Too Much Firepower, Not Enough Stalkers - Page 5
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Kireak
Sweden358 Posts
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Tobberoth
Sweden6375 Posts
On January 18 2012 21:30 Noocta wrote: Static defence are so bad zerg lategame strategy in ZvP and ZvT is mass spine with army support and it's hard as hell to deal with it. Did you ever play a TvZ and ned up seing the expand have 5 spine ? Yeah, good luck killing anything but a spine or two before the lings come. "I once played against a toss. My marines came to his ramp at the 6 minute mark and he had 20 cannons!! I COULDN'T BREAK HIM, cannons OP!" Seriously, 5 spines at an expansion is a buttload, it's even more than you use to hold a 4gate. Of course static defense is strong if you spend your whole economy on it. | ||
Dragar
United Kingdom971 Posts
On January 18 2012 21:14 Mentalizor wrote: I tried 6 mutas v 2 thors. Prespread mutas. Slightly spread thors (no glaive dmg). Only 2 mutas died. *BALANCE* I just tested 6 mutas v 2 thors, multiple times. No thors die. Even if they both died to 6 mutas, do you really think we assess balance by comparing units engaging one another in a vacuum? | ||
scMellOw
Belgium29 Posts
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Darksoldierr
Hungary2012 Posts
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dream-_-
United States1857 Posts
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Tobberoth
Sweden6375 Posts
On January 18 2012 21:52 dream-_- wrote: I haven't played that much SC2, but for some reason this thread interested me. I think that what people are seeing is not so much a problem, as it is a difference. Yes it is true we did not have the "hard counters" in BW that we do in SC2, but I think that makes the game better as opposed to worse. It creates a situation where players are no longer able to play blind and still maintain a strong position in the game. If I am blindly massing roaches while my opponent has an observer over my army and makes 15 immortals to counter that while I build corrupters to counter his colo that I think are coming, I die. Period. As harsh as that can seem in specific instances and certain games (ESPECIALLY, I might add, to the lower or mid tier level player), I think it is vital to the game play as a whole. You're probably one of like 5 people in the whole world who claim to prefer stone-paper-scissor mechanics in an RTS. How is it fun for the game to be about sitting back, scouting opponent, waiting for them to pick a tech path, then win because you picked the counter? Or pick a composition and lose simply because he picked another, whether by luck or scouting? There are counters in BW too, it's just on a more reasonable level where having a worse composition doesn't mean you lose immediately. Note of importance: Stone-paper-scissor is not a strategy game. | ||
Noocta
France12578 Posts
On January 18 2012 21:46 Tobberoth wrote: "I once played against a toss. My marines came to his ramp at the 6 minute mark and he had 20 cannons!! I COULDN'T BREAK HIM, cannons OP!" Seriously, 5 spines at an expansion is a buttload, it's even more than you use to hold a 4gate. Of course static defense is strong if you spend your whole economy on it. I'm talking about lategame and drop. I think my keyboard bugged out because i had more thing in this sentence. The thing is, static defense are good. Period.They wont kill a freaking army for you, of course, what did you expect from them ? | ||
Champloo
Germany1850 Posts
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KingAce
United States471 Posts
A lot of the problems in SC2, stem from unit clumping. Which favors ranged units and AOE damage. | ||
Checkm8
Japan627 Posts
On January 18 2012 18:28 Filter wrote: Starcraft 2 has become a game of extreme firepower. Almost all units seem to have an extremely strong damage output and become unstopable in certain situations. The heavy splash damage units are able to absolutely crush certain kinds of units with very little ability to micro out of the situation. There's even spells in the game to lock units in place until they get crushed. We've all been in a situation where FF come down and you're units all get roasted by the backup storms or colli, fungals hold you up for the banes to crush past or even for broods to smash your army from range. If you get hit by these spells your options to escape don't exist and the game is essentially over. This problem doesn't just exist with crushing AoE though, it happens with most of the low tier units too. Zerglings with a couple of upgrades can rip apart almost any ground unit in a small clump making and their pure speed makes it impossible to fight without being balled up, or behind a wall. This leads to pure frustration when you get caught out of position by some lings and lose 1/3 or half your army and at that point there's nothing you can do about the situation. 