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SaSes 99 cents about the game - Page 9
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ImNightmare
1575 Posts
User was warned for this post | ||
FakeDeath
Malaysia6060 Posts
On October 19 2012 13:59 L3g3nd_ wrote: this is anything but a QQ thread, he explained why zerg was too strong, then addressed changes he would like to see and gave reasons for them and talked about how he thought the changes would affect the game. You obviously dont know what QQ is, or just have something against sase and want to flame him The moment he said put a timer on spawning pool during 1:20 or whatever the time for 10 pool is. I already wasn't taking him seriously. Unless you agreed that a timer should be put on spawning pool?LOL Sase is clearly complaining. Probably he just lost to a 6-pool recently. | ||
absoluteX
Canada26 Posts
On October 19 2012 13:43 Alasper wrote: This. Oh, and saying "x doesn't make sense" isn't a reason for why x should be nerfed. Imo, I think op has good points. With the suggested zerg nerfs, why not take the occasion to buff the hydralisk? Maybe toss could get a slight nerf to compensate too. Mothership IS a problem right now, much like the versatility of the infestor. Personally what i really hate is the unit pathing+infinite control group that's ruining it for me. The way units clump up leading to death ball vs death ball scenarios. THIS is a major issue right now, from a spectator point of view. | ||
GabrielB
Brazil594 Posts
If a zerg goes 6 pool, I scout early and defend perfectly, zerg should be dead... But in SC2, he is still totally in the game... Behind certainly, but no where near as far behind as he should be. I never liked the idea of a unit that you can only make one of... The concept just doesn't make sense in Starcraft. And now we completely depend on it... Other ideas that just don't fit with SC in my mind: force fields, concussion shells, broodlords. They are just weird to me... And the hold position thing, god... Fix the damn thing already, Blizzard! | ||
ImNightmare
1575 Posts
On October 19 2012 14:02 absoluteX wrote: Imo, I think op has good points. With the suggested zerg nerfs, why not take the occasion to buff the hydralisk? Maybe toss could get a slight nerf to compensate too. Mothership IS a problem right now, much like the versatility of the infestor. Personally what i really hate is the unit pathing+infinite control group that's ruining it for me. The way units clump up leading to death ball vs death ball scenarios. THIS is a major issue right now, from a spectator point of view. Well no one says you have to have them in one control group. Top zergs like DRG currently box different units and position them in other places so they can get a better surround and not clump up. | ||
goswser
United States3519 Posts
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_Search_
Canada180 Posts
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ImNightmare
1575 Posts
On October 19 2012 14:03 GabrielB wrote: I agree with most of what Sase said. If a zerg goes 6 pool, I scout early and defend perfectly, zerg should be dead... But in SC2, he is still totally in the game... Behind certainly, but no where near as far behind as he should be. I never liked the idea of a unit that you can only make one of... The concept just doesn't make sense in Starcraft. And now we completely depend on it... Other ideas that just don't fit with SC in my mind: force fields, concussion shells, broodlords. They are just weird to me... And the hold position thing, god... Fix the damn thing already, Blizzard! lol? Our queens are known to suicide into battle when ever they like during siege moments even on hold position, so I have no idea what you are complaining about since our queens are like your chronoboost, them dying is like our macro is dying. | ||
ilbh
Brazil1606 Posts
On October 19 2012 13:59 L3g3nd_ wrote: this is anything but a QQ thread, he explained why zerg was too strong, then addressed changes he would like to see and gave reasons for them and talked about how he thought the changes would affect the game. You obviously dont know what QQ is, or just have something against sase and want to flame him I said it seems more like a QQ thread, not that it really is a QQ thread, because his suggestions weren't really thought out, but rather made in the flow while writting all the text. he didn't think about the consequences or anything that should be considered when he made his suggestions. | ||
ImNightmare
1575 Posts
On October 19 2012 14:04 _Search_ wrote: This is why I don't care what Protoss players think. The dude is actually complaining about spine crawlers moving around. He actually thinks that was a bad idea. Terran can salvage bunkers, lift buildings, up down supply depots, cruise around and stuff.What does toss do? Nothing. When he whined that terrans has this and toss has nothing, I know this thread is going to be good. | ||
templar rage
United States2509 Posts
On October 19 2012 12:52 JLew wrote: lol Sase makes a Darvin Moon joke.. Guy is my new favorite player. Glad I'm not the only person who got that lol. On topic, the whole post really comes off incredibly whiny. Not really surprising considering a lot of pros whine just as much as the rest of us. I think the only point in the entire post (at least w.r.t WoL) is about zealot walls not always being tight when units are supposedly plugging it. I've won more than my fair share of games by forcing a bunch of lings through a zealot-plugged gap by some apparently magical means. That shouldn't happen IMO. But the rest of it just seems like his idea of balance is Zerg never winning a ZvP again. To be perfectly honest, I don't really see any more merit to these ideas than the countless others posted by complete randoms. Eliminating any pools <10, forcefields between buildings, ITs attacking ground-only, etc? Seriously, WTF? | ||
