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Suggestion for a Mech tvp Buff - Page 17

Forum Index > SC2 General
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Littlesheep
Profile Joined August 2012
Canada217 Posts
December 04 2013 09:20 GMT
#321
I don't understand whats wrong with Tanks being bad against their hard counter.

Terran has a lot of units that counter the Immortal.
pro toez
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2013-12-04 09:43:01
December 04 2013 09:25 GMT
#322
On December 04 2013 15:55 avilo wrote:
Show nested quote +
On December 04 2013 14:43 LaLuSh wrote:
I don't think you can make mech both viable and balanced in SC2, goody. Not without making the game incredibly boring and having it automatically nerfed 3-6 months later because of the community backlash.

I don't play the game anymore so I have no reason to be against mech or your style anymore.

This is my argument: Mech is a slow moving composition, the same sort of composition as Broodlord/Infestor. If you want to make a slow moving composition viable in an RTS game, you have to make the slow moving composition more efficient than the normal faster moving compositions.

We have one example in the history of SC2 where this was true for a composition: Broodlord/Infestor in 2011-2012.

Unfortunately, you know just as well as me that when an objectively superior composition exists in SC2, players tend to always go for the 200 max out before they want to fight army vs army. This is what every shitty broodlord/infestor patchzerg did in 2011-2012. They took 3 bases and rushed for 200 while camping behind static defenses because they knew their composition was superior (it wasn't critical to stop opponent from expanding to 4-5 bases).

This is the same as your strategy with Mech vs zerg and probably versus terran as well. You slowly take 3-4 bases and camp until you are close to 200 before you allow any action to take place on the map. The only problem for you is that mech isn't as strong as BL/Infestor used to be, so you don't have a bunch of zergs and protosses suiciding into you in the midgame like people used to do versus BL/Infestor.

Now... if Blizzard were to buff mech even more and make it a viable composition... that would mean mech would have to be a more cost efficient composition than everything else because mech is slow moving... and that would mean every terran would go for the slow, safe, 200 goody game before they risked any big engagement.

You would see such an explosion of whine everywhere that mech would only last a maximum 3 months before being nerfed again. Because if you make mech viable in SC2, that means you have simply created the equivalent of BL/Infestor for Terran.


I don't buy that Terran mech is like brood+infestor because it's 10x easier to take advantage of tanks/mech in SC2. Tanks can't shoot up, and vikings are always a liability because of how anti-air/anti-ground counters work in SC2.

The difference is brood/infestor with OP fungal in Wings you could not micro against at all. There was zero room once fungalled, and the composition consisted of all air units.

With Terran mech, you can micro vs tanks if you split up your units, flank, or make concaves. You can micro vs seeker missile, and you can also micro vs vikings.

Mech is very susceptible to air, whereas brood/infestor was not so much because of that insta-fungal on anti-air units like blink stalker or vikings.

Mech also has infinitely more counters than brood/infestor which had no counter. Blinding cloud, tempest, carriers, broodlords, swarmhosts, and the currently over-efficient-vs-tanks-immortal. The only thing that countered Wings brood/infestor was mass vikings + good seeker hits from Terran, or vortex from the mothership from Protoss. That was basically it.

The interesting thing about Terran mech being viable is Zerg and Protoss have to play differently against it than they do bio. The units you use vs mech are not always the same as vs bio. Roach/hydra/viper is good vs mech, but not so much vs bio/mine. Swarmhosts are amazing vs mech, not so much vs bio.

Same for Protoss. Immortals are probably too good vs mech right now, and air transitions are really good against mech. So is mass chargelot archon, and adding in a lot of warp prisms for harrass or dropping on top of the army (no one does mass prism vs mech yet because it's not discovered because mech is not as viable yet as bio).

Mech being viable opens up a lot more strategies for all 3 races.


Indeed, mech viability rewards more diversification, and personally I also wanna see mech buffed in an intelligent way, however, I think with the current setup, mech can never really be entertaining.

Your kinda talking about something that's balanced-related, but that's not really the point here. Instead, I believe Lalush argues the mech player is always incentivized to turtle. By playing a defensive static defense heavy style (mass OC/planetaries/turrets) you maximize your probability of winning. While you may enjoy that - most people don't, and it will create a very poor spectator experience.

Lalush's logic is that the economy in Sc2 makes it possible for the immobile army to obtain an almost similar economy as the mobile race. So even if we somehow buffed mech to make it strong in the midgame (so you could do timing attacks), you would almost always be better off just taking an extra base and turtle instead. This is ofc assuming doing both similoutaneously isn't doable (as you can't secure an extra base while moving out).

