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On January 06 2014 17:19 architecture wrote: In SC2, most of the core mech units are NOT directly more efficient, since it would make bio too strong.
Huh? Why would it make bio stronger if mech units were more efficient?
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On January 06 2014 21:21 Lyyna wrote:Show nested quote +On January 06 2014 20:57 goody153 wrote: BW mech:
*Positional Play was the emphasis due to siege tanks are powerful even in small numbers it doesnt require critical mass to be effective but that doesnt mean its unbeatable. * vultures are the main support unit for BW and vultures are like marines of sc2 it is not impossible to counter but is also very skill rewarding means. The better micro and decision making the more powerful the vulture becomes. But if you just amove them .Protoss and zerg just wipe mass numbers of it so easily. * vultures mines prevented tank lines from getting a-moved * vultures can be used as harrassment like hellions
Summary of what i know of mech BW: Support unit is cheap, versatile and skill rewarding. Siege Tanks Dont suck. That doesnt mean you won't get massacred easily if you get caught unsieged unlike how powerful toss deathball is in sc2. Mech is fun to play. Also to face in BW.
sc2 mech: tanks suck too many hard counters that would be fine if sc2 wasn't deathball like if you don't do that you get easily snowballed and when you normally don't turtle you are practically all-inning A well established tankline during BW wouldnt be easily be broken. In the case of sc2 tanklines getting amoved is a common thing. Since mech requires a "critical" mass to be powerful which leads to deathballing. Sc2 mech relies on ravens too much. And from what i see ravens are worthless if they you can't stall time as a meching player for them to get enough energy and amassed amount of ravens. And if you do they can get very overpowered at times. Too gas heavy for it to be effective. And its not even worth the cost for its effectiveness in the game.
Not necessarily right but this is what i know about sc2 mech and BW mech. You can also add that in BW, Mech had the goliath, which was a really good anti-air unit also doing ok on the ground, and could be massed relatively easily. In Sc2, we have the thor, who his now okay-ish anti-air attack, but terrible mobility/production
oh yeah another reliable support/anti air unit that is cheap .. although sc2 mech do have vikings but are much more expensive
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On January 06 2014 21:46 Paragleiber wrote:Show nested quote +On January 06 2014 17:19 architecture wrote: In SC2, most of the core mech units are NOT directly more efficient, since it would make bio too strong. Huh? Why would it make bio stronger if mech units were more efficient? I was going to ask the same, confused me too.
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I think the mech shown in reality vs hydra was fairly meh. Reality traded harassment + quick upgrades (he had 3/3 past the 20 minute mark afaik) for a quicker 3rd/4th and then turtled the shit out of it. Personally while playing and watching I prefer to get a way earlier transformer upgrade to have the strength of Hellbats in combat while ALWAYS being able to send a bunch of hellions around to roast a base. I feel like the later is way more similiar to a MVP/Maru kind of mech which I honestly prefer. However Reality showed us that those silly games we see random foreigners play on EU/NA ladder are actually also viable on a pro level.
Also don't try to compare it to BW, most of the changes made to Terran from BW to Star 2 were made so that Bio would be "the shit" (marauder over firebat, dropship + medic = medivac, marine highly buffed, addition of reactors for barracks etc.), so Blizzard already build a race while thinking that bio produces better games. On top of that mines are individual units now which really removes a lot of space control all around the map that T had in BW via vultures. IMO SC2 mech requires constant harrass with hellion/hellbat runbys/drops in addition to planetaries, a fairly quick air transition after having 5 facs and staying on top of the Zerg tech switches do be fun to play and watch. The alternative is sitting there for 40 minutes until the Zerg and the map run out of money...
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4713 Posts
On January 06 2014 22:09 Lorch wrote: I think the mech shown in reality vs hydra was fairly meh. Reality traded harassment + quick upgrades (he had 3/3 past the 20 minute mark afaik) for a quicker 3rd/4th and then turtled the shit out of it. Personally while playing and watching I prefer to get a way earlier transformer upgrade to have the strength of Hellbats in combat while ALWAYS being able to send a bunch of hellions around to roast a base. I feel like the later is way more similiar to a MVP/Maru kind of mech which I honestly prefer. However Reality showed us that those silly games we see random foreigners play on EU/NA ladder are actually also viable on a pro level.
