|
On February 27 2014 01:14 vthree wrote:Show nested quote +On February 27 2014 01:04 tar wrote:On February 27 2014 00:45 SC2Toastie wrote:On February 27 2014 00:19 tar wrote:On February 27 2014 00:16 SC2Toastie wrote:On February 27 2014 00:11 tar wrote:On February 27 2014 00:02 vthree wrote:On February 26 2014 23:44 SC2Toastie wrote:On February 26 2014 22:37 Yrr wrote: I do agree with the widow mine buff in terms of army fights but I dont like the fact that it drastically increases the potential damage of widow mine drops in a mineral line. Just stop bringing that nonsense argument up. The mine was stronger vs mineral lines before the radius nerf than after the +shields; so quit whining over something that wasn't OP vs your race in the first place becoming slightly less bad. Learn to micro. Not sure why Protoss are complaining about widows mines when the oracle can do much more damage at an earlier timing, is more mobile plus has revelation. Yes, the widow mine will be better in straight up fights, but in terms of harassing mineral lines, oracle is the best unit in the game. I guess you have never experienced the pain of 12 probes getting instantly evaporated because you pulled them a split second too late  12? Wow. What do you do, target them all together on one mineral patch? Show me the replay please. My response; if you need over 8 seconds to recognise a medivac coming into your main, a mine burrowing and targeting, well. Haha - you deserve to lose stuff. Minedrops are a big commitment to terran and if you are a slow protoss you can't blame game balance. Compare this to a storm drop . My response; if you need over 8 seconds to recognise a Warp Prism coming into your main, a templar dropping and casting storm, well. Haha - you deserve to lose stuff. Templar drops are a big commitment to protossand if you are a slow terran you can't blame game balance. Wow. You copy my sentences. good on you! Makes you come across as way more mature and intelligent than I thought you were! On February 27 2014 00:28 tar wrote:On February 27 2014 00:23 vthree wrote:On February 27 2014 00:19 tar wrote:On February 27 2014 00:16 SC2Toastie wrote:On February 27 2014 00:11 tar wrote:On February 27 2014 00:02 vthree wrote:On February 26 2014 23:44 SC2Toastie wrote: [quote] Just stop bringing that nonsense argument up. The mine was stronger vs mineral lines before the radius nerf than after the +shields; so quit whining over something that wasn't OP vs your race in the first place becoming slightly less bad. Learn to micro. Not sure why Protoss are complaining about widows mines when the oracle can do much more damage at an earlier timing, is more mobile plus has revelation. Yes, the widow mine will be better in straight up fights, but in terms of harassing mineral lines, oracle is the best unit in the game. I guess you have never experienced the pain of 12 probes getting instantly evaporated because you pulled them a split second too late  12? Wow. What do you do, target them all together on one mineral patch? Show me the replay please. My response; if you need over 8 seconds to recognise a medivac coming into your main, a mine burrowing and targeting, well. Haha - you deserve to lose stuff. Minedrops are a big commitment to terran and if you are a slow protoss you can't blame game balance. Compare this to a storm drop . My response; if you need over 8 seconds to recognise a Warp Prism coming into your main, a templar dropping and casting storm, well. Haha - you deserve to lose stuff. Templar drops are a big commitment to protossand if you are a slow terran you can't blame game balance. Templar drops still require slightly faster reaction... Don't take everything so serious, I am not saying storm drops are super easy to defy or anything. I am just getting a bit tired of these: All Toss has is so hard to hold while all we can do is so weak you must be really bad if it does damage-arguments Whatever way you put it, reaction time to a storm drop is lower than to a mine drop. I also didn't use the words you are putting into my mouth. So you did not say that if a toss loses probes to widow mines he is a bad player while then refering to the power of storm drops? I just want to hint at the fact that I didn't even say widow mine drops will definitely be imbalanced. I just strongly disagree with the way some ppl (and especially you) dismiss any kind of discussion about the change from a toss player's perspective. edit: On February 27 2014 00:53 gingerfluffmuff wrote: I dont get all this mine drop OP talk. In the last month we saw at least 3 T do this in SPL/GSL and it just sucks. Hell, even the german P Lilbow could defend this.
