- Hitpoints
- Attack strength
- Mobility
The only units that have all 3 are Adapts.
So one of these needs to go.
Forum Index > SC2 General |
MockHamill
Sweden1798 Posts
- Hitpoints - Attack strength - Mobility The only units that have all 3 are Adapts. So one of these needs to go. | ||
KOtical
Germany451 Posts
On April 11 2017 22:18 sh1RoKen wrote: Show nested quote + On April 11 2017 21:20 KOtical wrote: On April 10 2017 08:16 NutriaKaiN wrote: this is so stupid. then allow only to be 1 medivac at once on the map, only then your comparison with harras will be true. you cant build 3 warpprisms and harass 3 locations, but you can do it with overlord drops and medivacs. thats the same with shades. there is no point in this thread sorry. sure u can harras with 3 warpprisms... why you should not be able to do that? 1. Because if you spend 600 minerals on warpprisms you will lose horribly in a direct fight. They have 0% fight scaling. Medevacs have 100% scaling (if amount of battle units => the amount of medevacs which is true in 99% of all battles). 2. Because the only power of warprism is in the warp from warpgates. You basically trade all units you warp -4 units you are able to pick up for anything you can kill with this amount of units which might result in extremely negative value if you warp 8 zealots and lose them all for exchange of 3 scvs. Even if you have 3 warprisms (which is bad because of the previous point) you can still warp only 8 units if you have 8 warpgates. However you can always not drop from medevacs if the protoss is ready and only drop when you are able to receive a positive value with your drop (because you can kill 3 probes, pickup all units and lose nothing). So you basically never have negative value with terran drops unless you are playing against phoenixes who are able to intercept your medevacs, but it was never an imbalanced problem in TvZ agains mutas. 3. So if you just use warprisms as a shuttles without concentrating all your harass potential in 1 spot, you face the reality where you can't do any damage at all with gateway units in amount of 4 compared to what you can kill with 2 marauders + 4 marines. still i have seen pro games were they used 2 warp prisms to drop at multiple locations and it worked. Zest herO and others have done that already. the third one is kinda silly because u harras 2 locations while attack the front with the rest of your army... pros have already done that and proved its a viable option.... its not a tactic wich works in every game but it still works... if u kill 3 scvs with 8 zealots on 2 different locations i think ur micro is messed up pretty hard... | ||
fx9
117 Posts
On April 11 2017 23:19 KOtical wrote: Show nested quote + On April 11 2017 22:18 sh1RoKen wrote: On April 11 2017 21:20 KOtical wrote: On April 10 2017 08:16 NutriaKaiN wrote: this is so stupid. then allow only to be 1 medivac at once on the map, only then your comparison with harras will be true. you cant build 3 warpprisms and harass 3 locations, but you can do it with overlord drops and medivacs. thats the same with shades. there is no point in this thread sorry. sure u can harras with 3 warpprisms... why you should not be able to do that? 1. Because if you spend 600 minerals on warpprisms you will lose horribly in a direct fight. They have 0% fight scaling. Medevacs have 100% scaling (if amount of battle units => the amount of medevacs which is true in 99% of all battles). 2. Because the only power of warprism is in the warp from warpgates. You basically trade all units you warp -4 units you are able to pick up for anything you can kill with this amount of units which might result in extremely negative value if you warp 8 zealots and lose them all for exchange of 3 scvs. Even if you have 3 warprisms (which is bad because of the previous point) you can still warp only 8 units if you have 8 warpgates. However you can always not drop from medevacs if the protoss is ready and only drop when you are able to receive a positive value with your drop (because you can kill 3 probes, pickup all units and lose nothing). So you basically never have negative value with terran drops unless you are playing against phoenixes who are able to intercept your medevacs, but it was never an imbalanced problem in TvZ agains mutas. 3. So if you just use warprisms as a shuttles without concentrating all your harass potential in 1 spot, you face the reality where you can't do any damage at all with gateway units in amount of 4 compared to what you can kill with 2 marauders + 4 marines. still i have seen pro games were they used 2 warp prisms to drop at multiple locations and it worked. Zest herO and others have done that already. the third one is kinda silly because u harras 2 locations while attack the front with the rest of your army... pros have already done that and proved its a viable option.... its not a tactic wich works in every game but it still works... if u kill 3 scvs with 8 zealots on 2 different locations i think ur micro is messed up pretty hard... If you let a toss to pressure your main army at the front and able to warp-in at 2 other harass locations, i think your macro & micro is messed up pretty hard.... No way toss can stand toe-to-toe with terran with that kind of split. Terran will just stim in and wipe toss main army 10 out of 10 times. | ||