Also don't try to compare it to BW, most of the changes made to Terran from BW to Star 2 were made so that Bio would be "the shit" (marauder over firebat, dropship + medic = medivac, marine highly buffed, addition of reactors for barracks etc.), so Blizzard already build a race while thinking that bio produces better games. On top of that mines are individual units now which really removes a lot of space control all around the map that T had in BW via vultures. IMO SC2 mech requires constant harrass with hellion/hellbat runbys/drops in addition to planetaries, a fairly quick air transition after having 5 facs and staying on top of the Zerg tech switches do be fun to play and watch. The alternative is sitting there for 40 minutes until the Zerg and the map run out of money...
This is the reason why I have been and always will be against a mech buff in SC2 until the units get a redesign of some sort. I know full well that a viable mech will be the polar opposite of BW mech. It won't be positional, tactical and strategic, it will be turtle until deathball then roll out, exactly like BL Infestor.
If you want mech to be viable then tanks need to be stronger on their own. They should deal more flat out damage but have overkill, that way you can't just a-move them across the map and then siege up, you'd need to constantly be positioning and repositioning them to maximize firepower and minimize vulnerability. That way, even when they reach critical mass they still need to be microed, and they are actually stronger early game when you need them to be strong to hold some positions.
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On January 06 2014 22:15 Destructicon wrote:Show nested quote +On January 06 2014 22:09 Lorch wrote: I think the mech shown in reality vs hydra was fairly meh. Reality traded harassment + quick upgrades (he had 3/3 past the 20 minute mark afaik) for a quicker 3rd/4th and then turtled the shit out of it. Personally while playing and watching I prefer to get a way earlier transformer upgrade to have the strength of Hellbats in combat while ALWAYS being able to send a bunch of hellions around to roast a base. I feel like the later is way more similiar to a MVP/Maru kind of mech which I honestly prefer. However Reality showed us that those silly games we see random foreigners play on EU/NA ladder are actually also viable on a pro level.
Also don't try to compare it to BW, most of the changes made to Terran from BW to Star 2 were made so that Bio would be "the shit" (marauder over firebat, dropship + medic = medivac, marine highly buffed, addition of reactors for barracks etc.), so Blizzard already build a race while thinking that bio produces better games. On top of that mines are individual units now which really removes a lot of space control all around the map that T had in BW via vultures. IMO SC2 mech requires constant harrass with hellion/hellbat runbys/drops in addition to planetaries, a fairly quick air transition after having 5 facs and staying on top of the Zerg tech switches do be fun to play and watch. The alternative is sitting there for 40 minutes until the Zerg and the map run out of money... This is the reason why I have been and always will be against a mech buff in SC2 until the units get a redesign of some sort. I know full well that a viable mech will be the polar opposite of BW mech. It won't be positional, tactical and strategic, it will be turtle until deathball then roll out, exactly like BL Infestor. If you want mech to be viable then tanks need to be stronger on their own. They should deal more flat out damage but have overkill, that way you can't just a-move them across the map and then siege up, you'd need to constantly be positioning and repositioning them to maximize firepower and minimize vulnerability. That way, even when they reach critical mass they still need to be microed, and they are actually stronger early game when you need them to be strong to hold some positions.
Yeah I feel like BL Infestor mech gets you way too far way too easily in this game while the more active Maru/MVP mech is not only incredibly hard but also very easy to loose with. However given that Bio promotes drops etc. so much I have actually grown quiet bored of medivac drops, while in BW getting that Dropship which could just fly into 2 scourges and die was so much of a risk that it truly made the drop play exciting. Besides the fact that to me it has gotten obvious that both Zerg and especially Protoss have gotten so incredibly good at facing bio after doing so for almost 3 years now, while Zerg and Protoss composition have pretty much changed over the years in all their matchups.
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On January 06 2014 17:19 architecture wrote: The absence of asymmetric army power and different economies in SC2 has led some to believe that true "mech" play cannot exist. However, the game between Reality and Hydra reveals that not only can army power CAN vastly differ, but also that economies can differ in banking power. This sort of turtling mech/air game is old news, but I want to frame it in the context of how this is SC2 "mech".
