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Some issues with turtle playstyles in Starcraft 2 - Page 2

Forum Index > SC2 General
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Ammanas
Profile Blog Joined July 2011
Slovakia2166 Posts
February 10 2014 13:21 GMT
#21
How would you solve it, Morrow? Reworking the economy should be enough..?
JangBi forever <3 || Classic! herO! Rain! Zest! | Rogue! Hydra! Solar! | Fantasy! Cure! Reality! Sorry! Journey!
DooMDash
Profile Joined May 2010
United States1015 Posts
Last Edited: 2014-02-10 13:22:16
February 10 2014 13:21 GMT
#22
Remove swarm hosts, give Zerg 30 unit higher supply cap. Still swarmy, and more powerful late game.
S1 3500+ Master T. S2 1600+ Master T.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
February 10 2014 13:24 GMT
#23
On February 10 2014 22:14 vthree wrote:
Show nested quote +
On February 10 2014 22:07 bo1b wrote:
On February 10 2014 22:03 Qikz wrote:
Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.

How can you be so unbelievably biased as to believe that building pfs turrets ravens and vikings then sitting in your base for 1.5 hours before moving out, losing half your army and then still having an army zerg can't beat is a strat worthy of winning? That strat is fucking stupid, sh are the only way zerg has a chance, and that map is awful.

The combined apm in that game must have been like 150.


Well, by the same token, turtle mech is kind of the only choice when facing someone with muta ling bling control of Soulkey. The chances of beating SK with 4M is pretty low after the nerfs.

I'm not debating that, I'm just kind of annoyed that people are acting like sitting in your base and building turrets is a great display of skill. The mine nerf should never have happened, combined upgrades is retarded, and the pdd needs to get removed along with the swarmhost.
Ravomat
Profile Joined September 2010
Germany422 Posts
February 10 2014 13:25 GMT
#24
On February 10 2014 22:21 DooMDash wrote:
Remove swarm hosts, give Zerg 30 unit higher supply cap. Still swarmy, and more powerful late game.

So 230/230 12min roach push? No, thanks.
shell
Profile Joined October 2010
Portugal2722 Posts
February 10 2014 13:27 GMT
#25
People complaining of Swarm Host should try and play against ravens and vikings lol
BENFICA || Besties: idra, Stephano, Nestea, Jaedong, Serral, Jinro, Scarlett || Zerg <3
MorroW
Profile Joined August 2008
Sweden3522 Posts
February 10 2014 13:28 GMT
#26
On February 10 2014 22:08 MasterOfPuppets wrote:
As usual a good and accurate post on what lies beneath the units and the builds (which most people seem to focus exclusively on). I do however have a point of contention with something you said:

Show nested quote +
On February 10 2014 21:55 MorroW wrote:
in starcraft 2 every race has a strong late game army and the defender advantage is pretty huge.


Is this really true? We have always talked about how it takes an entire army to deal with an entire army, that zoning and area control units are far less effective (compared to lurkers, old tanks, storm, etc) in SC2. And indeed when you look at most of the strategies considered game-breakingly strong, what were they? Pushes and timing attacks that would almost always cost the defender the game if he didn't properly defend. Bunkers rushes, 5rax reapers (which I'm sure you're familiar with ), 4gate, 7 roach rush, blue flame hellion drops, Polt's 1/1/1 marine-tank-raven shenanigans and every derivative timing attack, Stephano's quick mass Roach max into attack, PartinG's soul train immortal push, hellbat drops, widow mine parade pushes, and now we have the Blink attack in PvT which isn't even an all-in to boot.

I'd love to see your reasoning as to why the defender's advantage is huge in SC2. Or perhaps I misunderstood and you meant in late game specifically.

im sorry for not being very clear in my post. i meant defender advantage in split map is very huge by the fact that if you have your zerg army attack into PFs tanks pdds raven hsm etc you lose everything. and if terran moves out on creep their units get abducted into spore crawlers and swarm hosts are difficult to get through and getting chain fungeled is hard to deal with. thats what i meant with defender advantage. in broodwar the mech army didnt get weaker by moving outside planetary turret range because you could easily set up mines and stuff to push forward. also there was no creep speed advantage (which makes units like ultralisks almost useless as an aggressive unit)
Progamerpls no copy pasterino
MasterOfPuppets
Profile Blog Joined March 2011
Romania6942 Posts
February 10 2014 13:34 GMT
#27
On February 10 2014 22:28 MorroW wrote:
Show nested quote +
On February 10 2014 22:08 MasterOfPuppets wrote:
As usual a good and accurate post on what lies beneath the units and the builds (which most people seem to focus exclusively on). I do however have a point of contention with something you said:

On February 10 2014 21:55 MorroW wrote:
in starcraft 2 every race has a strong late game army and the defender advantage is pretty huge.