Imo we need a few new maps and then just wait until the new meta settles in with the new patch. Memories of a time past (before the change to the widowmine splash damage). I don't think anyone complains about widowmine drops in their current state Sure, Protoss will lose probes if mines get in the mineral line. But 12 probes to a single mine? Yet, that is just bad play. I mean hellions are OP too if they get in the base and you line up your workers.
the example with the 12 dead workers was an uncouthy remark and obviously not a claim that this would be the standard. jeez.
|
On February 27 2014 01:14 Big J wrote:Show nested quote +On February 27 2014 01:12 forsooth wrote:On February 26 2014 18:53 Bagi wrote:On February 26 2014 18:38 Talack wrote:On February 26 2014 16:49 Moobla wrote: Prepare for unforeseen consequences.
When terrans figure out how to abuse vikings + "unlimited" scans in the late game in conjunction with plenty of widow mines, any attempt from protoss to break a terran's frontline will be suicidal. Yeah they might need to send 1-2 zealots before a-moving ahead. Really...widow mines are not that big of a deal. The terran army will be sitting on top of the mines... Its not so simple, they could prove to be a very powerful tool. I'm having déjà vu, seems to me Zerg players made the exact same complaint about widow mines when HotS first came out and ended up learning how to send out a few units ahead of the army to trigger mines. If they could accomplish it with low HP, low range units, there's no reason at all why Protoss can't accomplish the same thing with much higher HP, higher range units. And even when Zergs learned this, they were still a very powerful tool, weren't they? Of course they were. Why wouldn't they be?
|
On February 27 2014 01:14 vthree wrote:Show nested quote +On February 27 2014 01:04 tar wrote:On February 27 2014 00:45 SC2Toastie wrote:On February 27 2014 00:19 tar wrote:On February 27 2014 00:16 SC2Toastie wrote:On February 27 2014 00:11 tar wrote:On February 27 2014 00:02 vthree wrote:On February 26 2014 23:44 SC2Toastie wrote:On February 26 2014 22:37 Yrr wrote: I do agree with the widow mine buff in terms of army fights but I dont like the fact that it drastically increases the potential damage of widow mine drops in a mineral line. Just stop bringing that nonsense argument up. The mine was stronger vs mineral lines before the radius nerf than after the +shields; so quit whining over something that wasn't OP vs your race in the first place becoming slightly less bad. Learn to micro. Not sure why Protoss are complaining about widows mines when the oracle can do much more damage at an earlier timing, is more mobile plus has revelation. Yes, the widow mine will be better in straight up fights, but in terms of harassing mineral lines, oracle is the best unit in the game. I guess you have never experienced the pain of 12 probes getting instantly evaporated because you pulled them a split second too late  12? Wow. What do you do, target them all together on one mineral patch? Show me the replay please. My response; if you need over 8 seconds to recognise a medivac coming into your main, a mine burrowing and targeting, well. Haha - you deserve to lose stuff. Minedrops are a big commitment to terran and if you are a slow protoss you can't blame game balance. Compare this to a storm drop . My response; if you need over 8 seconds to recognise a Warp Prism coming into your main, a templar dropping and casting storm, well. Haha - you deserve to lose stuff. Templar drops are a big commitment to protossand if you are a slow terran you can't blame game balance. Wow. You copy my sentences. good on you! Makes you come across as way more mature and intelligent than I thought you were! On February 27 2014 00:28 tar wrote:On February 27 2014 00:23 vthree wrote:On February 27 2014 00:19 tar wrote:On February 27 2014 00:16 SC2Toastie wrote:On February 27 2014 00:11 tar wrote:On February 27 2014 00:02 vthree wrote:On February 26 2014 23:44 SC2Toastie wrote: [quote] Just stop bringing that nonsense argument up. The mine was stronger vs mineral lines before the radius nerf than after the +shields; so quit whining over something that wasn't OP vs your race in the first place becoming slightly less bad. Learn to micro. Not sure why Protoss are complaining about widows mines when the oracle can do much more damage at an earlier timing, is more mobile plus has revelation. Yes, the widow mine will be better in straight up fights, but in terms of harassing mineral lines, oracle is the best unit in the game. I guess you have never experienced the pain of 12 probes getting instantly evaporated because you pulled them a split second too late  12? Wow. What do you do, target them all together on one mineral patch? Show me the replay please. My response; if you need over 8 seconds to recognise a medivac coming into your main, a mine burrowing and targeting, well. Haha - you deserve to lose stuff. Minedrops are a big commitment to terran and if you are a slow protoss you can't blame game balance. Compare this to a storm drop . My response; if you need over 8 seconds to recognise a Warp Prism coming into your main, a templar dropping and casting storm, well. Haha - you deserve to lose stuff. Templar drops are a big commitment to protossand if you are a slow terran you can't blame game balance. Templar drops still require slightly faster reaction... Don't take everything so serious, I am not saying storm drops are super easy to defy or anything. I am just getting a bit tired of these: All Toss has is so hard to hold while all we can do is so weak you must be really bad if it does damage-arguments Whatever way you put it, reaction time to a storm drop is lower than to a mine drop. I also didn't use the words you are putting into my mouth. So you did not say that if a toss loses probes to widow mines he is a bad player while then refering to the power of storm drops? I just want to hint at the fact that I didn't even say widow mine drops will definitely be imbalanced. I just strongly disagree with the way some ppl (and especially you) dismiss any kind of discussion about the change from a toss player's perspective. edit: On February 27 2014 00:53 gingerfluffmuff wrote: I dont get all this mine drop OP talk. In the last month we saw at least 3 T do this in SPL/GSL and it just sucks. Hell, even the german P Lilbow could defend this.