BW mech had two properties: higher power/food and lower mining rate. The lower mining rate compensated for the power of the army, and led to a slow but steady accumulation of a stronger army. In SC2, most of the core mech units are NOT directly more efficient, since it would make bio too strong. So in SC2, accumulating them does not directly lead to a superior army.
But there is something that can be accumulated: and that's energy. Energy units, especially BC/Raven, make it so that an army that has accumulated a lot of energy is far stronger than an energyless army. The weakness of this army is of course time, position, and economy. Without proper positioning, this army cannot accumulate enough energy, and without enough energy, this army does not trade efficiently enough to overcome the larger bank of the opponent.
On Star Station, this style is viable because Terran can sprawl across 4-5 bases while only defending 2 points of attack. With such strong positions, Terran can buy the time to accumulate enough energy to overcome multiple banks worth of armies. There is potential for this style to be engaging, but as of right now, there are some huge pitfalls:
1. 3 bases is not enough for terran mech. Many maps are designed so only 3 bases can easily be protected. But core mech units are not versatile enough to defend more than a few points. It can be OK though if mech is not viable on all maps.
2. Since it's not always viable, the gameflow is not very well designed. Half the game is spent turtling with inefficient units trying to control 4-5 bases. The next 20 minutes is spent accumulating energy on efficient units and drying up the rest of the resources on the map. Unfortunately these 45m games would probably hurt the viewership.
--- Mech in this general sense already exists. Certainly the constraints of the game restrict the fluidity and viability of the gameplay. But looking forward into LotV, it is hard to imagine that there is much more to add to the basic 3 base gameplay we have seen for the last 4 years. But, there may be more room to streamline and improve on mech.
1. Hydra vs Reality only reveleated that Hydra didn't know how to play ZvT super late-game. 2. Overgeneralization, Swarmhosts/mass spores/corruptors/few vipers would destroy an infinite amount of ravens/BC. 3. Number of mining bases doesn't matter once we establish mech is not cost-efficient against equally teched Zerg/Protoss army.
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On January 06 2014 20:41 Hider wrote:Show nested quote +You can't redo the economy system of SC2, but you can control it in game through harass and "pushes". This is what kept Zerg in check during WOL 2010/2011 only for the Queen patch to ruin everything.
Im not sure there is any "simple" way too buff harass without breaking the game in some other way. Further, harass buffs only "works" temporarily untill the opponent adjusts. The reason for that its just a matter of strategy/tactics to position your units correctly in order to minimize the damage taken from harass if there is no real army threat from the mech'ing opponent. Let's take Banshee harass. With good control and a bit of luck you can do some dmg. It doesn't have to be huge. In the latest patch, we got combined upgrades. This means that now the Banshees you use to harass can be used for a fallowing push and be that much stronger then they were before. It's not the typical harass unit that is judged by how much dmg it did and that's it, but it's a reliable combat unit that can, before the attack, also do some harass. I can see more buffs to the unit giving how easy detection has become in HOTS.
That plays in the fear of "he might attack" that was present in BW. Of course stronger Banshees are not enough, but are a step in the right direction IMO.
On January 06 2014 20:41 Hider wrote:For instance in BW, the protoss always had to fear that the terran would attack you. Against an attack it was a neccesity that you had your main army out on the map as you needed to delay the Siege Tank pressure untill Carriers/Arbiters were up. But this actually meant that the protoss also were exposed to Vulture harass/dropships if the terran didn't decide to make a timing attack. So just the threat of an actual timing-attack opened up the opporunty for harass-based play. The threat of harass in TvP i think is still there, with Hellion runbys and Hellion drops. What is lacking is the threat of attack and that makes defending harass easy. Why don't Protoss fear attack? Because Siege Tanks are worthless units that need to be supported by half the tech tree just to function.
On January 06 2014 20:41 Hider wrote:If we look at mech-harass in TvZ and TvP in Sc2, it is so easily prevented by static defense/warp-tech that it really isn't viable. In TvP BW, Vultures dealt full damage to shileds which meant they could take down cannons by them selves and there were no warp-tech. That's a gigantic difference relative to Sc2 (which also has blink stalkers).