Is this really true? We have always talked about how it takes an entire army to deal with an entire army, that zoning and area control units are far less effective (compared to lurkers, old tanks, storm, etc) in SC2. And indeed when you look at most of the strategies considered game-breakingly strong, what were they? Pushes and timing attacks that would almost always cost the defender the game if he didn't properly defend. Bunkers rushes, 5rax reapers (which I'm sure you're familiar with ), 4gate, 7 roach rush, blue flame hellion drops, Polt's 1/1/1 marine-tank-raven shenanigans and every derivative timing attack, Stephano's quick mass Roach max into attack, PartinG's soul train immortal push, hellbat drops, widow mine parade pushes, and now we have the Blink attack in PvT which isn't even an all-in to boot.

I'd love to see your reasoning as to why the defender's advantage is huge in SC2. Or perhaps I misunderstood and you meant in late game specifically.

im sorry for not being very clear in my post. i meant defender advantage in split map is very huge by the fact that if you have your zerg army attack into PFs tanks pdds raven hsm etc you lose everything. and if terran moves out on creep their units get abducted into spore crawlers and swarm hosts are difficult to get through and getting chain fungeled is hard to deal with. thats what i meant with defender advantage. in broodwar the mech army didnt get weaker by moving outside planetary turret range because you could easily set up mines and stuff to push forward. also there was no creep speed advantage (which makes units like ultralisks almost useless as an aggressive unit)


Ah I see. It certainly makes a lot of sense now, thanks for clarifying. ^^

So to put both of these into perspective, the game's in this weird place where earlier on you're quite vulnerable to timing attacks, whereas late-game (and especially in split map situations) whoever makes the more aggressive moves is punished. Doesn't this mean that trying to fix either of the problems without a significant overhaul to other aspects of the game (indeed you might even say the game's fundamental core design) will just exacerbate the other?

Is there a way to rework units or add in upgrades for instance so as to make aggressive play more viable later on that would not be exploited early on by people simply rushing for it and optimizing their builds to get it as soon as possible and use it to just crush the other guy outright?
"my shaft scares me too" - strenx 2014
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2014-02-10 13:39:30
February 10 2014 13:35 GMT
#28
On February 10 2014 22:07 bo1b wrote:
Show nested quote +
On February 10 2014 22:03 Qikz wrote:
Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.

How can you be so unbelievably biased as to believe that building pfs turrets ravens and vikings then sitting in your base for 1.5 hours before moving out, losing half your army and then still having an army zerg can't beat is a strat worthy of winning? That strat is fucking stupid, sh are the only way zerg has a chance, and that map is awful.

The combined apm in that game must have been like 150.


Why do you think that happens?

Oh right, it's because you can't actually leave your base or you die to everything the zerg has. You're forced to turtle with mech it it gets past a certain part in the game or if you have the map advantage since zerg has such a strong lategame vs mech.

Much like in BW mech should be a powerful army that either needs to be stopped before it gets too big, or get shut down by sending multiple waves of units after using your insane map control against it. It shouldn't be completely screwed because everything the zerg has makes it impossible to move out of your own base. Infact, it was that reason that stopped me playing and watching (unless it's SKT rarely) SC2 all together months ago.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
75
Profile Joined December 2012
Germany4057 Posts
February 10 2014 13:41 GMT
#29
On February 10 2014 22:07 bo1b wrote:
Show nested quote +
On February 10 2014 22:03 Qikz wrote:
Swarmhosts just shouldn't exist. Reality should have won the first game with his slow push but he could barely move because soulkey had an endless supply of free units. They're just simply badly designed, nothing should be free in an RTS.

