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Some issues with turtle playstyles in Starcraft 2 - Page 10

Forum Index > SC2 General
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RifleCow
Profile Joined February 2008
Canada637 Posts
Last Edited: 2014-02-10 22:02:36
February 10 2014 21:59 GMT
#181
Zergs can't break positions in SC2 because of the range of tanks + vikings. Defilers could chain dark swarm to protect themselves from tanks so you could funnel cheap units to the front lines counting on spreading to try to achieve cost efficient trades. Countering defilers with vessels can happen but because irradiate took some time to kill them, the defiler could cast a few dark swarms before death. Moreover, scourge vs vessels meant that everytime you went in to cast an irradiate you risked losing them. Because a viper has to be on top of tanks to cast blinding cloud they can be sniped by vikings so it becomes a stalemate. The relationship is too linear, and you can't abuse the positioning of the Terran because swarm hosts are so damn slow. But you pretty much need to make them or the Terran's mech just pushes into you and kills you.
hohoho
WombaT
Profile Blog Joined May 2010
Northern Ireland26921 Posts
February 10 2014 22:15 GMT
#182
On February 11 2014 06:17 manniefresh wrote:
And Stephano just played a 3 hour ZvZ SH vs. SH ... Although it was kind of epic with mass changeling blocks and a super late muta switch ftw!

Please tell me 3 hours is an exaggeration
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-02-10 22:23:01
February 10 2014 22:22 GMT
#183
On February 11 2014 07:15 Wombat_NI wrote:
Show nested quote +
On February 11 2014 06:17 manniefresh wrote:
And Stephano just played a 3 hour ZvZ SH vs. SH ... Although it was kind of epic with mass changeling blocks and a super late muta switch ftw!

Please tell me 3 hours is an exaggeration


I just watched like 5 minutes. The timer was showing more than an hour. Stephano had over 10k mins and i think equal amount of gas. They were dropping SH in each others base and microing Locusts... Whole Yeonsu split into 2 halfs. I dont think manniefresh is exaggerating
Random is hard work dude...
iamho
Profile Joined June 2009
United States3347 Posts
February 10 2014 22:25 GMT
#184
OP makes a good point. Blizzard has tried so hard to make SC2 balanced at all stages of the game (largely thanks to community balance complaints) that its really hurt the endgame. There should be a clear hierarchy of races which benefit more in the endgame, as it forces one of the players to play in the role of the aggressor. They could do this by having unequal spellcaster capabilities for the different races like in BW.
geokilla
Profile Joined May 2011
Canada8247 Posts
Last Edited: 2014-02-10 22:29:27
February 10 2014 22:28 GMT
#185
On February 11 2014 07:15 Wombat_NI wrote:
Show nested quote +
On February 11 2014 06:17 manniefresh wrote:
And Stephano just played a 3 hour ZvZ SH vs. SH ... Although it was kind of epic with mass changeling blocks and a super late muta switch ftw!

Please tell me 3 hours is an exaggeration

http://imgur.com/uRWccsa.jpg

http://www.reddit.com/r/starcraft/comments/1xjlzb/you_think_tvz_mech_is_boring_meanwhile_in_zvz_land/

Comments said 2.5h or so.
Nirel
Profile Joined September 2011
Israel1526 Posts
February 10 2014 22:34 GMT
#186
On February 11 2014 02:43 Liquid`Snute wrote:
What is the problem exactly?

You get a late-game, players expand towards each other, split the map and then they trade. Whoever trades better (this takes skill) wins.

There's not more to it and there is nothing wrong about it from a game perspective except for most humans finding it boring.

...

Blizzard have all the options in the world to promote expanding and aggressive plays in SC2 by making gas units more worthwhile (buff), introducing gas units to T3/T4(!) tech, shifting the mineral:gas ratio of powerful units more towards gas ...

6 workers mining gas get 228 gas per minute.
6 workers mining minerals get 270 minerals per minute.

However:
Gas income is limited to 6 workers per base.
Mineral income is limited to 16-22 workers per base.

If massing gas units was more valuable than mineral units, there would be more incentive to expand without raising the supply cap. A player running on 14gas could very easily break a 8gas (4base turtle) player after accumulating a small bank.