I spent countless hours thinking about how to fix these issues in the next expansion pack (cus you can't make simple patches to fix it), and alot alot of changes are needed. Blizzard will never replicate BW in such detail, so looking at just how things worked back then won't solve anything. We have to look at WHY it worked and come up with solutions based on the tools already present in SC2. For example, something like an upgrade that gives tanks "mini EMPs" might solve the total dependency on Ghosts that is present right now and unlock the turtle fest necessary to play mech.
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On January 06 2014 19:22 BigFan wrote:Show nested quote +On January 06 2014 19:00 TeeTS wrote:On January 06 2014 18:44 BigFan wrote:Interesting OP. Mech play in BW never relied on energy units though unless you want to count the science vessel (if it emps against arbiters). I guess you can say that energy "enables" mech play but I don't think positioning is as vital though. On January 06 2014 18:09 Hider wrote:On January 06 2014 18:05 cptjibberjabber wrote: for those of us who haven't played BW, how was it stronger? how was it countered? The main difference wasn't actually related to Tanks, but more that Vultures were insanely good. 75 minerals, better vs non-light units and 3 spider Mines - that's super superior to Hellions. To counter mech play, usually the protoss would throw units at it and try to engage whenever the terran tries to move forward or if he notices a weak spot/gap in the terran's defense etc... Recalling into the terran's main base to abuse the immobility of mech play using arbiters (terrans would lay mines in their main+turrets to counter this late game) was also pretty common. For zerg, I believe it was considered more difficult to deal with late game mech especially if you go in with an on par or bad eco however, a zergling+ultra+defiler combo was used. If you are able to make enough air units(mutas or guardians) and can take out the goliaths and split against the science vessel's irradiate, then you can generally push back and win the engagement with the meching player retreating and losing tanks and such. Once the meching player loses his army, the protoss/zerg player takes a big lead and in some cases(likely a lot), it's hard to come back once you've lost a decent chunk of your mech army. On January 06 2014 18:26 Incognoto wrote: That's a pretty interesting perspective I hadn't thought of before; would be curious to hear more thoughts on this. Caster units play too great a role in SC2. I thought this was known back when Infestors were getting spammed like mad in each ZvX game lol. I agree though, casters play a big role in SCII instead of being more of support. Not sure of the reason, maybe costs and efficiency (in terms of infestors at least). caster units play a big role in SC2, because they are easy to use. Was a completely different story in BW, where you had to have enormous apm to make use of a lot of casters. well that but on their own, they can only be used for x tasks as well. I usually go templars in BW PvZ and if I don't have as much as a single unit with them, I usually can't save any of them. In SCII, if I have infestors for ex, I can usually FG then lay down ITs for defense to escape. I guess my point is that SCII casters have several useful spells so massing a casters is better than it was in BW(much much easier to cast as well).
Indeed, casters like Raven and Infestors can tank (pdd and infested terrans) and deal damage (seeker missile and infested terrans / fungals), which is why an army consisting mainly of these units is able to hold its ground. Add in the fact that you can unleash the entire value stored in their energy in a split second, and you get why units like them are so strong (okay, infestor not anymore after infested terrans and fungal nerfs).
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On January 06 2014 22:26 Sapphire.lux wrote:Show nested quote +On January 06 2014 20:41 Hider wrote:For instance in BW, the protoss always had to fear that the terran would attack you. Against an attack it was a neccesity that you had your main army out on the map as you needed to delay the Siege Tank pressure untill Carriers/Arbiters were up. But this actually meant that the protoss also were exposed to Vulture harass/dropships if the terran didn't decide to make a timing attack. So just the threat of an actual timing-attack opened up the opporunty for harass-based play. The threat of harass in TvP i think is still there, with Hellion runbys and Hellion drops. What is lacking is the threat of attack and that makes defending harass easy. Why don't Protoss fear attack? Because Siege Tanks are worthless units that need to be supported by half the tech tree just to function. Basically this is why mech sucks in sc2. If we are referring to the sc2 mech that is not deathball/turtle mode.
