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Balance Test Map Update Incoming - July 15 - Page 15

Forum Index > SC2 General
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Teoita
Profile Blog Joined January 2011
Italy12248 Posts
Last Edited: 2014-07-16 20:14:50
July 16 2014 20:10 GMT
#281
Harass wise, Terran actually can do the hellion/medivac/marine pushes which work pretty nicely imo. They just lack the ability to do any straight up pushes pre medivacs, which would be easily solved by reducing the stim research time (without impacting tvz too!).

There's nothing imbalanced about templar vs colossus pvt imo because they will always get scouted by the medivac push, and the terran can react in time to both styles.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Mozdk
Profile Joined October 2010
Denmark6989 Posts
July 16 2014 20:10 GMT
#282
On July 17 2014 05:07 Vindicare605 wrote:
Show nested quote +
On July 17 2014 04:54 Mozdk wrote:
On July 17 2014 04:42 Vindicare605 wrote:
On July 17 2014 04:39 Mozdk wrote:
On July 17 2014 04:35 Vindicare605 wrote:
On July 17 2014 04:24 Mozdk wrote:
On July 17 2014 04:02 Vindicare605 wrote:
On July 17 2014 03:30 Mozdk wrote:
So now they are completely cementing Protoss macro options vs Terran. It's so stupid. Every game will be the same. And now it will slow and drawn out, because there will be widow mines littered across every map.


Rather than give Terran some more options they just take options away from Protoss.

It's not ideal but at least it's more balanced.


This is the wrong way to do it. All other matchups has choices for both sides. And if this change goes through, templar based strats are completely dead in PvT. Which is by far more fun to play and to watch.


Well if you want Terran to have more choices the first thing that NEEDS to go is Photon Overcharge.

You can't expect there to be parity in terms of options in the match up as long as that shit exists.

As far as late game goes, I don't even know what you would have to change to open up the match up. Battlecruisers and Ravens are completely invalidated by Templar and Tempests. Ghost/Viking is the only real late game comp Terran can build that isn't hilariously outmatched by simple Marine/Marauder/Medivac.



You can work around photon overcharge with bio. No pros are having trouble with photon overcharge. You cannot, however, work around mines with chargelot+templar builds.


No one works around Photon Overcharge, Terran is pigeonholed into a half dozen build orders at most because of Photon Overcharge. I can think of at least a dozen builds off the top of my head that are completely dead thanks to Photon Overcharge alone.

Even after Templar openings are dead Protoss will have at least twice as many options as Terran currently does in the match up's early game.

If you're serious about talking about providing more options to the race then Photon Overcharge NEEDS to go. There cannot be a serious discussion about opening up the match up as long as that spell exists in its current form.


I don't agree, but I hear you feel very strongly about this. The problem is, that you cannot remove it. PvP will only be one base. It's the whole reason you can buy time vs blink and 3 gate openings. Not to mention oracle and frontal preasure. It is 100% needed for PvP to be a thing.


I understand PO's importance to PvP, but I personally feel that PO is just a band aid that covers up huge design flaws in PvP that require a spell like it in order for the match up to have stability.

I'd rather fix PvP in a way that doesn't require a massive early game crutch if I had my way.


It would have to involve stalkers doing less damage to shield and the removal of the Oracle. I don't see any other way.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
TAMinator
Profile Joined February 2011
Australia2706 Posts
July 16 2014 20:59 GMT
#283
We might see the fun TvZs again.
cptjibberjabber
Profile Joined November 2012
Netherlands87 Posts
July 16 2014 21:05 GMT
#284
On July 16 2014 21:01 Teoita wrote:
Show nested quote +
On July 16 2014 20:47 Sapphire.lux wrote:
On July 16 2014 19:01 Teoita wrote:
On July 16 2014 18:45 Sapphire.lux wrote:
On July 16 2014 18:29 Teoita wrote:
On July 16 2014 12:23 robertpires87 wrote:
Terran cannot mech against Protoss and now the widow mine renders the templar style ineffectual. It is pretty fair to me.


Yeah let's turn PvT into the most boring non mirror because mech isn't viable! Wohoo!! Then, let's make mech viable so terran players can go full protoss (or full infestor broolord, up to personal preference) and sit there for half an hour doing nothing!

From the Terran perspective it is already the most boring non mirror MU. The strategy is literally chosen for you the moment you picked Terran.

EDIT: And what's the problem with Terran having viable defensive strategies (mech)? Should it be only Protoss that can go full aggression and turtle?