Imo we need a few new maps and then just wait until the new meta settles in with the new patch. Memories of a time past (before the change to the widowmine splash damage). I don't think anyone complains about widowmine drops in their current state Sure, Protoss will lose probes if mines get in the mineral line. But 12 probes to a single mine? Yeah, that is just bad play. I mean hellions are OP too if they get in the base and you line up your workers.
Heck yea man, and it's glorious when someone lines them up! Plenty of ways to die in SC2, that's the beauty.
|
On February 27 2014 01:21 forsooth wrote:Show nested quote +On February 27 2014 01:14 Big J wrote:On February 27 2014 01:12 forsooth wrote:On February 26 2014 18:53 Bagi wrote:On February 26 2014 18:38 Talack wrote:On February 26 2014 16:49 Moobla wrote: Prepare for unforeseen consequences.
When terrans figure out how to abuse vikings + "unlimited" scans in the late game in conjunction with plenty of widow mines, any attempt from protoss to break a terran's frontline will be suicidal. Yeah they might need to send 1-2 zealots before a-moving ahead. Really...widow mines are not that big of a deal. The terran army will be sitting on top of the mines... Its not so simple, they could prove to be a very powerful tool. I'm having déjà vu, seems to me Zerg players made the exact same complaint about widow mines when HotS first came out and ended up learning how to send out a few units ahead of the army to trigger mines. If they could accomplish it with low HP, low range units, there's no reason at all why Protoss can't accomplish the same thing with much higher HP, higher range units. And even when Zergs learned this, they were still a very powerful tool, weren't they? Of course they were. Why wouldn't they be?
but I think that was the point of the discussion. They might have a strong role in the metagame.
|
On February 27 2014 01:22 Big J wrote:Show nested quote +On February 27 2014 01:21 forsooth wrote:On February 27 2014 01:14 Big J wrote:On February 27 2014 01:12 forsooth wrote:On February 26 2014 18:53 Bagi wrote:On February 26 2014 18:38 Talack wrote:On February 26 2014 16:49 Moobla wrote: Prepare for unforeseen consequences.
When terrans figure out how to abuse vikings + "unlimited" scans in the late game in conjunction with plenty of widow mines, any attempt from protoss to break a terran's frontline will be suicidal. Yeah they might need to send 1-2 zealots before a-moving ahead. Really...widow mines are not that big of a deal. The terran army will be sitting on top of the mines... Its not so simple, they could prove to be a very powerful tool. I'm having déjà vu, seems to me Zerg players made the exact same complaint about widow mines when HotS first came out and ended up learning how to send out a few units ahead of the army to trigger mines. If they could accomplish it with low HP, low range units, there's no reason at all why Protoss can't accomplish the same thing with much higher HP, higher range units. And even when Zergs learned this, they were still a very powerful tool, weren't they? Of course they were. Why wouldn't they be? but I think that was the point of the discussion. They might have a strong role in the metagame. Having an effect on the metagame and claiming that vikings and mines will make attacking Terran completely out of the question are not really the same thing though. One is a general assumption with a pretty reasonable basis, the other is a kind of silly theorycraft that was already disproved in another matchup when the same complaint was made.
|
On February 27 2014 01:22 Big J wrote:Show nested quote +On February 27 2014 01:21 forsooth wrote:On February 27 2014 01:14 Big J wrote:On February 27 2014 01:12 forsooth wrote:On February 26 2014 18:53 Bagi wrote:On February 26 2014 18:38 Talack wrote:On February 26 2014 16:49 Moobla wrote: Prepare for unforeseen consequences.