Saechiis
Netherlands4989 Posts
On April 11 2017 09:59 Parcelleus wrote: Im not surprised by a thread like this on TL. Protoss wins something and the usual nerf this nerf that. There already is a dedicated balance whine thread. Well adepts are really silly units that make even the best Protoss players look like abusers. When GSL level Protoss adepts look the same as Masters level Protoss adepts you have a game design issue. | ||
Charoisaur
Germany15878 Posts
On April 11 2017 23:40 Saechiis wrote: Show nested quote + On April 11 2017 09:59 Parcelleus wrote: Im not surprised by a thread like this on TL. Protoss wins something and the usual nerf this nerf that. There already is a dedicated balance whine thread. Well adepts are really silly units that make even the best Protoss players look like abusers. When GSL level Protoss adepts look the same as Masters level Protoss adepts you have a game design issue. show me the master level adepts that look like gsl level adepts On April 11 2017 23:12 MockHamill wrote: Every unit in the game should have 1 or 2 out of the following 3: - Hitpoints - Attack strength - Mobility The only units that have all 3 are Adapts. So one of these needs to go. they don't have very high attack strength against anything that isn't light. Their hitpoints are pretty average for a 2 supply unit, stalkers have more hitpoints On April 11 2017 22:59 Moonsalt wrote: I hate how the adept completely removes a core protoss unit in the game which is the Zealot. Why make a melee unit to charge right in the face of your opponent's army, when you can teleport right on top of it and do even more damage? Also the best harassment unit in the game... attacking 2 places at once; early game, mid game, late game it ain't matter. RIP Zealot we miss you dearly :'( what are you talking about, zealots are still regularly used? Almost every pvz is chargelot archon immortal. | ||
fx9
117 Posts
On April 10 2017 23:50 stevenhanst wrote: Show nested quote + On April 10 2017 22:45 fx9 wrote: you're clearly cherry-picking to justify your whine on toss. 1st of all, dropping 4 zealots/adepts is a lot less scarier than dropping 8 stim marines, 8 lings, 4mines, 4 banes or 4hellions at the back of your mineral lines. A prism full of units will cost more than a 8lings or 8marines drop. After warp-in, the toss units will 99% of the time be lost because guess what, the prism can only hold 4 units. Meanwhile, medivacs can zip in and out with whole army intact. And medivacs have the stupid boost. and Overlord drop is a tier1 tech. Hes cherry picking? I dont drop Adepts,-at l have rarely seen it- you have them do their shenangians at the forward bases and throw either a cheaper unit like zealots at their main meaning you can put pressure on up to three bases at once with only two groups of units. The prism holds only 4 units but it can warp in more unless you forgot somehow. At full speed IIRC, then again I only cheese when I play toss So i dont have such a good knowledge of their units. Overlord dropping is dangerous, considering not only does it only hold 4 units but it turns your drop into a supply block waiting to happen. Medivacs require a bit of tech and cost a fair amount of gas, whereas a Warp Prism costs 0 gas IIRC. Problem isnt that its unbalanced the problem is that it requires so much focus to minimize the damage caused by an adept harass, The Cooldown of shade is pretty damn short, the units are fairly tanky and most of all trade INSANELY with with equivalent tech, 1 Adept with no upgrades trades with 3 marines with no upgrades more often then not surviving with 4 health. If you shade on top the Adept can like with anywhere from 15-20 health. So if 4 adepts without upgrades can kill 8 marines WITH STIM, what is terran supposed to do? Just have more stuff? How does Terran trade with something like that? And Protoss doesnt even need to trade, he can shade away or not the world is his oyster. He can shade in harass or walk up harass and shade out, or Shade in and just cancel. On top of that he can just throw 20 adepts at a terran army and they will absolutely get their weight. Why can 20 adepts with upgrades shade on top of a Terran army with Maruaders Marines and Medivacs or equal value and upgrades and the terran army gets absolutely annihilated? Tanks are practically useless and even detrimental in this situation. I am not saying they are out and out broken but the more diverse army should win right? Why is the unit that only requires a CyberCore and a twilight council beating a massively diverse army single handedly? Wow I guess