But there are very few units that are heavier on gas than minerals. This is an opportunity that is currently not utilized by SC2.

Claiming the macro design in itself to be terrible is not entirely true because it's the unit costs and resulting compositions that are causing issues, not the mineral/gas game in itself. Very few seem mindful of this.

I find this much more convincing.
Cheren
Profile Blog Joined September 2013
United States2911 Posts
February 10 2014 22:35 GMT
#187
Swarm hosts are a bandaid fix for not having BW/Starbow mining. If taking 4-6 bases gave you a superior economy to taking 3 bases then zerg would be able to trade hydras inefficiently and still win. Since they won't change SC2 economy they gave zerg fake, free hydras that won't shoot up, it accomplishes the same goal of not having to trade efficiently but is 1000x more boring.
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 10 2014 23:00 GMT
#188
On February 11 2014 07:34 Nirel wrote:
Show nested quote +
On February 11 2014 02:43 Liquid`Snute wrote:
What is the problem exactly?

You get a late-game, players expand towards each other, split the map and then they trade. Whoever trades better (this takes skill) wins.

There's not more to it and there is nothing wrong about it from a game perspective except for most humans finding it boring.

...

Blizzard have all the options in the world to promote expanding and aggressive plays in SC2 by making gas units more worthwhile (buff), introducing gas units to T3/T4(!) tech, shifting the mineral:gas ratio of powerful units more towards gas ...

6 workers mining gas get 228 gas per minute.
6 workers mining minerals get 270 minerals per minute.

However:
Gas income is limited to 6 workers per base.
Mineral income is limited to 16-22 workers per base.

If massing gas units was more valuable than mineral units, there would be more incentive to expand without raising the supply cap. A player running on 14gas could very easily break a 8gas (4base turtle) player after accumulating a small bank.

But there are very few units that are heavier on gas than minerals. This is an opportunity that is currently not utilized by SC2.

Claiming the macro design in itself to be terrible is not entirely true because it's the unit costs and resulting compositions that are causing issues, not the mineral/gas game in itself. Very few seem mindful of this.

I find this much more convincing.


Yeah, Snute very wisely touched upon one of the key problems with SC2, economy, the others are DPS density+ critical mass with no diminishing returns and reliability, consistency and responsiveness of certain units. I think all need to be addressed in one way or another to push this game into a more dynamic and fun direction.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Falling
Profile Blog Joined June 2009
Canada11525 Posts
Last Edited: 2014-02-10 23:17:31
February 10 2014 23:08 GMT
#189
On February 11 2014 04:35 Plansix wrote:
Show nested quote +
On February 11 2014 04:14 MCXD wrote:
On February 10 2014 22:14 neptunusfisk wrote:
On February 10 2014 22:07 TRaFFiC wrote:
I never played broodwar, but I played other rts. I don't see any problem. I'm loving the diversity of strategies recently. There are so many ways to deal with mech. I enjoyed the match. Only problem I see is boring the noobie rts fans who aren't used to it or costing tons of extra money to power the studio lol


If you had a BW background the diversity would perhaps not seem so big as you find it now


Really? I constantly see vets fondly recalling how most of the BW matchups had one buildorder/strategy/playstyle that played out almost every time (per matchup) and anything else was basically a cheese build.

Maybe they're crazy and wrong.

A lot of people look at aspects of BW with rose color glasses or just don't know and simply assume everything was better win BW.

Or you know, the current turtle play in SC2 is not the same thing as the mech play that exists in BW.
ModeratorDavid Duke, Richard Spencer, Nick Fuentes, Daily Stormer... "Some very fine people on both sides"
WombaT
Profile Blog Joined May 2010
Northern Ireland26921 Posts
February 10 2014 23:24 GMT
#190
On February 11 2014 08:08 Falling wrote:
Show nested quote +
On February 11 2014 04:35 Plansix wrote:
On February 11 2014 04:14 MCXD wrote:
On February 10 2014 22:14 neptunusfisk wrote:
On February 10 2014 22:07 TRaFFiC wrote:
I never played broodwar, but I played other rts. I don't see any problem. I'm loving the diversity of strategies recently. There are so many ways to deal with mech. I enjoyed the match. Only problem I see is boring the noobie rts fans who aren't used to it or costing tons of extra money to power the studio lol


If you had a BW background the diversity would perhaps not seem so big as you find it now


Really? I constantly see vets fondly recalling how most of the BW matchups had one buildorder/strategy/playstyle that played out almost every time (per matchup) and anything else was basically a cheese build.