4 Zealots can hold off a 2mara, 4 rines drop if you don't stutter micro it (makes having a second engagement elsewhere on the map hard as hell). Marines are by far the most powerful unit in the game if you don't have AoE around to deal with them. A group of stimmed marines can crush any army that doesn't have Banes, Infestors, Templar, Colli or Tanks in it. I bet 75%+ of the games I watch or play in end very, very decisively with a big engagement going to one player or the other. Very few games are decided with slow, sweeping gameplay where each player deals and receives multiple blows. This is because of four factors that I'm really started to get fed up with in the game and I'm going to list them off here. Factor #1: Too much firepower. As I described in the opening the game has way, way too much firepower. It's not just the big AoE units that are the problem though, literally every unit has a huge amount of firepower against certain kinds of units, or just in general. Marauders crush stalkers and roaches so hard it's not even funny. Lings with favorable numbers eat through almost everything. Zealots themselves can do insane amounts of damage to forces that can't escape them. Give any unit in the game a slight advantage and favourable matchup in a fight and there's very little the other player can do about it. Immortals crunch anything that hits hard and has armor, like tanks, thors, roaches and Stalkers. If all of a sudden all the units in the game lost some of their damage, or had more room for micro (and micro doesn't mean speed, it means micro. Blink micro doesn't take a lot of speed but a good player can make some amazing plays with it.) things would be a lot more interesting. Factor #2: No units that can zone, no true "siege" units. This one of fairly straight forward. Tanks can't zone anything without support. If you leave 3 or 4 tanks at an expansion and the opponent sends 10 chargelots you lose, or if they send 30 lings in you lose. Give those tanks 10 marines though and things change, they can hold off runbys and small armies with ease. Zerg can't zone anything, if they take a ling runby in ZvZ they lose a lot of drones, Toss can leave a few blink stalkers around to fend off drops and use their warpin mechanic to bring units to the fight but if gates are on cd or the toss is maxed then they're going to lose a lot of probes. Simply put, no race can zone out expansions properly, or even zone areas of the map without aggressively positioning their army. If a protoss has his army where your third and forth are located you can't send your army to go kill one of his bases or he'll move in and crush yours so you end up with two big armies dancing back and forth until one player makes a mistake and get crushed. If the Terran could use a few tanks to zone their third/forth expansion and make attacking it a risky idea then the toss would have to be backed up, or risk having one of his bases taken out. This would lead to move interesting engagements and games in general where you can run away from the toss in a big fight, but right now if that fight happens at your doorstep and you lose the games over, his reinforcements will get there before yours do if he has a pylon around. Factor #3: Static defenses are god awful. Spine crawlers can't even kill a marine with medivac support, same thing with cannons and turrets get rolled by a pack of muta's once it gets reasonably sized. The only static defense that works well is the PF and thats a huge investment for Terrans. If you made static defenses twice as powerful as they are now (PF excluded) things would be a lot more interesting, especially if races had the ability to zone out and siege better. If zerg could put down a couple of spines and a lurker and know that ling runbys would be totally useless imagine how different zvz would look. If there were no banelings things would be a lot more stable in that matchup. If static defense was more powerful then we'd see people not trying to all in nearly as much, and in turn players playing a lot less greedy than they are now. The threat of a bunker rush would go up if bunkers had more hp or armor, and the threat of a cannon rush would go way up if they hit twice as hard however by simply getting that second barracks before expanding and scouting your own main you'd be able to hold them off no problem, better spines would make going for a six gate useless and make playing safe and slowly expanding more of a viable option for zerg. If they could use their army to hold a position for awhile while they got their third up and then dropping a couple of spines there to protect it from smaller forces things would be more interesting. Factor #4: Units that are amazing against one thing, but garbage against another. There's way too many units that are terrible against some things and amazing against others. This makes it almost impossible to have creative compositions. If we took a 50% cut on the effectiveness of these units against what they roll right now and made them better against what they can't kill it would be very interesting to see. Hellions either wipe the floor with lings or get smashed by roaches. They also fire way too slowly. Let them get in your mineral line though and all hopes lost. If hellions did 50% less to lings and 50% more to roaches imagine how the game would look. Yeah they'd still be able to mop up lings, but at the same time lings would be a reasonable way to play against them, however those early roach all ins would be a lot less acceptable and the game would be a lot more based on who was the better player than a simple coin flip. Immortals are the same story, 1 immortal can easily kill 3 presieged up tanks. How is that reasonable at all? 2v1 tanks should be able to kill an immortal without a loss(but near death), but 1v1 an immortal should mop up a tank. Give immortals a bit faster fire rate and all of a sudden they become viable against marines too. Conclusion: Stalkers I personally feel that Stalkers are one of the most well designed units in the entire game. They don't kill things exceptionally fast, really gain a heavy edge in terms of your ability to micro them and even have an upgrade that lets them become extremely strong in the hands of a skilled player. Have you ever lost to a player using a lot of stalkers (outside of allins) where it felt awful and terrible? Where it felt like there was nothing you could do he just clicked a couple of buttons and autowon? I haven't. The problem is so many units destroy stalkers in the right