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On December 15 2017 06:23 Ransomstarcraft wrote: D. Give the new Ghost, or an upgraded Reaper the ability to plant a bomb that would destroy or dramatically damage an opponent's tech building so that the explosion followed by a Reaper attack could flip the game on its side or something.
Can we please refer to this as "the Tanja upgrade"?
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On December 15 2017 06:52 blooblooblahblah wrote: I have no input about TvZ but I do think you are slightly off the mark in regards to TvP. TvP has evolved a lot in the last couple weeks and I actually think Terran has a lot of strength in the early game right now. Hellions, Reapers and Cyclones are all quite good in different ways (particular the former two, although Cyclones are actually so good against aggressive Protoss openings). Hellions run-bys are seriously hard to deal with right now when coupled with a drop in the main, and when it first started getting popular, it literally just killed 90% of Protoss players. Now that it's become more of a meta-standard, it's not quite as brutal but it still puts a lot of pressure on the Protoss player to defend well (Stats for example, really struggled against Gumiho). Multiple reapers is good again with the removal of Photon overcharge and there's a variety of builds such as 2 rax reaper into a macro game, or more aggressive proxy reaper openings. Cyclones have always been good in the very early game, and there are some cool builds popping up like Marauder/Cyclone, which seems pretty good (TY showcased this). Protoss has great map control once blink finishes, but before that it's actually quite a scary game atm with a bunch of aggressive options for terran. A lot of the very aggressive Protoss openers that were killing Terrans a lot when the patch first hit don't match up that well against the openings I just mentioned (the exception being the hellion one but having a factory early allows you to change it up and rush out a Cyclone).
I cannot actually say whether I agree with you, or not. I think you are not looking at the big picture and therefore don't see a lot of what's important. Yes, T strength in TvP increased a lot ever since Oracles stopped being a free win, but the match up is still stupid af. The main reason is the insane utility of the Stalker. Everything T can do early game is efficiently fought off with Stalkers, even while expanding. The only exception is a massive commitment to Cyclone aggression. In this case Stalkers can (only) hold off the Cyclones cost efficiently, until Immortals are out. This makes a Stalker opening a no brainer. Still, it is even more annoying that Stalkers continue to be insanely good and efficient and it is never a bad idea to continue massing them.
Ironically, even though I am a T player, and TvP is my worst matchup by far, I was never in favor of the propsed Stalker changes. I'd prefer nerfs that *eventually* make it a bad idea to keep massing Stalkers, or at least create a big window where Stalkers are (a lot) weaker. Make them profit less from upgrades, make Blink require a templar archive, or even a robotics bay. Maybe even remove Blink altogether, I don't know, but there need to be way more situations where building other units is the better option for the P player.
Just one note: opening 2rax reapers is not a good idea in TvP because it will delay your expansion and or tech so much, that you need to do exceptional damage just to keep up with the macro of a fast expanding P, which they still do very commonly. I think 2 rax reaper in TvP can not be more than a gimmick that works occasionally.
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On December 17 2017 07:07 QuinnTheEskimo wrote:Show nested quote +On December 15 2017 06:52 blooblooblahblah wrote: I have no input about TvZ but I do think you are slightly off the mark in regards to TvP. TvP has evolved a lot in the last couple weeks and I actually think Terran has a lot of strength in the early game right now. Hellions, Reapers and Cyclones are all quite good in different ways (particular the former two, although Cyclones are actually so good against aggressive Protoss openings). Hellions run-bys are seriously hard to deal with right now when coupled with a drop in the main, and when it first started getting popular, it literally just killed 90% of Protoss players. Now that it's become more of a meta-standard, it's not quite as brutal but it still puts a lot of pressure on the Protoss player to defend well (Stats for example, really struggled against Gumiho). Multiple reapers is good again with the removal of Photon overcharge and there's a variety of builds such as 2 rax reaper into a macro game, or more aggressive proxy reaper openings. Cyclones have always been good in the very early game, and there are some cool builds popping up like Marauder/Cyclone, which seems pretty good (TY showcased this). Protoss has great map control once blink finishes, but before that it's actually quite a scary game atm with a bunch of aggressive options for terran. A lot of the very aggressive Protoss openers that were killing Terrans a lot when the patch first hit don't match up that well against the openings I just mentioned (the exception being the hellion one but having a factory early allows you to change it up and rush out a Cyclone).