I'm just pointing out that it's contraddictory to ask for a matchup that's less boring (because the terran would have more options), by protoss to turtle with colossi (which make for much worse games than templar builds) and letting terran turtle with mech.

edit: it's just like the discussion on buffing the tank: "buff the tank so that mech is more viable!" "yeah but then tvt becomes only mech vs mech, and we dont want that!"

I understand that but i disagree with comparing defensive colossus play with mech. There is nothing wrong with defensive play + harass. The problem i and maybe some other people have with Colossus play is how the army itself functions and looks. Units on top of units (if you have some air then you get a 3 layer unit cluster fuck) with pedestrian positioning and micro requirements (and opportunities for that matter) that labels it as a "1 a army". Mech is nothing like that! (Siege Tank based mech).

Colossus play is hated because the Colossus as a unit is hated, not the defensive nature of the strat.

As far as a potential Tank buff making mech vs mech the only viable option, i personally thing it should be an acceptable loss if it means you open up new strategies and options in 2 other MUs, the non mirror ones no less. Besides, with the strength of the Medivac and Marauders plus map design, i doubt bio will ever be unplayable TvT. It might take more skill then it takes now, but so what?



Sure, but i feel like a huge reason why people enjoy mech is simply beause it's so rare outside of TvT. The tank is definitely a better unit than the colossus, but at the end of the day the playstyle of sitting on 3/4 bases and maxing on raven/tank/viking (or just a ground based mech army really) isn't all that different from Protoss or Zerg turtling. The positional requirements for tanks and colossi aren't all that different (get your expensive units caught out of position once and you die), and neither is the micro involved (focus on priority targets, that's it). Sure tanks are/look better for it, my point is that at the end of the day the difference isn't that huge.


Turtle mech is very boring indeed, but there is also a different way. If you open agressively (i mech in tvp) ,by using for example a hellion drop, and doing enough damage you get an opening that allows you to split off some hellions and banshees to harrass while you build up your beautiful mech army. When this happens, this creates extremely fun games to play and to watch since there's action, jabs and defences throughout the game, with the protoss having to harrass aswell to keep up.

provided, I don't play at a high level at all, but I still think it is the most fun matchup in the game when that happens
Chro
Profile Joined May 2010
United States240 Posts
July 16 2014 21:12 GMT
#285
I think people forget an offensive "turtle" style play is called a contain. Funny enough contains haven't been possible in SC2 at all. Buffing tanks may make the game slower at first but people will learn how to break tank lines and terrans will figure out how to be aggressive with tanks.
Drake
Profile Joined October 2010
Germany6146 Posts
Last Edited: 2014-07-16 21:14:38
July 16 2014 21:13 GMT
#286
FURTHER then 50% decrease on time warp oO ?
and yes with the +shield dmg its already an epic anti worker weapon the mine, with more range workers have no chance ^^ perhaps +bio or something or remove this +shield and give it overall more power
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2014-07-16 21:16:24
July 16 2014 21:15 GMT
#287
OK, I played the balance test map. This seems that the splash is a full 40 (+40 shields) ; this is a tad too much. +shields damage should at least be decreased to be closer to what they were with that patch. This mine would really slaughter chargelots and definitively compel Protoss into colossi openings forever, while a 40 + 40/20/10 would still be manageable for those brave enough to still open charge + storm.
Drake
Profile Joined October 2010
Germany6146 Posts
July 16 2014 21:16 GMT
#288
sadly nearly all comments here are terran bias ...
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 16 2014 21:22 GMT
#289
On July 17 2014 06:16 Drake wrote:
sadly nearly all comments here are terran bias ...


Feel free to say something of substance that's Protoss biased.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Big J
Profile Joined March 2011
Austria16289 Posts
July 16 2014 21:23 GMT
#290
People are hugely exaggerating when they talk about Turtleplaystyles in general. They are plainly not boring per se. Turtling is an art and breaking a turtling player or yourself in the process is the best gameplay possible in the genre. For as long as there is no requirement to turtle, I see no problem with it. The choice is yours!

The only problem that is around with turtling are incredibly dull lategame mechanics, but not the strategies per se. Swarm Hosts/Colossi/Tempests create boring games and Raven/BC/mass Mule allow Terrans to turtle beyond turtling.
Xequecal
Profile Joined October 2010
United States473 Posts
July 16 2014 21:28 GMT
#291
I've posted it a lot, but the BW Mech dynamic does not work at all in SC2. Mech is frankly overpowered even in BW. There's a reason why Terran is by far the most successful race in professional BW. In SC2, it would be much worse.

