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On March 10 2016 20:08 Grumbels wrote:Show nested quote +On March 10 2016 19:52 PinoKotsBeer wrote:On March 10 2016 18:50 JackONeill wrote:
"How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut?" => how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship?
Glad we didnt hear those comments when a phoenix is picking up a tank :D :D :D tbh it would be nice if siege tank had immunity from that. similarly, if you could not adbuct sieged tanks. not for gameplay reasons, but just cuz of the laws of physics. so it would make a lot of sense for players and it would not be a very difficult exception to remember, and it makes the game more realistic the laws of physics should never have any bearing on competitive game design lol. there are thousands of things you can list about the SC2 engine that don't make any physical sense, not the least of which is that nothing is to scale
if you want scientific accuracy play a hardcore simulation game
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On March 10 2016 20:50 brickrd wrote:Show nested quote +On March 10 2016 20:08 Grumbels wrote:On March 10 2016 19:52 PinoKotsBeer wrote:On March 10 2016 18:50 JackONeill wrote:
"How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut?" => how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship?
Glad we didnt hear those comments when a phoenix is picking up a tank :D :D :D tbh it would be nice if siege tank had immunity from that. similarly, if you could not adbuct sieged tanks. not for gameplay reasons, but just cuz of the laws of physics. so it would make a lot of sense for players and it would not be a very difficult exception to remember, and it makes the game more realistic the laws of physics should never have any bearing on competitive game design lol. there are thousands of things you can list about the SC2 engine that don't make any physical sense, not the least of which is that nothing is to scale if you want scientific accuracy play a hardcore simulation game I don't want to argue this, but this is a really dumb point of view. of course you should aim for realism, just while accepting that it's not achievable or super important. the laws of physics is not something abstract and theoretical, it's just basic stuff like things falling down that everyone knows about
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Even TY, the guy which is probably the most succesfull terran ATM plays the TvP full turtle.
Even?? You realize Ty has the most passive TvP out of any of the korean terrans right? And even in some of his games he does go for early aggression.
Man just watch KR TvP. It's terran turtle until the "I've got liberator range and a few liberators !" bell rings.
No, Liberator range is very rarely researched. Ty does it, but I would estimate its in less than 10% of all Korean TvP games. Seems like you only watched Ty play.
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Czech Republic12129 Posts
On March 10 2016 21:16 Grumbels wrote:Show nested quote +On March 10 2016 20:50 brickrd wrote:On March 10 2016 20:08 Grumbels wrote:On March 10 2016 19:52 PinoKotsBeer wrote:On March 10 2016 18:50 JackONeill wrote:
"How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut?" => how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship?
Glad we didnt hear those comments when a phoenix is picking up a tank :D :D :D tbh it would be nice if siege tank had immunity from that. similarly, if you could not adbuct sieged tanks. not for gameplay reasons, but just cuz of the laws of physics. so it would make a lot of sense for players and it would not be a very difficult exception to remember, and it makes the game more realistic the laws of physics should never have any bearing on competitive game design lol. there are thousands of things you can list about the SC2 engine that don't make any physical sense, not the least of which is that nothing is to scale if you want scientific accuracy play a hardcore simulation game I don't want to argue this, but this is a really dumb point of view. of course you should aim for realism, just while accepting that it's not achievable or super important. the laws of physics is not something abstract and theoretical, it's just basic stuff like things falling down that everyone knows about Yet the falling platform didn't fall. They played on that map several games and it didn't crash! I was waiting for it, how long does it take for a platform that is burning in atmosphere from falling too fast. Yet it has no consequences!
Basic laws of physics say Viper cannot pull Mothership, Thor, Colossus, all capital ships, siege tank.
These laws also say it is not possible to have the same egg for an ultralisk and 2 zerglings.
Also medicine says you cannot transfuse something by puring goo all over them.
Also based on math and Euclidean space you cannot transport Colossus in Warp Prism(though there will be some mumbo jumbo from Star Trek when it transports Colossus in its data storage). Based on the same thing you cannot control units with that HUGE thingy Infestor has, unless it's taken from T-X, but that's more for Terrans or Protoss, Zergs are not into tech. But how does it come that you can load 4 helions into medevac but 2 hellbats? When Hellbat takes less ground space? Maybe hellions are transported on shells 
C'mon, leave reality alone! SC2 is full of scientifically wrong stuff. Let it go
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On March 10 2016 21:16 Grumbels wrote:Show nested quote +On March 10 2016 20:50 brickrd wrote:On March 10 2016 20:08 Grumbels wrote:On March 10 2016 19:52 PinoKotsBeer wrote:On March 10 2016 18:50 JackONeill wrote:
"How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut?" => how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship?
