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On January 16 2013 00:30 Mavvie wrote:Show nested quote +On January 15 2013 23:15 marvellosity wrote:On January 15 2013 23:07 Dwayn wrote: The infestor nerf is stupid imo. Inf Terrans aren't imbalanced and used more in ZvP than ZvT. ZvP is a pretty decently balanced anyway (if anything toss has the edge), ZvT is the problem. It could make air terran with BCs totally unbeatable, more than it already is. Infested terrans are your bread and butter against BCs and without upgrade they won't do shit. Ah yes, those hordes of games I see with Terran rolling Zerg with BCs. um.... Nah, he's right. If a Zerg lets a Terran max out on Viking/bc/raven, that army isn't going to die to anything Zerg can make, especially with weaker infested terrans. Once Terran approaches max with air, zerg's only hope is a ground-based remax to kill bases/production of Terran. Also, Zerg can often kill Terran before the air hits critical mass, but it's true that a skyterran ball is nearly unkillable, especially without infestors.
That would only happen if the game gave/improved terrans a unit which allowed them to turtle till they get their superlategame composition easier. That's actually what happens right now with Infestor / Broodlord. Pretty much what happened with the queen.
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On January 16 2013 04:22 Godwrath wrote:Show nested quote +On January 16 2013 00:30 Mavvie wrote:On January 15 2013 23:15 marvellosity wrote:On January 15 2013 23:07 Dwayn wrote: The infestor nerf is stupid imo. Inf Terrans aren't imbalanced and used more in ZvP than ZvT. ZvP is a pretty decently balanced anyway (if anything toss has the edge), ZvT is the problem. It could make air terran with BCs totally unbeatable, more than it already is. Infested terrans are your bread and butter against BCs and without upgrade they won't do shit. Ah yes, those hordes of games I see with Terran rolling Zerg with BCs. um.... Nah, he's right. If a Zerg lets a Terran max out on Viking/bc/raven, that army isn't going to die to anything Zerg can make, especially with weaker infested terrans. Once Terran approaches max with air, zerg's only hope is a ground-based remax to kill bases/production of Terran. Also, Zerg can often kill Terran before the air hits critical mass, but it's true that a skyterran ball is nearly unkillable, especially without infestors. That would only happen if the game gave/improved terrans a unit which allowed them to turtle till they get their superlategame composition easier. That's actually what happens right now with Infestor / Broodlord. Pretty much what happened with the queen.
Of course, that's why you don't see it happening. But to say that BCs are weak is kind of wrong...3/3 bc/raven/viking is basically tempest/templar but in WoL
I wouldn't mind it being easier for Terrans to get to the composition, but I don't think it's impossible. Drops can help you win the war, and viking/thor is still really good against broodlord compositions, especially to buy time for an unkindness of ravens to get up. But the winrates speak for more than I can, as Terrans have too hard a time against Zerg 2/2 speedbane timings, as well as the initial brood/festor/queen/corruptor push.
It's sort of like ZvT is similar to PvZ; there's a midgame timing you can hit (pre-siege tank vs pre-infestor), and a lategame timing you can hit where you have a deathball that your opponent can't engage (broodfestor vs colossus ball). Lots of similarities, lots of the same problems. HotS will be better though
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On January 16 2013 03:05 Pursuit_ wrote:Show nested quote +On January 16 2013 03:01 EssenceSC wrote:On January 16 2013 02:58 Mavvie wrote:On January 16 2013 02:25 EssenceSC wrote: WIll they ever patch the ramp block for wings? As a zerg player this is a strategy that has made we want to consider quitting the game, it has become 50% of my pvz at high master level and against an evenly matched player its pretty much an auto loss nope It's sad, but they don't seem to have any intention of fixing it in WoL. Fortunately I've only faced it once in the last 100 or so games, so I don't really care. Just leave if it happens, they're a bad player and it's just a few ladder points. Ya but when your goal is getting GM and it happens so often and there's literally NO good response its beyond frustrating, it would take them what like 5minutes to fix? If it happens as often as you suggest, it seems like it would be worth it to chase any probes around with a drone like you would the scv of a terran who might be proxy raxing you.
They can still get it off pretty easily, even going 12 or 13 pool cant stop it, im sure every zerg player would want to see that patched since like forever.