this did kind of devolve into "Adepts are OP" but its more with how they fit into the game I feel.If terran had a unit that could trade better or they(Adepts) lost effectiveness into the mid game, I dont think they would be nearly as frustrating Yet cherry picking you are. Ovie drop is a tier 0 tech. There's no way in hell toss can kill the ovie at that stage of the game, unless you fly it into pylon cannon range. Medivacs is not higher tech tier than warp prism, a T will tech into starport regardless as supplement for his bio. It just intergrates seamlessly into a terran tech path. Robo tech on the other hand is a totally different tech path from twilight or stargate. I will not argue that that warp prism+adepts combo is broken. Removing one of the 2 elements, toss lost a lot of power drastically. And you cannot just emphasize on the strong points of toss while T & z have equally broken harass options with medivacs/ling/banelings drop which has zero risks and mega high rewards which very hard for toss to deal with. I understand that adepts is pretty frustrating to play against, but you cannot just ignore all other broken stuffs in LOTV. I have seen 2-3 full medivacs killed a toss base including nexus in <20sec. But same adepts cannot kill an orbital. Perhaps terran should learn to pull aways scv to the main army like toss forced to do in widow mine drop, liberators harass etc. A 20strong adepts will not beat an equivalent supply MMMM on the field, it will trade efficiently but not outright win, not with the dps output a 40supply terran army has. What happens directly after the trade is another story, warp-in reinforcement ahem, ahem... Given that adepts must be nerfed, but at least give back some of the power to stalkers/zealots. Stalkers currently just melt to any units that terrans & zergs choose to build. | ||
Heartland
Sweden24579 Posts
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c0sm0naut
United States1229 Posts
On April 11 2017 22:59 Moonsalt wrote: I hate how the adept completely removes a core protoss unit in the game which is the Zealot. Why make a melee unit to charge right in the face of your opponent's army, when you can teleport right on top of it and do even more damage? Also the best harassment unit in the game... attacking 2 places at once; early game, mid game, late game it ain't matter. RIP Zealot we miss you dearly :'( zealot does more than triple the DPS of the adept when at +3, and its a steal at 100m once you get charge and forges have spun for a while zealot is for manfighting on topic: i really think this discussion has already run its course and that it would be in the best interest for the community to lock it and maybe reopen the thread in a week or so when emotions arent as high from the SuperTournament. | ||
Charoisaur
Germany15878 Posts
On April 12 2017 01:19 c0sm0naut wrote: Show nested quote + On April 11 2017 22:59 Moonsalt wrote: I hate how the adept completely removes a core protoss unit in the game which is the Zealot. Why make a melee unit to charge right in the face of your opponent's army, when you can teleport right on top of it and do even more damage? Also the best harassment unit in the game... attacking 2 places at once; early game, mid game, late game it ain't matter. RIP Zealot we miss you dearly :'( zealot does more than triple the DPS of the adept when at +3, and its a steal at 100m once you get charge and forges have spun for a while zealot is for manfighting on topic: i really think this discussion has already run its course and that it would be in the best interest for the community to lock it and maybe reopen the thread in a week or so when emotions arent as high from the SuperTournament. Agree but without the reopen part | ||
Captain Peabody
United States3096 Posts
If Adepts are problematic, this can always be adjusted. One good possibility (to give people slightly less control and make counterplay stronger) is to remove the ability to cancel a shade once it's activated. That way it's more of a commitment to decide to shade. In general, though, I don't see a problem with the adept's design overall; and I am very much in favor of taking a more BW-esque approach to balance, letting the meta develop on it's own. We shall see. | ||
Vutalisk
United States680 Posts
On April 12 2017 01:32 Charoisaur wrote: Show nested quote + On April 12 2017 01:19 c0sm0naut wrote: On April 11 2017 22:59 Moonsalt wrote: I hate how the adept completely removes a core protoss unit in the game which is the Zealot. Why make a melee unit to charge right in the face of your opponent's army, when you can teleport right on top of it and do even more damage? Also the best harassment unit in the game... attacking 2 places at once; early game, mid game, late game it ain't matter. RIP Zealot we miss you dearly :'( zealot does more than triple the DPS of the adept when at +3, and its a steal at 100m once you get charge and forges have spun for a while zealot is for manfighting on topic: i really think this discussion has already run its course and that it would be in the best interest for the community to lock it and maybe reopen the thread in a week or so when emotions arent as high from the SuperTournament. Agree but without the reopen part Both thumbs up! | ||
