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Feb 10: Balance Test Map Coming - Page 46

Forum Index > SC2 General
992 CommentsPost a Reply
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Rollora
Profile Joined February 2012
2450 Posts
February 12 2014 15:49 GMT
#901
On February 12 2014 21:59 Nizes wrote:
Show nested quote +
On February 12 2014 20:33 Afterstar wrote:
No need to nerf blink cooldown, I think I would rather see the mothership core vision reduced to 5(same as attack range).

This will solve a lot of the problems for TvP without affecting other matchups.


Doesn't this affect mcores scouting ability in pvp?


how about using probes and observers
MSC was designed to be a defensive unit - at least initial
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 12 2014 15:52 GMT
#902
On February 13 2014 00:49 Rollora wrote:
Show nested quote +
On February 12 2014 21:59 Nizes wrote:
On February 12 2014 20:33 Afterstar wrote:
No need to nerf blink cooldown, I think I would rather see the mothership core vision reduced to 5(same as attack range).

This will solve a lot of the problems for TvP without affecting other matchups.


Doesn't this affect mcores scouting ability in pvp?


how about using probes and observers
MSC was designed to be a defensive unit - at least initial

There's a gap in scouting between Stalker popping and Obs/Oracle/Phoenix reaching the opponents base. You cannot intelligently determine your tech, and people used the MSC to do exactly that.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
ejozl
Profile Joined October 2010
Denmark3474 Posts
February 12 2014 15:59 GMT
#903
They should create benefits of not turning all your gates into warpgates.

Let`s say with gateways units would be a little faster to built but you can`t warp-in. You build like a terran.
With warpgates you would have the warp-in but the build time is a little bit slower.

That would make interesting choices for the Protoss to make.

I think this could be cool as in a Race feature and could definitely be used for the campaign for LotV, but from a pure multiplayer standpoint, Warp Gate tech is one of the mechanics that really differentiate the Protoss race from the rest, which is even more important.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
TheDwf
Profile Joined November 2011
France19747 Posts
February 12 2014 16:02 GMT
#904
On February 13 2014 00:59 ejozl wrote:
Show nested quote +
They should create benefits of not turning all your gates into warpgates.

Let`s say with gateways units would be a little faster to built but you can`t warp-in. You build like a terran.
With warpgates you would have the warp-in but the build time is a little bit slower.

That would make interesting choices for the Protoss to make.

I think this could be cool as in a Race feature and could definitely be used for the campaign for LotV, but from a pure multiplayer standpoint, Warp Gate tech is one of the mechanics that really differentiate the Protoss race from the rest, which is even more important.

Sure it differentiates them, but is it in a positive way? And Protoss had a "queuing production" too in SC1, and it did not make them similar to Terran for all that.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
February 12 2014 16:02 GMT
#905
Well you made a good point about that fact of early builds that helped defend such things... but now Protoss can just defend with F Click on Nexus against alot of those builds... So its impossible to try to play one of those styles or really its a HUGE Gamble one that never pays off for the terran player.... Honestly if that was the problem in PvP they should have made a unit an early scout role not an everything role Defensive / Offensive / Scout which is not just a little about that role but A FRICK TON of each role.... lol Honestly I think thats what they should turn the MSC into is a cheap scouting unit so that they can react to their Protoss opponent... and not have the insane spells it has now....
ejozl
Profile Joined October 2010
Denmark3474 Posts
February 12 2014 16:06 GMT
#906

Sure it differentiates them, but is it in a positive way? And Protoss had a "queuing production" too in SC1, and it did not make them similar to Terran for all that.

I do think it is in a positive way, however there's been a ton of trouble with it, for sure.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
February 12 2014 16:06 GMT
#907
On February 13 2014 00:49 Rollora wrote:
Show nested quote +
On February 12 2014 21:59 Nizes wrote:
On February 12 2014 20:33 Afterstar wrote:
No need to nerf blink cooldown, I think I would rather see the mothership core vision reduced to 5(same as attack range).

This will solve a lot of the problems for TvP without affecting other matchups.