I cannot actually say whether I agree with you, or not. I think you are not looking at the big picture and therefore don't see a lot of what's important. Yes, T strength in TvP increased a lot ever since Oracles stopped being a free win, but the match up is still stupid af. The main reason is the insane utility of the Stalker. Everything T can do early game is efficiently fought off with Stalkers, even while expanding. The only exception is a massive commitment to Cyclone aggression. In this case Stalkers can (only) hold off the Cyclones cost efficiently, until Immortals are out. This makes a Stalker opening a no brainer. Still, it is even more annoying that Stalkers continue to be insanely good and efficient and it is never a bad idea to continue massing them. Ironically, even though I am a T player, and TvP is my worst matchup by far, I was never in favor of the propsed Stalker changes. I'd prefer nerfs that *eventually* make it a bad idea to keep massing Stalkers, or at least create a big window where Stalkers are (a lot) weaker. Make them profit less from upgrades, make Blink require a templar archive, or even a robotics bay. Maybe even remove Blink altogether, I don't know, but there need to be way more situations where building other units is the better option for the P player. Just one note: opening 2rax reapers is not a good idea in TvP because it will delay your expansion and or tech so much, that you need to do exceptional damage just to keep up with the macro of a fast expanding P, which they still do very commonly. I think 2 rax reaper in TvP can not be more than a gimmick that works occasionally.
I was making a point about that specific point he was making about TvP early game which personally I didn't find too accurate. I am completely on board with the fact that TvP is really hard and needs changes. However, some of my thoughts:
I don't agree that everything T can do early game is efficiently fought off with stalkers. Yes, they have the potential to hold off most of the stuff, which is why it's such a good opening atm. But you still need really good position to hold off the the hellion build for example, it's not as clear cut as build stalkers and hold easy (I bring this up because we saw Stats just die to hellions multiple games and he was opening stalkers into blink > 3 gates > robo every single game). I've seen many games recently and IMO, they all show a lot of terran early game strength. If Protoss gets to mid-game, yeah the matchup is pretty messed up, I completely agree. I guess my intended point is that Blizzard needs to direct their attention to the later part of TvP, rather than the early game (e.g. I think looking at stalker upgrades would be more beneficial than looking at nerving Stalker's base stats, although potentially those could be toned down as well). That guy was trying to vouch for ridiculous buffs to the Terran early game that would make the matchup a complete mess and goes against the gameplay of most pro games in recent weeks. I think the oracle and shield battery nerf actually made quite the difference in balancing out the TvP early game a lot more.
TvP needs tweaking. It does not need movable bunkers, cyclones with hellion speed or reapers as fast as zerglings that can shoot air (yes he actually suggested all of those).
On the reaper note, have you seen the gumiho game? I think it has potential and is unexplored although I won't vouch for it being a super safe, every-game build. I do think proxy reaper builds are really strong right now though, I've faced a lot of GMs on the ladder doing multiple rax reaper and it can be brutal (uThermal beat Showtime with it the other day too)
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On December 17 2017 07:43 blooblooblahblah wrote:Show nested quote +On December 17 2017 07:07 QuinnTheEskimo wrote:On December 15 2017 06:52 blooblooblahblah wrote: I have no input about TvZ but I do think you are slightly off the mark in regards to TvP. TvP has evolved a lot in the last couple weeks and I actually think Terran has a lot of strength in the early game right now. Hellions, Reapers and Cyclones are all quite good in different ways (particular the former two, although Cyclones are actually so good against aggressive Protoss openings). Hellions run-bys are seriously hard to deal with right now when coupled with a drop in the main, and when it first started getting popular, it literally just killed 90% of Protoss players. Now that it's become more of a meta-standard, it's not quite as brutal but it still puts a lot of pressure on the Protoss player to defend well (Stats for example, really struggled against Gumiho). Multiple reapers is good again with the removal of Photon overcharge and there's a variety of builds such as 2 rax reaper into a macro game, or more aggressive proxy reaper openings. Cyclones have always been good in the very early game, and there are some cool builds popping up like Marauder/Cyclone, which seems pretty good (TY showcased this). Protoss has great map control once blink finishes, but before that it's actually quite a scary game atm with a bunch of aggressive options for terran. A lot of the very aggressive Protoss openers that were killing Terrans a lot when the patch first hit don't match up that well against the openings I just mentioned (the exception being the hellion one but having a factory early allows you to change it up and rush out a Cyclone).