Glad we didnt hear those comments when a phoenix is picking up a tank :D :D :D tbh it would be nice if siege tank had immunity from that. similarly, if you could not adbuct sieged tanks. not for gameplay reasons, but just cuz of the laws of physics. so it would make a lot of sense for players and it would not be a very difficult exception to remember, and it makes the game more realistic the laws of physics should never have any bearing on competitive game design lol. there are thousands of things you can list about the SC2 engine that don't make any physical sense, not the least of which is that nothing is to scale if you want scientific accuracy play a hardcore simulation game I don't want to argue this, but this is a really dumb point of view. of course you should aim for realism, just while accepting that it's not achievable or super important. the laws of physics is not something abstract and theoretical, it's just basic stuff like things falling down that everyone knows about you don't want to argue it, but you're arguing it? so basically you wanted to get a last word in and not have to back it up?
the laws of physics for a game engine are indeed abstract and theoretical. you should reconsider what you wrote in the context of a computer game that exists virtually, because i can hardly imagine anything MORE abstract or theoretical. in fact, even the real-world laws of physics are also "theoretical" - you seem out completely of your league in what you're trying to debate here.
obviously real world physics are mimicked to a degree in artificial environments because that's the only point of reference we have as human beings, and it's helpful for the physics to be familiar in at least the most basic senses - yes, things fall down, cool, that adds up. but you're trying to make it sound as if i'm arguing "make things go in random directions! total chaos! everything happens randomly!" when what i'm actually saying is that if the only impetus to make a change in game design is "it would be more realistic" then it's not worthwhile to do in a game like starcraft. as soon as we start using that reasoning then marines are going to stop doing damage to any mechanical unit in the game.
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Czech Republic12129 Posts
On March 10 2016 21:35 brickrd wrote:Show nested quote +On March 10 2016 21:16 Grumbels wrote:On March 10 2016 20:50 brickrd wrote:On March 10 2016 20:08 Grumbels wrote:On March 10 2016 19:52 PinoKotsBeer wrote:On March 10 2016 18:50 JackONeill wrote:
"How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut?" => how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship?
Glad we didnt hear those comments when a phoenix is picking up a tank :D :D :D tbh it would be nice if siege tank had immunity from that. similarly, if you could not adbuct sieged tanks. not for gameplay reasons, but just cuz of the laws of physics. so it would make a lot of sense for players and it would not be a very difficult exception to remember, and it makes the game more realistic the laws of physics should never have any bearing on competitive game design lol. there are thousands of things you can list about the SC2 engine that don't make any physical sense, not the least of which is that nothing is to scale if you want scientific accuracy play a hardcore simulation game I don't want to argue this, but this is a really dumb point of view. of course you should aim for realism, just while accepting that it's not achievable or super important. the laws of physics is not something abstract and theoretical, it's just basic stuff like things falling down that everyone knows about you don't want to argue it, but you're arguing it? so basically you wanted to get a last word in and not have to back it up? the laws of physics for a game engine are indeed abstract and theoretical. you should reconsider what you wrote in the context of a computer game that exists virtually, because i can hardly imagine anything MORE abstract or theoretical. in fact, even the real-world laws of physics are also "theoretical" - you seem out completely of your league in what you're trying to debate here. obviously real world physics are mimicked to a degree in artificial environments because that's the only point of reference we have as human beings, and it's helpful for the physics to be familiar in at least the most basic senses - yes, things fall down, cool, that adds up. but you're trying to make it sound as if i'm arguing "make things go in random directions! total chaos! everything happens randomly!" when what i'm actually saying is that if the only impetus to make a change in game design is "it would be more realistic" then it's not worthwhile to do in a game like starcraft. as soon as we start using that reasoning then marines are going to stop doing damage to any mechanical unit in the game.  Imagine a game where Zerg catches some fleet of guard, walks under it, kills it with hydras and the debris will kill hydras EPIC!
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On March 10 2016 21:35 brickrd wrote:Show nested quote +On March 10 2016 21:16 Grumbels wrote:On March 10 2016 20:50 brickrd wrote:On March 10 2016 20:08 Grumbels wrote:On March 10 2016 19:52 PinoKotsBeer wrote:On March 10 2016 18:50 JackONeill wrote:
"How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut?" => how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship?
