[WCS EU] Season 1 Finals -…
[SPL] Round 5 Week 3 Revie…
[GSTL] Week 10 - Prime Tim…
[WCS KR] Innovation vs. Sy…
[WCS AM] Ro16 Group D Prev…
This Week in Starcraft 2: …
TL Site Changes
[WCS EU] Grubby, MMA, Ret …
Pizza: All Tiers Reached
Vici and RisingStars Advan…
Up&Down groups for 2013 WC…
HerO, Revival Interviews -…
Get 50% off Papa John's pi…
TL Advertising Features
Movies you have seen rec…
Creative Writing Thread
Arrested development - n…
Anime Discussion Thread
One Piece Manga
Ask TL Staff Anything
The Automated Ban List
TL Site Changes
Seoul LoL allstars Meetup …
[BarCraft] Irvine - WCS Am…
JonnyREcco Fanclub
The Neo.G_Soulkey Fanclub
NuBrGNi's Stream
[Stream] Khyira
Computer Build Resource Th…
Getting a new Mouse! Any R…
Simple Questions Simple An…
The Ultimate Mouse Thread
[H] Computer hangs
Designated Balance Discu…
Watch the SPL VODs with …
[SPL] Flash(KT) & Innova…
Quantic HyuN's replay pack
Awesome/Confusing SC2 BM
Looking for a team?
[GSTL] NSH vs MVP 2013 S1
[WCS EU] Finals Day 2 Prem…
[WCS EU] Finals Day 1 Prem…
[HSL] Season 2 Playoffs
BO7 Challenger Series 200€
Simple Questions Simple An…
[H] How to counter void ra…
[Q] Is Mech weaker then bi…
TL Strategy Portal
[G] [D] Parting's PvP Prol…
[A] Starbow
[M] (2) Oasis 9
Work In Progress Melee Maps
Map Jam & Challenge #5
[M] (4) Eureka
DotA 2 Team Recruitment …
All Pick - Wong Hock Chuan
Looking at Alliance Draf…
General Discussion
Dota 2 QQ thread
Bruno Community Q&A
[G-1] LAN Finals
[D2L] Fnatic vs. Mouz
RaidCall EMS One Americas …
Starladder Season 6
Dota 2 General LR thread
Simple Questions, Simple A…
[G]uide to Lifestealer
Question: Luna Item Build
Newly ported Hero discussi…
[G] In-Game Dota Guide for…
[D] New BW Server
broodwar merchandise
SC SUM - StarCraft Super…
2 Artificial Intelligenc…
sGs New Player/Low Level…
Map (4)Kyanite Prospect …
[R&S] 13th SOSPA Ranking T…
[TLS2] Results and Standings
D Ranks Teamleague Season 4
[GC S3] Gambit's Cup Semif…
Gambit's Cup Season 3 Roun…
Simple Questions, Simple A…
Increasing APM/EAPM
Practice Partner Thread
Challenger map on Starcraf…
UFC 160: Velasquez vs Bi…
Champions League/Europa …
Touhou Discussion Thread
TL MMA Pick'em Pool 2013
Magic: The Gathering Onl…
[T] Bastard "Mini" Mafia!
[M][N] Les Mafia
Carnival Cruise Mafia
The Injuries Thread
General nutrition recommen…
Running Thread
Leta - Movie
Michael - skyline
Anytime - Beast
By.Hero - Shuttle
Anytime - Pusan
Customize Sidebar...

Website Feedback

Closed Threads


IRC Web Chat

TeamSpeak 3 (93 users)


Active: 7979 users

Designated Balance Discussion Thread - Page 10

Forum Index > StarCraft 2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 100 200 300 400 487 488 489 490 491 492 493 494 495 496 497
 
 Benzzro   Australia. August 16 2011 11:28. Posts 129
Profile # 
Remove the energy upgrade from ghosts/Infestors, lower the radius for EMP (Pretty ridiculous spell just due to how many small chokes there are on the every map, so hard to spread as Protoss). Actually 1 of the reason why TA is the best map for Protoss because we can actually spread.

For Zerg I don't really know, I really think Hydras need a buff but I truly think Zerg would be way to OP if they did this, just due to a lot of things like Hydra/Nydus against any SG play will be pretty much impossible to hold meaning SG will never really be used. I also think Fungal should slow rather then hold, and let Blink stalkers still blink, but instead also reduce attack speed slightly.