The_Red_Viper
19533 Posts
That was always the problem with protoss. Nobody enjoyed watching dozens of forcefields even if it technically was balanced. Nobody enjoyed big colossi deathballs even if it was technically balanced. Nobody enjoyes adeps shading on top of your army even if it is probably balanced. It's design and aesthetics. People never seem to get that. | ||
sh1RoKen
Russian Federation93 Posts
On April 11 2017 23:19 KOtical wrote: Show nested quote + On April 11 2017 22:18 sh1RoKen wrote: On April 11 2017 21:20 KOtical wrote: On April 10 2017 08:16 NutriaKaiN wrote: this is so stupid. then allow only to be 1 medivac at once on the map, only then your comparison with harras will be true. you cant build 3 warpprisms and harass 3 locations, but you can do it with overlord drops and medivacs. thats the same with shades. there is no point in this thread sorry. sure u can harras with 3 warpprisms... why you should not be able to do that? 1. Because if you spend 600 minerals on warpprisms you will lose horribly in a direct fight. They have 0% fight scaling. Medevacs have 100% scaling (if amount of battle units => the amount of medevacs which is true in 99% of all battles). 2. Because the only power of warprism is in the warp from warpgates. You basically trade all units you warp -4 units you are able to pick up for anything you can kill with this amount of units which might result in extremely negative value if you warp 8 zealots and lose them all for exchange of 3 scvs. Even if you have 3 warprisms (which is bad because of the previous point) you can still warp only 8 units if you have 8 warpgates. However you can always not drop from medevacs if the protoss is ready and only drop when you are able to receive a positive value with your drop (because you can kill 3 probes, pickup all units and lose nothing). So you basically never have negative value with terran drops unless you are playing against phoenixes who are able to intercept your medevacs, but it was never an imbalanced problem in TvZ agains mutas. 3. So if you just use warprisms as a shuttles without concentrating all your harass potential in 1 spot, you face the reality where you can't do any damage at all with gateway units in amount of 4 compared to what you can kill with 2 marauders + 4 marines. still i have seen pro games were they used 2 warp prisms to drop at multiple locations and it worked. Zest herO and others have done that already. the third one is kinda silly because u harras 2 locations while attack the front with the rest of your army... pros have already done that and proved its a viable option.... its not a tactic which works in every game but it still works... if u kill 3 scvs with 8 zealots on 2 different locations i think ur micro is messed up pretty hard... I've never said that this is impossible. You just pay a lot of resources in exchange of forcing your opponent to waste his attention to the bases you are harassing. If he has some static defense there or some defensive chunks of army you lose all units you've warped except 8, while remaining equal or weaker in the main power army. Good luck killing well-positioned bunker with well-timed scv repair pull with 7 zealots/adepts/stalkers. If there is no defense, terran just pull away scvs, lift the CC and CRUSH your main army which is 30 supply weaker at the moment while your harass units are dying to reinforcement after killing some supply depos. Protoss has decent harass options but it is nothing compared to what terran has. Yes, protoss can warp 20 units, but he can save only 4. Terran can do the same with the ability to save everything. The biggest terran advantage in harassing is that terran army has twice as much dps compared to protoss (for both same limit or same resources). And dps is the most important part of the whole harassment aspect. | ||
sh1RoKen
Russian Federation93 Posts
On April 12 2017 01:36 The_Red_Viper wrote: You still argue balance? You still fail to realize that people cry about it not because of balance but because of design, how it affects the gameplay and how it actually looks in game. That was always the problem with protoss. Nobody enjoyed watching dozens of forcefields even if it technically was balanced. Nobody enjoyed big colossi deathballs even if it was technically balanced. Nobody enjoyes adeps shading on top of your army even if it is probably balanced. It's design and aesthetics. People never seem to get that. Nothing beats mine drops, mm drops, muta harassment and liberator harassment in unenjoyment and frustration. You blinked for 1 second and you now have 2/22 probes on this base. Enjoy the widow mines. Technically balanced. You missed the double drop on your 3rd? You don't have nexus there anymore. Enjoy 4 marauders and 8 marines steam dps. Technically balanced. You haven't spotted the spire and don't have 2 stargates ready? You lost already. Enjoy the mutas. Technically balanced. You decided to not to play stargate? You can't mine from all your bases. Enjoy the liberator range upgrade and perfect map design. Technically balanced. | ||