Glad we didnt hear those comments when a phoenix is picking up a tank :D :D :D tbh it would be nice if siege tank had immunity from that. similarly, if you could not adbuct sieged tanks. not for gameplay reasons, but just cuz of the laws of physics. so it would make a lot of sense for players and it would not be a very difficult exception to remember, and it makes the game more realistic the laws of physics should never have any bearing on competitive game design lol. there are thousands of things you can list about the SC2 engine that don't make any physical sense, not the least of which is that nothing is to scale if you want scientific accuracy play a hardcore simulation game I don't want to argue this, but this is a really dumb point of view. of course you should aim for realism, just while accepting that it's not achievable or super important. the laws of physics is not something abstract and theoretical, it's just basic stuff like things falling down that everyone knows about you don't want to argue it, but you're arguing it? so basically you wanted to get a last word in and not have to back it up? the laws of physics for a game engine are indeed abstract and theoretical. you should reconsider what you wrote in the context of a computer game that exists virtually, because i can hardly imagine anything MORE abstract or theoretical. in fact, even the real-world laws of physics are also "theoretical" - you seem out completely of your league in what you're trying to debate here. obviously real world physics are mimicked to a degree in artificial environments because that's the only point of reference we have as human beings, and it's helpful for the physics to be familiar in at least the most basic senses - yes, things fall down, cool, that adds up. but you're trying to make it sound as if i'm arguing "make things go in random directions! total chaos! everything happens randomly!" when what i'm actually saying is that if the only impetus to make a change in game design is "it would be more realistic" then it's not worthwhile to do in a game like starcraft. as soon as we start using that reasoning then marines are going to stop doing damage to any mechanical unit in the game.  So let me get this clear:
1. You feel it's obvious that you should use existing frames of reference and that you should mimic real world physics to a degree. 2. When I say that it would be nice if some interactions in the game would more clearly mimic real world physics this is completely absurd and requires that you insult me and tell me I'm out of my depth.
This sort of reaction is why I didn't feel like arguing the point, it's because to actually explain it would be condescending and distracting, yet to not explain it invites comments from people such as yourself that are super eager to tell me how obviously games are full of unrealistic things and how that is okay (geeh thanks).
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On March 10 2016 19:50 seemsgood wrote:Show nested quote +On March 10 2016 18:50 JackONeill wrote:On March 10 2016 13:38 Cyro wrote: You're being a lot more critical of terran than protoss when you write those options. You don't include it on the terran options unless it's twice as good as something that you're happy to write on protoss options, you also take 6 items on the list to describe similar strategies for toss vs only 2 for terran.
Seriously there - protoss gets 3 different items for dropping units, yet terrans can only drop widow mines? Terrans have dropped religiously in TvP forever. There's a widow mine drop opening that is popular, but that's only a small fraction of the usage that medivacs get.
Any decent protoss player could make a list similar to yours, write 3 options for protoss and 10 for terran because what does and doesn't fit on the list or get its own line is so extremely subjective Subjective? Man just watch KR TvP. It's terran turtle until the "I've got liberator range and a few liberators !" bell rings. Even TY, the guy which is probably the most succesfull terran ATM plays the TvP full turtle. And "you don't include it on the terran options unless it's twice as good as something that you're happy to write on protoss options"? Really? Have you watched any pro stream recently? The adept drops are omnipresent, and very effective. Disruptor drops with speed prism too. Anything I listed actually. "Any decent protoss player could make a list similar to yours, write 3 options for protoss and 10 for terran" => be my guest. Really. List any agressive option that terran has that would result in 5+ probe kills OR require appropriate defense/scouting/adaptation from the protoss player to avoid taking eco damage, and that are viable (aka seen in pro games). Just as a precision, this has nothing to do with balance. The liberator is more broken than the warhound was, which makes many TvP fights hilarious because you're just not allowed to walk into liberator fire. Ever. The aim here is to show how assymetrical balance at different moments of the game is terrible (leading to turtling/ultra defensive play) On March 10 2016 14:10 seemsgood wrote:On March 10 2016 13:33 JackONeill wrote: assymetrical balance means one race is stronger than another in late game. Which leads to turtling. Even in HOTS mech TvZ, mid game was quite weak for terran, especially against roach hydra viper pushes. But hey, when you've got ravens and BCs late game, who cares about midgame? The plan was to turtle on 3-4 bases until you got 180 pop with mainly tanks and 3 thors, and then build 4 BCs and take the rest of the map. Because late game was so terran favored.