I've also been seeing some discussion about Protoss being favored against Terran if you take away the 1-1-1, tbh I don't even think 1-1-1 was the cause of the massive winrate percentage going in Terrans favor, rather Terrans figured out you can go a lot more marines with upgrades against HT style play, since marines own gateway units and rely on EMP since it's quite easy to EMP HTs, it's why we've been seeing so many Protoss players favor the old Collosi style of play again.

This is why I think EMP needs a change, I don't know how, it just seems a bit stupid to me that Protoss is always the one that needs to make something happen micro wise in PvT, like sending HTs in individually to feedback ghosts, spreading units, sniping ghosts with blink, etc...While Terran literally can keep everything in 1 hotkey, might sound like a rant but it isn't, I hope a little rework or something can occur so it makes it a fun micro battle for both races.

Old Post

 
 AdrianHealey   Belgium. August 16 2011 11:30. Posts 480
Profile # 

On August 16 2011 11:26 Divergence wrote:
+ Show Spoiler +

Yeah I know what you mean. Somewhere out there some nerd has probably thought of THE balance change that would revolutionize the game, but it will never be heard and it will never be tested.

It would be cool if it were possible to make some community effort at balancing the game. By using the map editor we create a map with community suggested balance changes and let the community test them out. I haven't seen any mention of this happening before. Unfortunately, it would be hard to draw reasonable conclusions from such an experiment without doing a lot of work, and without progamers testing it out we would also have to be skeptical of our conclusions. Although, if we're very careful (ie, approach it like scientists) we don't necessarily need progamer support. Somehow Blizzard gets by without them (as far as I know).



I've read/seen interviews where Blizzard says they are in contact with pro gamer regarding balance issues?

I've been thinking about the community map balance possibilities as well. However; it's probably a lot of work and I suck at the map editor.
I love.
Old Post

 
 kodas   United States. August 16 2011 11:31. Posts 409
Profile Blog # 

On August 16 2011 11:26 AdrianHealey wrote:

Show nested quote +



I'm flattered.

A quite extreme measure for Terran only having a 55% winrate in TvZ. I think the idea would have to be tested for a loooong period of time before that Blizzard would even think about it putting it in the game.
Get paper, fuck bitches, smoke trees, mass thors.
Old Post

 
 Divergence   Canada. August 16 2011 11:37. Posts 358
Profile # 

On August 16 2011 11:31 kodas wrote:

Show nested quote +


A quite extreme measure for Terran only having a 55% winrate in TvZ. I think the idea would have to be tested for a loooong period of time before that Blizzard would even think about it putting it in the game.



But how extreme is it? It would have almost no effect on lategame. The upgrade should be done well before mutas come out.

The only difference it would make to Terran rushes would be that Zerg would safely be able to overlord scout Terran early. If that is enough to break the balance then it actually shows that something is HORRIBLY wrong with TvZ. That is, if by merely being able to scout effectively Zerg becomes favored, it shows that TvZ is much of a guessing game, which regardless of balance makes for a bad game.

Although, I can see one flaw is that if Zerg scouts lucky they pretty much have a maphack on Terran until Terran completes the research.
Last edit: 2011-08-16 11:38:19
Old Post

 
 AdrianHealey   Belgium. August 16 2011 11:37. Posts 480
Profile # 

On August 16 2011 11:31 kodas wrote:
+ Show Spoiler +
A quite extreme measure for Terran only having a 55% winrate in TvZ. I think the idea would have to be tested for a loooong period of time before that Blizzard would even think about it putting it in the game.



Well; how big is the win rate of t v z if we just take games into account that end before the 10th minute mark? That's the problem that it would solve (if you think there is a problem to begin with, which I do. And yes, I'm a zerg and biased.) The late game is z v t favored (imo, and I think this is pretty non controversial) and probably needs some fixing (in favour of terran) as well. However; I have no cool/new idea to change that, unfortunately.

I'm not sure why you consider it to be so extreme, though; it would depend on the time, cost and requirements. If you make it 120 seconds, 100/100 and requirement: armory it would be a whole different ball game than 10 sec/50/0 barracks requirement.