I cannot actually say whether I agree with you, or not. I think you are not looking at the big picture and therefore don't see a lot of what's important. Yes, T strength in TvP increased a lot ever since Oracles stopped being a free win, but the match up is still stupid af. The main reason is the insane utility of the Stalker. Everything T can do early game is efficiently fought off with Stalkers, even while expanding. The only exception is a massive commitment to Cyclone aggression. In this case Stalkers can (only) hold off the Cyclones cost efficiently, until Immortals are out. This makes a Stalker opening a no brainer. Still, it is even more annoying that Stalkers continue to be insanely good and efficient and it is never a bad idea to continue massing them. Ironically, even though I am a T player, and TvP is my worst matchup by far, I was never in favor of the propsed Stalker changes. I'd prefer nerfs that *eventually* make it a bad idea to keep massing Stalkers, or at least create a big window where Stalkers are (a lot) weaker. Make them profit less from upgrades, make Blink require a templar archive, or even a robotics bay. Maybe even remove Blink altogether, I don't know, but there need to be way more situations where building other units is the better option for the P player. Just one note: opening 2rax reapers is not a good idea in TvP because it will delay your expansion and or tech so much, that you need to do exceptional damage just to keep up with the macro of a fast expanding P, which they still do very commonly. I think 2 rax reaper in TvP can not be more than a gimmick that works occasionally. I was making a point about that specific point he was making about TvP early game which personally I didn't find too accurate. I am completely on board with the fact that TvP is really hard and needs changes. However, some of my thoughts: I don't agree that everything T can do early game is efficiently fought off with stalkers. Yes, they have the potential to hold off most of the stuff, which is why it's such a good opening atm. But you still need really good position to hold off the the hellion build for example, it's not as clear cut as build stalkers and hold easy (I bring this up because we saw Stats just die to hellions multiple games and he was opening stalkers into blink > 3 gates > robo every single game). I've seen many games recently and IMO, they all show a lot of terran early game strength. If Protoss gets to mid-game, yeah the matchup is pretty messed up, I completely agree. I guess my intended point is that Blizzard needs to direct their attention to the later part of TvP, rather than the early game (e.g. I think looking at stalker upgrades would be more beneficial than looking at nerving Stalker's base stats, although potentially those could be toned down as well). That guy was trying to vouch for ridiculous buffs to the Terran early game that would make the matchup a complete mess and goes against the gameplay of most pro games in recent weeks. I think the oracle and shield battery nerf actually made quite the difference in balancing out the TvP early game a lot more. TvP needs tweaking. It does not need movable bunkers, cyclones with hellion speed or reapers as fast as zerglings that can shoot air (yes he actually suggested all of those). On the reaper note, have you seen the gumiho game? I think it has potential and is unexplored although I won't vouch for it being a super safe, every-game build. I do think proxy reaper builds are really strong right now though, I've faced a lot of GMs on the ladder doing multiple rax reaper and it can be brutal (uThermal beat Showtime with it the other day too)
As for the hellion thing, its more of a gimmick that does insane damage when units are out of position and zero damage when units are in position. As protoss learn to deal with it, its not going to be viable. I think the current most consistent terran opening to get damage done right now is cloaked banshees vs nonstargate openers - since you can always retreat into the deadspace and since banshees are faster than obs.
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On December 17 2017 11:42 AkashSky wrote:Show nested quote +On December 17 2017 07:43 blooblooblahblah wrote:On December 17 2017 07:07 QuinnTheEskimo wrote:On December 15 2017 06:52 blooblooblahblah wrote: I have no input about TvZ but I do think you are slightly off the mark in regards to TvP. TvP has evolved a lot in the last couple weeks and I actually think Terran has a lot of strength in the early game right now. Hellions, Reapers and Cyclones are all quite good in different ways (particular the former two, although Cyclones are actually so good against aggressive Protoss openings). Hellions run-bys are seriously hard to deal with right now when coupled with a drop in the main, and when it first started getting popular, it literally just killed 90% of Protoss players. Now that it's become more of a meta-standard, it's not quite as brutal but it still puts a lot of pressure on the Protoss player to defend well (Stats for example, really struggled against Gumiho). Multiple reapers is good again with the removal of Photon overcharge and there's a variety of builds such as 2 rax reaper into a macro game, or more aggressive proxy reaper openings. Cyclones have always been good in the very early game, and there are some cool builds popping up like Marauder/Cyclone, which seems pretty good (TY showcased this). Protoss has great map control once blink finishes, but before that it's actually quite a scary game atm with a bunch of aggressive options for terran. A lot of the very aggressive Protoss openers that were killing Terrans a lot when the patch first hit don't match up that well against the openings I just mentioned (the exception being the hellion one but having a factory early allows you to change it up and rush out a Cyclone).