Assymetrical balance also brought us THE FANTASTIC LOTV TvP. Where terran has absolutely no agressive options other than : - 1/1/1 allin that only works on ulrena - gamble with a liberator to lock down a mineral line - mine drop (which is kind of a gamble because overcharge 6 shots medivacs) And that's it. NOTHING ELSE.
Whereas toss... - blink pressure - drop adept - drop DTs - drop disruptors - oracle harass - phenix harass - 1 base allins (robo allin, SG allin, DT rush, proxy stargate, etc etc etc) - 2 bases allin (ultra mass adepts usually) - the "2 pylones next to your wall that I'll overcharge while taking B2, and your only option is to hope for a decent trade 2 supplies vs 2 pylones" Agressive =/= fully commit.So there is nothing to do about all in.It is strat choice. Assymetrical balance created because they designed this game base on characteristics of each race. How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut? Terran also has stim timing and hellbat drop and cyclone poke. "Agressive =/= fully commit.So there is nothing to do about all in.It is strat choice" => agressive includes full "fully commit". And anything but the items refered as "allins" aren't "fully commit". "Assymetrical balance created because they designed this game base on characteristics of each race." => makes no sense whatsoever "How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut?" => how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship? "Terran also has stim timing and hellbat drop and cyclone poke" => Stim timing isn't an "early game agressive option". And I'd be very interested to see any pro player drop hellbats or get out on the map with his cyclone to achieve whatever in TvP "agressive includes full "fully commit". And anything but the items refered as "allins" aren't "fully commit"." -If you call all in include aggressive then assymetrical balance does nothing here. "makes no sense whatsoever" -Thank for your helpful and insight feedback! "how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship??" Does it relate to assymetrical balance ? " Stim timing isn't an "early game agressive option". And I'd be very interested to see any pro player drop hellbats or get out on the map with his cyclone to achieve whatever in TvP" I won't quote you again if you keep being ignorance like that.
Your exemples are : - a 1/1/1 allin on ulrena, which I mentionned - the gamble timing Polt does since WOL, with few bio units with stim, where he deals damage or loose his entire force. I watched his stream the other day, the toss was prepared he lost everything and the game - a hellion drop?
I don't see how that even compares to the panel of agressive option protoss has early game (and early game ending potential they've got). Anyway I don't really understand some stuff you say, like "If you call all in include aggressive then assymetrical balance does nothing here" (not teasing you about your english, just don't really see your point), but I'd like to say again that I'm talking about diversity, not about balance. At pro level, expand => harass seems like the standard protoss build. Terran seem to go expo => trying to take a third while unlocking bio upgrades. Your exemple seem to be wacky offtiming gambly drops. Well maybe I'm wrong, but that's what I see most of the time on pro streams. Maybe I keep "being ignorance" (ok now I'm teasing you about your english XD)
On March 10 2016 21:24 Hider wrote:Show nested quote +Even TY, the guy which is probably the most succesfull terran ATM plays the TvP full turtle.
Even?? You realize Ty has the most passive TvP out of any of the korean terrans right? And even in some of his games he does go for early aggression. Show nested quote +Man just watch KR TvP. It's terran turtle until the "I've got liberator range and a few liberators !" bell rings. No, Liberator range is very rarely researched. Ty does it, but I would estimate its in less than 10% of all Korean TvP games. Seems like you only watched Ty play.
And he's the guy with the most success in TvP. Aslso watched Taeja go turtle => mass ghost viking, which isn't how I remember Taeja from WOL.
From what I watched of polt stream also, where he basically does nothing until going out on the map, and his game is determined by how well he deals with the adept drop. As a whole, it's no surprise that terran doesn't have much agressive options compared to toss, I mean it's been a topic since the introduction of the overcharge. With drop and ravagers zergs seem to have very good agressive options, but I really don't see any reliable terran agressive builds. Maybe I'm just biased, but most of the time I see protoss go 1g expo => SG/dt drop/adept drop/disru drop, while the terran goes reaper => 3 rax => SP => try to take his third while defending the harass.
And about the tank pickup, well of course physics aren't to be taken into account, but meh, design wise, the tankivac gives mobility to a unit that's supposed to sacrifice mobility for firepower. Phenixes lifting tanks are fair, it's like a soft "skirmish" counter
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Balance throughout the game: As long as the super late game is balanced I do not mind the rest of the game shifting back and fourth.