When terrans figure out how to abuse vikings + "unlimited" scans in the late game in conjunction with plenty of widow mines, any attempt from protoss to break a terran's frontline will be suicidal. Yeah they might need to send 1-2 zealots before a-moving ahead. Really...widow mines are not that big of a deal. The terran army will be sitting on top of the mines... Its not so simple, they could prove to be a very powerful tool. I'm having déjà vu, seems to me Zerg players made the exact same complaint about widow mines when HotS first came out and ended up learning how to send out a few units ahead of the army to trigger mines. If they could accomplish it with low HP, low range units, there's no reason at all why Protoss can't accomplish the same thing with much higher HP, higher range units. And even when Zergs learned this, they were still a very powerful tool, weren't they? Of course they were. Why wouldn't they be? but I think that was the point of the discussion. They might have a strong role in the metagame. Going back to the very first post you quoted, I think what he said actually can become a problem.
wol late game terran with heavy ghost marauder Viking is incredibly powerful due to the obs sniping and cloak ghosts emp everything and stim a move in
Widow mine might put more focus on "abuse" over the lack of less vulnerable/solid cloak reveal unit for protoss and might be problematic in the future.
I guess we will just have to see how it goes.
|
On February 27 2014 01:12 forsooth wrote:Show nested quote +On February 26 2014 18:53 Bagi wrote:On February 26 2014 18:38 Talack wrote:On February 26 2014 16:49 Moobla wrote: Prepare for unforeseen consequences.
When terrans figure out how to abuse vikings + "unlimited" scans in the late game in conjunction with plenty of widow mines, any attempt from protoss to break a terran's frontline will be suicidal. Yeah they might need to send 1-2 zealots before a-moving ahead. Really...widow mines are not that big of a deal. The terran army will be sitting on top of the mines... Its not so simple, they could prove to be a very powerful tool. I'm having déjà vu, seems to me Zerg players made the exact same complaint about widow mines when HotS first came out and ended up learning how to send out a few units ahead of the army to trigger mines. If they could accomplish it with low HP, low range units, there's no reason at all why Protoss can't accomplish the same thing with much higher HP, higher range units. Zealots and lings work differently though, you can't really burrow your mines under your bio army against lings because their speed makes it possible to wrap around the bio army before the mines detonate causing huge friendly fire to the terran army, this is obviously even worse when fighting on creep. To offset ling mobility mines are often placed ahead of the army, which makes it possible to set them off with smaller squads of lings.
Zealots in comparison are fewer and less mobile, they cannot swarm the terran army like lings can and lose most of their mobility after the first charge forward. This makes kiting zealots into mines that are below the terran army or even slightly behind it a much more valid tactic.
|
On February 27 2014 01:28 forsooth wrote:Show nested quote +On February 27 2014 01:22 Big J wrote:On February 27 2014 01:21 forsooth wrote:On February 27 2014 01:14 Big J wrote:On February 27 2014 01:12 forsooth wrote:On February 26 2014 18:53 Bagi wrote:On February 26 2014 18:38 Talack wrote:On February 26 2014 16:49 Moobla wrote: Prepare for unforeseen consequences.
When terrans figure out how to abuse vikings + "unlimited" scans in the late game in conjunction with plenty of widow mines, any attempt from protoss to break a terran's frontline will be suicidal. Yeah they might need to send 1-2 zealots before a-moving ahead. Really...widow mines are not that big of a deal. The terran army will be sitting on top of the mines... Its not so simple, they could prove to be a very powerful tool. I'm having déjà vu, seems to me Zerg players made the exact same complaint about widow mines when HotS first came out and ended up learning how to send out a few units ahead of the army to trigger mines. If they could accomplish it with low HP, low range units, there's no reason at all why Protoss can't accomplish the same thing with much higher HP, higher range units. And even when Zergs learned this, they were still a very powerful tool, weren't they? Of course they were. Why wouldn't they be? but I think that was the point of the discussion. They might have a strong role in the metagame. Having an effect on the metagame and claiming that vikings and mines will make attacking Terran completely out of the question are not really the same thing though. One is a general assumption with a pretty reasonable basis, the other is a kind of silly theorycraft that was already disproved in another matchup when the same complaint was made.
oh well, yes. Yet I believe Bagi was not arguing Moobla's originial point, just that it is reasonable to assume that mines cannot be triggered very easily with stray units. Also I think those complaints about "impossible to destroy mines when the army sits above them" were hardly made in a reasonable argument in TvZ. That it is not as easy as "just trigger them with lings", sure, but not that the Terran army becomes "unbeatable" through that.
|
On February 27 2014 01:32 ETisME wrote:Show nested quote +On February 27 2014 01:22 Big J wrote:On February 27 2014 01:21 forsooth wrote:On February 27 2014 01:14 Big J wrote:On February 27 2014 01:12 forsooth wrote:On February 26 2014 18:53 Bagi wrote:On February 26 2014 18:38 Talack wrote:On February 26 2014 16:49 Moobla wrote: Prepare for unforeseen consequences.