Looking at win rates as such is a very bad idea in balance discussions, imo. Because a match up can be balanced (or almost balanced) 'accross the entire game' but it would be better if early, mid and late game are all balanced and not that the imbalance of the early game compensates for the imbalance late game.
I love.
Old Post

 
 Disquiet   Australia. August 16 2011 11:37. Posts 627
Profile # 
I like to think I'm impartial here, since I play all 3 races, but I definitely lean towards terran as its my "main" race.

Any way here are my personal views on balance:
TVP: pretty even at my level, but with good micro for avoiding storms/kiting colossi and chargelots perfectly and the 1/1/1 I think its Terran favored at high levels
TvZ: Relatively even right now, small variations with metagame shifts but overall pretty well balanced.
ZvP: Zerg favoured, very heavily on an open map with few chokes

Potential Changes that in my view will help the game:

1.)I'd like to see infestors fungal growth returned to its projectile state that it had for a short period on the PTR. I feel that excessive and in my view unnecessary zerg whinging made them change it to its current form before the projectile mechanic had a chance to be properly tested at a high level. In its current form I think fungal growth is a little strong, especially against protoss. With a projectile instead of instant cast, Fungal growth would require a lot more micro/skill/prediction to use, while potentially still being just as powerful if landed properly. I think this would make games a lot more exciting and balanced, instead of its current form which is just a very easy to use ability that completely removes the opposing players ability to micro once landed. In addition the projectile speed can always easily be tweaked for balance purposes.


2.) I'd like to see immortals buffed, probably a range increase to 6 or maybe a production time/cost buff. Right now they are just not very useful outside of the midgame because they tend to get stuck in the back and unable to fire as armies get large because of their poor range. I also feel an immortal buff would greatly assist protoss in defending the 1/1/1 which seems like a pretty big issue right now.

Even though I mainly play terran, I think the race is mostly fine at the moment, I'd like to see marauder buff, but that could only come after an immortal buff for protoss or it would ruin the PVT matchup. My reasoning for this buff is not really balance related, so don't count it as a real comment on the current state of balance. I want it simply because I think it would improve the TvT matchup as right now the viability of the bio army is rapidly diminishing. A small buff to bio I think would create a truly awesome tvt metagame where mech, air and bio are all viable.
Last edit: 2011-08-16 11:39:23
Old Post

 
 AdrianHealey   Belgium. August 16 2011 11:40. Posts 480
Profile # 

On August 16 2011 11:37 Divergence wrote:
But how extreme is it? It would have almost no effect on lategame. The upgrade should be done well before mutas come out.

The only difference it would make to Terran rushes would be that Zerg would safely be able to overlord scout Terran early. If that is enough to break the balance then it actually shows that something is HORRIBLY wrong with TvZ. That is, if by merely being able to scout effectively Zerg become favored it shows that TvZ is much of a guessing game, which regardless of balance makes for a bad game.

Although, I can see one flaw is that if Zerg scouts lucky they pretty much have a maphack on Terran until Terran completes the research.



Welcome to Z V Z. :D

Anyway; it would be the zerg equivalent of terran scan (try to deny a scan) or protoss hallucination, which is, after the not so cheap but not so expensive upgrade, basically only energy on a sentry. On the other hand; terran can have a viking scout as well (which does cost gas/money), but can scout pretty good as well, at least until muta's.

I love.
Old Post

 
 Stropheum   United States. August 16 2011 11:45. Posts 1121
Profile # 
I want to know why every protoss that complains about the infestor, in my over 100 recent ladder games, not one has gone archons or high templar. It's either been some sort of all in, or they go colossus or void ray centric play, all of which play right into fungal growth, infested terrans and neural parasite.

What makes protoss players think that high templars are 0% viable vs infestors?

From a zerg standpoint, seeing templar tech means i have to add roaches, thus shrinking my infestor count by about 20-25%, and feedbacks mitigate the ability to fungal, and any infestor that had enough energy to cast NP will die to a single feedback, not to mention feedbacking a fresh upgraded infestor brings it to near death anyway, allowing one well placed storm to take out almost every infestor that fell victim to a good feedback.
 
Old Post

 
 kodas   United States. August 16 2011 11:45. Posts 409
Profile Blog # 

On August 16 2011 11:40 AdrianHealey wrote:

Show nested quote +



Welcome to Z V Z. :D

Anyway; it would be the zerg equivalent of terran scan (try to deny a scan) or protoss hallucination, which is, after the not so cheap but not so expensive upgrade, basically only energy on a sentry. On the other hand; terran can have a viking scout as well (which does cost gas/money), but can scout pretty good as well, at least until muta's.