How can you be so unbelievably biased as to believe that building pfs turrets ravens and vikings then sitting in your base for 1.5 hours before moving out, losing half your army and then still having an army zerg can't beat is a strat worthy of winning? That strat is fucking stupid, sh are the only way zerg has a chance, and that map is awful.

The combined apm in that game must have been like 150.

their apm was over 200 when they showed the apm-tab quite late in the game. apm really doesnt say anything.
yo twitch, as long as I can watch 480p lagfree I'm happy
Noocta
Profile Joined June 2010
France12578 Posts
February 10 2014 13:43 GMT
#30
I don't really know how much shit people need to endure to finally accept that SC2 isn't a really good competitive game.
It drives from player stories and got its start from the Starcraft Brood war reputation.
" I'm not gonna fight you. I'm gonna kick your ass ! "
EJK
Profile Blog Joined September 2013
United States1302 Posts
February 10 2014 13:46 GMT
#31
On February 10 2014 21:55 MorroW wrote:
The goal to split the map quickly and zergs need to prevent it in broodwar
if the mech player managed to split the map he pretty much won the game. terran had the strongest late game army by a large margin. defender advantage was a big thing in broodwar however it didnt stop terran from attacking in late game to be cost effective anyway.

zerg always had the job to prevent the split map situation from happening against terran because of this. in result there would be natural incentive to constantly attack to fight over position and never sit back.

in starcraft 2 every race has a strong late game army and the defender advantage is pretty huge. whoever attacks in late game usually ends up losing the game.



One race having a stronger late game army in starcraft 2 is problematic
having this in starcraft 2 sounds imbalanced and we already been through WoL having zerg broodlord infestor army simply being stronger than protoss late game. the concept itself is not bad because it worked in broodwar but there are a few key reasons why this concept of design doesnt work well in staracraft 2.


1) the way economy works have been talked about a lot so i wont go into it too much in detail. basically mining from over 4 bases at a time doesnt give you an economical advantage where as in broodwar it was crucial for a player to keep expanding at a rapid rate. this created the dynamic of the terran player stretching out as much and as fast as possible while still being able to hold attacks. this allowed the zerg to find wholes in his defense and be successful by attacking to delay the terran. zerg could expand much more and waste more resources during this battle because he has a higher income.

the need for rapid expanding beyond 3 bases in starcraft 2 is not needed so zerg struggle to find the ways to be aggressive against a meching player.


2) the incentive to attack at all is lower because zerg isnt guaranteed death in a split map situation the same way they were in brood war. one could argue a spore crawler swarm host viper infestor army is just as strong as a mech late game army where attacking for either one of them means getting ineffective trades.



Final thoughts
you can blame units like ravens, swarm hosts, siege tanks and broodlords all you want but i think the roots of the problems are at a much more basic level.

you watch proleague and think this is a minor issue because it almost never happens but in regions like europe this is not too uncommon that games end up with both players benefit from not attacking, or rather attacking means death.

im one of those guys who love mech and have been trying to make it work at many occasions, however because of the problems ive mentioned is a main reason why i dont like playing or watching it so much. i want mech to work but this is not the way i want it to play out.

i believe similar issues exists in every matchup in starcraft 2 and i think these problems will always be around and we will be reminded of them once in a while in games where split map games does happen.

i just wanted to share my view on why we see stalemates in starcraft 2 more often than broodwar and why turtle playstyles are much less action packed and uninteresting than they were in broodwar.

that pretty much describes what a tvz mech game in SC2 looks like, so you're not helping your point
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Big J
Profile Joined March 2011
Austria16289 Posts
February 10 2014 13:50 GMT
#32
thanks for saying this. Was just writing the same thing in the Proleague LR thread.

It is not the units. The basic problem why this stuff is happening is the economy. And if you want proof for that, go back to 2011 when Daybreak got introduced and before Ghosts were nerfed. TvZ also sometimes became a splitmap scenario.
Same with BL/Infestor later on, especially on maps (mainly Metropolis) where the Terran could actually get to the mass Skyarmy that actually could combat BL/Infestor.
Or just watch any avilo games. Or some Stephano. Or some goody.

