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6 possible balance changes - David Kim - Page 59

Forum Index > SC2 General
1350 CommentsPost a Reply
Prev 1 57 58 59 60 61 68 Next
VayneAuthority
Profile Joined October 2012
United States8983 Posts
September 24 2013 18:35 GMT
#1161
Protoss fails at the highest level because it is a race designed around your opponent making mistakes/bad reads. You cannot play proactively as protoss due to their defensive nature/slow tech transitions/expensive units. So it's only natural that on a huge scale, protoss is the most successful at bronze and the least successful at the top level of professional play (huge generalization but you'll find it's actually not that far off)

When your opponent is good enough to know what you are doing and is not making mistakes and it simply comes down to who is a better player, protoss falters because they do not have that option.
I come in for the scraps
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-09-24 18:38:35
September 24 2013 18:38 GMT
#1162
On September 24 2013 17:01 saddaromma wrote:
Show nested quote +
On September 24 2013 16:16 larse wrote:
Tested: The tank buff makes 0 difference

I just tested in editor. I tested the a scenario with original tank and then tested the same scenario with 2.7 attack speed tank. The results are no difference.

-------------------------

First scenario:

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

-----------------------

Second scenario:

21 Tanks and 25 hellbats vs 10 Zealot, 5 Archons, 10 Immortals, and 5 colossus. Same supply of both sides. I repeat about 20 times with some twists of protoss composition.

It turned out that 3.0 attack speed has the exact same result as the 2.7 attack speed. If 3.0 loses, 2.7 loses. If 3.0 wins, 2.7 wins. There are no cases where 3.0 loses but 2.7 wins.

----------------------

People think that in mass number, tank will scale well with this buff. But the it is actually not the case. The 10% attack speed buff is so small that it really doesn't make any difference even in large numbers.


I have to say you conducted a very bad test (from looks of it you did it deliberately).
1. ground and air upgrades merged, you should've added atleast vikings or banshees.
2. Costs: 5650/2625 mech vs 6000/3500 protoss anti-mech army.
3. Regular protoss army has lots of stalkers/sentries which are directly countered by tanks. non included in test.

You could as well tested 30 tanks vs 5 voidrays and say tanks suck.


Try to learn comparison method and experiment.

The point of this test is to distinguish the effect before and after the buff, to see "if it makes any difference". It's not about counter or who wins or loses, or how many protoss units leftt. Theses are not the points here. The point of the test is to see if the 0.3 buff can make a difference. It's like control group and treatment group. 3.0 is control group and 2.7 is treatment group. So if 3.0 loses the battle by a small margin, does the 2.7 turns it back? So if 3.0 tank shots twice before dying to an immortal, can 2.7 tank fire three times before it dies?
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
September 24 2013 18:40 GMT
#1163
Tank buff *-*
The heart's eternal vow
skiersteve
Profile Joined September 2011
United Kingdom268 Posts
Last Edited: 2013-09-24 18:41:53
September 24 2013 18:41 GMT
#1164
fuck knows what blizzard are thinking with the dt buff, the oracle is just as bad, its like they want toss to become a pure all in race T.T rather risk playing a macro vs storm and collus that losing to dts ..

rest of it seems decent
saddaromma
Profile Joined April 2013
1129 Posts
September 24 2013 18:42 GMT
#1165
On September 25 2013 03:30 Plansix wrote:
Show nested quote +
On September 25 2013 03:11 Teoita wrote:
So protoss players are just doing builds that get killed by scv trains in an era when the most popular strategy is...the scv train. Makes sense.

You can have a strategy/timing attack that becomes dominant exclusively because the race using it figures out that it's an incredibly powerful build regardless of what the other player is doing, either killing him outright if he's not playing safe against it or at the very least requiring a lot of effort to stop. Roach max, 111, 4gate in pvp back in the day and proper, parting-style soultrains, aggressive 2medivac timings in pvt, are all great examples of that. The race doing it simply figured it was extremely strong no matter what the other guy was doing (or close to it), and it took a long time for the other races to rework their builds around this new powerful timing. The scv trains are just the latest iteration of that.

What is your point? You are saying its a powerful all-in and I agreed. I even agreed that some players do it blind. Do you just feel the need to hash out the point endlessly until I admit you are 100% right and my views on the game are 100% incorrect? If so, I can save us both the time and agree to that as well.