A scan doesn't always hit the right target, in fact you can hide your tech pretty well, ala the ovie lair drop creep, would you be in the favor of overlords losing that ablity so that Terran can have the "perfect information" that you seem to think a scan gives..
Get paper, fuck bitches, smoke trees, mass thors.
Old Post

 
 Elefanto   Switzerland. August 16 2011 11:51. Posts 3553
Profile # 

On August 16 2011 11:45 Stropheum wrote:
I want to know why every protoss that complains about the infestor, in my over 100 recent ladder games, not one has gone archons or high templar. It's either been some sort of all in, or they go colossus or void ray centric play, all of which play right into fungal growth, infested terrans and neural parasite.

What makes protoss players think that high templars are 0% viable vs infestors?

From a zerg standpoint, seeing templar tech means i have to add roaches, thus shrinking my infestor count by about 20-25%, and feedbacks mitigate the ability to fungal, and any infestor that had enough energy to cast NP will die to a single feedback, not to mention feedbacking a fresh upgraded infestor brings it to near death anyway, allowing one well placed storm to take out almost every infestor that fell victim to a good feedback.


You have to decide before 3 bases between colossus oder ht based play.
Colossus is just overall more safe, it grants you observer scouting, immortal against roach based plays, and colossus against hydra / ling based play.

Templar aren't THAT great against infestor based play, against roach / infestor you lack damage output.
Roaches with tunneling claws outheal storms, you won't have detection for them, and infestors will deny Blink. If he manages to feedback your infestors, you still don't have enough against the roaches.

Ht against infestor start to really shine when you have 6-8 gas, and can get a good amount of archons, stalkers and hts. But that's ridiculously much gas.
If you want to deny infestors with ht, you deny yourself mostly storms or other tech / units, because every protoss units needs ridiculous amount of gas, and zealots are terrible in ZvP.

Colossus is just more safe, and stable. It doesn't really have a HUGE setback.
And it has a basic damage, continues damage output. Also your mobility is better without sluggish Hts.

(On top of that, hts get slower mana than infestors thanks to no KA, so if you exchange blows, your hts have to wait 45s or something before every next engagement, while infestors are ready to go)
Last edit: 2011-08-16 11:53:19
wat
Old Post

 
 AdrianHealey   Belgium. August 16 2011 11:51. Posts 480
Profile # 

On August 16 2011 11:45 kodas wrote:A scan doesn't always hit the right target, in fact you can hide your tech pretty well, ala the ovie lair drop creep, would you be in the favor of overlords losing that ablity so that Terran can have the "perfect information" that you seem to think a scan gives..



There is a reason why zerg (on any level) don't hide tech with ovie lair drop creep technique. It's called 'drops'. (No, really, try to play as zerg and try to hide tech for 5 games and see how much succes you have with it.) And it really doesn't provide all that use. We go either muta or infestor first (it's the one or the other) and terrans build turrets for both (detection/attacking the muta). And boths are countered (soft/hard) by marines. So it doesn't really matter all that much, in my experience.

I know that scans don't provide perfect information all the time. However, neither does this buff for zerg. It's only a buff (in z v t) for zerg for early game scouting. Nothing else. And the early game scouting, well, that's really fucktarded important and is (in my experience) really a guessing game.

Again; I'm not saying that we only need to buff zerg. (I have suggested nerfs for zerg as well.) But this early game scouting... it's really a bitch.

But that's not even important; an overlord, even with the marine not be able to shoot up (in the beginning of the game) is not exactly a scan either. Overlords are still pretty slow and the upgrade wouldn't exactly be 'late game' (au contraire, it might well be the very first upgrade you take, unless you for a really fast attack/harass).

I would change the overlord creep ability for scan any day of the week, though. Scanning would be awesome for zerg.
Last edit: 2011-08-16 11:55:44
I love.
Old Post

 
 Wren   United States. August 16 2011 11:53. Posts 745
Profile Blog # 

On August 16 2011 07:45 fighter2_40 wrote:
I just played a game against my friend in a custom today vs his blue flame hellions.

I put up spine crawlers at my ramp to wall off but as it turns out... hellions can fit through spines.

In my opinion, this is a problem that can be fixed easily by just making spines take up more space. It makes defending mass hellion much easier as right now zerg needs to make spines and evo chambers in front to actually wall off.