I cannot actually say whether I agree with you, or not. I think you are not looking at the big picture and therefore don't see a lot of what's important. Yes, T strength in TvP increased a lot ever since Oracles stopped being a free win, but the match up is still stupid af. The main reason is the insane utility of the Stalker. Everything T can do early game is efficiently fought off with Stalkers, even while expanding. The only exception is a massive commitment to Cyclone aggression. In this case Stalkers can (only) hold off the Cyclones cost efficiently, until Immortals are out. This makes a Stalker opening a no brainer. Still, it is even more annoying that Stalkers continue to be insanely good and efficient and it is never a bad idea to continue massing them. Ironically, even though I am a T player, and TvP is my worst matchup by far, I was never in favor of the propsed Stalker changes. I'd prefer nerfs that *eventually* make it a bad idea to keep massing Stalkers, or at least create a big window where Stalkers are (a lot) weaker. Make them profit less from upgrades, make Blink require a templar archive, or even a robotics bay. Maybe even remove Blink altogether, I don't know, but there need to be way more situations where building other units is the better option for the P player. Just one note: opening 2rax reapers is not a good idea in TvP because it will delay your expansion and or tech so much, that you need to do exceptional damage just to keep up with the macro of a fast expanding P, which they still do very commonly. I think 2 rax reaper in TvP can not be more than a gimmick that works occasionally. I was making a point about that specific point he was making about TvP early game which personally I didn't find too accurate. I am completely on board with the fact that TvP is really hard and needs changes. However, some of my thoughts: I don't agree that everything T can do early game is efficiently fought off with stalkers. Yes, they have the potential to hold off most of the stuff, which is why it's such a good opening atm. But you still need really good position to hold off the the hellion build for example, it's not as clear cut as build stalkers and hold easy (I bring this up because we saw Stats just die to hellions multiple games and he was opening stalkers into blink > 3 gates > robo every single game). I've seen many games recently and IMO, they all show a lot of terran early game strength. If Protoss gets to mid-game, yeah the matchup is pretty messed up, I completely agree. I guess my intended point is that Blizzard needs to direct their attention to the later part of TvP, rather than the early game (e.g. I think looking at stalker upgrades would be more beneficial than looking at nerving Stalker's base stats, although potentially those could be toned down as well). That guy was trying to vouch for ridiculous buffs to the Terran early game that would make the matchup a complete mess and goes against the gameplay of most pro games in recent weeks. I think the oracle and shield battery nerf actually made quite the difference in balancing out the TvP early game a lot more. TvP needs tweaking. It does not need movable bunkers, cyclones with hellion speed or reapers as fast as zerglings that can shoot air (yes he actually suggested all of those). On the reaper note, have you seen the gumiho game? I think it has potential and is unexplored although I won't vouch for it being a super safe, every-game build. I do think proxy reaper builds are really strong right now though, I've faced a lot of GMs on the ladder doing multiple rax reaper and it can be brutal (uThermal beat Showtime with it the other day too) As for the hellion thing, its more of a gimmick that does insane damage when units are out of position and zero damage when units are in position. As protoss learn to deal with it, its not going to be viable. I think the current most consistent terran opening to get damage done right now is cloaked banshees vs nonstargate openers - since you can always retreat into the deadspace and since banshees are faster than obs.
I don't think banshee openings are good because shield batteries realy mitigate the dmg the can do to probes it takes sooo long for a banshe to start doing dmg to probes being healed by a battery. They are a reasonable transition in late game for a Terran as a stepping stone to bcs if Protoss has no or very few phonix, but early game they have to be a surprise or the hold from Protoss is really straightforward they just build a battery per mineral line pull probes not covered by the battery send the stalker and the obs over and the banshee will do almost no dmg at all. Banshees are a somewhat large investment from Terran so if they do next to nothing Terran is in a bad spot they are not like oracles that have revelation and stasis to provide untility even if they are shut down, if you go banshees as Terran you must do dmg with them to be in an ok position. I think your much better off with other types of harass.