On March 10 2016 17:01 Cyro wrote:Show nested quote +ZvP drops: I do not think Protoss have been reacting well to drops, probably because this is a new thing. With the strength of phoenix and templars Protoss have what they need to respond The strength of drops is not @ the phase of the game where phoenix squads and templar are out. It's when Z is dropping with about 18-30 drones & protoss is scrambling to get production up from the natural. If anything, zerg drops are weaker than WOL+HOTS in the mid and lategame - they used to be able to give all of their overlords drop capability with a single upgrade. The new power comes from drop being on t1 now with no significant research time; speedling drops can now hit before warpgate research. Drops are far stronger now without the upgrade and are necessary when expanding with lurkers. The opening drops I rarely use, I don't think they're imbalanced ... nor do I think ravagers are imbalanced, but if they want to tweak this I dont care much.
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And he's the guy with the most success in TvP. Aslso watched Taeja go turtle => mass ghost viking, which isn't how I remember Taeja from WOL.
So you watched no other games from GSL, SSL or PL than Ty games?
if that's the case, I don't think you should be talking about how the TvP meta is with such confidence.
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I did watch a fair amount of KR pro games lately. I don't think "stream watching penis contest" is really called for here. I mentionned things like "i can be biased", etc, so your "such confidence" is also uncalled for.
I also tried (boy did I try to do a lot of things here) to sum up the idea that : "most of the time I see protoss go 1g expo => SG/dt drop/adept drop/disru drop, while the terran goes reaper => 3 rax => SP => try to take his third while defending the harass"
Which seems quite fair to me. So really, I don't see what do you bring to the table ?
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I did watch a fair amount of KR pro games lately. I don't think "stream watching penis contest" is really called for here. I mentionned things like "i can be biased", etc, so your "such confidence" is also uncalled for.
If you don't watch KR games you cannot talk about how the meta is in all of the games. Yet you did, and got caught in something that's completely incorrect (liberator range). Not sure why you cannot admit you made a mistake and move on.
The reason terrans cannot turtle as much as you seem to think is that toss has better end-game due to tempest/HT. It is however true that terrans play more passively in the early midgame than in HOTS. However, they need to be ahead before toss gets Tempests, and Liberators are basically useless vs a critical mass of tempests, so its not good to invest too much into them.
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I mentionned liberator range as an obvious ironic statement with quotation marks (exagerated to show how TvP relies heavily on liberators). Difference I see here is that you act like you watched every single KR games for the past two months, where I leave myself room for having missed somehthing. (I mean you say "if you don't watch" when I stated just before I watched a fair amount of them)
And I've not seen protoss rely that much on tempest even against TY. I mean appart from niche late game situations on dusk towers, games were over before that. Also, I don't agree that terran has a weaker late game. When bio hits 3/3 with a good amount of ghost, the money invested on tempest and the supply they take becomes pretty much useless. Maybe very late game, saw Taeja go for mass viking ghosts on dusk towers, leaving room for the toss to cut the map in half with canons, spread templars and tempest + revelation.
But anyhow, I did not say terrans were turtling up to lategame. My point was that early game seems to show the variety of protoss harass while terrans tend to be quite defensive until mid game, so I don't see why you bring up tempest and late game.
Anyways, you just agreed with the fact that terrans play more defensively in early game than in HOTS, when it was already said that terran had limited early game agressive options. Which is the only point I'm trying to show from the start.
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On March 10 2016 22:27 JackONeill wrote:Show nested quote +On March 10 2016 19:50 seemsgood wrote:On March 10 2016 18:50 JackONeill wrote:On March 10 2016 13:38 Cyro wrote: You're being a lot more critical of terran than protoss when you write those options. You don't include it on the terran options unless it's twice as good as something that you're happy to write on protoss options, you also take 6 items on the list to describe similar strategies for toss vs only 2 for terran.
Seriously there - protoss gets 3 different items for dropping units, yet terrans can only drop widow mines? Terrans have dropped religiously in TvP forever. There's a widow mine drop opening that is popular, but that's only a small fraction of the usage that medivacs get.