memcpy
United States459 Posts
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ImNightmare
1575 Posts
On October 19 2012 14:07 templar rage wrote: Glad I'm not the only person who got that lol. On topic, the whole post really comes off incredibly whiny. Not really surprising considering a lot of pros whine just as much as the rest of us. I think the only point in the entire post (at least w.r.t WoL) is about zealot walls not always being tight when units are supposedly plugging it. I've won more than my fair share of games by forcing a bunch of lings through a zealot-plugged gap by some apparently magical means. That shouldn't happen IMO. But the rest of it just seems like his idea of balance is Zerg never winning a ZvP again. To be perfectly honest, I don't really see any more merit to these ideas than the countless others posted by complete randoms. Eliminating any pools <10, forcefields between buildings, ITs attacking ground-only, etc? Seriously, WTF? LOL, did you realise he skipped from early game discussion to late game? Even he knows toss midgame is fucking strong. I swear some players cherry pick what they say just to appear that its imbalance costing them games, not the player themselves. | ||
BernabusStarcraft2
Scotland112 Posts
"My suggestion would be to put a timer on spawning pool, like you can only build it after 1:20 or whatever the time for 10 pool is." Like seriously? Just becasue you lose to 6 pool? Go out and scout after pylon: on a 4 player map send 2 probes out. You aslo complain about ling runbys and early ling agresstion. Dude just put a zealot on hold position at the wall. Some cannons. Leave a sentry home. Infested terrans can attack air. Makes toss air pretty useless. Could remove this. If this was anyone else and not a well respected professtional they would be flamed into hell for all this blatent biasty. Seriously can't get my head around why you would think it is ok to write this under the disgise of the recent great threads written intelligent members of the community. You barley touch on HOTS and mainly write about your current problems in WOL, you really think Blizzard or anyone really will take this seriously? Lost a lot of respect for you here man.*You can't fungel something that's fungeled. This way stalkers would be able to blink away and not be stuck forever. | ||
Reborn8u
United States1761 Posts
We haven't had too many good sc2 songs lately. I posted my thoughts earlier in this thread , I do think a lot of his points are valid and insightful. His suggestions are pretty bad though. | ||
Iridium
Sweden90 Posts
On October 19 2012 12:06 JJH777 wrote: I thought this would be a better thread... If you did all these changes zerg would never win a game against a top level Protoss. You have to realize that in Korean tournaments the win-rates have not been immensely favoring zerg. They are like 50-50 in this GSL season. Sure almost all of these wins are 2 or 3 base timings but that doesn't change the fact that they are 50-50. I think the matchup does need to change because being balanced based on one race being strong early and the other being strong in the late game is dumb but if you are going to nerf the way zerg currently wins games then you either need to buff another area of zerg or nerf Protoss in the way that they currently win. Think about the protoss wins, How many of those are because mothership? If that gets removed, like SaSe suggests, PvZ will be heavilly zerg favoured. They will also learn how to stop more 2-3 base timings and be even more favoured. This post isn't so much about just nerfing zerg, it's about removing mothership, and thus nerf the infestor to balance it out. He also wants to take away some of protoss volatility in the matchup, which is good. All in all, goood ideas, i agree on most if not all things. | ||
shockaslim
United States1102 Posts
On October 19 2012 13:58 FakeDeath wrote: Have Sase watched WCS Asia and WCS Korea? Why is he complaining so much about zergs? When protoss are doing so well at the moment. Those Korean Toss were literally stomping everybody. I wonder when we can get the stats for September winrate. You mean the highest caliber Protosses on the planet did well against MUCH weaker opponents? Yeaaa ok. | ||
Ftrunkz
Australia2474 Posts
This is not only incredibly embarassing for you, but a set of some of the most ridiculous suggestions I've ever read on this forum regard balance changes. In fact, if this was anyone but a pro-gamer, this thread would be instantly closed 100% for balance whining, I'm honestly shocked this hasn't been yet. | ||
FakeDeath
Malaysia6060 Posts
On October 19 2012 14:17 shockaslim wrote: You mean the highest caliber Protosses on the planet did well against MUCH weaker opponents? Yeaaa ok. Watch WCS Korea? Where Protoss was stomping everyone. You realize Top 8 in WCS Korea is all Toss except for one zerg(Roro). WCS Asia everybody pretty much expected Korean to dominate either way. | ||
Insoleet
France1806 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=375649 Brown literraly said that : A lot of Protosses are saying that it is really hard to defeat a Zerg in the late game. How do you feel about the infestor/brood lord composition? I really want to show what you should do soon for the GSTL. I had been feeling that late game Zerg wall for about two months now but I think I've overcome it. And I think my skills have gotten better ever since I've figured this out as well. So, protoss can win against lategame zerg. Brown was already going for long macro games 1 year ago against zerg, and win. http://www.teamliquid.net/forum/viewmessage.php?topic_id=291955 Maybe thats why he is a good protoss at the lategame stages. Most protosses finished the game with a 2 base / 3 base all in. Not a lot of protoss ever tried to practice their lategame. | ||
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