Doesn't this affect mcores scouting ability in pvp?


how about using probes and observers
MSC was designed to be a defensive unit - at least initial

Yea you send a Probe in that dies to a Stalker, then you send an Observer in and an Oracle flies into your base! Great scouting!
WombaT
Profile Blog Joined May 2010
Northern Ireland26242 Posts
February 12 2014 16:07 GMT
#908
Warpgate is more potent now than it has ever been, the advantage of cutting reinforcement travel time in an era with maps a hell of a lot bigger than early WoL is much more pronounced.

I know you people hate Protoss but the guy who laid out the following pattern:
1. Protoss has a ton of allins that beat people a lot.
2. People figure out responses to most of the Protoss timings.
3. Protoss sucks, or is limited to a very few allins that are consistently good. The Immortal/Sentry was one of these, an all-in so good that I really disliked what it did for the game, but the only real reliable 2 base allin Protoss had that didn't require a scouting denial.

I tend to agree. Protoss is just a gimmicky race that annoys people a lot, but for those of us who would like to play a more stable and mechanical style, it's just not really as effective as either turtling or all-inning.

PvT was worse than this though, because some of the allins require total different responses [i]and[/i/] could be hard to scout.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Squat
Profile Joined September 2013
Sweden7978 Posts
February 12 2014 16:17 GMT
#909
Plenty of Korean protosses have complained about this, how they felt they could not play a safe, standard style and had to resort to gimmicks and all ins to be viable. The most common complaint has been that there is no good way go truly express their skill through mechanical play. Ironically, swarm host turtle is probably the hardest thing for a protoss to play against, and acts sort of as a way to separate the chaff from the wheat.

The all ins kind of have to be strong, but there is something that just fundamentally feels wrong when a 2 base push gets scouted several minutes in advance, every correct preparation is taken, and yet the protoss just walks across the map and proceeds to crush the opponent.
"Digital. They have digital. What is digital?" - Donald J Trump
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2014-02-12 16:46:55
February 12 2014 16:43 GMT
#910
Plenty of Korean protosses have complained about this, how they felt they could not play a safe, standard style and had to resort to gimmicks and all ins to be viable. The most common complaint has been that there is no good way go truly express their skill through mechanical play. Ironically, swarm host turtle is probably the hardest thing for a protoss to play against, and acts sort of as a way to separate the chaff from the wheat.

The all ins kind of have to be strong, but there is something that just fundamentally feels wrong when a 2 base push gets scouted several minutes in advance, every correct preparation is taken, and yet the protoss just walks across the map and proceeds to crush the opponent.


Pretty much this I took issue with this in PvZ especially but I completely feel for the protoss that express themselves in that way.. They are playing a race they love and wish to have the ability to express their ability in their play which they can to a very small extent... most of the time the playing agianst protoss is more of a "Suicide Squeeze" method where its a forced point where HAVING the actual specific unit means more than your actual micro with that unit.... For instance Colo your opponent gets 4 Colo with blink stalkers if you don't have Vikings you auto lose to that because vikings are your only answer well if your opponent plays the 2 Base Blink stalker Forces you to react to that and Rushes colo while containing you with good micro you go to counter and BAM your met with a wall of colo and are forced to GG out. Same with the DT / Archon rush you take any damage from the DT because you were harassed with a 10/10/10 into DT and didn't have time to scout for it you finally deal with the DT then Bam Archon Zlot combo knocking at your door which is actually what gave Maru his first loss in PL minus the 10/10/10 pressure LOL

Sorry for the rant here but it stresses my point that protoss is more of the units you have and not about how you can control them... whereas terran is about how you can control the units you have and less about what you have.... because you can have vikings but you put them in a bad spot and BAM you lose them against Blink stalker or even your bio force against STorm which we see quite often they get backed into a corner and T Click you lost your army LOL classic case of more of protoss having the unit vs Terrans control....

Edit: I should kinda make my point a little more clear because protoss players are probably reading this with Flame in their eyes.... It Does matter hwo you control your army.... BUT the Ceiling for that control is very low which is why PvP is so volatile because you can lose to someone that is considerably worse than you in PvP because he zigged (DT Rushed) and you zagged ( 4 Gate Blink Stalker ) LOL
Big J
Profile Joined March 2011
Austria16289 Posts
February 12 2014 16:43 GMT
#911
On February 13 2014 01:02 TheDwf wrote:
Show nested quote +
On February 13 2014 00:59 ejozl wrote:
They should create benefits of not turning all your gates into warpgates.