When terrans figure out how to abuse vikings + "unlimited" scans in the late game in conjunction with plenty of widow mines, any attempt from protoss to break a terran's frontline will be suicidal. Yeah they might need to send 1-2 zealots before a-moving ahead. Really...widow mines are not that big of a deal. The terran army will be sitting on top of the mines... Its not so simple, they could prove to be a very powerful tool. I'm having déjà vu, seems to me Zerg players made the exact same complaint about widow mines when HotS first came out and ended up learning how to send out a few units ahead of the army to trigger mines. If they could accomplish it with low HP, low range units, there's no reason at all why Protoss can't accomplish the same thing with much higher HP, higher range units. And even when Zergs learned this, they were still a very powerful tool, weren't they? Of course they were. Why wouldn't they be? but I think that was the point of the discussion. They might have a strong role in the metagame. Going back to the very first post you quoted, I think what he said actually can become a problem. wol late game terran with heavy ghost marauder Viking is incredibly powerful due to the obs sniping and cloak ghosts emp everything and stim a move in Widow mine might put more focus on "abuse" over the lack of less vulnerable/solid cloak reveal unit for protoss and might be problematic in the future. I guess we will just have to see how it goes. Protoss has 3 revealers; Cannons, Oracles and Observers Cannons are fine for defense, building a cannon farm at 10 range of a Plantary might not be ideal. Observers are good detectors but fragile and have lower range, Oracles are highly mobile, have better detection range, can use revelation, but are very taxing to control.
I am not sure if lategame GhostVikingScan becomes a problem in the metagame in the form of MineVikingScan, it might, we'll have to see. It is a valid complaint, which I cannot answer to just yet.
I am however of the opinion no adjusting in stats should be done to Protoss' anti-cloak until people really play around with a small number (3/4) of Oracles in lategame, those might be the answer.
|
On February 27 2014 01:33 Bagi wrote:Show nested quote +On February 27 2014 01:12 forsooth wrote:On February 26 2014 18:53 Bagi wrote:On February 26 2014 18:38 Talack wrote:On February 26 2014 16:49 Moobla wrote: Prepare for unforeseen consequences.
When terrans figure out how to abuse vikings + "unlimited" scans in the late game in conjunction with plenty of widow mines, any attempt from protoss to break a terran's frontline will be suicidal. Yeah they might need to send 1-2 zealots before a-moving ahead. Really...widow mines are not that big of a deal. The terran army will be sitting on top of the mines... Its not so simple, they could prove to be a very powerful tool. I'm having déjà vu, seems to me Zerg players made the exact same complaint about widow mines when HotS first came out and ended up learning how to send out a few units ahead of the army to trigger mines. If they could accomplish it with low HP, low range units, there's no reason at all why Protoss can't accomplish the same thing with much higher HP, higher range units. Zealots and lings work differently though, you can't really burrow your mines under your bio army against lings because their speed makes it possible to wrap around the bio army before the mines detonate causing huge friendly fire to the terran army, this is obviously even worse when fighting on creep. To offset ling mobility mines are often placed ahead of the army, which makes it possible to set them off with smaller squads of lings. Zealots in comparison are fewer and less mobile, they cannot swarm the terran army like lings can and lose most of their mobility after the first charge forward. This makes kiting zealots into mines that are below the terran army or even slightly behind it a much more valid tactic. Positional wars! Sounds good to me! Ranged Collosus/Storm/Blink Stalkers can pick of mines that go to far forward, but mines with bio is really strong. Bio can't rush forward as fast as vs Zerg, but gets a more powerful position to reinforce :D
|
Czech Republic12128 Posts
I could not find the answer for - is this nerf just of the MSC vision or the Mothership as well? TY
Some people use MS instead of MSC and, well, I use MS whenever I can
|
On February 26 2014 10:57 sandman1678 wrote:Show nested quote +On February 26 2014 09:43 Rollora wrote:On February 26 2014 09:30 sandman1678 wrote: I'm so tired of the Terrans complaining about not being able to attack early on;
1. 8-10 Min timing attacks are still effective you just need to have a strategy that is more than amove stutter step. A. move out sooner and bait out a overcharge a min or so before you planned on attacking B. bait out an over charge at their natural then boost into the main C. If they don't have enough units their defend fight throught the overcharge and go up into the main it only does as much damage as a photon cannon. D. Drop harrass is still effective and NOT shutdown by an over charge. Remember how you got their.....Yeah the medi vac is flies it can also flie away from the over charge to the nexus without one. E. Stop acting like the nexus suddenly turned into zues and started hurling lighting bolts at you its just a photon cannon with larger range. If they only have a few units you can still crush their units and run into the main taking very little damage or hell you can even wipe out a probe line before the nexus cannon cleans you up which is a good trade.