Now, I also believe there are other problems. For instance, the risk of counterattack is IMO too high due to the efficiency of army movement + the lack of spider mines. This once again incentivez the mech player for turtling. Further, terrans harass options are way too easily counterable by cannons + warp-ins --> hellions reduced to a gimmick. Vultures on the other hand were almost better in every single way in BW (esp since protoss also had no warp tech to easily defend drops). This created the opportunity for much more actionpacked games

Further, if we look at the Siege Tank, I believe Blizzard increased its supply from 2 to 3 due to the the introduction of the mule which allows terran to get a bigger army size while maintaining a similar economy. However, the mule also implies that if mech gets "balanced", then it needs to take advantage of the Mule. The best way to do that is simple to avoid army-trading, while playing a defensive mass OC style --> super boring for spectators.



Hellions and Hellbats aren't good enough?


No they aren't. Watch TvP in BW, and notice how many Vultures terran pro's actually get in TvP. A typical composition is actual more Vulture-heavy than Tank-heavy. In Sc2 - whenever you wanna try mech, you really don't want to many Hellions/hellbats as they simple are cost-inefficient vs anything that isn't light.
Bagi
Profile Joined August 2010
Germany6799 Posts
December 04 2013 09:28 GMT
#323
On December 04 2013 18:20 Littlesheep wrote:
I don't understand whats wrong with Tanks being bad against their hard counter.

Terran has a lot of units that counter the Immortal.

Because this isn't a game of rock/paper/scissors where we only look at which unit hard counters what.

When a general playstyle like mech isn't viable you can make it viable by adjusting it against the units that gives it the most trouble. Immortals can and will still be a viable counter to tanks even if they were a softer counter than they currently are.
Big-t
Profile Joined January 2011
Austria1351 Posts
Last Edited: 2013-12-04 09:30:07
December 04 2013 09:28 GMT
#324
On December 04 2013 18:18 lost_artz wrote:
Show nested quote +
On December 04 2013 17:50 Big-t wrote:
Sounds good to me tbh.

On December 04 2013 17:45 Vanadiel wrote:
On December 04 2013 14:43 LaLuSh wrote:
I don't think you can make mech both viable and balanced in SC2, goody. Not without making the game incredibly boring and having it automatically nerfed 3-6 months later because of the community backlash.

I don't play the game anymore so I have no reason to be against mech or your style anymore.

This is my argument: Mech is a slow moving composition, the same sort of composition as Broodlord/Infestor. If you want to make a slow moving composition viable in an RTS game, you have to make the slow moving composition more efficient than the normal faster moving compositions.

We have one example in the history of SC2 where this was true for a composition: Broodlord/Infestor in 2011-2012.

Unfortunately, you know just as well as me that when an objectively superior composition exists in SC2, players tend to always go for the 200 max out before they want to fight army vs army. This is what every shitty broodlord/infestor patchzerg did in 2011-2012. They took 3 bases and rushed for 200 while camping behind static defenses because they knew their composition was superior (it wasn't critical to stop opponent from expanding to 4-5 bases).

This is the same as your strategy with Mech vs zerg and probably versus terran as well. You slowly take 3-4 bases and camp until you are close to 200 before you allow any action to take place on the map. The only problem for you is that mech isn't as strong as BL/Infestor used to be, so you don't have a bunch of zergs and protosses suiciding into you in the midgame like people used to do versus BL/Infestor.

Now... if Blizzard were to buff mech even more and make it a viable composition... that would mean mech would have to be a more cost efficient composition than everything else because mech is slow moving... and that would mean every terran would go for the slow, safe, 200 goody game before they risked any big engagement.

You would see such an explosion of whine everywhere that mech would only last a maximum 3 months before being nerfed again. Because if you make mech viable in SC2, that means you have simply created the equivalent of BL/Infestor for Terran.


This. I have nothing against goody, but as a player, and as someone who watch a lot of stream and competition, I would just stop Starcraft because Goody's game are so boring to watch. And then I think about the caster who will have to comment a Sim City game, and I feel sorry for them.

Mech needs a better and fun to watch harassment unit maybe...


Hellions and Hellbats aren't good enough?