Let`s say with gateways units would be a little faster to built but you can`t warp-in. You build like a terran.
With warpgates you would have the warp-in but the build time is a little bit slower.

That would make interesting choices for the Protoss to make.

I think this could be cool as in a Race feature and could definitely be used for the campaign for LotV, but from a pure multiplayer standpoint, Warp Gate tech is one of the mechanics that really differentiate the Protoss race from the rest, which is even more important.

Sure it differentiates them, but is it in a positive way? And Protoss had a "queuing production" too in SC1, and it did not make them similar to Terran for all that.


It did not make them a better race than SC2 Protoss either.
WombaT
Profile Blog Joined May 2010
Northern Ireland26242 Posts
February 12 2014 16:44 GMT
#912
The game still isn't quite as figured out as WoL, but this was most neatly seen in PvZ at the height of Stephano's powers. I remember Bo7s where MC would literally have to do a different build every game and hope to surprise Steph, who was opening pretty much the same every game.

Protoss has a lot of opening gambits now that throw vT into flux, but back in the day you could open 1 Rax Gasless pretty much every game and just play out a macro game as Terran and the build divergence occurred later on up the tree. Now Terrans have to factor in a lot of all-ins that are hitting at timings that 1 Rax Gasless doesn't deal that well with, as well as having Protoss with the MSC's defensive capability.

PvT was a lot better in WoL IMO, at the top Korean level it was amazing at times to watch guys like Taeja, Polt, MKP, Bomber et al duke it out with Rain, Parting, HerO and the likes.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TheDwf
Profile Joined November 2011
France19747 Posts
February 12 2014 16:48 GMT
#913
On February 13 2014 01:43 Big J wrote:
Show nested quote +
On February 13 2014 01:02 TheDwf wrote:
On February 13 2014 00:59 ejozl wrote:
They should create benefits of not turning all your gates into warpgates.

Let`s say with gateways units would be a little faster to built but you can`t warp-in. You build like a terran.
With warpgates you would have the warp-in but the build time is a little bit slower.

That would make interesting choices for the Protoss to make.

I think this could be cool as in a Race feature and could definitely be used for the campaign for LotV, but from a pure multiplayer standpoint, Warp Gate tech is one of the mechanics that really differentiate the Protoss race from the rest, which is even more important.

Sure it differentiates them, but is it in a positive way? And Protoss had a "queuing production" too in SC1, and it did not make them similar to Terran for all that.


It did not make them a better race than SC2 Protoss either.

Unsure where you want to go with that sentence?
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
February 12 2014 16:50 GMT
#914
The game still isn't quite as figured out as WoL, but this was most neatly seen in PvZ at the height of Stephano's powers. I remember Bo7s where MC would literally have to do a different build every game and hope to surprise Steph, who was opening pretty much the same every game.

Protoss has a lot of opening gambits now that throw vT into flux, but back in the day you could open 1 Rax Gasless pretty much every game and just play out a macro game as Terran and the build divergence occurred later on up the tree. Now Terrans have to factor in a lot of all-ins that are hitting at timings that 1 Rax Gasless doesn't deal that well with, as well as having Protoss with the MSC's defensive capability.

PvT was a lot better in WoL IMO, at the top Korean level it was amazing at times to watch guys like Taeja, Polt, MKP, Bomber et al duke it out with Rain, Parting, HerO and the likes.


100% agree... one thing i would like to point out as well is that I don't think any terran here would have a problem with the amount of all ins if we had a crutch like Protoss has in PvP... think about it they wanted to fix PvP so taht you could safely expand.... well all those all ins that crush your protoss opponent when they expand just so happen to have a HUGE Detriment to the Terran builds.... it just so happens that Terrans are trying to use macro builds because aggressive openers don't work and hoping for the best.... Think about that for a second... What they tried fixing in PvP they then created in TvP but basically is saying that the Terran side can't have any viable all ins which gives all the cards to the P player....
Big J
Profile Joined March 2011
Austria16289 Posts
February 12 2014 16:54 GMT
#915
On February 13 2014 01:48 TheDwf wrote:
Show nested quote +
On February 13 2014 01:43 Big J wrote:
On February 13 2014 01:02 TheDwf wrote:
On February 13 2014 00:59 ejozl wrote:
They should create benefits of not turning all your gates into warpgates.