2. Stop auto attacking everything focus fire down their units and then move up into the main and focus down pylons and techs.
3. Stop thinking big straight forward push alot times 1 medivac flying around dropping hear, picking up and droping somewhere else will distract and put a player so far on tilt they start messing up giving you an advantage. Furthermore, while your 1 medi is their be annoying you can macro back at home fine. The key is to know when to stop doing drop harass alot of terrans will build themselves a good lead then blow it by sacrificing macro to continue harassing.
aaah its that simple :D Well then, I wonder why there were only 3 terrans at the GSL CODE S RO 32? Ah i remember: because it simply takes much more action to pull of then to defend, it doesn't do enough damage and if you go for a medivac timing, bait out the cannon 1 min before, you have like a very small window if T goes colossi -> you better leave again soon, if T goes storm, you better don't let these lightnings go down or you have lost your (at this point of time) expensive army and if Toss has any clue how Terran works, they could then just walk over you or freely expand. In theorycraft you may be right, but let's not forget that while all that happens T needs to macro up behind (making buildings, deciding how much damage he can do and if he goes for an allin or expanding or whatever), better scout the minimap if no counteraction is going on etc. And as not everybody is a 400 apm korean Terran, I would like to be in the toss position when Terran trys this early aggression thing you are talking about  (btw i switched from T to P or more to random and it actually IS easier to defend then to pull of) BTW #2: all the things you are trying to say(focusing things, splitting armies drops to pull the attention etc), are the things you need to learn when you want to go out of bronze with macro builds, or in other words it is the Terran 1x1 -> therefore, every Terran knows how to theorycraft-win a game, but somehow micro is harder to do, then just thinking about it and therefore this is the reason why terrans already have 2x the apm in lower leagues and still are in bronze cause there it takes that much more effort to win vs a protoss (as you pointed out perfectly, it is JUST needed to do this and that, multitask a bit, micro a bit, focus a bit, keep the toss busy etc - yeah simple, while Toss is still save if...) besides that, some things you say are just untrue, a 1-1-1 wouldn't work against the cannon anymore 1. Really its harder on the attacker than the defender I didn't Know that....Oh wait yeah I did its called a DEFENDERS ADVANTAGE. 2. Yeah of course you have to learn to split your army, but know you don't have to learn to do that to get into higher league unfortunately. There are plenty of players that have made it diamond masters just off of cheese and timing builds. 3. Oh course you have to macro at home if your pushing same rule applies for ever race not just terrans. 4. Of course its harder to do it than it is in theory but not being able to do it personally doesn't mean its unbalanced it just means you need to get better. 5. You have KNOW IDEA rather Terrans or Protosses apm is higher. Nor does apm relate to skill in any way. Anybody can sit and spam in the early game and fake a high apm is how effect your moves per minute are not how many of them you do. 6. Up unitl the last few months timing attacks and all-ins were used alot how many times do you remember seeing scv pulls or big 10-12 minuted pushes. I remember watching forgg, MVP, MMA, Taeja and many other Terrans bust out big 8-12 minute pushes. It wasn't until about october-November last year after the hellbat nerf when the pushes started to calm down some. 7. Everything I said above except for the late game micro doesn't require all that much skill at all to do. Stimming in and out to bait a photon overcharge a little bit before you plan to attack not hard. Stimming in then dropping up into the main isn't all that hard. Nor is just focus firing down a small army and running in to the main. 8. Its not easy for toss either when the Terran is playing right, they have to split their army correctly defend multiple locations, continue to macro, and find some way of applying pressure or far to far behind. However, Alot of terrans will over commit to attack a 2base templar tech protoss and lose. Any race turtled up on 2bases just needs to be contained while you macro. 9. If a Protoss opens colossi you should already know how to deal with this. Before Protoss started opening Templar and opened colossi every game the win rate was in favor of Terran it turned around when Protoss started opening Templar. 