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PartinG, soO, Trap, herO advance to Code S quarterfinals -…

Forum Index > SC2 General
84 CommentsPost a Reply
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Veluvian
Profile Joined December 2011
Bulgaria256 Posts
May 31 2019 13:52 GMT
#81
Spoiler from today KSL:
+ Show Spoiler +
I guess that after todays match Rain can easily switch back to SC2 and take the GSL and go back to SC: Remastered :D :D
Oz; MMA; Rain; sOs; Classic, Soulkey, TY, Dark
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
May 31 2019 15:54 GMT
#82
On May 31 2019 22:52 Veluvian wrote:
Spoiler from today KSL:
+ Show Spoiler +
I guess that after todays match Rain can easily switch back to SC2 and take the GSL and go back to SC: Remastered :D :D

Why? he's winning with robo first?
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2019-06-01 00:57:44
June 01 2019 00:21 GMT
#83
I think the problem with tvp right now is that there really is no back and fourth between players for who has map control.

If you look at tvz, a healthy matchup control over the game swings back and fourth allowing both players to establish themselves on the map and invest into better tech. Tvz has a nice interplay of timings.
1. Terran gets a reaper so they have map control and can take their nat
2. Zerg gets speed so they have map control and can set up a third base and spread creep
3. Terran gets hellions so they have map control and can force units and take a third base
4. Zerg gets lair tech and has more economy so they have map control and can take a 4th base
5 Terran gets a strong army and can push out so they have map control. They can sometimes win the game at this point.
6. Zerg gets hive tech and their army become better than terran’s in the open field so they can push terrran back and take map control
7. Zergs army becomes slower in late game as they tech to broods so Terran can start to drop and Harrass agian while playing for late game.
8. Terran and Zerg battle over terran’s ability to take the remaining unclaimed bases on their side of the map. If Terran gets these basses they usually win since they have more efficient units, if zerg denies these basses they usually win since they have more money.

Obviously not all tvz go exactly this way. Nor is it perfectly ballanced. But the point is that each race has windows of strength and weeknes that help them take the map and stay even with each other despite the asymmetrical design of the game.

Compare this to tvp and just try to justify the way it works right now.

1. Protoss makes gateway units so they have map control
2. Protoss makes blink stalkers so they still have map control
3. Terran either goes an Allin build giving them a minute window to win the game or they try to play the long game with blink, warprism, upgrades and a better economy toss is able to maintain map control taking ever more basses
4.Terran finally stabilizes on siege units and takes a 4th.
5. Toss has aoe+ tempest and starts seiging the 4th so they still have map control.

6. Usualy at this point Terran losses the game since they are behind in tech,upgrades,econ. And map control. But if they reach bcs it becomes a more even game and Terran can maybe take a 5th base vs toss’s 7. From here terran’s utilty finally becomes relevant, they can start using mules to get a better max and using mobility to hit toss basses but it’s still an uphill fight.

Do you see the problem here. Protoss has total control over the game from the beginning up to Terran getting a 5th base unless Terran allins. This is the problem with the matchup right now, there is not enough timing windows for Terran to catch up from the early lead Protoss starts with Protoss grabs the map with their first gate way units, they hold on to it till the super late game. And even in super late game terran’s army is barely better than toss’s and really that’s only due to true maxing. So it’s very hard to overcome how behind Terran gets during the 14 minutes of almost total control of the game toss has( minus the one minute 2 base Allin window). The only way to fix this is to give Terran something that lets them push back the blink stalkers and the follow up to blink stalkers long enough to normalize on econmy and tech. In the past this used to work out Terran would get stim and be able to catch up, but toss builds have become refined enough and allins threatening enough that they can go straight from the point of controlling the map with blink to controlling the map with blink+aoe with almost no window of vulnerability between the two. Terran just can’t seem to swing map control back with stim bio and is forced into hard core turtling instead which allows toss to get even more ahead. It feels like your playing civ 4 vs the Persians and they get to chain 5 golden ages togeather You just fall more and more behind and there’s nothing to swing the game back into your favor.

I think that if they reduced stim reaseaech time or gave cuncusive shells a + 10 vs mechanicle modifier it would really start to ballance our the matchup Terran would get a window between blink stalkers and blink stalkers+aoe that they could Get set up and even out the game somewhat. Terran needs a window where they get to push back the stalkers and control the map if the stalkers did not kill them.

Theres my Terran whine for the month
"when life gives Hero lemons he makes carriers" -Artosis
Proko
Profile Joined February 2011
United States1022 Posts
Last Edited: 2019-06-01 02:09:17
June 01 2019 02:08 GMT
#84
I think they need to start talking about nerfing the warp prism at this point. It would not take much, just give each individual unit a like .5 second pick up/drop cool down and shrink the pylon area to make it so that you can't warp in 20 supply at once.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
brickrd
Profile Blog Joined March 2014
United States4894 Posts
June 01 2019 03:07 GMT
#85
On June 01 2019 09:21 washikie wrote:I think that if they reduced stim reaseaech time or gave cuncusive shells a + 10 vs mechanicle modifier it would really start to ballance our the matchup Terran would get a window between blink stalkers and blink stalkers+aoe that they could Get set up and even out the game somewhat. Terran needs a window where they get to push back the stalkers and control the map if the stalkers did not kill them.

i'm not sure that you understand the "problem" with tvp (assuming you think terran is underpowered, which most terrans do). blink stalkers are not what make terran fall behind. terran has many 2 base pushes which are extremely strong right now, even when all protoss blindcounter these pushes they're still difficult to hold. terran starts becoming weaker if they don't do a 2 base push or if their push doesn't do enough damage because protoss is able to sit back on 3 bases and build a massive ground army while making any tech they want.

you are proposing buffs to terran that would kick in as they're doing those 2 base pushes, which would make them ridiculously unbreakably strong and push winrates toward terran being OP. if you want to make the matchup better then you want to make terran stronger in the 3 base vs 3 base part of the game. terran is already strong on 2 bases and on 4-5+ bases.
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