Any decent protoss player could make a list similar to yours, write 3 options for protoss and 10 for terran because what does and doesn't fit on the list or get its own line is so extremely subjective Subjective? Man just watch KR TvP. It's terran turtle until the "I've got liberator range and a few liberators !" bell rings. Even TY, the guy which is probably the most succesfull terran ATM plays the TvP full turtle. And "you don't include it on the terran options unless it's twice as good as something that you're happy to write on protoss options"? Really? Have you watched any pro stream recently? The adept drops are omnipresent, and very effective. Disruptor drops with speed prism too. Anything I listed actually. "Any decent protoss player could make a list similar to yours, write 3 options for protoss and 10 for terran" => be my guest. Really. List any agressive option that terran has that would result in 5+ probe kills OR require appropriate defense/scouting/adaptation from the protoss player to avoid taking eco damage, and that are viable (aka seen in pro games). Just as a precision, this has nothing to do with balance. The liberator is more broken than the warhound was, which makes many TvP fights hilarious because you're just not allowed to walk into liberator fire. Ever. The aim here is to show how assymetrical balance at different moments of the game is terrible (leading to turtling/ultra defensive play) On March 10 2016 14:10 seemsgood wrote:On March 10 2016 13:33 JackONeill wrote: assymetrical balance means one race is stronger than another in late game. Which leads to turtling. Even in HOTS mech TvZ, mid game was quite weak for terran, especially against roach hydra viper pushes. But hey, when you've got ravens and BCs late game, who cares about midgame? The plan was to turtle on 3-4 bases until you got 180 pop with mainly tanks and 3 thors, and then build 4 BCs and take the rest of the map. Because late game was so terran favored.
Assymetrical balance also brought us THE FANTASTIC LOTV TvP. Where terran has absolutely no agressive options other than : - 1/1/1 allin that only works on ulrena - gamble with a liberator to lock down a mineral line - mine drop (which is kind of a gamble because overcharge 6 shots medivacs) And that's it. NOTHING ELSE.
Whereas toss... - blink pressure - drop adept - drop DTs - drop disruptors - oracle harass - phenix harass - 1 base allins (robo allin, SG allin, DT rush, proxy stargate, etc etc etc) - 2 bases allin (ultra mass adepts usually) - the "2 pylones next to your wall that I'll overcharge while taking B2, and your only option is to hope for a decent trade 2 supplies vs 2 pylones" Agressive =/= fully commit.So there is nothing to do about all in.It is strat choice. Assymetrical balance created because they designed this game base on characteristics of each race. How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut? Terran also has stim timing and hellbat drop and cyclone poke. "Agressive =/= fully commit.So there is nothing to do about all in.It is strat choice" => agressive includes full "fully commit". And anything but the items refered as "allins" aren't "fully commit". "Assymetrical balance created because they designed this game base on characteristics of each race." => makes no sense whatsoever "How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut?" => how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship? "Terran also has stim timing and hellbat drop and cyclone poke" => Stim timing isn't an "early game agressive option". And I'd be very interested to see any pro player drop hellbats or get out on the map with his cyclone to achieve whatever in TvP "agressive includes full "fully commit". And anything but the items refered as "allins" aren't "fully commit"." -If you call all in include aggressive then assymetrical balance does nothing here. "makes no sense whatsoever" -Thank for your helpful and insight feedback! "how is the siege tank, a unit that's bolted to the ground, supposed to be picked up by a dropship??" Does it relate to assymetrical balance ? " Stim timing isn't an "early game agressive option". And I'd be very interested to see any pro player drop hellbats or get out on the map with his cyclone to achieve whatever in TvP" I won't quote you again if you keep being ignorance like that. Your exemples are : - a 1/1/1 allin on ulrena, which I mentionned - the gamble timing Polt does since WOL, with few bio units with stim, where he deals damage or loose his entire force. I watched his stream the other day, the toss was prepared he lost everything and the game - a hellion drop? I don't see how that even compares to the panel of agressive option protoss has early game (and early game ending potential they've got). Anyway I don't really understand some stuff you say, like "If you call all in include aggressive then assymetrical balance does nothing here" (not teasing you about your english, just don't really see your point), but I'd like to say again that I'm talking about diversity, not about balance. At pro level, expand => harass seems like the standard protoss build. Terran seem to go expo => trying to take a third while unlocking bio upgrades. Your exemple seem to be wacky offtiming gambly drops. Well maybe I'm wrong, but that's what I see most of the time on pro streams. Maybe I keep "being ignorance" (ok now I'm teasing you about your english XD) Show nested quote +On March 10 2016 21:24 Hider wrote:Even TY, the guy which is probably the most succesfull terran ATM plays the TvP full turtle.