No the are by far not as good as an oracle or mutas, but they don´t need gas. And they are not fun to watch. It has been a while since I saw some hellions do some real harassment in a pro game...
monchi | IdrA | Flash
SpaceChick
Profile Joined February 2010
173 Posts
December 04 2013 09:31 GMT
#325
Give Tank 1 more armor and change Immortal's attack into (5+5)x4.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-12-04 09:43:50
December 04 2013 09:37 GMT
#326
I wanted to give my thoughts on the Nony video quickly:


Let's consider Mech gets balanced to the following scenarios:
1- Mech beats Antibio
2- Bio beats Antimech
3- Mech and Antimech are equal
4- Bio and Antibio are equal

This is of course a problem, since the 50:50 winrates of "proper" Protoss play gets skewed by the other Terran favored winrates.
But there is various ways to solve this:
- Allins (the one you talk about): I'm with you on what you say about Allins, but I think it is not the only possibility.
- Scouting/Reacotionary tools: Something that is especially prominent in the ZvT when Zerg should fight Mech or Bio (in Broodwar, or in WoL, or in HotS). Basically, for as long as you can react properly, the Mech vs Antibio and Bio vs Antimech scenarios become unlikely to begin with.
- Converging Compositions: Basically that though there may be imbalances at some point when playing in scenario 1 and 2, those imbalances get overthrown by having both playstyles come down to the same lateron. E.g. in WoL, Zerg opening with Muta/ling/bling against Mech was quite bad for Zerg, compared to a roachbased opening. What made it OK was that in both cases you could later on transition to Infestorbased armies. Similar things could happen for Protoss. Antibio-Opening with Colossus can quite easily transition into Immortalbased play, opening with Templars in Archon/Immortal based one.
- Unit Balance: Making Mech viable on its own may be problematic because of 1 and 2. Yet, there can be certain balance tweaks done to easy the situation. E.g. if the Immortal is tweaked to be reasonable against both bio and Mech, or Skytoss compositions get tools to deal with bio as well.

I guess the big uncertainty in all of this is simply Blizzard... we don't know how far they are willing to go down that road, or whether they will simply stop at a certain point, instead of trying another tweak.


@Maps: I think you exaggerate the problem a little. If on some maps Mech (or bio) is too good for Protoss to handle, than the map is simply imbalanced for TvP. Just like how you don't take mutaliskplay out of the equation when considering ZvP mapbalance.
If the map is just better for Mech than for Bio, but not imbalanced, it simply means that a Terran shoule be more likely (for his own good) to choose Mech there. But that's just a strategical choice of his, just like you choose strategies on any other map. (Something that I think currently is the case in TvT, where no matter how much you buff Mech, it won't be superior to Bio on Whirlwind. While I think Yeonsu is better for Mech than for Bio)
OSM.OneManArmy
Profile Joined April 2011
United States509 Posts
December 04 2013 09:38 GMT
#327
we should let a marine go into a tank like a bunker :3

hehehe
Admin of High School Starleague // hsstarleague.com // https://www.facebook.com/HSStarleague // UCI Dota2 President https://www.facebook.com/groups/ucidota/
Big-t
Profile Joined January 2011
Austria1351 Posts
December 04 2013 09:39 GMT
#328
On December 04 2013 18:38 OSM.OneManArmy wrote:
we should let a marine go into a tank like a bunker :3

hehehe


This would be the coolest thing ever :3
monchi | IdrA | Flash
DusTerr
Profile Blog Joined January 2011
2520 Posts
December 04 2013 09:40 GMT
#329
I still think the THOR needs some love. (I'd also lobby for the BC and Carrier to get buffed, but that's for another time.)

I think the first and easiest buff (that follows Blizzards upgrade theme) would be some sort of speed buff (or speed ability). HOWEVER... I really like the micro potential for thor+medivac/boost micro. I've seen it used in a few games and it's a really good way to let players show off some skill. With that in mind, what I'd REALLY like is a change to the way the thor does damage (just like goody's suggestion about increasing tank shots). Change the THOR ground attack from 30 (+3) x 2 to 15 (+2) x 4 (The attack would take twice as long so the cooldown from first shot to first shot would be a little longer and DPS should stay relatively similar even with the slight attack upgrade increase).
ottosec
Profile Joined April 2013
505 Posts
Last Edited: 2013-12-04 09:51:04
December 04 2013 09:50 GMT
#330
If only Terran would have a unit that could remove all shields on the Immortal in one shot... Hmmmm...

SKT1-PartinG&Rain, MC
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
December 04 2013 09:52 GMT
#331
On December 04 2013 14:43 LaLuSh wrote:
We have one example in the history of SC2 where this was true for a composition: Broodlord/Infestor in 2011-2012.

It kind of upsets me how almost everyone loses track of time less then a year after.