I think he is trying to explain SCV pull is not a counter specifically vs greedy protoss. SCV pull is a timing window when terran is immensely more powerful than protoss, and if done right protoss has little to no chance to defend it, whatever he was building atm. I agree with Teoita to some degree, but I watched not that many PvTs lately. SCV pulls seem to be strong, but not necessarily op. But from game design perspective, I think scv pull needs to be removed. Its not good for casual spectators, eg. if we want sc2 to grow or to be fun to watch.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
September 24 2013 18:43 GMT
#1166
On September 25 2013 03:42 saddaromma wrote:
Show nested quote +
On September 25 2013 03:30 Plansix wrote:
On September 25 2013 03:11 Teoita wrote:
So protoss players are just doing builds that get killed by scv trains in an era when the most popular strategy is...the scv train. Makes sense.

You can have a strategy/timing attack that becomes dominant exclusively because the race using it figures out that it's an incredibly powerful build regardless of what the other player is doing, either killing him outright if he's not playing safe against it or at the very least requiring a lot of effort to stop. Roach max, 111, 4gate in pvp back in the day and proper, parting-style soultrains, aggressive 2medivac timings in pvt, are all great examples of that. The race doing it simply figured it was extremely strong no matter what the other guy was doing (or close to it), and it took a long time for the other races to rework their builds around this new powerful timing. The scv trains are just the latest iteration of that.

What is your point? You are saying its a powerful all-in and I agreed. I even agreed that some players do it blind. Do you just feel the need to hash out the point endlessly until I admit you are 100% right and my views on the game are 100% incorrect? If so, I can save us both the time and agree to that as well.

I think he is trying to explain SCV pull is not a counter specifically vs greedy protoss. SCV pull is a timing window when terran is immensely more powerful than protoss, and if done right protoss has little to no chance to defend it, whatever he was building atm. I agree with Teoita to some degree, but I watched not that many PvTs lately. SCV pulls seem to be strong, but not necessarily op.


Yeah pretty much. It's a metagame-changing build, but that doesn't have anything to do with balance.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2013-09-24 18:44:41
September 24 2013 18:44 GMT
#1167
On September 25 2013 03:42 saddaromma wrote:
Show nested quote +
On September 25 2013 03:30 Plansix wrote:
On September 25 2013 03:11 Teoita wrote:
So protoss players are just doing builds that get killed by scv trains in an era when the most popular strategy is...the scv train. Makes sense.

You can have a strategy/timing attack that becomes dominant exclusively because the race using it figures out that it's an incredibly powerful build regardless of what the other player is doing, either killing him outright if he's not playing safe against it or at the very least requiring a lot of effort to stop. Roach max, 111, 4gate in pvp back in the day and proper, parting-style soultrains, aggressive 2medivac timings in pvt, are all great examples of that. The race doing it simply figured it was extremely strong no matter what the other guy was doing (or close to it), and it took a long time for the other races to rework their builds around this new powerful timing. The scv trains are just the latest iteration of that.

What is your point? You are saying its a powerful all-in and I agreed. I even agreed that some players do it blind. Do you just feel the need to hash out the point endlessly until I admit you are 100% right and my views on the game are 100% incorrect? If so, I can save us both the time and agree to that as well.

I think he is trying to explain SCV pull is not a counter specifically vs greedy protoss. SCV pull is a timing window when terran is immensely more powerful than protoss, and if done right protoss has little to no chance to defend it, whatever he was building atm. I agree with Teoita to some degree, but I watched not that many PvTs lately. SCV pulls seem to be strong, but not necessarily op. But from game design perspective, I think scv pull needs to be removed. Its not good for casual spectators, eg. if we want sc2 to grow or to be fun to watch.

Yeah, so my statement is correct. I said it was a respond to greed builds, which it can be. Its is also really powerful and sometimes works blind against standard timings.

Sounds like every single all strong all in I have ever heard of.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 24 2013 18:46 GMT
#1168
On September 25 2013 03:38 larse wrote:
Show nested quote +
On September 24 2013 17:01 saddaromma wrote:
On September 24 2013 16:16 larse wrote:
Tested: The tank buff makes 0 difference

I just tested in editor. I tested the a scenario with original tank and then tested the same scenario with 2.7 attack speed tank. The results are no difference.