Those players were pretty strong turtleplayers regardless of the exact balance and which units were involved exactly. It is not the units in particular, it is the economy that allows for tight, defensive play. Which then punishes attacking.
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
February 10 2014 13:51 GMT
#33
let's just drop hots and play starbow competitively
MasterOfPuppets
Profile Blog Joined March 2011
Romania6942 Posts
Last Edited: 2014-02-10 13:58:12
February 10 2014 13:56 GMT
#34
On February 10 2014 22:43 Noocta wrote:
I don't really know how much shit people need to endure to finally accept that SC2 isn't a really good competitive game.
It drives from player stories and got its start from the Starcraft Brood war reputation.


I'm feeling kinda sorry for Blizzard to be honest, because while they finally wised up and started taking more feedback and taking it more seriously, the changes that they're considering and employing are still far too limited and narrow in scope and focus, and while it's fantastic that they're finally giving things more time and more carefully examining the issues, at the end of the day some small tweaks in terms of a couple of units' spell cost, hitpoints, damage bonus or build time will not change anything in the long run, when the problems seem to be deeply rooted in the core game mechanics.

Honestly, I was gonna say that the fact that the game "drives from player stories" isn't a bad thing, considering many of these stories are created in game (from the in-game chat we used to see at some early MLG events, to even players' specific playstyles and the way they influence strategies and the meta), but then again I am reminded how many people seem to only care for the out-of-game drama rather than any facet of the game itself.
"my shaft scares me too" - strenx 2014
vidium
Profile Joined January 2012
Romania222 Posts
February 10 2014 13:57 GMT
#35
I watched the first game between SK and Reality and i have to say it was the most boring game ever, 2 hours of locust genocide, 500+ kills on a single tank. Some changes need to be made, cause if more games become like this viewer numbers will drop. But hey, maybe David Kim will decrease neosteel bunker upgrade cost and "balance" all matchups.
You ever notice how no one returns to the barracks?
goody153
Profile Blog Joined April 2013
44072 Posts
February 10 2014 14:03 GMT
#36
On February 10 2014 22:51 bokchoi wrote:
let's just drop hots and play starbow competitively

i'm curious. How is the popularity of starbow their S. Korea ?

do pro players try the game ? or have BW stars tried the game yet ? never heard any news or opinions about starbow from S. Korea
this is a quote
Noocta
Profile Joined June 2010
France12578 Posts
Last Edited: 2014-02-10 14:04:21
February 10 2014 14:03 GMT
#37
On February 10 2014 22:56 MasterOfPuppets wrote:
Show nested quote +
On February 10 2014 22:43 Noocta wrote:
I don't really know how much shit people need to endure to finally accept that SC2 isn't a really good competitive game.
It drives from player stories and got its start from the Starcraft Brood war reputation.


I'm feeling kinda sorry for Blizzard to be honest, because while they finally wised up and started taking more feedback and taking it more seriously, the changes that they're considering and employing are still far too limited and narrow in scope and focus, and while it's fantastic that they're finally giving things more time and more carefully examining the issues, at the end of the day some small tweaks in terms of a couple of units' spell cost, hitpoints, damage bonus or build time will not change anything in the long run, when the problems seem to be deeply rooted in the core game mechanics.

Honestly, I was gonna say that the fact that the game "drives from player stories" isn't a bad thing, considering many of these stories are created in game (from the in-game chat we used to see at some early MLG events, to even players' specific playstyles and the way they influence strategies and the meta), but then again I am reminded how many people seem to only care for the out-of-game drama rather than any facet of the game itself.


Blizzard is a fossil. It's way too big to be the reactive power it needs to be, and the people in charge are way too scared of consequences if they fuck up.
David Kim isn't a lead designer at this point, he's a fucking statistician that doesn't want to shake anything up in case numbers starts to look wrong in his monthly report to Bobby Kottik.

" I'm not gonna fight you. I'm gonna kick your ass ! "
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2014-02-10 14:06:51
February 10 2014 14:03 GMT
#38
I think the economy really is the way to fix this. In BW you needed lots of bases just to be able to sustain a 200 supply army, you could turtle on 3 bases, but it took way, way longer to max then in SC2, I think a whole 10 minutes more. However, if you wanted to take more bases you had to spread out more then, inevitably, you will be spread thin in some points, and there are more places where you can be attacked and broken.