On topic, I'd really really love to see mech become viable, but I'd also love to see protoss get stronger gateway units, a less boring collosus, less stuff like blink, and the msc changed somehow. Could really make the game a lot more interesting.
lost_artz
Profile Joined January 2012
United States366 Posts
December 04 2013 09:53 GMT
#332
On December 04 2013 18:40 DusTerr wrote:
I still think the THOR needs some love. (I'd also lobby for the BC and Carrier to get buffed, but that's for another time.)

I think the first and easiest buff (that follows Blizzards upgrade theme) would be some sort of speed buff (or speed ability). HOWEVER... I really like the micro potential for thor+medivac/boost micro. I've seen it used in a few games and it's a really good way to let players show off some skill. With that in mind, what I'd REALLY like is a change to the way the thor does damage (just like goody's suggestion about increasing tank shots). Change the THOR ground attack from 30 (+3) x 2 to 15 (+2) x 4 (The attack would take twice as long so the cooldown from first shot to first shot would be a little longer and DPS should stay relatively similar even with the slight attack upgrade increase).


They could have easily scrapped the Thor for the Warhound had they actually made it anti-MECH, and not anti-ARMORED.

I know it's off topic - but the reason Warhounds were so OP when they got removed is because their attack which was meant to be anti-mechanical was actually X+X vs Armored rather than X+X vs Mechanical. This simple change would have completely changed how they were used.

/mini-rant
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2013-12-04 09:56:10
December 04 2013 09:55 GMT
#333
On December 04 2013 18:52 bo1b wrote:
Show nested quote +
On December 04 2013 14:43 LaLuSh wrote:
We have one example in the history of SC2 where this was true for a composition: Broodlord/Infestor in 2011-2012.

It kind of upsets me how almost everyone loses track of time less then a year after.

On topic, I'd really really love to see mech become viable, but I'd also love to see protoss get stronger gateway units, a less boring collosus, less stuff like blink, and the msc changed somehow. Could really make the game a lot more interesting.


Blink is the only micro-intensive ability the Protoss have apart from Feedback, Storms, and clutch FFs, and the only one on par with what T and Z have to do in TvZ every single game, and you want to take it out?

On December 04 2013 18:53 lost_artz wrote:
Show nested quote +
On December 04 2013 18:40 DusTerr wrote:
I still think the THOR needs some love. (I'd also lobby for the BC and Carrier to get buffed, but that's for another time.)

I think the first and easiest buff (that follows Blizzards upgrade theme) would be some sort of speed buff (or speed ability). HOWEVER... I really like the micro potential for thor+medivac/boost micro. I've seen it used in a few games and it's a really good way to let players show off some skill. With that in mind, what I'd REALLY like is a change to the way the thor does damage (just like goody's suggestion about increasing tank shots). Change the THOR ground attack from 30 (+3) x 2 to 15 (+2) x 4 (The attack would take twice as long so the cooldown from first shot to first shot would be a little longer and DPS should stay relatively similar even with the slight attack upgrade increase).


They could have easily scrapped the Thor for the Warhound had they actually made it anti-MECH, and not anti-ARMORED.

I know it's off topic - but the reason Warhounds were so OP when they got removed is because their attack which was meant to be anti-mechanical was actually X+X vs Armored rather than X+X vs Mechanical. This simple change would have completely changed how they were used.

/mini-rant


Warhounds weren't removed because they were OP, they were removed because they're the worst designed unit to come to SC2 so far, and that's saying a lot.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
paddyz
Profile Joined May 2011
Ireland628 Posts
December 04 2013 10:00 GMT
#334
On December 03 2013 21:21 GoOdy wrote:

right now u need 10 tank shots to get rid of the shields and then 4 more for the 200 hitpoints



Or you could just EMP the immortals to remove the shields on the immortals, or any other protoss unit for that matter. EMP also has the added bonus of being able to make sentries, HT, DTs and archons useless.

Toss players get immortals to counter your tanks, rather then ask for a patch to fix your problem, why don't you get something that counters the immortal?

I feel people need to play differently to do better rather then everyone asking for different changes to suit them.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-12-04 10:03:28
December 04 2013 10:03 GMT
#335
On December 04 2013 19:00 paddyz wrote:
Show nested quote +
On December 03 2013 21:21 GoOdy wrote:

right now u need 10 tank shots to get rid of the shields and then 4 more for the 200 hitpoints



Or you could just EMP the immortals to remove the shields on the immortals, or any other protoss unit for that matter. EMP also has the added bonus of being able to make sentries, HT, DTs and archons useless.

Toss players get immortals to counter your tanks, rather then ask for a patch to fix your problem, why don't you get something that counters the immortal?