10. And I suppose you would also be comfortable saying everytime their were low numbers of Protoss in code S it was because of imbalance. 1 funny we now talk about how defenders advantage should work, because since the beginning of SC2 there are SEVERAL Cheeses/Allins where the attack is easier to execute then to defend, even if scouted 2. i was talking macro builds, ofc you can get to diamond and even beyond with no skill, unhonest play, cheese or whatever you may call it 4-true 5. well i have several thousand games in SC2Gears analyzed so I know what I am facing basically. But true, APM or EPM doesn't say everything on how much effort it takes a race to play because it doesn't show thought processes etc. 6. pretty much that was because it is the most effective way to beat a toss, it was already telling a lot when that strat became common. such desperation strats were shown, because there were no many other ways to beat a straight up game against a protoss as a korean (!) pro(!) - so why should anybody beyond that level even bother... 8 i did never say it ever gets easy for toss, just not THAT hard in some(!) cases. 10. when there were low numbers of toss, there were very viable openings for terrans and Toss didn't know how to defend- some got nerfed, some toss learned. on the other Hand terran learned pretty fast how to deal with Toss early aggression (4 Gate etc) So yes, early game Terran was strong if not inbalanced. Blizzard changed that, thats why it showed endgame weaknesses as terran, thats why in the end of WOL we saw lots of PvZ... if you still remember
|
On February 26 2014 12:51 seak99 wrote:Show nested quote +On February 26 2014 12:22 fx9 wrote:On February 26 2014 11:29 seak99 wrote:wow, after reading through all this it sounds like there are a lot of sour protoss. No one likes getting there race nerfed or the other buffed. Been happening to Terran for a long time now. "Lets see how it plays out" is what Terrans were always told. Also remember David Kim is always quick to fix imbalances just in case  more like a lot of sour terran looking for more freebies to me. Most of the terrans' nerfs in HOTS were meant to address TvZ, never for TvP. So take your whine elsewhere. PO, MSC vision, stalker blink all-in exist since the release of HOTS. When Protoss was not doing well, nobody complained about them. Now everybody like you just jumped into the bandwagon and balance whine, lol. Thanks for making my case for me  Sometimes it takes a bit of time before a strategy or unit is utilized properly. Hence it may have been in the game a while but never been nerfed. People have been complaining about protoss for a long time. Some of it warranted, some of it not. But David Kim is doing this to balance at the top level, so it doesn't matter for the rest of us gamers right  its not the terrans fault if protoss take so long to learn how to use their tools, is it? That it was there before doesnt make it less strong, it just tells about how slow some races adapt to new technolgies :D (no racism intended) And it was good blizzard waited a bit (but in this case way too long, as it was very soon very clear that some strats are too strong or that it is too strong that you don't know which of the many vaible strats your opponent may choose) to see the metagame evolve. Now the problem (as stated above) isn't that units in general are imba, it is that you can never know what will hit you, so there are TOO many good/viable (but not imba) strats you should/need to prepare for. So either you cut some corners and don't prepare for some strats, but eco a lot ("play greedy" is a commonly used term for that, although misused) and its like a coinflip: you are ahead or on par with your oponent OR the proxy oracle, hidden dt shrine, blink push or whatever hits you in your face. Or you prepare against anything that might come and are behind from the start. Watching the TvP Proleague game of Flash vs Stork flash was preparing for oracles and so on, but was then behind in other tech, only a few secs of meant the world here and he died.
|
I can't help but laugh when a Protoss complains about mine drops.
Mines used to one shot workers just a few months ago, and the strategy was neither dominant nor particularly effective unless some bronze-league hero tried to kill it with workers.
Also if you want to complain about widow mine drops please let me hear your thoughts on the oracle. Not only will an oracle do game ending damage at 5:30, it will also kill a pack of marines and isn't even a guaranteed loss if perfectly deflected. The mere existence of the oracle has hamstrung every Terran build since the patch, and is honestly one of the major reasons why all the other all-ins and builds are so dangerous.
|
good changes. approved by me!
