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i51 gives Miniraser loss for playing for stalemate - Page 16

Forum Index > SC2 General
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GTPGlitch
Profile Blog Joined March 2011
5061 Posts
April 20 2014 04:56 GMT
#301
On April 20 2014 13:45 DarkPlasmaBall wrote:
Show nested quote +
On April 20 2014 12:28 tomastaz wrote:
Apparently archons work pretty well


In ZvZ?

But out of curiosity, is it really that impossible to break a turtling swarmhost/ spore army in ZvZ? I don't play Zerg so I have no experience with it, but I'd think if it became clear that your opponent was never going to do anything, you'd slowly trade out your army for the perfect unit composition, take the map, and even trade somewhat unfavorably because you have a massive resource and army advantage. Just slowly starve him out o.O


Snute posted on page 8 or 9 - said Vipers made it impossible to siege down, and there's not really a good way to break a main ramp that's covered in locusts
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
Destructicon
Profile Blog Joined September 2011
4713 Posts
April 20 2014 05:00 GMT
#302
On April 20 2014 13:45 DarkPlasmaBall wrote:
Show nested quote +
On April 20 2014 12:28 tomastaz wrote:
Apparently archons work pretty well


In ZvZ?

But out of curiosity, is it really that impossible to break a turtling swarmhost/ spore army in ZvZ? I don't play Zerg so I have no experience with it, but I'd think if it became clear that your opponent was never going to do anything, you'd slowly trade out your army for the perfect unit composition, take the map, and even trade somewhat unfavorably because you have a massive resource and army advantage. Just slowly starve him out o.O


There is no good counter composition in ZvZ. You can't go any ground base composition against SH once they reach a critical mass, they just trade to cost efficiently. You can try to bum rush the SH by destroying the locust quickly with banes, but that only works in small numbers, once SH reach a big enough mass and in a appropriate choke the banes will never connect.

You can't switch into air either because spores destroy any biological air. Mutas would just get instantly obliterated, if you don't believe me watch Revival vs Byul from this past season of WCS AM. And BL don't work either, they have only 9.5 range, abduct is 9 range and they run the same problem as mutas, once they are in range they get destroyed by spores.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
xuanzue
Profile Joined October 2010
Colombia1747 Posts
April 20 2014 05:09 GMT
#303
I don't like the way people ignore the impact that maps and the format have on this issue.

16 bases maps with free naturals and 3rds, obviously will bring very long games.

bw was very healthy with bo1, but in sc2 bo1 is a tabu.

so instead of make a bo1 format, or bring a different map pool, better just make a subjective way to finish a game.
Dominions 4: "Thrones of Ascension".
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 20 2014 05:41 GMT
#304
On April 20 2014 13:45 DarkPlasmaBall wrote:
Show nested quote +
On April 20 2014 12:28 tomastaz wrote:
Apparently archons work pretty well


In ZvZ?

But out of curiosity, is it really that impossible to break a turtling swarmhost/ spore army in ZvZ? I don't play Zerg so I have no experience with it, but I'd think if it became clear that your opponent was never going to do anything, you'd slowly trade out your army for the perfect unit composition, take the map, and even trade somewhat unfavorably because you have a massive resource and army advantage. Just slowly starve him out o.O


Yes there is a situation late game ZvZ where neither player can win the game anymore because viper abducts make it so you cannot use broods since they will be abducted into spores which kill them very fast with the +damage vs light.

It does not happen too often, but it is possible to force this situation if you are good enough in ZvZ.

It's not the player's faults, or tournament organizer's faults that the game can go to stalemates like this...it's blizzard's fault for not addressing swarmhost stalemate issues in general. It's a bit ludicrous that miniraiser was given a loss for playing professionally and choosing the best option available at the time to him as a player - which was to go for a draw.

It's not his fault the game is like this. It's not anyone's but blizzard's, and the worst thing is they've known about this for a while, but unless enough people make an uproar about this stuff they don't seem to do anything in any meaningful time span.

Previously there was a bug where opponent's vipers could not target your units if you self shift-queued your own viper abducts onto your units...but that was not part of balance for this ZvZ lategame scenario, it was simply an abusable in-game bug.

Swarmhosts in general should have been addressed a while ago...redesigned, or removed imo.
Sup
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
April 20 2014 06:50 GMT
#305
I'm just curious if people would support Locusts not getting upgrades just like how Infested Terran's no longer get upgrades.
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
April 20 2014 07:09 GMT
#306
On April 20 2014 15:50 Orcasgt24 wrote:
I'm just curious if people would support Locusts not getting upgrades just like how Infested Terran's no longer get upgrades.

No coz its spawning free units until world destroys..
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
CutTheEnemy
Profile Joined November 2013
Canada373 Posts
April 20 2014 07:35 GMT
#307
As a chess player I find this sad. Stalemates in chess are way more interesting than in sc2 though...
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
StarMoon
Profile Joined April 2011
Canada682 Posts
April 20 2014 08:09 GMT
#308
Remove/nerf enduring locusts upgrade. Its the real problem.
Emerson_H
Profile Joined March 2014
United States460 Posts
Last Edited: 2014-04-20 08:11:44
April 20 2014 08:10 GMT
#309
Don't count on Blizzard changing anything. In WC3 it took them years to nerf stuff like exp tome and raider ensnare, and by the time that happened, the game was already dead. I think the best we can hope for is another game company developing an RTS we can actually play.
404AlphaSquad
Profile Joined October 2011
839 Posts
April 20 2014 08:21 GMT
#310
I can´t decide wether I should laugh or cry about the fail of swarmhosts, and their consequences in SC2 e-sports...
aka Kalevi
RaZorwire
Profile Joined April 2012
Sweden718 Posts
April 20 2014 08:35 GMT
#311
On April 20 2014 17:10 Emerson_H wrote:
Don't count on Blizzard changing anything. In WC3 it took them years to nerf stuff like exp tome and raider ensnare, and by the time that happened, the game was already dead. I think the best we can hope for is another game company developing an RTS we can actually play.