conditions. A reasonable number of lings in a ling roach situation allows the zerg player to a-move the stalkers and there's nothing they can do, blink only helps so much. What about if they get fungled? gg. Terran has marauders? gg. Toss made immortals? gg. Each of those situations requires the stalker player to micro his ass off to survive, but the Marauder, Immortal, Ling/Roach or Infestor player has to do almost nothing to smash the stalkers to pieces. This needs to change. Disclaimer: Take this thread for what it is. I only wrote it to vent some of my own frustrations with my own games, as well as games I watch in various tourneys. I want sc2 to be the best it can be and while some of my idea's are a bit crack potted and probably wrong I do feel that the general theme of this thread is solid, Too much damage, No Zoning, Crap Static Defenses, Hard Counters and of course Stalkers. Disclaimer: Take this post for what it is. I only wrote it to vent out my own frustrations with these kind of posts that pop out every once in a while, thinking themselves that they are game gurus, and they can make way better games than StarCraft2 if they have enough resources and a game design team. Factor #1: Too much firepower. Things are already a lot more interesting as it is. It encourages more micro because it will force you to move your units or they die. Also encourages faster gameplay. I hate the C&C games because though the units are interesting, the gameplay is sooo slow. It will take a second before the units move. It means less micro, more numbers game. Factor #2: No units that can zone, no true "siege" units. This is the only factor that I can agree with you. Factor #3: Static defenses are god awful. Cannons are already powerful, but it's pretty much the like the BroodWar cannons that mop up lings and rines, but can't really kill zealots. Spines aren't considered static defenses, they can move. And you already mentioned the PF, so no point repeating it. Also, more powerful static defenses means more greedy players getting an edge, and more aggressive players can't play their game anymore. Factor #4: Units that are amazing against one thing, but garbage against the other. Now this is the factor that I really disagree with. It makes the game more interesting than ever. This is the part where your decision-making is truly tested. Make too many units of one kind, you can get countered by another unit. This also encourages unit-compositions. I mean, having countless games of making only 2 or 3 units (the worker and one or two other units) would make the game boring and would give some players sore eyes. One more thing, you wouldn't want a unit that would crush every other unit, would you? Anyways, I will post more points the more you post yours. | ||
Tobberoth
Sweden6375 Posts
On January 18 2012 22:11 Noocta wrote: I'm talking about lategame and drop. I think my keyboard bugged out because i had more thing in this sentence. The thing is, static defense are good. Period.They wont kill a freaking army for you, of course, what did you expect from them ? I don't expect them to kill an army. A spine crawler killing one marine with medivac feels motivated though. The idea that 5 spines completely shut down drops makes no sense anyway, add in a marauder or two and the spines are instagibbed. | ||
FeyFey
Germany10114 Posts
But this is something i like about bw and love that sc2 doesn't have it. In bw a small group of marines can just destroy a group of lurkers. defense matrix stim go go go ... 6 defending lurkers dead without any losses, because the opponent didn't payed attention. Being not there in bw threw you back terribly, but luckily bw wasn't easy mechanical wise, that the chance was pretty high that you got your opponent off guard as well. In sc2 being not there is not as evil as in bw, but it can still cost you the game if the opponent is always present at engagements and because the mechanics can be done faster, its most likely that your opponent won't make these mistakes unless you make them do mistakes. Making good micro way more rewarding for me in sc2, as i know i just didn't got my opponent off guard, but i actually outmicroed him. Still think they could increase the splash radius of tanks though so they do atleast some sort of damage again unless you have 10 of them in one spot. | ||
Theovide
Sweden914 Posts
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Roblin
Sweden948 Posts
On January 18 2012 21:14 Mentalizor wrote: I tried 6 mutas v 2 thors. Prespread mutas. Slightly spread thors (no glaive dmg). Only 2 mutas died. *BALANCE* this time I tried 2 clumped thors that took glaive bounce damage vs 6 mutas that took no splash damage, both sides focusfired, the thors won with 1 thor left which had 60 hp. I believe in your test the focusfiring was biased for zerg, am i correct? I left out focusfiring in my earlier tests because the terran side had only 1 unit, thus zerg cannot focusfire, and the one have noone to focusfire with. then I made the thors not take splash damage, mutas still take no splash damage, I mismicroed a bit so the thor focusfire was not perfect, but the muta focusfire was, 1 thor survives with 360 hp. then I tried clumping the thors again and did not focusfire the thors, mutas are still spread and still focusfire, the thor survives with 260 hp I am now confused about my original result, so again I try having the thors cllumped and focusfiring, the mutas spread and focusfiring, this time a thor survives with 260 hp. Im sorry, but no matter what I do it doesnt seem like I can replicate your results, as a matter of fact, the only way I can get 2 thors to lose to 6 mutas is by giving them move-commands to make sure they will not attack the mutas, I must assume your results are fabricated. | ||