In BW, a Mech army is basically unbeatable by anything that doesn't cost at least 200% of what it does. You simply cannot fight a Mech army unless they make a serious mistake (you catch them unsieged, drag a mine into 15 tanks, etc) or you have a massive tech advantage, such as having arbiters when they have no science vessels. The only drawback of the mech army is that it's very, very slow. You beat it by stalling, harassing, and then going around it. In TvP in BW it's not uncommon for a Terran player to build 100 missile turrets throughout the game to prevent recalls, drops, and scouting. That's 7500 minerals not being put into the main army, but in BW that's OK because the Mech army is so absurdly strong that it will still easily beat the opponent despite being 7500 resources down.

In BW, when the Terran mech army pushes towards an expansion, you're going to lose that expansion. There's nothing you can do about it, you can only slow them down. You win by causing more damage to them via harassment/drops/recalls while they slow push than the expansion was worth, and/or by taking two more expansions while they're slow pushing. In SC2, this kind of dynamic will never work because your economy caps out at 3 bases. The Terran player is basically assured that once he pushes over your third, you're going to lose about half of your economy right there, as your main is probably close to dry at that point. Even if you made two more expansions, you still have to worker them up after you lose your third. Remember that in BW you can profitably have 5 or 6 expansions with a dozen workers on each. Since the second worker per mineral patch in BW is far less efficient than the first, you hit diminishing returns after assigning just 11 workers to a base. This makes it effective to take many bases and also makes it hurt less if you lose one because there's fewer workers there. In SC2 you need 22 workers on a base before you hit diminishing returns, which makes it impossible to take many bases and makes losing one crippling.

This is why BW-style mech in SC2 would just be ridiculous. I'm going to push towards your third, you can't stop me from killing it, and you can't possibly do enough damage to me to make up for losing it. Even if you backstab my main and kill all my production, the mech army I have on the field right now is probably enough to kill everything you have plus everything you can still produce with the remaining resources in your main + natural.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-07-16 21:35:29
July 16 2014 21:33 GMT
#292
On July 17 2014 06:28 Xequecal wrote:
I've posted it a lot, but the BW Mech dynamic does not work at all in SC2. Mech is frankly overpowered even in BW. There's a reason why Terran is by far the most successful race in professional BW. In SC2, it would be much worse.

In BW, a Mech army is basically unbeatable by anything that doesn't cost at least 200% of what it does. You simply cannot fight a Mech army unless they make a serious mistake (you catch them unsieged, drag a mine into 15 tanks, etc) or you have a massive tech advantage, such as having arbiters when they have no science vessels. The only drawback of the mech army is that it's very, very slow. You beat it by stalling, harassing, and then going around it. In TvP in BW it's not uncommon for a Terran player to build 100 missile turrets throughout the game to prevent recalls, drops, and scouting. That's 7500 minerals not being put into the main army, but in BW that's OK because the Mech army is so absurdly strong that it will still easily beat the opponent despite being 7500 resources down.

In BW, when the Terran mech army pushes towards an expansion, you're going to lose that expansion. There's nothing you can do about it, you can only slow them down. You win by causing more damage to them via harassment/drops/recalls while they slow push than the expansion was worth, and/or by taking two more expansions while they're slow pushing. In SC2, this kind of dynamic will never work because your economy caps out at 3 bases. The Terran player is basically assured that once he pushes over your third, you're going to lose about half of your economy right there, as your main is probably close to dry at that point. Even if you made two more expansions, you still have to worker them up after you lose your third. Remember that in BW you can profitably have 5 or 6 expansions with a dozen workers on each. Since the second worker per mineral patch in BW is far less efficient than the first, you hit diminishing returns after assigning just 11 workers to a base. This makes it effective to take many bases and also makes it hurt less if you lose one because there's fewer workers there. In SC2 you need 22 workers on a base before you hit diminishing returns, which makes it impossible to take many bases and makes losing one crippling.