Cannons and bunkers are hellion tight... why aren't spines.

Spines are only tight if they are perfectly square to each other. Any diagonal is an opening.

edit: As for the idea of nerfing marines to buff scouting, just put overlord speed at hatchery tech.
Last edit: 2011-08-16 11:55:07
We're here! We're queer! We don't want any more bears!
Old Post

 
 Mr. Enchilada   United States. August 16 2011 11:53. Posts 268
Profile # 

On August 16 2011 11:07 Kiaro wrote:

Show nested quote +


Terran micro is definetely harder than zerg or protoss micro, and BTW you are wrong about the siege tank autofocus. In a battle, tanks do NOT automatically focus fire infestors and HT's, I don't know where you got this from but it is not true at all.

Yes. Yes it is true. Have you never heard that before? I guess to be fair I have never seen it in text but I have heard commentators say that as well. So as far as I am concerned, it is truth. But anyone please feel free to prove me wrong! As I would like to know the truth.
My wife for Aiur.
Old Post

 
 Plansix   United States. August 16 2011 11:54. Posts 5391
Profile Blog # 
1: One of my major design issues in detection. I have no idea why fungle growth and EMP both reveal cloaked units, but psystorm doesn't. It just seems weird that protoss have only 2 forms of detection and the other races simply have more.

2: My other issue is on the same line with Protoss scouting. Protoss's inability to take control of the map, specifically vs zerg(and other protoss, if you think about it) I think promotes the all in styles we see from a lot of the korean players. Protoss have difficult getting reliable information early in the game without dumping a lot of gas(min is 175 and you get a building that may make units you want). The fact that protoss is forced to spend gas to scout, rather than scan or sack an overlord, is one of the weakest parts of the race. I think zerg also has a similar problem vs terran(on one base).

3: Immortals. They need some love. They cost a ton(1 immortal + 1 sentry = 1 colossi) and have no staying power into the end game. Also they are slow and do not work well with stalkers. Stalkers are so quick, they constantly block immortals from firing. Even if you are microing, its a consent battle if the fight isn't a straight up slug fest. Considering that everything in SC 2 is so mobile, I would like to see the immortal get some loving. We all want less colossi, right?

So in short, I would like ways to get more reliable information on my opponent.
Nony on PvT: "It's not imbalanced, the protoss wins and then there is a five minute death animation for the Terran"
Old Post

 
 AdrianHealey   Belgium. August 16 2011 11:57. Posts 480
Profile # 

On August 16 2011 11:53 Wren wrote:
Spines are only tight if they are perfectly square to each other. Any diagonal is an opening.

edit: As for the idea of nerfing marines to buff scouting, just put overlord speed at hatchery tech.


I don't think that's true. I think that even if you put 2 spines perfectly square, a hellion still can get through? Can someone confirm this?
I love.
Old Post

 
 kodas   United States. August 16 2011 11:57. Posts 409
Profile Blog # 

On August 16 2011 11:51 AdrianHealey wrote:

Show nested quote +



There is a reason why zerg (on any level) don't hide tech with ovie lair drop creep technique. It's called 'drops'. (No, really, try to play as zerg and try to hide tech for 5 games and see how much succes you have with it.) And it really doesn't provide all that use. We go either muta or infestor first (it's the one or the other) and terrans build turrets for both (detection/attacking the muta). And boths are countered (soft/hard) by marines. So it doesn't really matter all that much, in my experience.

I know that scans don't provide perfect information all the time. However, neither does this buff for zerg.

But that's not even important; an overlord, even with the marine not be able to shoot up (in the beginning of the game) is not exactly a scan either. Overlords are still pretty slow and the upgrade wouldn't exactly be 'late game' (au contraire, it might well be the very first upgrade you take, unless you for a really fast attack/harass).

I would change the overlord creep ability for scan any day of the week, though. Scanning would be awesome for zerg.