-------------------------

First scenario:

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

-----------------------

Second scenario:

21 Tanks and 25 hellbats vs 10 Zealot, 5 Archons, 10 Immortals, and 5 colossus. Same supply of both sides. I repeat about 20 times with some twists of protoss composition.

It turned out that 3.0 attack speed has the exact same result as the 2.7 attack speed. If 3.0 loses, 2.7 loses. If 3.0 wins, 2.7 wins. There are no cases where 3.0 loses but 2.7 wins.

----------------------

People think that in mass number, tank will scale well with this buff. But the it is actually not the case. The 10% attack speed buff is so small that it really doesn't make any difference even in large numbers.


I have to say you conducted a very bad test (from looks of it you did it deliberately).
1. ground and air upgrades merged, you should've added atleast vikings or banshees.
2. Costs: 5650/2625 mech vs 6000/3500 protoss anti-mech army.
3. Regular protoss army has lots of stalkers/sentries which are directly countered by tanks. non included in test.

You could as well tested 30 tanks vs 5 voidrays and say tanks suck.


Try to learn comparison method and experiment.

The point of this test is to distinguish the effect before and after the buff, to see "if it makes any difference". It's not about counter or who wins or loses, or how many protoss units leftt. Theses are not the points here. The point of the test is to see if the 0.3 buff can make a difference. It's like control group and treatment group. 3.0 is control group and 2.7 is treatment group. So if 3.0 loses the battle by a small margin, does the 2.7 turns it back? So if 3.0 tank shots twice before dying to an immortal, can 2.7 tank fire three times before it dies?


He's saying that if your opponent has the 3-4 robo bays to churn out 5 colossus and 10 immortals while spending 300 gas a pop on 5 archons--you as the terran player would have been sniping his Colossus with vikings LOOONG before the engagement. Drop play and runbies become ridiculously strong without stalkers to catch drops.

He's saying the composition you are using is unrealistic to the nature of the game and hence does not prove anything relevant; which is why he mentioned the "You could as well tested 30 tanks vs 5 voidrays" example.
Hark, what baseball through yonder window breaks?
saddaromma
Profile Joined April 2013
1129 Posts
September 24 2013 18:48 GMT
#1169
On September 25 2013 03:38 larse wrote:
Show nested quote +
On September 24 2013 17:01 saddaromma wrote:
On September 24 2013 16:16 larse wrote:
Tested: The tank buff makes 0 difference

I just tested in editor. I tested the a scenario with original tank and then tested the same scenario with 2.7 attack speed tank. The results are no difference.

-------------------------

First scenario:

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

-----------------------

Second scenario:

21 Tanks and 25 hellbats vs 10 Zealot, 5 Archons, 10 Immortals, and 5 colossus. Same supply of both sides. I repeat about 20 times with some twists of protoss composition.

It turned out that 3.0 attack speed has the exact same result as the 2.7 attack speed. If 3.0 loses, 2.7 loses. If 3.0 wins, 2.7 wins. There are no cases where 3.0 loses but 2.7 wins.

----------------------

People think that in mass number, tank will scale well with this buff. But the it is actually not the case. The 10% attack speed buff is so small that it really doesn't make any difference even in large numbers.


I have to say you conducted a very bad test (from looks of it you did it deliberately).
1. ground and air upgrades merged, you should've added atleast vikings or banshees.
2. Costs: 5650/2625 mech vs 6000/3500 protoss anti-mech army.
3. Regular protoss army has lots of stalkers/sentries which are directly countered by tanks. non included in test.

You could as well tested 30 tanks vs 5 voidrays and say tanks suck.


Try to learn comparison method and experiment.

The point of this test is to distinguish the effect before and after the buff, to see "if it makes any difference". It's not about counter or who wins or loses, or how many protoss units leftt. Theses are not the points here. The point of the test is to see if the 0.3 buff can make a difference. It's like control group and treatment group. 3.0 is control group and 2.7 is treatment group. So if 3.0 loses the battle by a small margin, does the 2.7 turns it back? So if 3.0 tank shots twice before dying to an immortal, can 2.7 tank fire three times before it dies?