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On December 17 2017 07:43 blooblooblahblah wrote:Show nested quote +On December 17 2017 07:07 QuinnTheEskimo wrote:On December 15 2017 06:52 blooblooblahblah wrote: I have no input about TvZ but I do think you are slightly off the mark in regards to TvP. TvP has evolved a lot in the last couple weeks and I actually think Terran has a lot of strength in the early game right now. Hellions, Reapers and Cyclones are all quite good in different ways (particular the former two, although Cyclones are actually so good against aggressive Protoss openings). Hellions run-bys are seriously hard to deal with right now when coupled with a drop in the main, and when it first started getting popular, it literally just killed 90% of Protoss players. Now that it's become more of a meta-standard, it's not quite as brutal but it still puts a lot of pressure on the Protoss player to defend well (Stats for example, really struggled against Gumiho). Multiple reapers is good again with the removal of Photon overcharge and there's a variety of builds such as 2 rax reaper into a macro game, or more aggressive proxy reaper openings. Cyclones have always been good in the very early game, and there are some cool builds popping up like Marauder/Cyclone, which seems pretty good (TY showcased this). Protoss has great map control once blink finishes, but before that it's actually quite a scary game atm with a bunch of aggressive options for terran. A lot of the very aggressive Protoss openers that were killing Terrans a lot when the patch first hit don't match up that well against the openings I just mentioned (the exception being the hellion one but having a factory early allows you to change it up and rush out a Cyclone).
I cannot actually say whether I agree with you, or not. I think you are not looking at the big picture and therefore don't see a lot of what's important. Yes, T strength in TvP increased a lot ever since Oracles stopped being a free win, but the match up is still stupid af. The main reason is the insane utility of the Stalker. Everything T can do early game is efficiently fought off with Stalkers, even while expanding. The only exception is a massive commitment to Cyclone aggression. In this case Stalkers can (only) hold off the Cyclones cost efficiently, until Immortals are out. This makes a Stalker opening a no brainer. Still, it is even more annoying that Stalkers continue to be insanely good and efficient and it is never a bad idea to continue massing them. Ironically, even though I am a T player, and TvP is my worst matchup by far, I was never in favor of the propsed Stalker changes. I'd prefer nerfs that *eventually* make it a bad idea to keep massing Stalkers, or at least create a big window where Stalkers are (a lot) weaker. Make them profit less from upgrades, make Blink require a templar archive, or even a robotics bay. Maybe even remove Blink altogether, I don't know, but there need to be way more situations where building other units is the better option for the P player. Just one note: opening 2rax reapers is not a good idea in TvP because it will delay your expansion and or tech so much, that you need to do exceptional damage just to keep up with the macro of a fast expanding P, which they still do very commonly. I think 2 rax reaper in TvP can not be more than a gimmick that works occasionally. I was making a point about that specific point he was making about TvP early game which personally I didn't find too accurate. I am completely on board with the fact that TvP is really hard and needs changes. However, some of my thoughts: I don't agree that everything T can do early game is efficiently fought off with stalkers. Yes, they have the potential to hold off most of the stuff, which is why it's such a good opening atm. But you still need really good position to hold off the the hellion build for example, it's not as clear cut as build stalkers and hold easy (I bring this up because we saw Stats just die to hellions multiple games and he was opening stalkers into blink > 3 gates > robo every single game). I've seen many games recently and IMO, they all show a lot of terran early game strength. If Protoss gets to mid-game, yeah the matchup is pretty messed up, I completely agree. I guess my intended point is that Blizzard needs to direct their attention to the later part of TvP, rather than the early game (e.g. I think looking at stalker upgrades would be more beneficial than looking at nerving Stalker's base stats, although potentially those could be toned down as well). That guy was trying to vouch for ridiculous buffs to the Terran early game that would make the matchup a complete mess and goes against the gameplay of most pro games in recent weeks. I think the oracle and shield battery nerf actually made quite the difference in balancing out the TvP early game a lot more. TvP needs tweaking. It does not need movable bunkers, cyclones with hellion speed or reapers as fast as zerglings that can shoot air (yes he actually suggested all of those). On the reaper note, have you seen the gumiho game? I think it has potential and is unexplored although I won't vouch for it being a super safe, every-game build. I do think proxy reaper builds are really strong right now though, I've faced a lot of GMs on the ladder doing multiple rax reaper and it can be brutal (uThermal beat Showtime with it the other day too)
As a Protoss player, you sound pretty unqualified to offer suggestions about reliable Terran openings. Look man, Reapers and Hellions are bad against about 80% of Protoss units. You're just not considering how the game will shake out if a Terran takes a big tech risk and it fails. It's near game ending if you build 6 reapers and they get killed for nothing, and even if they survive they aren't useful in your army or as a harass unit later in the game. Comparing the general utility of 6 reapers or 6 hellions vs. 3-5 stalkers at the time these units come out in PvT is laughable.
I had two points, that Terran needs reliable harass and flexibility in offense/defense for openers. You seem to think Terran has both, and you're wrong.
