?
bduddy
Profile Joined May 2012
United States1326 Posts
September 10 2013 06:04 GMT
#878
It's amazing how TL distills all of these great points into stupid balance arguments/BW nostalgia.
>Liquid'Nazgul: Of course you are completely right
Maeldun
Profile Joined May 2010
Australia169 Posts
September 10 2013 07:56 GMT
#879
On September 10 2013 15:04 bduddy wrote:
It's amazing how TL distills all of these great points into stupid balance arguments/BW nostalgia.


Welcome to the internet, where the best of humanity comes together.
tdt
Profile Joined October 2010
United States3179 Posts
September 10 2013 09:03 GMT
#880
Thanks for the translation Terry. Bo$$To$$ so smart as usual. <3 Would you mind translating the second lengthy reply he makes in same thread?
MC for president
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