|
On February 26 2014 22:39 RaZorwire wrote:Show nested quote +On February 26 2014 22:31 Big J wrote:On February 26 2014 22:01 SC2Toastie wrote:On February 26 2014 21:56 SC2John wrote:On February 26 2014 21:06 Fuchsteufelswild wrote: It's the wrong hydralisk change. There are so many better options! This just makes them even more either "a-move" or "sit and shoot". Increasing the rate of fire makes micro worse because of the increased damage output you MISS OUT ON when moving. I suspect the mine change is going to be too strong against protoss, but we'll see. Vision nerf is the only great change and it can obviously be scaled back to some degree if it's too strong, but I think 9 should be good actually. Protoss has phoenixes, hallucinated phoenixes and oracles for easy vision on fast, flying units and they also have Revelation too so I really think the mothership needn't also have great (let alone the obscene 14) vision radius. http://wiki.teamliquid.net/starcraft2/MarineStimmed marines have a DPS of 0.57387. People still kite with them. Not DPS, Attack speed. DPS = Damage/Second. People kite with Stimmed marines because the marine damage point is early in the animation; Hydralisk deal damage late in their animation. Exactly. Marines have a damage point of 0. That means it is impossible to "overkite them" (cancel shots). You basically get to spam as much as you want with them and it's never going to be worse than not controlling them. Hydralisks have a damage point of 0.2080. So you have 0.2080 seconds in which you can cancel the attack animation of hydralisks and do no damage at all, if you give move commands. So you have to be very precise with kiting them and you only have ~0.5seconds of running between shots (theoretically). Practically probably only like 0.25seconds, unless you want to risk overkiting. You're right, but just as a sidenote; it's definitely possible to kite marines so that they do less damage than they would have if they weren't controlled at all. If you spend too much time running, and not enough time stopping to shoot, they will miss out on potential attacks and do less damage. It's true that you can't cancel attacks, but you will perform worse if you kite incorrectly.  ...that is true for all range units, isn't it? A BW devourer had an attack cooldown of 100 frames, equivalent to an SC2 attack cooldown of 5.625 game seconds. If you moved for longer than it needed to before firing, you were potentially missing out on damage output. If (purely hypothetically) marines got a damage buff, I expect most terrans, for the same reason, would prefer +1 damage to a base cooldown of around 0.75 or even 0.70. Obviously, faster units are more likely to miss out on damage if they stop firing for longer than necessary, so I agree, but the difference in damage point gives more leeway to marines than ranged units that hit later in their animation.
On February 26 2014 22:39 Ghanburighan wrote: In terms of design, isn't the hydra superior to the marine then? Someone who kites hydras well is doing something more impressive than someone who kites marines... The problem is that hydras don't seem to need to kite much... If they stay still, just an increase in rate of fire (decrease in cooldown) means they can deal more damage while staying put, but a direct damage (per hit) increase instead would be better. Yes, interaction vs an opposing unit's armour values upgrades etc. need to be considered but it won't affect how well or how poorly you can micro them while still doing damage. With more damage per hit, you can flee as often as you can now, but deal more damage. With a faster hit rate, you MUST start moving away more often in order to maintain this increased damage output while still escaping. You will likely end up staying on the spot more often as a result and it is just more taxing and spammy to actually hit and run at that rate and means that lamely staying on the spot to maximise damage output is more tempting. For game design and for the entertainment of people actually playing as zerg, that is bad. When you have to worry about a lot of splash damage, you do not want buffs to your units to discourage movement. As pointed out, the instant hit effect of marines having a damage point of zero means you do basically have the full length of the marine attack cooldown to move during.
|
the WM buff will literally break PvT, templar opener will not be viable anymore because of the splash of widow mines vs chargelots now, this will be a big problem and will also bring lots of SCV pulls because the protoss will have to go collosus opener.
|
although I approve of the widowmine damage...I feel like although it buffs a "mech" unit, it will be more used with Bio in tvp instead of mech. It also feels like hellbats are just getting phased out in tvp even more because then it comes down to "do I want hellbats to deal with chargelots, or widowmines to try and deal with everything". was hoping for a buff to another unit in mech I guess...most notably the tank.
|
On February 27 2014 02:52 NayASC wrote: the WM buff will literally break PvT, templar opener will not be viable anymore because of the splash of widow mines vs chargelots now, this will be a big problem and will also bring lots of SCV pulls because the protoss will have to go collosus opener. lol, Templar openings will still be viable. Just have to use Observers a bit more carefully and not clump up Zealots so much. Zerg players have learned how to deal with Widow Mines, we can too.
|
These are reasonable changes. I do suspect the zerg buff to hydra's will be a little much for ZvP but nothing that can't be fixed by maps probably.
It is still saddening to see that the patch pattern has always reverted to finally just tweaking bio to be strong enough. Mech vs protoss is still a joke and the solution to the matchup now is basically just making 4M good enough.
|
|
|
|