I don't mean to be rude, but could we please stop posting this type of zero effort whine posts? Yes, I know Blizzard can be slow with fixing obvious problems, but this type of overdramatic, self-victimizing "Alas, Blizzard cares not for e-sports, our effort is for naught"-posts serve no purpose. They don't contribute anything, they don't lead anywhere. The game has had so many problems since the release of WoL, and Blizzard have fixed most of them. They will get to this as well, sooner or later. Being angry about Swarm Hosts is perfectly reasonable, but try to be a bit more constructive, please.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
April 20 2014 08:59 GMT
#312
We really should get rid of units that spawn free units. Neither it's skillful nor exciting.
MartT
Profile Joined January 2010
United Kingdom88 Posts
April 20 2014 09:01 GMT
#313
On April 20 2014 02:54 illidanx wrote:
Playing for stalemate is a valid strategy and it is very satisfying when it results in nerd rages.


Even more satisying when someone gets kicked from the tournament for doing it.
MartT
Profile Joined January 2010
United Kingdom88 Posts
April 20 2014 09:03 GMT
#314
On April 20 2014 03:01 Waise wrote:
i don't understnad people talking about the timing concerns. if it's just a timing/respect for other players thing, why not instantly rule another regame when the admins feel it's going toward another stalemate? it's a strategy game and one player has to be willing/able to push a victory for a victory to occur.


Erm, that'd take more TIME.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
April 20 2014 10:26 GMT
#315
I think in this scenario, giving the win is valid due to it holding up the entire tournament. I understand that there's no such thing as economic or map control victory in SCII, but because of how HotS ZvZ was designed, without absolutely unlimited resources, it would be impossible to break that. While Protoss and terran given massive resource banks can tailor comps to break the turtle, Zerg doesn't have that option. Because the rule was in place before the tournament began, I think the admins made the right call.
Porouscloud - NA LoL
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
April 20 2014 10:47 GMT
#316
On April 20 2014 00:03 nkr wrote:
Show nested quote +
On April 20 2014 00:02 Wardi wrote:
Players can either
A) Blinding cloud + baneling bomb vs the 1base spore swarmhost save, or if leading player cant afford this go for:
B) Agree to a re-game as soon as possible, you know even better than admins when stuff are gonna get bonkers so dont make it more difficult than it has to be

On blizzard's end it would probably make sense to implement:
- Brood Lords immune to abducts (ultralisk was already hotfixed, muta was "kind of hotfixed", so why not.
- Spores nerfed vs non-light Zerg units. change spore bonus from +30 dmg vs biological into +30 dmg vs biological light. Corruptors, overlords and brood lords take too much damage as it is now.
- A more extreme change: Allow for abduction(incl. uproot) of spore and spine crawlers by vipers?

As stupid as it may sound the current ZvZ endgame would benefit from returning to the WoL situation. It had way more depth than the current SH/spore/viper.


The player who was ahead in this situation had no gas remaining.

They did re-game and in the re-game Miniraser did the same, made Swarm Hosts and pulled into his main to force another stalemate. Don't know what you do then.


I fail to see how it's different from what terrans do in TvP. If your opponent has no resources to kill your floating buildings, will he be awarded a win at i51 regardless?

Because Terran would salvage a lost game and go for a draw/rare win with cloakshees/rebuilding/medivac harrass.
Miniraser just decided he was the worse player and went for the draw.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
April 20 2014 11:08 GMT
#317
Make a billion overlord
load some of them with bane
Send the empty one first so they tank spore damage
Then baneling bomb swarmhost

new meta.
fukin zerg players so unimaginative.
RIP MKP
ejozl
Profile Joined October 2010
Denmark3526 Posts
April 20 2014 11:11 GMT
#318
Make a billion overlord
load some of them with bane
Send the empty one first so they tank spore damage
Then baneling bomb swarmhost

new meta.
fukin zerg players so unimaginative.

I actually thought of this aswell, it's very expensive, but if you truly have the entirety of the map.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Enigmasc
Profile Joined February 2014
United Kingdom147 Posts
April 20 2014 11:40 GMT
#319
i dont see why people argue that playing for the stalemates valid, the rules clearly stated that playing for the stalemate will result in being given a loss :L and pull back into the main and turtle on swarm-hosts is literally giving up any chance of victory..

that being said swarm hosts are a terrible unit design wise( i say that as a zerg),and they lead to such boring games, worse still is that people are beginning to realise the fact they have no ground based zerg counter+ viper spore support results in unloseable games
S1eth
Profile Joined November 2011
Austria221 Posts
April 20 2014 12:08 GMT
#320
On April 20 2014 20:40 Enigmasc wrote:
i dont see why people argue that playing for the stalemates valid, the rules clearly stated that playing for the stalemate will result in being given a loss :L and pull back into the main and turtle on swarm-hosts is literally giving up any chance of victory..

that being said swarm hosts are a terrible unit design wise( i say that as a zerg),and they lead to such boring games, worse still is that people are beginning to realise the fact they have no ground based zerg counter+ viper spore support results in unloseable games

You can build your own vipers to either catch their vipers or to neutralize their spores.
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