Let`s say with gateways units would be a little faster to built but you can`t warp-in. You build like a terran.
With warpgates you would have the warp-in but the build time is a little bit slower.

That would make interesting choices for the Protoss to make.

I think this could be cool as in a Race feature and could definitely be used for the campaign for LotV, but from a pure multiplayer standpoint, Warp Gate tech is one of the mechanics that really differentiate the Protoss race from the rest, which is even more important.

Sure it differentiates them, but is it in a positive way? And Protoss had a "queuing production" too in SC1, and it did not make them similar to Terran for all that.


It did not make them a better race than SC2 Protoss either.

Unsure where you want to go with that sentence?

That I actually think that warpgate production makes them a little more different from Terran, while I don't think the main reason why Protoss balls up or allins stems from something like warpgate, but rather from "untradeable" expensive, lots of survival, little damage output units like the stalker, the dragoon, the immortal, the scout, the Archon...
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-02-12 17:21:19
February 12 2014 17:05 GMT
#916
On February 13 2014 01:44 Wombat_NI wrote:
The game still isn't quite as figured out as WoL, but this was most neatly seen in PvZ at the height of Stephano's powers. I remember Bo7s where MC would literally have to do a different build every game and hope to surprise Steph, who was opening pretty much the same every game.

Protoss has a lot of opening gambits now that throw vT into flux, but back in the day you could open 1 Rax Gasless pretty much every game and just play out a macro game as Terran and the build divergence occurred later on up the tree. Now Terrans have to factor in a lot of all-ins that are hitting at timings that 1 Rax Gasless doesn't deal that well with, as well as having Protoss with the MSC's defensive capability.

PvT was a lot better in WoL IMO, at the top Korean level it was amazing at times to watch guys like Taeja, Polt, MKP, Bomber et al duke it out with Rain, Parting, HerO and the likes.

I don't think, say, PvX can be figured out in HotS, because protoss is so versatile with so many "extreme" units, it feels like there are always new builds to try. I think protoss is now less neutered than in late WoL, when they had very few options you really had to respect. It's actually something I like about the design, it makes watching players such as San quite fun, since you're always wondering what he'll do next.

It leads to many broken situations unfortunately, and since protoss is so badly designed in general I feel like it hurts as much as it helps.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
TheDwf
Profile Joined November 2011
France19747 Posts
February 12 2014 17:19 GMT
#917
On February 13 2014 01:54 Big J wrote:
Show nested quote +
On February 13 2014 01:48 TheDwf wrote:
On February 13 2014 01:43 Big J wrote:
On February 13 2014 01:02 TheDwf wrote:
On February 13 2014 00:59 ejozl wrote:
They should create benefits of not turning all your gates into warpgates.

Let`s say with gateways units would be a little faster to built but you can`t warp-in. You build like a terran.
With warpgates you would have the warp-in but the build time is a little bit slower.

That would make interesting choices for the Protoss to make.

I think this could be cool as in a Race feature and could definitely be used for the campaign for LotV, but from a pure multiplayer standpoint, Warp Gate tech is one of the mechanics that really differentiate the Protoss race from the rest, which is even more important.

Sure it differentiates them, but is it in a positive way? And Protoss had a "queuing production" too in SC1, and it did not make them similar to Terran for all that.


It did not make them a better race than SC2 Protoss either.

Unsure where you want to go with that sentence?

That I actually think that warpgate production makes them a little more different from Terran, while I don't think the main reason why Protoss balls up or allins stems from something like warpgate, but rather from "untradeable" expensive, lots of survival, little damage output units like the stalker, the dragoon, the immortal, the scout, the Archon...

Warpgate does further differentiate Protoss from Terran, but you would not call Protoss "Terran 2.0" even if gate production was the rule; the units are different enough to create clear distinctions between the two races.