Even?? You realize Ty has the most passive TvP out of any of the korean terrans right? And even in some of his games he does go for early aggression. Man just watch KR TvP. It's terran turtle until the "I've got liberator range and a few liberators !" bell rings. No, Liberator range is very rarely researched. Ty does it, but I would estimate its in less than 10% of all Korean TvP games. Seems like you only watched Ty play. And he's the guy with the most success in TvP. Aslso watched Taeja go turtle => mass ghost viking, which isn't how I remember Taeja from WOL. From what I watched of polt stream also, where he basically does nothing until going out on the map, and his game is determined by how well he deals with the adept drop. As a whole, it's no surprise that terran doesn't have much agressive options compared to toss, I mean it's been a topic since the introduction of the overcharge. With drop and ravagers zergs seem to have very good agressive options, but I really don't see any reliable terran agressive builds. Maybe I'm just biased, but most of the time I see protoss go 1g expo => SG/dt drop/adept drop/disru drop, while the terran goes reaper => 3 rax => SP => try to take his third while defending the harass. And about the tank pickup, well of course physics aren't to be taken into account, but meh, design wise, the tankivac gives mobility to a unit that's supposed to sacrifice mobility for firepower. Phenixes lifting tanks are fair, it's like a soft "skirmish" counter
"- a 1/1/1 allin on ulrena, which I mentionned - the gamble timing Polt does since WOL, with few bio units with stim, where he deals damage or loose his entire force. I watched his stream the other day, the toss was prepared he lost everything and the game" Problem ? He can chose another option is not overcommit.Of course if you invest something to attack and enemy prepare for it,you will be behind.Protoss' option are the same Your point ? "a hellion drop? " Wut ? "Anyway I don't really understand some stuff you say, like "If you call all in include aggressive then assymetrical balance does nothing here" (not teasing you about your english, just don't really see your point), but I'd like to say again that I'm talking about diversity, not about balance." Then why the hell you said this ? "Assymetrical balance also brought us THE FANTASTIC LOTV TvP. Where terran has absolutely no agressive options other than :" Why ? are you dodging your previous statement ? NO so fast. I agree terran will prepare for protoss's all kind of bullshit almost of the time but it doesn't mean terran option is limited.You saw alot terran player play standard doesn't mean terran can only always do that.Both has same early aggressive option,the different lied in timing.I already proved it and i count more than 3 ,Your move ? And please give me something more meaningful not "?"
SORRY FOR MY BAD ENGLISH
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Terran doesn't have a lot of good early aggressive options, but there are a few ones I have seen work quite well. Widow mine drops or rather plain marine move outs. And on specific maps like Ulrena there are clearly more options.
I personally feel the matchup is quite fun if you survive the early game stage against Protoss, but at that stage Protoss can do whatever they want without strategical considerations. That's really the part that annoys me the most about the matchup, it's not that Protoss got tons of early options, but that the choices Protoss can make are not based on information gathered or assumed gameplay. Units like oracles or warp prisms are balanced in a way that you can play them no matter what in the early game, but you also can open without them no matter what. You can pylon rush ramps and just breaks even. You can DT drop and with warp prism range pick up it only comes down to your own execution. Basically all the Protoss builds come down to Protoss execution and regardless how you prepare, as Terran you can never get an advantage unless the Protoss makes a mistake (while constantly being under the threat of losing the game or falling behind if you make a mistake or he just got a lucky BO-interaction).
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On March 11 2016 00:49 Big J wrote: Terran doesn't have a lot of good early aggressive options, but there are a few ones I have seen work quite well. Widow mine drops or rather plain marine move outs. And on specific maps like Ulrena there are clearly more options.
I personally feel the matchup is quite fun if you survive the early game stage against Protoss, but at that stage Protoss can do whatever they want without strategical considerations. That's really the part that annoys me the most about the matchup, it's not that Protoss got tons of early options, but that the choices Protoss can make are not based on information gathered or assumed gameplay. Units like oracles or warp prisms are balanced in a way that you can play them no matter what in the early game, but you also can open without them no matter what. You can pylon rush ramps and just breaks even. You can DT drop and with warp prism range pick up it only comes down to your own execution. Basically all the Protoss builds come down to Protoss execution and regardless how you prepare, as Terran you can never get an advantage unless the Protoss makes a mistake (while constantly being under the threat of losing the game or falling behind if you make a mistake or he just got a lucky BO-interaction).