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On January 16 2013 04:44 EssenceSC wrote:Show nested quote +On January 16 2013 03:05 Pursuit_ wrote:On January 16 2013 03:01 EssenceSC wrote:On January 16 2013 02:58 Mavvie wrote:On January 16 2013 02:25 EssenceSC wrote: WIll they ever patch the ramp block for wings? As a zerg player this is a strategy that has made we want to consider quitting the game, it has become 50% of my pvz at high master level and against an evenly matched player its pretty much an auto loss nope It's sad, but they don't seem to have any intention of fixing it in WoL. Fortunately I've only faced it once in the last 100 or so games, so I don't really care. Just leave if it happens, they're a bad player and it's just a few ladder points. Ya but when your goal is getting GM and it happens so often and there's literally NO good response its beyond frustrating, it would take them what like 5minutes to fix? If it happens as often as you suggest, it seems like it would be worth it to chase any probes around with a drone like you would the scv of a terran who might be proxy raxing you. They can still get it off pretty easily, even going 12 or 13 pool cant stop it, im sure every zerg player would want to see that patched since like forever. Indeed, a 10 pool barely gets lings in time to defend a normal cannon rush, and I'm pretty sure that the cannons and wall still get up? Can't remember, but I think that's what belial said.
It doesn't matter, every tournament has a neutral depot to prevent it and even HotS addresses the issue with "unbuildable plates" at the bottom of ramps. But hey, it's better to have imbalance at a high level than to confuse the lower level players!
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On January 16 2013 05:06 Mavvie wrote:Show nested quote +On January 16 2013 04:44 EssenceSC wrote:On January 16 2013 03:05 Pursuit_ wrote:On January 16 2013 03:01 EssenceSC wrote:On January 16 2013 02:58 Mavvie wrote:On January 16 2013 02:25 EssenceSC wrote: WIll they ever patch the ramp block for wings? As a zerg player this is a strategy that has made we want to consider quitting the game, it has become 50% of my pvz at high master level and against an evenly matched player its pretty much an auto loss nope It's sad, but they don't seem to have any intention of fixing it in WoL. Fortunately I've only faced it once in the last 100 or so games, so I don't really care. Just leave if it happens, they're a bad player and it's just a few ladder points. Ya but when your goal is getting GM and it happens so often and there's literally NO good response its beyond frustrating, it would take them what like 5minutes to fix? If it happens as often as you suggest, it seems like it would be worth it to chase any probes around with a drone like you would the scv of a terran who might be proxy raxing you. They can still get it off pretty easily, even going 12 or 13 pool cant stop it, im sure every zerg player would want to see that patched since like forever. Indeed, a 10 pool barely gets lings in time to defend a normal cannon rush, and I'm pretty sure that the cannons and wall still get up? Can't remember, but I think that's what belial said. It doesn't matter, every tournament has a neutral depot to prevent it and even HotS addresses the issue with "unbuildable plates" at the bottom of ramps. But hey, it's better to have imbalance at a high level than to confuse the lower level players!
It matters to people like me who only play ladder ;/
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why are cross spawns good?
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On January 16 2013 06:28 RanDomFox wrote: why are cross spawns good?
Because it means the protoss won't be able to blink into your third from his main. And so on.
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On January 16 2013 06:38 InfCereal wrote:Because it means the protoss won't be able to blink into your third from his main. And so on. Wasn't even aware of that lol. My bigger woe is that Protoss doesn't even need a proxy pylon if you spawn clockwise from them.
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So glad to hear about the change in thinking for their map pools, plus the cross spawns on Antiga and Entombed will be sweet. Good on ya' Blizz! Still interested to see where the Infestor ends up. Hoping they don't nerf it into oblivion and make it useless.
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On January 16 2013 06:40 Mavvie wrote:Show nested quote +On January 16 2013 06:38 InfCereal wrote:On January 16 2013 06:28 RanDomFox wrote: why are cross spawns good? Because it means the protoss won't be able to blink into your third from his main. And so on. Wasn't even aware of that lol. My bigger woe is that Protoss doesn't even need a proxy pylon if you spawn clockwise from them.
Terran can also siege their opponent's main from their third in this position.
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OMG It took them that long to make such a change
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On January 12 2013 10:19 Xpace wrote: "We've held off on these changes until now primarily because we thought having different sets of hidden start location rules for each map might be confusing to lower level players." "At this point we feel that most StarCraft II players have a solid understanding of starting locations on each map."
Wait, what?
^ This.
User was warned for this post
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