Maybe they're crazy and wrong.

A lot of people look at aspects of BW with rose color glasses or just don't know and simply assume everything was better win BW.

Or you know, the current turtle play in SC2 is not the same thing as the mech play that exists in BW.

Really? I would never have noticed, it's a shame nobody has written a really long and well-written article on the subject of BW mech and what made it great - especially useful for those who didn't really follow high level BW. Ah well, here's hoping somebody comes along and does one.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
February 11 2014 00:13 GMT
#191
put a neutral ion cannon on every map. and you have to pay the operator in gas.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
February 11 2014 00:36 GMT
#192
On February 11 2014 08:24 Wombat_NI wrote:
Show nested quote +
On February 11 2014 08:08 Falling wrote:
On February 11 2014 04:35 Plansix wrote:
On February 11 2014 04:14 MCXD wrote:
On February 10 2014 22:14 neptunusfisk wrote:
On February 10 2014 22:07 TRaFFiC wrote:
I never played broodwar, but I played other rts. I don't see any problem. I'm loving the diversity of strategies recently. There are so many ways to deal with mech. I enjoyed the match. Only problem I see is boring the noobie rts fans who aren't used to it or costing tons of extra money to power the studio lol


If you had a BW background the diversity would perhaps not seem so big as you find it now


Really? I constantly see vets fondly recalling how most of the BW matchups had one buildorder/strategy/playstyle that played out almost every time (per matchup) and anything else was basically a cheese build.

Maybe they're crazy and wrong.

A lot of people look at aspects of BW with rose color glasses or just don't know and simply assume everything was better win BW.

Or you know, the current turtle play in SC2 is not the same thing as the mech play that exists in BW.

Really? I would never have noticed, it's a shame nobody has written a really long and well-written article on the subject of BW mech and what made it great - especially useful for those who didn't really follow high level BW. Ah well, here's hoping somebody comes along and does one.


You can simply watch a few games involving Flash or Fantasy to see the differences b/w SC2 turtle play and BW turtle play.

In BW, if you turtle, you are going to get outexpanded and shat upon w/ plethora of unit streaming down upon your metal. A good mech player find the sweet spot that before the opponent can set up economically their production facilities, they hit a perfect timing to shut down multiple expansion at once. That window of opportunity is very miniscule. Any earlier, you will be meeting against a similar strength army (if you expand, you won't product much units), any latter you won't be able to outproduce them.

In SC2, its mostly that if you turtle, the other player have no incentive of mass expanding due to the game's economical structure and thus it will end up as a 200/200 vs 200/200 short battle.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
trifecta
Profile Joined April 2010
United States6795 Posts
Last Edited: 2014-02-11 00:37:54
February 11 2014 00:37 GMT
#193
here's a great Bo3 of soulkey dismantling fantasy in BW mech TvZ for anyone curious:

Game 1 (< 20min)
+ Show Spoiler +


Game 2 (~40 min)
+ Show Spoiler +

Vanadiel
Profile Joined April 2012
France961 Posts
February 11 2014 00:37 GMT
#194
So... One way to fix it, far from perfect but still something that might address this issue, wouldn't it be to change the cost in gaz of the late game units? Because since the root of this problem seems to come from the way the economy is in SC2 and that you don't mean more than 4 bases to max out, the reason the mech player could want to expand more aggressively is to get more gaz income to get the late game unit. I mean, as you said I would be okay to have a big buff to Battlecruiser such as it makes an unbeatable army if it was way harder to get. So imagine you make the BC stronger but you need 5+ bases, while giving more option to stop the terran to get to that point (like drop/nydus, tweaks on the viper) you could go to a dynamic of the match up similar to the one of BW right?
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 11 2014 00:38 GMT
#195
Everything comes down to how Warpgate is not as much as a race-defining mechanic that is cool and fun as David Kim makes it out to be.
Bring back decent defenders advantage, weaken the economy, spread out bases, Balance from there.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 11 2014 00:39 GMT
#196
On February 11 2014 09:37 Vanadiel wrote:
So... One way to fix it, far from perfect but still something that might address this issue, wouldn't it be to change the cost in gaz of the late game units? Because since the root of this problem seems to come from the way the economy is in SC2 and that you don't mean more than 4 bases to max out, the reason the mech player could want to expand more aggressively is to get more gaz income to get the late game unit. I mean, as you said I would be okay to have a big buff to Battlecruiser such as it makes an unbeatable army if it was way harder to get. So imagine you make the BC stronger but you need 5+ bases, while giving more option to stop the terran to get to that point (like drop/nydus, tweaks on the viper) you could go to a dynamic of the match up similar to the one of BW right?