Warpgate has some influence on the "deathbally" aspect of Protoss but you could indeed break the deathball even with Warpgate still in the game as the normal gate production.

But as for Protoss having so many all-ins, that's 100% a byproduct of Warpgate. There's not a single post 5 minuts all-in that doesn't rely on the "instant gate units reinforcement + build/keep building your attack near your opponent's base" mechanic (even if you bring some "tech units" such as Immortals or Colossi which were normally produced in your base). No doubt Protoss would still have some all-ins even without Warpgate—as Terran and Zerg have some without the instant reinforcement—but most would be erased.
one-one-one
Profile Joined November 2011
Sweden551 Posts
February 12 2014 17:57 GMT
#918
On February 13 2014 01:54 Big J wrote:
Show nested quote +
On February 13 2014 01:48 TheDwf wrote:
On February 13 2014 01:43 Big J wrote:
On February 13 2014 01:02 TheDwf wrote:
On February 13 2014 00:59 ejozl wrote:
They should create benefits of not turning all your gates into warpgates.

Let`s say with gateways units would be a little faster to built but you can`t warp-in. You build like a terran.
With warpgates you would have the warp-in but the build time is a little bit slower.

That would make interesting choices for the Protoss to make.

I think this could be cool as in a Race feature and could definitely be used for the campaign for LotV, but from a pure multiplayer standpoint, Warp Gate tech is one of the mechanics that really differentiate the Protoss race from the rest, which is even more important.

Sure it differentiates them, but is it in a positive way? And Protoss had a "queuing production" too in SC1, and it did not make them similar to Terran for all that.


It did not make them a better race than SC2 Protoss either.

Unsure where you want to go with that sentence?

That I actually think that warpgate production makes them a little more different from Terran, while I don't think the main reason why Protoss balls up or allins stems from something like warpgate, but rather from "untradeable" expensive, lots of survival, little damage output units like the stalker, the dragoon, the immortal, the scout, the Archon...


The immortal? Holy shit.

You mean the unit that owns 5 siege tanks single-handedly and survives with only shield damage?

Low damage output indeed.

And I'm not even gonna get started about the Archon.


http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
TheDwf
Profile Joined November 2011
France19747 Posts
February 12 2014 18:01 GMT
#919
On February 13 2014 02:57 one-one-one wrote:
Show nested quote +
On February 13 2014 01:54 Big J wrote:
On February 13 2014 01:48 TheDwf wrote:
On February 13 2014 01:43 Big J wrote:
On February 13 2014 01:02 TheDwf wrote:
On February 13 2014 00:59 ejozl wrote:
They should create benefits of not turning all your gates into warpgates.

Let`s say with gateways units would be a little faster to built but you can`t warp-in. You build like a terran.
With warpgates you would have the warp-in but the build time is a little bit slower.

That would make interesting choices for the Protoss to make.

I think this could be cool as in a Race feature and could definitely be used for the campaign for LotV, but from a pure multiplayer standpoint, Warp Gate tech is one of the mechanics that really differentiate the Protoss race from the rest, which is even more important.

Sure it differentiates them, but is it in a positive way? And Protoss had a "queuing production" too in SC1, and it did not make them similar to Terran for all that.


It did not make them a better race than SC2 Protoss either.

Unsure where you want to go with that sentence?

That I actually think that warpgate production makes them a little more different from Terran, while I don't think the main reason why Protoss balls up or allins stems from something like warpgate, but rather from "untradeable" expensive, lots of survival, little damage output units like the stalker, the dragoon, the immortal, the scout, the Archon...


The immortal? Holy shit.

You mean the unit that owns 5 siege tanks single-handedly and survives with only shield damage?

Low damage output indeed.

And I'm not even gonna get started about the Archon.

I assumed he was talking about non-Armored units for the Immortal, because my Marauders or Tanks sure don't think they have little damage output indeed.
highsis
Profile Joined August 2011
259 Posts
February 12 2014 18:47 GMT
#920
If they want to buff Hydra vs T they should buff health.

Health buff = good vs Terran
Attack buff = good vs Protoss.

On the same line of thoughts, they should slightly decrease Swarm Host attack and Increase swarms' health if they want to make the unit useful vs Terran.
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