I appreciate what you said about the mid game, that TvP gets worse then. But I am operating under the assumption that the early game is the problem because that's been the case in general at many times in the past in TvP. The Protoss has to turtle until he gets the tech up that can allow him to go do some work. Now Protoss can choose a Gateway army, tech, or macro, and Terran has to play defensively leaving all this open. It's bad design. This is why I offered many (some very random) design suggestions. And you're sitting there in your computer chair telling all the Terrans to build Reapers and Hellions in TvP.
I don't know that simply buffing Marauders is the answer. It seems to be a zero sum game with the Marauder-Stalker relationship. In Wings of Liberty Marauders absolutely wrecked stalkers. As soon as the Terran got concussive shell it was over. I think there can be more of a risk vs. reward relationship than that, so I'd like more creative options than to just buff the marauder. I really don't want to find myself in a month seeing forums filled with complaints about how Stalkers are obsolete because Marauders in equal numbers make them worthless.
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aligulac PvT is at 54% now btw without the chrono and disrupter nerf in the game yet.
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On December 18 2017 05:07 youngjiddle wrote: aligulac PvT is at 54% now btw without the chrono and disrupter nerf in the game yet.
That is a 10% difference from the norm, so people are upset about it.
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On December 17 2017 14:52 Ransomstarcraft wrote:Show nested quote +On December 17 2017 07:43 blooblooblahblah wrote:On December 17 2017 07:07 QuinnTheEskimo wrote:On December 15 2017 06:52 blooblooblahblah wrote: I have no input about TvZ but I do think you are slightly off the mark in regards to TvP. TvP has evolved a lot in the last couple weeks and I actually think Terran has a lot of strength in the early game right now. Hellions, Reapers and Cyclones are all quite good in different ways (particular the former two, although Cyclones are actually so good against aggressive Protoss openings). Hellions run-bys are seriously hard to deal with right now when coupled with a drop in the main, and when it first started getting popular, it literally just killed 90% of Protoss players. Now that it's become more of a meta-standard, it's not quite as brutal but it still puts a lot of pressure on the Protoss player to defend well (Stats for example, really struggled against Gumiho). Multiple reapers is good again with the removal of Photon overcharge and there's a variety of builds such as 2 rax reaper into a macro game, or more aggressive proxy reaper openings. Cyclones have always been good in the very early game, and there are some cool builds popping up like Marauder/Cyclone, which seems pretty good (TY showcased this). Protoss has great map control once blink finishes, but before that it's actually quite a scary game atm with a bunch of aggressive options for terran. A lot of the very aggressive Protoss openers that were killing Terrans a lot when the patch first hit don't match up that well against the openings I just mentioned (the exception being the hellion one but having a factory early allows you to change it up and rush out a Cyclone).
I cannot actually say whether I agree with you, or not. I think you are not looking at the big picture and therefore don't see a lot of what's important. Yes, T strength in TvP increased a lot ever since Oracles stopped being a free win, but the match up is still stupid af. The main reason is the insane utility of the Stalker. Everything T can do early game is efficiently fought off with Stalkers, even while expanding. The only exception is a massive commitment to Cyclone aggression. In this case Stalkers can (only) hold off the Cyclones cost efficiently, until Immortals are out. This makes a Stalker opening a no brainer. Still, it is even more annoying that Stalkers continue to be insanely good and efficient and it is never a bad idea to continue massing them. Ironically, even though I am a T player, and TvP is my worst matchup by far, I was never in favor of the propsed Stalker changes. I'd prefer nerfs that *eventually* make it a bad idea to keep massing Stalkers, or at least create a big window where Stalkers are (a lot) weaker. Make them profit less from upgrades, make Blink require a templar archive, or even a robotics bay. Maybe even remove Blink altogether, I don't know, but there need to be way more situations where building other units is the better option for the P player. Just one note: opening 2rax reapers is not a good idea in TvP because it will delay your expansion and or tech so much, that you need to do exceptional damage just to keep up with the macro of a fast expanding P, which they still do very commonly. I think 2 rax reaper in TvP can not be more than a gimmick that works occasionally. I was making a point about that specific point he was making about TvP early game which personally I didn't find too accurate. I am completely on board with the fact that TvP is really hard and needs changes. However, some of my thoughts: I don't agree that everything T can do early game is efficiently fought off with stalkers. Yes, they have the potential to hold off most of the stuff, which is why it's such a good opening atm. But you still need really good position to hold off the the hellion build for example, it's not as clear cut as build stalkers and hold easy (I bring this up because we saw Stats just die to hellions multiple games and he was opening stalkers into blink > 3 gates > robo every single game). I've seen many games recently and IMO, they all show a lot of terran early game strength. If Protoss gets to mid-game, yeah the matchup is pretty