This is why BW-style mech in SC2 would just be ridiculous. I'm going to push towards your third, you can't stop me from killing it, and you can't possibly do enough damage to me to make up for losing it. Even if you backstab my main and kill all my production, the mech army I have on the field right now is probably enough to kill everything you have plus everything you can still produce with the remaining resources in your main + natural.


yet, we have seen other mech dynamics over the course of SC2 that actually did work and provided interesting gameplay.
Late WoL TvZ Mech was interesting and kind of aggressive, but would often leave midgame vulnerabilities (and of course fell flat on its face against BL/Infestor most of the time)
Current Mech against Terran isn't that turtly, you can do 3-4base pushes.
Even the SH vs Mech scenarios of current TvZ can be very entertaining, if both players do actually try to push into each other (like Life vs Flash) and don't decide at 15mins to go for the mineout.
MrLightning
Profile Joined September 2013
306 Posts
Last Edited: 2014-07-16 21:53:26
July 16 2014 21:52 GMT
#293
On July 17 2014 06:22 pure.Wasted wrote:
Show nested quote +
On July 17 2014 06:16 Drake wrote:
sadly nearly all comments here are terran bias ...


Feel free to say something of substance that's Protoss biased.


Can't do that bob. Its a permanent ban. Also you will get hate mail for a year, death threats and such. Mostly from the Dwf.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
July 16 2014 21:58 GMT
#294
On July 17 2014 06:23 Big J wrote:
People are hugely exaggerating when they talk about Turtleplaystyles in general. They are plainly not boring per se. Turtling is an art and breaking a turtling player or yourself in the process is the best gameplay possible in the genre. For as long as there is no requirement to turtle, I see no problem with it. The choice is yours!

The only problem that is around with turtling are incredibly dull lategame mechanics, but not the strategies per se. Swarm Hosts/Colossi/Tempests create boring games and Raven/BC/mass Mule allow Terrans to turtle beyond turtling.


I have watched all 3 hours of soulkey vs reality. I have scars.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Big J
Profile Joined March 2011
Austria16289 Posts
July 16 2014 22:00 GMT
#295
On July 17 2014 06:58 Teoita wrote:
Show nested quote +
On July 17 2014 06:23 Big J wrote:
People are hugely exaggerating when they talk about Turtleplaystyles in general. They are plainly not boring per se. Turtling is an art and breaking a turtling player or yourself in the process is the best gameplay possible in the genre. For as long as there is no requirement to turtle, I see no problem with it. The choice is yours!

The only problem that is around with turtling are incredibly dull lategame mechanics, but not the strategies per se. Swarm Hosts/Colossi/Tempests create boring games and Raven/BC/mass Mule allow Terrans to turtle beyond turtling.


I have watched all 3 hours of soulkey vs reality. I have scars.


I have watched all 4years of T1 units running into the meatgrinder. I have scars as well.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-07-16 22:06:38
July 16 2014 22:02 GMT
#296
Late WoL TvZ Mech was interesting and kind of aggressive, but would often leave midgame vulnerabilities (and of course fell flat on its face against BL/Infestor most of the time)


Examples? Vods?

All I remember here is Ty dropping siege tanks vs broodlord/infestor, but he was the only guy who ever did that and probably only worked cus noone was expecting it.

Even the SH vs Mech scenarios of current TvZ can be very entertaining, if both players do actually try to push into each other (like Life vs Flash) and don't decide at 15mins to go for the mineou


Only thing different about that game from the average Avilo TvZ (besides quality) was the commentators. They can be good at deceiving people into thinking bad games are entertaining.

Current Mech against Terran isn't that turtly, you can do 3-4base pushes.


Mech TvT is great because while bio is the more mobile army it doens't really have any period in the game where it has the stronger army. That was different from WOL where bio play in an open field was better than mech untill mech reached critical mass.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2014-07-16 22:07:24
July 16 2014 22:04 GMT
#297
On July 17 2014 06:28 Xequecal wrote:
I've posted it a lot, but the BW Mech dynamic does not work at all in SC2. Mech is frankly overpowered even in BW. There's a reason why Terran is by far the most successful race in professional BW. In SC2, it would be much worse.

In BW, a Mech army is basically unbeatable by anything that doesn't cost at least 200% of what it does. You simply cannot fight a Mech army unless they make a serious mistake (you catch them unsieged, drag a mine into 15 tanks, etc) or you have a massive tech advantage, such as having arbiters when they have no science vessels. The only drawback of the mech army is that it's very, very slow. You beat it by stalling, harassing, and then going around it. In TvP in BW it's not uncommon for a Terran player to build 100 missile turrets throughout the game to prevent recalls, drops, and scouting. That's 7500 minerals not being put into the main army, but in BW that's OK because the Mech army is so absurdly strong that it will still easily beat the opponent despite being 7500 resources down.