You described it very well. To take the example of the widowminedrop: If i go widowmine drop and it fails i am somehow behind (even without losing the medivac and units). And this is how it should be for all races. one programer said "as protoss you always got a second chance". But i dont want to say that it is imbalanced it is just mentally stressfull to know you have to defend strat x perfectly to get a even game. And it takes longer to master the followups to all strats protoss can send at you than choosing one of these strats as protoss and master it. I think thats why the top tier terrans do so much better than the european pro terrans.
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Terran doesn't have a lot of good early aggressive options, but there are a few ones I have seen work quite well. Widow mine drops or rather plain marine move outs.
Widow mine drops are just easily denied by 4-5 stalkers in one base and mothership core in another base + decent map awareness. Double overcharge can kill both widow mines before any of them fire. Thus, it should do absolutely nothing and its not worth it if you sacrifice your own economy or do an unsafe build.
Terran early game aggression can only work if the protoss player goes tech heavy which means he sacrifices the unit count and thus has a harder time dealing with harass.
I personally feel the matchup is quite fun if you survive the early game stage against Protoss, but at that stage Protoss can do whatever they want without strategical considerations.
Post Adept nerf, Protoss really doesn't have that strong game-ending tools either. DT + warp prism is the only exception I guess. The difference is though that protoss has more viable and low-risk harass options.
Overall the matchup is improved quite a lot. My biggest complaint is Tempests late game. A liberator nerf would provide an excellent oppotunity to either give terran a counter tool (like make Cyclone or Thors deal with it) or redesign/nerf it.
But i dont want to say that it is imbalanced it is just mentally stressfull to know you have to defend strat x perfectly to get a even game.
What exact build is it that's even remotely difficult to survive against as terran in TvP?
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On March 11 2016 01:49 Hider wrote:Show nested quote +Terran doesn't have a lot of good early aggressive options, but there are a few ones I have seen work quite well. Widow mine drops or rather plain marine move outs. Widow mine drops are just easily denied by 4-5 stalkers in one base and mothership core in another base + decent map awareness. The drop play should do absolutely nothing and its not worth it if you sacrifice your own economy or do an unsafe build.
But that is how commited aggression before setting up properly should work out, if the opponent is aware of the situation and prepares properly as you explain (you don't have 4-5 stalkers randomly being positioned against drops).
As I said, what bothers me is that the other way around it is often not the case.
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But that is how commited aggression before setting up properly should work out, if the opponent is aware of the situation and prepares properly as you explain (you don't have 4-5 stalkers randomly being positioned against drops).
Why not? Terran cannot move out on the map if he goes 1/1/1. And toss can see if terran opens gas or not. If he opens, it's very unlikely he will go for a 3 rax pressure. And even then toss can always scout that with observer.
So there is no reason for Stalkers to actually not be defending your bases preemptively.
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Anyway, I thought abit about the changes I would like to see in next patch. While I ideally would redesign alot of the units in the game, I try to be much more realistic in terms of the changes that actually could happen.
Zerg - Ravager damage vs. structures removed.
Protoss - Disruptor cost reduced to 150/125 from 150/150 - Disruptor bonus damage vs shield reduced to 25 from 55 - 1 second delay on Pylon overcharge before it activates
Terran - Liberator range nerfed to 4 or 4.5 from 5 - Thor damage increased to 6 +6 vs. massive & light from 6 +6 vs light - Thor AA ranged increased to 11 from 10 - Thor ground damage reduced to 30 from 25 - Siege tank medivac unload delay increased by 100% - Siege tank attack cooldown reduced to 2.6 from 2.8
Intention of changes Protoss will benefit from Ravager nerf as zerg timing attacks will be much weaker. Disruptors are buffed vs zerg/terran while somewhat unchanged vs toss. The delay on Pylon overcharge adds for more counterplay and is an overall nerf in denying early game harass.
Liberators are generally weaker, but Thor can function as a counter to late game units such as BC's, Tempests, Carriers and Broodlords. That will make bio + liberators + thors stronger + also be benefical for mech play. To prevent the Thor from being too good overall, its now weaker vs ground units.
Siege tank change makes it better to move siege tanks around without medivacs, and instead siege tanks will function better as a positional unit due to being more cost efficient. The micro potential is still there though.
Unresolved issues An issue that isn't adressed with these changes is Zerg overlord drops vs zerg. Not sure what the best course of action is there. Perhaps it needs to be lair tech. Further, perhaps Banshee's could use some tweaks (like lower gas cost, more accessible speed research). Stalkers could also use a buff vs Muta's in my opinion.
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