messed up, I completely agree. I guess my intended point is that Blizzard needs to direct their attention to the later part of TvP, rather than the early game (e.g. I think looking at stalker upgrades would be more beneficial than looking at nerving Stalker's base stats, although potentially those could be toned down as well). That guy was trying to vouch for ridiculous buffs to the Terran early game that would make the matchup a complete mess and goes against the gameplay of most pro games in recent weeks. I think the oracle and shield battery nerf actually made quite the difference in balancing out the TvP early game a lot more. TvP needs tweaking. It does not need movable bunkers, cyclones with hellion speed or reapers as fast as zerglings that can shoot air (yes he actually suggested all of those). On the reaper note, have you seen the gumiho game? I think it has potential and is unexplored although I won't vouch for it being a super safe, every-game build. I do think proxy reaper builds are really strong right now though, I've faced a lot of GMs on the ladder doing multiple rax reaper and it can be brutal (uThermal beat Showtime with it the other day too) As a Protoss player, you sound pretty unqualified to offer suggestions about reliable Terran openings. Look man, Reapers and Hellions are bad against about 80% of Protoss units. You're just not considering how the game will shake out if a Terran takes a big tech risk and it fails. It's near game ending if you build 6 reapers and they get killed for nothing, and even if they survive they aren't useful in your army or as a harass unit later in the game. Comparing the general utility of 6 reapers or 6 hellions vs. 3-5 stalkers at the time these units come out in PvT is laughable. I had two points, that Terran needs reliable harass and flexibility in offense/defense for openers. You seem to think Terran has both, and you're wrong. I appreciate what you said about the mid game, that TvP gets worse then. But I am operating under the assumption that the early game is the problem because that's been the case in general at many times in the past in TvP. The Protoss has to turtle until he gets the tech up that can allow him to go do some work. Now Protoss can choose a Gateway army, tech, or macro, and Terran has to play defensively leaving all this open. It's bad design. This is why I offered many (some very random) design suggestions. And you're sitting there in your computer chair telling all the Terrans to build Reapers and Hellions in TvP. I don't know that simply buffing Marauders is the answer. It seems to be a zero sum game with the Marauder-Stalker relationship. In Wings of Liberty Marauders absolutely wrecked stalkers. As soon as the Terran got concussive shell it was over. I think there can be more of a risk vs. reward relationship than that, so I'd like more creative options than to just buff the marauder. I really don't want to find myself in a month seeing forums filled with complaints about how Stalkers are obsolete because Marauders in equal numbers make them worthless. Everything is ultimately a zero-sum game, there can only be one winner and one loser. One race being stronger means the other two are weaker, in some fashion, by definition.
As far as Stalkers go, I think it's a bigger issue of Protoss design rather than any particular numbers. Warpgate means that either Protoss must have weak gateway units or the race is just outright broken. Combine that with stronger tech units, and voila, deathballs.
So the end result, when properly balanced, is a gimmicky race heavily dependent on turtling and tech units. And that's a design flaw if there ever was one. It's not impossible to balance, of course, but tweaking the numbers will only bring temporary relief as long as the design remains this way.
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In a way, yes, a positive for one race is always something of a negative to others. But for years the Marauder has been the primary Terran response to Stalkers. This is mostly because, as I've already said, all the other Barracks units are pretty bad vs. Stalkers. Right now, I don't think Marauders are terribly bad vs. stalkers, nor do I think they're terribly good. I could go either way on a buff to Marauders, but I will say that I think they should be really good vs. some Gateway unit. Either that or their zone-controlling ability through concussive shell could have some sort of small splash upgrade.
As to your point, I think some sort of deterrent to warp gate could be in order, and this might be a good time to try it. To my knowledge this has never been tried, but having warpgate units warp in with say 20 shields already damaged or with a 5 second slow would be a small deterrent for massing gateway units in your opponents face. The shields down is comparable to the stim effect, and would not affect something like Adept backstabs as much as it would reinforcing units. All in all, I think the effect would be that a lot of Protosses would warp in their units at home and have them walk across the map to attack as that would be about the time needed for the shields to regenerate.
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On December 18 2017 07:43 Ransomstarcraft wrote: In a way, yes, a positive for one race is always something of a negative to others. But for years the Marauder has been the primary Terran response to Stalkers. This is mostly because, as I've already said, all the other Barracks units are pretty bad vs. Stalkers. Right now, I don't think Marauders are terribly bad vs. stalkers, nor do I think they're terribly good. I could go either way on a buff vs. Marauders, but I will say that I think they should be really good vs. some Gateway unit. Either that or their zone-controlling ability through concussive shell could have some sort of small splash upgrade.