Doing that just slows the game down; you're still never willing to make over 70-80 workers because that cuts into your army too much.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
WombaT
Profile Blog Joined May 2010
Northern Ireland26921 Posts
February 11 2014 00:43 GMT
#197
On February 11 2014 09:36 Xiphos wrote:
Show nested quote +
On February 11 2014 08:24 Wombat_NI wrote:
On February 11 2014 08:08 Falling wrote:
On February 11 2014 04:35 Plansix wrote:
On February 11 2014 04:14 MCXD wrote:
On February 10 2014 22:14 neptunusfisk wrote:
On February 10 2014 22:07 TRaFFiC wrote:
I never played broodwar, but I played other rts. I don't see any problem. I'm loving the diversity of strategies recently. There are so many ways to deal with mech. I enjoyed the match. Only problem I see is boring the noobie rts fans who aren't used to it or costing tons of extra money to power the studio lol


If you had a BW background the diversity would perhaps not seem so big as you find it now


Really? I constantly see vets fondly recalling how most of the BW matchups had one buildorder/strategy/playstyle that played out almost every time (per matchup) and anything else was basically a cheese build.

Maybe they're crazy and wrong.

A lot of people look at aspects of BW with rose color glasses or just don't know and simply assume everything was better win BW.

Or you know, the current turtle play in SC2 is not the same thing as the mech play that exists in BW.

Really? I would never have noticed, it's a shame nobody has written a really long and well-written article on the subject of BW mech and what made it great - especially useful for those who didn't really follow high level BW. Ah well, here's hoping somebody comes along and does one.


You can simply watch a few games involving Flash or Fantasy to see the differences b/w SC2 turtle play and BW turtle play.

In BW, if you turtle, you are going to get outexpanded and shat upon w/ plethora of unit streaming down upon your metal. A good mech player find the sweet spot that before the opponent can set up economically their production facilities, they hit a perfect timing to shut down multiple expansion at once. That window of opportunity is very miniscule. Any earlier, you will be meeting against a similar strength army (if you expand, you won't product much units), any latter you won't be able to outproduce them.

In SC2, its mostly that if you turtle, the other player have no incentive of mass expanding due to the game's economical structure and thus it will end up as a 200/200 vs 200/200 short battle.

Sorry, that was just a REALLY sarcastic post, quoting as it was Falling who wrote the 'In Defense of Mech' if memory serves. 100% agreed mind
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland26921 Posts
February 11 2014 00:44 GMT
#198
On February 11 2014 09:38 SC2Toastie wrote:
Everything comes down to how Warpgate is not as much as a race-defining mechanic that is cool and fun as David Kim makes it out to be.
Bring back decent defenders advantage, weaken the economy, spread out bases, Balance from there.

Why was PvP in WoL such a frustration to many? Warpgate reinforcements equalising armies and making it super risky to expo. Rather than look at dealing with that, they just gave the MSC with its defensive utility which 'fixed' the matchup in that way.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
February 11 2014 00:45 GMT
#199
fundamentally the game is designed to be played on maps such as were originally released with it such as steppes of war and blistering sands where securing three bases was rather difficult.
ZvP imbalanced blizzards solution nerf terran
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
February 11 2014 00:54 GMT
#200
Everything Morrow says is 100% true...nice post man!

The only fixes possible though are going to be bandaids...that said...if one looks at general trends; the games that extend into 2hrs + tower defense turtle necked fests mostly involve SH.

How can the SH be modified to disadvantage turtle play? I am not sure it can be...
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