The_Red_Viper
19533 Posts
Your examples are also more about awareness, i am talking about actual typical unit interactions. It doesn't matter if you watch it or not, when lots of adepts shade on your army or threaten one mineral line just to cancel it you simply have a problem which seems unfair. Same with forcefields back in the day. Also i have to stress this, it's a lot about aesthetics as well. A well microed mmm army simply looks good. It might be more unbalanced than anything ever but the big colossi deathball is still unpleasing to look at when it interacts with other units. It's a big part of enjoyment | ||
icesergio
Italy31 Posts
I'm going to quote The Joker and say "Terran wins a major and nobody bats an eye, Protoss wins a major tournament and everybody loses their minds" Trying to win an arguement as a Protoss player, like MCanning said, is near impossible, trying to talk sense to you is also impossibile, because understanding that every race has their gimmicks and accepting that is just too much for your ant dimensioned brains, so here I propose another arguement: Win rates are MOSTLY balanced, and when I say MOSTLY I don't mean Protoss favoured, I mean Terran or Zerg favoured. http://www.rankedftw.com/stats/races/1v1/#v=2&r=-2&l=-2 Feast upon your eyes! I love how you try to mask your whining with phrases like "It's boring to watch" or "It is a bad design gameplay wise" It's a good thing we have all you Real Time Strategy gurus, seriously, I wouldn't know what to do without you! /s Every race has a frustrating gimmicky unit that serves no purpose other than to keep win rates in the 50-50 zone, Terran has Stimmed Marauders that FYI deal more DPS than Immortals when stimmed vs Armored targets (which makes complete sense doesn't it?) Widow mine drops are probably the most frustrating thing to deal with as Protoss, the fact that Immortals completely melt against the new siege tank... Ravagers that can kite almost every Protoss ground unit even off creep and have no PROPER counter due to the lack of either a light or armored tag. (Archons, thanks to the +bio damage) are the ONLY unit that Protoss has that deals additional damage directly, but thanks to their 3 range they can be kited by Ravagers all day. Forget catching Ravagers without Disruptors and/or Chargelots. So just SUCK it up, accept that Protoss is part of the game and as such can also WIN tournaments and, just like any of you would say to one of us the moment we even tried to propose a nerf to one of your much loved units "Git Gud" | ||
sh1RoKen
Russian Federation93 Posts
On April 12 2017 02:24 The_Red_Viper wrote: I am not saying that there aren't other things which can be frustrating. But with protoss it's all about that pretty much. Your examples are also more about awareness, i am talking about actual typical unit interactions. It doesn't matter if you watch it or not, when lots of adepts shade on your army or threaten one mineral line just to cancel it you simply have a problem which seems unfair. Same with forcefields back in the day. Also i have to stress this, it's a lot about aesthetics as well. A well microed mmm army simply looks good. It might be more unbalanced than anything ever but the big colossi deathball is still unpleasing to look at when it interacts with other units. It's a big part of enjoyment I agree that I would really love seing more blink stalkers + distruptors micro in all matchups. But this is the downside of a whole Starcraft 2 design compared to BW unit control restrictions. Goody was not enjoyable to watch with his turtle mech style. Slivko was not enjoyable to watch with his broodfestor deathball style. This whole aesthetic subject needs much deeper analysis than making only heavy micro skill demanding compositions viable. For example Hero phoenix map contol was unbelievably enjoyable to watch and it was heavy micro demanding. Not everything should be about direct fight micro interactions design in RTS. | ||
icesergio
Italy31 Posts
On April 11 2017 16:41 SlammerSC2 wrote: SC2 would be so much better without Adepts, Liberators, Swarmhosts, Disruptors and Ravagers. Just my opinion. THIS | ||
Elentos
55458 Posts
On April 12 2017 02:48 icesergio wrote: Terran has Stimmed Marauders that FYI deal more DPS than Immortals when stimmed vs Armored targets FYI they absolutely don't. | ||
icesergio
Italy31 Posts
(2 Marauders 20dps vs 13.79dps - non-armored) or (2 Marauders 40dps vs 34.48dps - armored) + can slow target's movement speed | ||
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