I feel people need to play differently to do better rather then everyone asking for different changes to suit them.


Terrans build their counters to immortals. Its called playing bio.

Even with ghosts, Mech does not get costefficient against immortals.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-12-04 10:09:35
December 04 2013 10:08 GMT
#336
On December 04 2013 19:00 paddyz wrote:
Show nested quote +
On December 03 2013 21:21 GoOdy wrote:

right now u need 10 tank shots to get rid of the shields and then 4 more for the 200 hitpoints



Or you could just EMP the immortals to remove the shields on the immortals, or any other protoss unit for that matter. EMP also has the added bonus of being able to make sentries, HT, DTs and archons useless.

Toss players get immortals to counter your tanks, rather then ask for a patch to fix your problem, why don't you get something that counters the immortal?

I feel people need to play differently to do better rather then everyone asking for different changes to suit them.

The amount of "you pro-gamers need to l2p"-posts is a bit disheartening. I expect this kind of crap on bnet forums, not here.

When mech is universally branded not viable against protoss, no amount of protoss icons telling terran progamers to "learn to build ghost" will fix that. The issue is a little more complex than that.
starslayer
Profile Joined August 2011
United States696 Posts
Last Edited: 2013-12-04 10:11:07
December 04 2013 10:09 GMT
#337
On December 04 2013 18:50 ottosec wrote:
If only Terran would have a unit that could remove all shields on the Immortal in one shot... Hmmmm...



I really love comments like these cause if it were that easy then why arent pros doing it or why wouldnt goody try it out...... cause its not that easy one unit doesnt change everything. and also if you think its that simple by just adding ghost plz try and do it your self. go mech in tvp while trying to get an expo get upgrades get a mech army and ghost all at the same time plz do and tell me how easy it is. and to the OP i like the idea but doubt it will happen but nice post
i came here to kickass and chew bubblegum and i'm all out of bubble gum
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2013-12-04 10:14:18
December 04 2013 10:13 GMT
#338
On December 04 2013 19:00 paddyz wrote:
Show nested quote +
On December 03 2013 21:21 GoOdy wrote:

right now u need 10 tank shots to get rid of the shields and then 4 more for the 200 hitpoints



Or you could just EMP the immortals to remove the shields on the immortals, or any other protoss unit for that matter. EMP also has the added bonus of being able to make sentries, HT, DTs and archons useless.

Toss players get immortals to counter your tanks, rather then ask for a patch to fix your problem, why don't you get something that counters the immortal?

I feel people need to play differently to do better rather then everyone asking for different changes to suit them.


Those silly Koreans, spending all that time practicing in team houses, and never realizing that they just needed to throw some Ghosts into their MechVP.

Someone tell Inno and MMA to stop going bio vs Protoss and losing, they've been doing it wrong.

edit: ninja'd x2
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
TricksAre4Figs
Profile Joined May 2010
United States125 Posts
December 04 2013 10:14 GMT
#339
The fact of the matter is that you CAN beat Immortals as Terran. It just requires using Ghosts well and fodder units. This suggestion is nothing more than asking for a buff to Terran where it caters to a specific style of play, namely turtle Mech Terran. Furthermore, this change would only serve to dumb the game down by making the tank impossible to deal with on the ground. Toss players will just go straight to air and then we'll have a new thread suggesting how to change the Carrier or the Voidray because mech isn't viable against these units.

*** IMMORTALS ARE NOT THE SOLE REASON MECH IS NOT VIABLE AGAINST PROTOSS ***

You can take this Protoss nerf/Terran buff, whatever you want to call it, and it will not change the fact that Bio is the strongest form of TvP. The REASON for Bio being superior is because of HIGH MOBILITY, drop harasses and forcing skirmishes where the Terran Bio army is favored. These factors force Protoss to play very defensive. NOW VS MECH,, TOSS DO WHATEVER HE WANTS AND TAKE 3 OR 4 BASE WITHOUT MUCH WORRY,,,, AND YOU WILL LOSE TO HIM BECAUSE YOU DON'T IMPEDE HIS TECH ETC,,AND IMMORTAL WILL STILL 3 SHOT YOUR TANKS

This KIND of posting from goOby is the reason why foreign scene is pathetic and failing to catch up to our Korean friends.




Liquid crystal display everyday.
finkelboy
Profile Joined December 2008
Italy372 Posts
December 04 2013 10:16 GMT
#340
I don't like the idea, see tanks firing at double rate seems kind of funny/ridicolus
Ma jae yoon, what else? By.hero next bonjwa
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