erazerr
Australia86 Posts
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Iamyournoob
Germany595 Posts
On January 18 2012 18:44 Tobberoth wrote: It's true. I went back and played some brood war for the first time in a long time, and it amazed me how SLOW it is compared to SC2. Not in the sense that you want to speed it up, but in the sense that you have time to react and micro. Doing a 10/15 gate dragoon pressure vs a terran, it's amazing how the micro feels. You have ample time to react to what dragoon is being damaged and move it back, focus on getting a good concave etc. This isn't really possible in SC2 since units die so ridiculously fast, and units close distances so quickly. In SC2, you're often discouraged from microing at all since it's all about critical firepower for a second or two. Losing just one second firing can leave your army decimated, and then you'll do no damage. UPDATE: What we really need, is a custom map for SC2 which explores this. Similar to SC2BW, but pure SC2 with more BW like balance, trying to implement what you mention in your post: stronger static defenses, more equalized counters, maybe the classic complaint about ball pathing. Just to see how it would actually work out in practice. Quoted, because I want to emphasize what you said. SC2 is too damn fast that micro almost becomes non-exist. If you look at micro-intensive games like BW and WC3, you will recognize that stuff dies way slower than in SC2. It gives you time to react to what your opponent does and correct small errors you did, suddenly fights become dynamic and back and forth. In SC2 that doesn't exist and I believe it is due to two things: - terrible, terrible damage - rediculous movement speed differences The first point people have already talked about. When it comes to the second point, I feel that some units are just too fast compared to others. Sure, there need to be faster and quicker units opposed to slower ones, but looking at BW for instance the average move speed of a Protoss/Terran/Zerg army did not differ too much from each other. In SC2 however there is stuff like lightning speed Zerglings wich just outrun everything. The problem I see here is that opponents have less time to react to the movement of Lings and furthermore can't outmanouver lings, because there movement speed is so high, plus the pathing allows them to slip through everything. In BW, despite lings being very fast, your own units still were fast enough to move close to reduce surface area and block lings off, allowing for way more interesting manouver-dependent battles. | ||
karpo
Sweden1998 Posts
On January 18 2012 22:34 Roblin wrote: + Show Spoiler + this time I tried 2 clumped thors that took glaive bounce damage vs 6 mutas that took no splash damage, both sides focusfired, the thors won with 1 thor left which had 60 hp. I believe in your test the focusfiring was biased for zerg, am i correct? I left out focusfiring in my earlier tests because the terran side had only 1 unit, thus zerg cannot focusfire, and the one have noone to focusfire with. then I made the thors not take splash damage, mutas still take no splash damage, I mismicroed a bit so the thor focusfire was not perfect, but the muta focusfire was, 1 thor survives with 360 hp. then I tried clumping the thors again and did not focusfire the thors, mutas are still spread and still focusfire, the thor survives with 260 hp I am now confused about my original result, so again I try having the thors cllumped and focusfiring, the mutas spread and focusfiring, this time a thor survives with 260 hp. Im sorry, but no matter what I do it doesnt seem like I can replicate your results, as a matter of fact, the only way I can get 2 thors to lose to 6 mutas is by giving them move-commands to make sure they will not attack the mutas, I must assume your results are fabricated. This discussion must be one of the most out of the blue thread derails in a while. Drop it or take it to pm's. :D | ||
Oreo7
United States1647 Posts
On January 18 2012 18:44 Tobberoth wrote: It's true. I went back and played some brood war for the first time in a long time, and it amazed me how SLOW it is compared to SC2. Not in the sense that you want to speed it up, but in the sense that you have time to react and micro. Doing a 10/15 gate dragoon pressure vs a terran, it's amazing how the micro feels. You have ample time to react to what dragoon is being damaged and move it back, focus on getting a good concave etc. This isn't really possible in SC2 since units die so ridiculously fast, and units close distances so quickly. In SC2, you're often discouraged from microing at all since it's all about critical firepower for a second or two. Losing just one second firing can leave your army decimated, and then you'll do no damage. UPDATE: What we really need, is a custom map for SC2 which explores this. Similar to SC2BW, but pure SC2 with more BW like balance, trying to implement what you mention in your post: stronger static defenses, more equalized counters, maybe the classic complaint about ball pathing. Just to see how it would actually work out in practice. Damn, are we complaining sc2 is HARDER now? Blizz can't catch a break. | ||
Oreo7
United States1647 Posts
On January 18 2012 21:46 Tobberoth wrote: "I once played against a toss. My marines came to his ramp at the 6 minute mark and he had 20 cannons!! I COULDN'T BREAK HIM, cannons OP!" Seriously, 5 spines at an expansion is a buttload, it's even more than you use to hold a 4gate. Of course static defense is strong if you spend your whole economy on it. Lategame 5 spines isn't a huge investment at all. | ||
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