In BW, when the Terran mech army pushes towards an expansion, you're going to lose that expansion. There's nothing you can do about it, you can only slow them down. You win by causing more damage to them via harassment/drops/recalls while they slow push than the expansion was worth, and/or by taking two more expansions while they're slow pushing. In SC2, this kind of dynamic will never work because your economy caps out at 3 bases. The Terran player is basically assured that once he pushes over your third, you're going to lose about half of your economy right there, as your main is probably close to dry at that point. Even if you made two more expansions, you still have to worker them up after you lose your third. Remember that in BW you can profitably have 5 or 6 expansions with a dozen workers on each. Since the second worker per mineral patch in BW is far less efficient than the first, you hit diminishing returns after assigning just 11 workers to a base. This makes it effective to take many bases and also makes it hurt less if you lose one because there's fewer workers there. In SC2 you need 22 workers on a base before you hit diminishing returns, which makes it impossible to take many bases and makes losing one crippling.

This is why BW-style mech in SC2 would just be ridiculous. I'm going to push towards your third, you can't stop me from killing it, and you can't possibly do enough damage to me to make up for losing it. Even if you backstab my main and kill all my production, the mech army I have on the field right now is probably enough to kill everything you have plus everything you can still produce with the remaining resources in your main + natural.


This is an excellent analysis (I read the one you posted before, as well), but I'm not sure if your cynicism is warranted. OK, mech doesn't work if it trades at 200% efficiency, what if it trades at 150% efficiency? What if it trades at 133% efficiency? So that there's no guarantee of it destroying an expansion, just a reasonable chance of it. Surely there has to be a number somewhere between 0% efficiency and 200% at which mech isn't garbage but also doesn't destroy the game.

Alternately, what if we introduce high-tech, mid/late-game ways of mining that don't rely on workers? That way it would be possible to have a 5/6 base economy going without crippling your army.

It really doesn't feel like all the options for making more than 1/2 of Terran tech tree usable are being explored, here.

On July 17 2014 06:52 MrLightning wrote:
Show nested quote +
On July 17 2014 06:22 pure.Wasted wrote:
On July 17 2014 06:16 Drake wrote:
sadly nearly all comments here are terran bias ...


Feel free to say something of substance that's Protoss biased.


Can't do that bob. Its a permanent ban. Also you will get hate mail for a year, death threats and such. Mostly from the Dwf.


Well, I did say "of substance."
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Big J
Profile Joined March 2011
Austria16289 Posts
July 16 2014 22:33 GMT
#298
On July 17 2014 07:02 Hider wrote:
Show nested quote +
Late WoL TvZ Mech was interesting and kind of aggressive, but would often leave midgame vulnerabilities (and of course fell flat on its face against BL/Infestor most of the time)


Examples? Vods?

All I remember here is Ty dropping siege tanks vs broodlord/infestor, but he was the only guy who ever did that and probably only worked cus noone was expecting it.


Especially game 1 of this series, but also in game 3 where Lucifron turtles up much more after the banshee harass, he still really tries to push very aggressively in the lategame.
+ Show Spoiler +


Then of course the Mvp vs Life series comes to mind, with lots of early hellion play and strong mid-lategame pushes by Mvp.

Show nested quote +

Even the SH vs Mech scenarios of current TvZ can be very entertaining, if both players do actually try to push into each other (like Life vs Flash) and don't decide at 15mins to go for the mineout


Only thing different about that game from the average Avilo TvZ (besides quality) was the commentators. They can be good at deceiving people into thinking bad games are entertaining.

I just can't agree with that. If you compare how Life tries to push the issue all game long to someone like Stephano immidiatly going into SHs upon seeing Mech, there is a vast difference. Life opens with a speedling timing into fast mutas, then builds the minimum amount of Swarm Hosts to serve their purpose and harasses with mutas and ling runbies.
When flash gets his raven count up around 20mins, he aggressively tries to catch them with infestors, etc.
Yes, after 30mins the game slows down and flash's win starts to shine through. Yet, it still has its moments (the continuous attempts to fungal, muta and ultralisk plays) and its nowhere near bad ever.
MrLightning
Profile Joined September 2013
306 Posts
July 16 2014 22:37 GMT
#299
On July 17 2014 07:04 pure.Wasted wrote:
Show nested quote +
On July 17 2014 06:28 Xequecal wrote:
I've posted it a lot, but the BW Mech dynamic does not work at all in SC2. Mech is frankly overpowered even in BW. There's a reason why Terran is by far the most successful race in professional BW. In SC2, it would be much worse.