Lastly, because there where more places where you could be vulnerable and broken, there was a lot more action as all players where constantly adapting to the state of the map, repositioning units to defend breaches, rallying back defenses, maneuvering to cut off armies, flanking etc

Also because you want more bases to sustain your army and remax quickly you had more incentives to take more bases and defend them, and the enemy had more incentives to be out and attack you and prevent you from getting more bases.

A lot of that dynamic doesn't exist in SC2 yet.

However, that doesn't take away from the fact that units like SH shouldn't exist. Its fundamentally wrong in several ways, its a non committal unit, it just sends waves of free units at the enemy, this isn't at all exciting because you don't care for them, they are free but it creates an ugly dynamic where the other guy has to invest so much into being cost efficient just because of the locust. There is never a huge risk of losing your SH when you attack, but there is a real danger of losing your tanks or lurkers if you ever left them vulnerable or out of position.

With tanks or lurkers, even with their range, they where still vulnerable to lots of things tank lines could still be zealot bombed, mine dragged into or broken if it was thin enough, or killed from the air.

Another huge problem with SH, is that, its a self contained unit. Because of locust, SH is its own DPS and its own tank. The locust are both the hellbats in front of the tank line, and the tank line rolled into one. And that is just plain wrong, so much strength and versatility shouldn't exist in one unit.
Hell, its even worst then BL was, at least the BL had only a range of 9 and couldn't spawn broodlings from half the map away.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
MasterOfPuppets
Profile Blog Joined March 2011
Romania6942 Posts
February 10 2014 14:04 GMT
#39
On February 10 2014 23:03 goody153 wrote:
Show nested quote +
On February 10 2014 22:51 bokchoi wrote:
let's just drop hots and play starbow competitively

i'm curious. How is the popularity of starbow their S. Korea ?

do pro players try the game ? or have BW stars tried the game yet ? never heard any news or opinions about starbow from S. Korea


I'd also be interested to know what the general Korean community and pros thinks about it.

What I can say though, is that the Axiom-Acer guys seem to really like it, that is the Axiom team and also MMA and Bogus. In fact they've even held an in-house tournament (which Bogus won ).
"my shaft scares me too" - strenx 2014
labbe
Profile Joined October 2010
Sweden1456 Posts
Last Edited: 2014-02-10 14:11:41
February 10 2014 14:08 GMT
#40
On February 10 2014 23:03 Noocta wrote:
Show nested quote +
On February 10 2014 22:56 MasterOfPuppets wrote:
On February 10 2014 22:43 Noocta wrote:
I don't really know how much shit people need to endure to finally accept that SC2 isn't a really good competitive game.
It drives from player stories and got its start from the Starcraft Brood war reputation.


I'm feeling kinda sorry for Blizzard to be honest, because while they finally wised up and started taking more feedback and taking it more seriously, the changes that they're considering and employing are still far too limited and narrow in scope and focus, and while it's fantastic that they're finally giving things more time and more carefully examining the issues, at the end of the day some small tweaks in terms of a couple of units' spell cost, hitpoints, damage bonus or build time will not change anything in the long run, when the problems seem to be deeply rooted in the core game mechanics.

Honestly, I was gonna say that the fact that the game "drives from player stories" isn't a bad thing, considering many of these stories are created in game (from the in-game chat we used to see at some early MLG events, to even players' specific playstyles and the way they influence strategies and the meta), but then again I am reminded how many people seem to only care for the out-of-game drama rather than any facet of the game itself.


Blizzard is a fossil. It's way too big to be the reactive power it needs to be, and the people in charge are way too scared of consequences if they fuck up.
David Kim isn't a lead designer at this point, he's a fucking statistician that doesn't want to shake anything up in case numbers starts to look wrong in his monthly report to Bobby Kottik.


This. People need to realize that the Blizzard of today is not the same company that made Brood war, Diablo II and Warcraft III. The Blizzard of today is the trainwreck company that made Battle.net "2.0", Diablo III, and Heart of the swarm. Blizzard will not save Starcraft. The only way to get the Starcraft that we, the community wants, is to make it ourselves. I personally believe that Starbow can be just that, the community taking Starcraft into it's own hands.
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