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Let's take Banshee harass. With good control and a bit of luck you can do some dmg. It doesn't have to be huge. In the latest patch, we got combined upgrades. This means that now the Banshees you use to harass can be used for a fallowing push and be that much stronger then they were before. It's not the typical harass unit that is judged by how much dmg it did and that's it, but it's a reliable combat unit that can, before the attack, also do some harass. I can see more buffs to the unit giving how easy detection has become in HOTS.
I don't think I made myself clear. My point is that its not really relevant whether the harass-unit itself can be used in a follow-up push or not in an assesment of whether mech-aggression has long-term viability.
The problem is that in the midgame, mech cannot attack. Neither vs zerg nor protoss. This means that both races can focus on setting up static defense, splitting up their armies to defend vulnerable locations. That means mech mid-game harass is simply a gimmick that will eventually be figured out. It can never be a long-term viable thing, because the opponent can commit to defend the harass without any signifcant opportunity cost. BW was very different in that regard.
It's not the typical harass unit that is judged by how much dmg it did and that's it, but it's a reliable combat unit that can, before the attack, also do some harass.
Well all harass units in BW were also usefull in battles. So it is typical in that regard. Blizzard just hasn't really understood (yet) that specialized harass-units such as Reapers, Oracles and Hellions are flawed from a design-perspective.
The threat of harass in TvP i think is still there, with Hellion runbys and Hellion drops. What is lacking is the threat of attack and that makes defending harass easy. Why don't Protoss fear attack? Because Siege Tanks are worthless units that need to be supported by half the tech tree just to function.
Eh.. if you ever played/watched BW you will absolutely laugh at the "threat" of hellion runby's in the midgame. Vultures are far far superior in that regard and the tools protoss had back then were much much worse to defend against harass. If mech ever just became semi-standard in Sc2, no decent protoss would ever take damage from Hellion-harss play. It can work (as a gimmick) on the ladder because protosses doesn't have practice vs that. But it has no long-term vialibty.
Blizzard will never replicate BW in such detail, so looking at just how things worked back then won't solve anything. We have to look at WHY it worked and come up with solutions based on the tools already present in SC2. For example, something like an upgrade that gives tanks "mini EMPs" might solve the total dependency on Ghosts that is present right now and unlock the turtle fest necessary to play mech.
It wouldn't surprise me if I had spent more time testing and analyzing this issue in detail than everyone else over the last year, and I made a list of suggestions in my head that I believe will make mech viable and fun in LOTV. It will not replicate BW (don't know where you get that from), but will replicate some of the concepts that made it awesome. But a lot of changes needed, which means it can't come in a patch - thus i won't discuss them in this forum.
Making mech viability in it self is actually extremely easy (just buff tanks/buff damage vs shields), however that will lead to extremely lame games, and Blizzard are cautious against that approach (understandable). Giving Tanks-emp is a solution w/ a ton of unintended conseuqences. E.g. it makes Ghosts redudant (even when you go bio) and it will be very hard to balance. Further, EMP also scales very well, which means your still always better off keeping your mech-army (consisting mainly of tanks) in a defensive deathball, rather than attacking. Hrass-play is sitll too easy to fend off.
If there is one thing that needs a change with mech its the hellion. Buff it vs non-light units and make it possible for it to kill static defense. Then players will go hellion/Tank rather than just pure tanks when going mech and it will reward more aggressive play. BW mech would also have been super lame (regardless of superior econ) if Vultures costed 100 minerals (instead of 75 mins).
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Overgeneralization, Swarmhosts/mass spores/corruptors/few vipers would destroy an infinite amount of ravens/BC.
Depends on army size. What alot of people are missing in an assesment of TvZ mech late game is that the terran typically has 30-50 army supply more than the zerg-player. In these types of situations the terran player w/ mass ravens/tanks is very favored.
Eventually (if/when mech is used more vs zerg) zergs will figure out styles where they get to like 100 drones super fast --> Get a big bank early in the game --> starts sacrificing Drones at 25-35th minute mark to match terrans army value --> Gets a critical mass of Swarm Hots (let's say 50+) to overrun/outmatch the terran mech army.