As to your point, I think some sort of deterrent to warp gate could be in order, and this might be a good time to try it. To my knowledge this has never been tried, but having warpgate units warp in with say 20 shields already damaged or with a 5 second slow would be a small deterrent for massing gateway units in your opponents face. The shields down is comparable to the stim effect, and would not affect something like Adept backstabs as much as it would reinforcing units. All in all, I think the effect would be that a lot of Protosses would warp in their units at home and have them walk across the map to attack as that would be about the time needed for the shields to regenerate.
That cripples defensive warp-ins way more than offensive warp-ins.
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But with defensive warp-ins, you could have shield batteries in place. This is a similar relationship to stim plus medivacs.
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On December 18 2017 06:14 BronzeKnee wrote:Show nested quote +On December 18 2017 05:07 youngjiddle wrote: aligulac PvT is at 54% now btw without the chrono and disrupter nerf in the game yet. That is a 10% difference from the norm, so people are upset about it. Yeah. If PvT was at a 46% win rate, Terran players would be advocating patience and letting the meta settle like they always do. They'd also be in full force complaining about Zerg.
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On December 17 2017 06:19 QuinnTheEskimo wrote:Show nested quote +On December 15 2017 06:23 Ransomstarcraft wrote: D. Give the new Ghost, or an upgraded Reaper the ability to plant a bomb that would destroy or dramatically damage an opponent's tech building so that the explosion followed by a Reaper attack could flip the game on its side or something.
Can we please refer to this as "the Tanja upgrade"? do you mean this Tanya?
I remember when the game devolved into Tanya drops and they had to slow down how quickly she falls out of airplanes.
I think Tanya could run from building to building blowing them up 1 by 1. in the proposed terran change I think the Ghost or Reaper would just have 1 bomb and couldn't move from building to building decimating an entire base.
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On December 18 2017 13:28 JimmyJRaynor wrote:Show nested quote +On December 17 2017 06:19 QuinnTheEskimo wrote:On December 15 2017 06:23 Ransomstarcraft wrote: D. Give the new Ghost, or an upgraded Reaper the ability to plant a bomb that would destroy or dramatically damage an opponent's tech building so that the explosion followed by a Reaper attack could flip the game on its side or something.
Can we please refer to this as "the Tanja upgrade"? I remember when the game devolved into Tanya drops and they had to slow down how quickly she falls out of airplanes. I think Tanya could run from building to building blowing them up 1 by 1. in the proposed Terran change I think the Ghost or Reaper would just have 1 bomb and couldn't move from building to building decimating an entire base.
I remember that Tanya was insane if you built your base to clustered there was no way to stop her from chain killing clumps of buildings if she got inside. I never thought it was to op though because you could kill the plane/transport if you had enough units in place. Terror drones also could do work against her if you could catch her outside the building. Man I loved RA3. Brings back memories.
There were alot of things in ra3 that were way more busted though. I remember when pks increased dmg the closer they were to thier target applied to buildings and every allied player would just rush you with their mcv and proxied raxes since if pks got in range of your buildings they would melt in seconds. I also remember when mecha tengu explosions did not have reduced dmg to other mecha tengu and empire vs empire felt like zvz with flying banelings that could also land like vikings and kill all your stuff. Also the wall bug that let turret rushing soviets build walls over your guys trapping them inside the bricks.....
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Czech Republic12125 Posts
On December 18 2017 09:25 Ransomstarcraft wrote: But with defensive warp-ins, you could have shield batteries in place. This is a similar relationship to stim plus medivacs. It's not like you cannot build offensive shield battery with this. In the end we would return to 4gate vs 4gate time.
This is a bad solution.
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Haha kind of a random suggestion but a lot of people seem to want old marauder back and while I do too, I just don't think blizzard will give it back to us. However; I think it can still be buffed in another way. Perhaps adding a buff to concussive shells or a new upgrade in where Marauders don't gain damage but; they ignore 1 point of armor. I think this change helps out the mid game and late game allowing the marauder to scale a bit better than it does now while leaving it normal in the early game where something like proxy marauder could be more powerful (Which would be cancer)
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they can just remove that default 1 armor from stalkers, or increase survivability of marauders, buffing their damage will cause more problems.
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On December 19 2017 01:01 MockHamill wrote: Is the patch live yet? Presumably tomorrow, since they said "week of December 18th" and Blizzard almost always pushes live on Tuesdays.
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