Tests should be conducted in a close to real situations. E.g. mixing in some stalkers and sentries. You don't send ferrari to tundra and tell everyone the car is slow and needs some bigger wheels.
YuiHirasawa
Profile Joined August 2012
Japan220 Posts
September 24 2013 19:05 GMT
#1170
Everyone gets cool candies except Zerg..
Fun things are fun
ejozl
Profile Joined October 2010
Denmark3413 Posts
September 24 2013 19:16 GMT
#1171
Many say that Protoss allin has gotten buffed and so they will play macro games even less. What these changes really does is help making the allin less allin and thus making it a part of standard play, since it's less of a commitment.
Toss can be more agressive and so we have more fun gameplay.
Everyone gets nice new tools, which is cool!
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-09-24 19:27:57
September 24 2013 19:25 GMT
#1172
An experiment of the tank buff: before and after the effect


http://imgur.com/a/aWB78


[image loading]



Incognoto
Profile Blog Joined May 2010
France10239 Posts
September 24 2013 19:28 GMT
#1173
On September 24 2013 03:24 GreenMash wrote:
DT change so Random WTF. All the other changes seem cool though


I would have said roach speed change is weird as hell, DT change is to make DT harass more viable (like with regular drops or something i guess). I guess.
maru lover forever
bangupjobasusual
Profile Joined September 2013
1 Post
September 24 2013 19:29 GMT
#1174
How about a muta nerf, ffs? Swarms > 10 have a 20% chance of inciting a mutiny or something.
Noocta
Profile Joined June 2010
France12578 Posts
September 24 2013 19:33 GMT
#1175
On September 25 2013 04:25 larse wrote:
An experiment of the tank buff: before and after the effect


http://imgur.com/a/aWB78


[image loading]





The result seems incredibly random. The tanks won twice after the buff, but that really doesn't say much.
" I'm not gonna fight you. I'm gonna kick your ass ! "
larse
Profile Blog Joined March 2012
1611 Posts
September 24 2013 19:34 GMT
#1176
On September 25 2013 04:33 Noocta wrote:
Show nested quote +
On September 25 2013 04:25 larse wrote:
An experiment of the tank buff: before and after the effect


http://imgur.com/a/aWB78


[image loading]





The result seems incredibly random. The tanks won twice after the buff, but that really doesn't say much.


Yeah, tank in mass number creates very random results.
Kakaru2
Profile Joined March 2011
198 Posts
September 24 2013 19:36 GMT
#1177
On September 25 2013 03:31 Avos5 wrote:
no. but most of us (zerg) can agree that widowmines are insanely strong in that particular matchup. and a 36% decrease in widowmine SPLASH radius isnt that big of a deal, it means that instead of killing all 20 banelings youll get 14, still going to be cost effective, never fear terran players!



You do know that the area of a circle is PI * Range^2 * 0.5.

So it's not a 36% nerf but a 60.5% one.

In your example from 20 banes only 8 will explode. 12 will live to kill the rest of the army.
Riner1212
Profile Joined November 2012
United States337 Posts
September 24 2013 19:42 GMT
#1178
i think from 3 to 2.5 is better... cuz tanks cant get into siege mode as fast as mines burrow... of if they can also reduce the timing it takes to siege up would be great
Sjow "pretty ez life as protoss"
S1eth
Profile Joined November 2011
Austria221 Posts
September 24 2013 19:47 GMT
#1179
On September 25 2013 04:34 larse wrote:
Show nested quote +
On September 25 2013 04:33 Noocta wrote:
On September 25 2013 04:25 larse wrote:
An experiment of the tank buff: before and after the effect


http://imgur.com/a/aWB78


[image loading]





The result seems incredibly random. The tanks won twice after the buff, but that really doesn't say much.


Yeah, tank in mass number creates very random results.

Especially when in one battle, the tanks target fire the immortals and all the hellbats die to the archons/collosi, and in another battle the siege tanks target the archons and collosi and the hellbats can tank/kill the zealots and immortals.
salle
Profile Blog Joined August 2010
Sweden5554 Posts
September 24 2013 19:50 GMT
#1180
The widow mine splash damage area decreased from 9.6 to 3.8 (using A = π * r2) reducing the area by 60%, that's a pretty huge nerf.
Administrator"Ambitious but rubbish!" - Jeremy Clarkson
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