In BW, a Mech army is basically unbeatable by anything that doesn't cost at least 200% of what it does. You simply cannot fight a Mech army unless they make a serious mistake (you catch them unsieged, drag a mine into 15 tanks, etc) or you have a massive tech advantage, such as having arbiters when they have no science vessels. The only drawback of the mech army is that it's very, very slow. You beat it by stalling, harassing, and then going around it. In TvP in BW it's not uncommon for a Terran player to build 100 missile turrets throughout the game to prevent recalls, drops, and scouting. That's 7500 minerals not being put into the main army, but in BW that's OK because the Mech army is so absurdly strong that it will still easily beat the opponent despite being 7500 resources down.

In BW, when the Terran mech army pushes towards an expansion, you're going to lose that expansion. There's nothing you can do about it, you can only slow them down. You win by causing more damage to them via harassment/drops/recalls while they slow push than the expansion was worth, and/or by taking two more expansions while they're slow pushing. In SC2, this kind of dynamic will never work because your economy caps out at 3 bases. The Terran player is basically assured that once he pushes over your third, you're going to lose about half of your economy right there, as your main is probably close to dry at that point. Even if you made two more expansions, you still have to worker them up after you lose your third. Remember that in BW you can profitably have 5 or 6 expansions with a dozen workers on each. Since the second worker per mineral patch in BW is far less efficient than the first, you hit diminishing returns after assigning just 11 workers to a base. This makes it effective to take many bases and also makes it hurt less if you lose one because there's fewer workers there. In SC2 you need 22 workers on a base before you hit diminishing returns, which makes it impossible to take many bases and makes losing one crippling.

This is why BW-style mech in SC2 would just be ridiculous. I'm going to push towards your third, you can't stop me from killing it, and you can't possibly do enough damage to me to make up for losing it. Even if you backstab my main and kill all my production, the mech army I have on the field right now is probably enough to kill everything you have plus everything you can still produce with the remaining resources in your main + natural.


This is an excellent analysis (I read the one you posted before, as well), but I'm not sure if your cynicism is warranted. OK, mech doesn't work if it trades at 200% efficiency, what if it trades at 150% efficiency? What if it trades at 133% efficiency? So that there's no guarantee of it destroying an expansion, just a reasonable chance of it. Surely there has to be a number somewhere between 0% efficiency and 200% at which mech isn't garbage but also doesn't destroy the game.

Alternately, what if we introduce high-tech, mid/late-game ways of mining that don't rely on workers? That way it would be possible to have a 5/6 base economy going without crippling your army.

It really doesn't feel like all the options for making more than 1/2 of Terran tech tree usable are being explored, here.

Show nested quote +
On July 17 2014 06:52 MrLightning wrote:
On July 17 2014 06:22 pure.Wasted wrote:
On July 17 2014 06:16 Drake wrote:
sadly nearly all comments here are terran bias ...


Feel free to say something of substance that's Protoss biased.


Can't do that bob. Its a permanent ban. Also you will get hate mail for a year, death threats and such. Mostly from the Dwf.


Well, I did say "of substance."


Irrelevant. Majority over substance.
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Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-07-16 22:56:22
July 16 2014 22:49 GMT
#300
I just can't agree with that. If you compare how Life tries to push the issue all game long to someone like Stephano immidiatly going into SHs upon seeing Mech,


Well at one point in the game Totalbisucit praised Life for setting his Swarm Hosts to kill the backdoor Rocks. Not that any action at all occured from this, but apparently this overhyping caster thought it was exciting.

Again, if you watch Avilo play, it's not unusual for zergs to try and do something/move a bit around with Swarm Hosts. What happened in the Life vs Flash game was extremely standard Swarm host vs Raven play where basically nothing happened all game long. A bit moving around here and there. Mutalisks killing a unit once in a while, Locusts picking of a tank etc.

I hate singling out this game as some type of unusual TvZ mech play, when in fact these types of games are quite common when you go for mech. Personally, I actually do like to watch these types of game occationally, but that doesn't make the game objectively good. Rather, it's just the concept of seeing something different where you do not really know exactly what's gonna happen, that makes it more enjoyable.

Especially game 1 of this series, but also in game 3 where Lucifron turtles up much more after the banshee harass, he still really tries to push very aggressively in the lategame.


The midgame in Luci vs Stephano was still very weak as reflecting Hellion harass isn't very challenging. Then it really comes down to just a timing attacks, and in that way mech was never really differenatied from bio play in late WOL. It had the same dynamic as bio play but with less micro basically.
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