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To add to this. Vultures were also FAST AS FUCK with the upgrade, making the runbys for a kind of unmobile army so powerfull. That's another big difference. If i recall speedvultures are the fastest unit in the game ?
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The simple and biggest reason why mech dosent exist in tvp is that immortals a moves mech.
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On January 06 2014 23:41 Usernameffs wrote: The simple and biggest reason why mech dosent exist in tvp is that immortals a moves mech.
I don't know, if immortal / charge zealots walk into a fortified position of tank / blue flame hellbat I still think they will be obliterated easily even without the use of EMP. The problem is that unlike vultures and their mines, hellbats cannot cover a large amount of space. They are also slower to come to support should you be attacked out of position.
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BW mech would also have been super lame (regardless of superior econ) if Vultures costed 100 minerals (instead of 75 mins). A bit offtopic The latest bw balance patch changed these two relevant things: vulture 100->75 dragoon 150/50->125/50
If i recall speedvultures are the fastest unit in the game ? Thats correct. Almost double speed of the dragoon
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On January 06 2014 23:57 JustPassingBy wrote:Show nested quote +On January 06 2014 23:41 Usernameffs wrote: The simple and biggest reason why mech dosent exist in tvp is that immortals a moves mech. I don't know, if immortal / charge zealots walk into a fortified position of tank / blue flame hellbat I still think they will be obliterated easily even without the use of EMP. The problem is that unlike vultures and their mines, hellbats cannot cover a large amount of space. They are also slower to come to support should you be attacked out of position. Its just that immortals is so good vs all mechunits. It takes forever for to tank to kill an immortal, so they can take a shot and get close. Staler warpin in main can be really good to pick off tech labs and stuff, hellions are not that good vs stalkers one on one.
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On January 06 2014 23:27 FFW_Rude wrote: To add to this. Vultures were also FAST AS FUCK with the upgrade, making the runbys for a kind of unmobile army so powerfull. That's another big difference. If i recall speedvultures are the fastest unit in the game ? sc2 hellions doesn't even match on how good vultures were during BW. Yes the fastest i believe.
Hellions will always lose to stalkers in sc2. During BW if you micro the vultures you might even get a couple of kills due to mines.
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United States4883 Posts
Super-efficiency energy units should be done away with in SC2, straight up. Energy and casters are one of the worst things to happen to Starcraft 2.
In BW, it was way harder to cast spells and control spellcasters efficiently; in SC2, it's so easy to control spell casters and spam abilities that super-efficient energy units like the raven, infestor, and sentry have become unbelievably overpowered. Luckily we got the infestor nerfed, but now the raven is wayyyyyyyyyyy too cost efficient; there should never be a time when zerg cannot break the terran because there are mass ravens floating around in the air. Much like mass infestor, mass raven is no good for the game at all. No, the solution to mech is not energy.
The best way to make mech viable is give them a more efficient, standard unit (like the vulture or goliath in BW) so that they can quickly remake units and continue to actively pressure around the map. The turtly mech style we have now with a few hellbat drops/banshees thrown in is unappealing, uninteresting, and imo, thoroughly bad for the game.
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On January 07 2014 00:02 Foxxan wrote:Show nested quote +BW mech would also have been super lame (regardless of superior econ) if Vultures costed 100 minerals (instead of 75 mins). A bit offtopic The latest bw balance patch changed these two relevant things: vulture 100->75 dragoon 150/50->125/50 Thats correct. Almost double speed of the dragoon
Wasn't sure if they were fastest as a speedling. Good to see i remember well 
On January 07 2014 00:09 goody153 wrote:Show nested quote +On January 06 2014 23:27 FFW_Rude wrote: To add to this. Vultures were also FAST AS FUCK with the upgrade, making the runbys for a kind of unmobile army so powerfull. That's another big difference. If i recall speedvultures are the fastest unit in the game ? sc2 hellions doesn't even match on how good vultures were during BW. Yes the fastest i believe. Hellions will always lose to stalkers in sc2. During BW if you micro the vultures you might even get a couple of kills due to mines.
Well you can't really compare hellions and vultures are they are very different units. I was just adding a fact to the huge ass post that talked about BW mech differences
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