That is the problem either the build time would be too small to matter or you would have a zvz situation, also you would run into situation where the Terran has to either pressure or stop scouting, if you cut marine production for that long at any point, the normal 4 scouting lings would be able to give enough information to stop any pressure and then the zerg just drooooones away, or the Terran doesn't research it and the zerg knows what is comming and just crushes it because he can see everything and make the perfect amount of lings.First we have to agree that to come out even in the midgame, Terran has to do some kind of damage early game. It most give the zerg too much ability to stop ANY pressure. A better fix imo would be to make spines build faster and design the game where two different races can macro evenly and still come out in the same position
Last edit: 2011-08-16 12:00:39
Get paper, fuck bitches, smoke trees, mass thors.
Old Post

 
 AdrianHealey   Belgium. August 16 2011 12:01. Posts 480
Profile # 

On August 16 2011 11:54 Plansix wrote:
1: One of my major design issues in detection. I have no idea why fungle growth and EMP both reveal cloaked units, but psystorm doesn't. It just seems weird that protoss have only 2 forms of detection and the other races simply have more.


Well; your detection system is invisible as well. A decloacking upgrade for immortals! :D


2: My other issue is on the same line with Protoss scouting. Protoss's inability to take control of the map, specifically vs zerg(and other protoss, if you think about it) I think promotes the all in styles we see from a lot of the korean players. Protoss have difficult getting reliable information early in the game without dumping a lot of gas(min is 175 and you get a building that may make units you want). The fact that protoss is forced to spend gas to scout, rather than scan or sack an overlord, is one of the weakest parts of the race. I think zerg also has a similar problem vs terran(on one base).


How does hallucination fair against terran? (Honest question; I really don't know.)



3: Immortals. They need some love. They cost a ton(1 immortal + 1 sentry = 1 colossi) and have no staying power into the end game. Also they are slow and do not work well with stalkers. Stalkers are so quick, they constantly block immortals from firing. Even if you are microing, its a consent battle if the fight isn't a straight up slug fest. Considering that everything in SC 2 is so mobile, I would like to see the immortal get some loving. We all want less colossi, right?

So in short, I would like ways to get more reliable information on my opponent.


I agree that immortals need a change so they are also viable late game. (A lot of units would benefit from special late game upgrades, such as chargelots, cracklings and blink stalkers.)

Decloacking immortals would be awesome. :D
Last edit: 2011-08-16 12:01:17
I love.
Old Post

 
 Miefer   Taiwan. August 16 2011 12:04. Posts 151
Profile # 
i think its pretty sensless to have an upgrade to shoot up. it would make too big of an impact on other matchups than the tvz. what do you do if you get banshee rushed or even voidrays early on? you have then to prioritize this upgrade over stim, which is crucial in tvp. also how long should it take? if too long you are too vulnurable against air if too short it doesnt ake sense anymore. also i dont think that early scouting is that hard for zerg. the first 3 min you can scout with the drone if terran goes 2 rax or 1 rax gas. if one rax gas you can check the front if he ads reactor on rax,so you can guess it is a hellion opening. as zerg you can steal gas with only 25 minerals, so you can take away the option of early banshee. i mean terran has the same scouting option as zerg, which terran use a scan instead of a mule in the first 6-7 minutes?
 
Old Post

 
 skatbone   United States. August 16 2011 12:05. Posts 926
Profile # 

On August 16 2011 07:07 Xenogears wrote:
Techno I entirely agree with you on TvP MU, you have to be really skilled to "make it happen" when Protosses mostly don't have much to do.

I know the game is balanced at high level, but it is really frustrating for low master / high diamond like myself to lose so badly when the "terran magic" does not happen.

Even more frustrating when there is no magic needed from the protoss...




First, I agree that balance should mostly be discussed in relation to the highest levels of play.

Secondly, at all levels of play, I want to challenge the notion that toss requires less micro than terran.

As a former diamond random and now a diamond toss (in other words, I'm not very good), I am wondering where your idea that toss requires "no magic" comes from. You were replying to a poster who claimed that toss requires less mirco than Terran. I see the opposite in the early to mid game. And, to the extent that a Terran has ghosts, the late game seems balanced to me in that both sides have to intensively mirco and position to negotiate the landing and dodging of storms and emps.

Early to mid game, when I am trying to stay alive, I have to place near-perfect FFs, bait stims and run away, ensure that Guardian Shield is covering my zealots, and retreat when all my zealots are dead. This last point is not only about micro, but about making sure that I am watching the battle as I am warping in units. If I do not win the battle outright (and early game, I rarely do) and I fail to retreat at the right time, I lose all my sentries and my mid and late game are gimped.

tl;dr I don't think the tvp balance discussion should be based around claims that one race requires more or less micro than the other. Having played both races, I find them both to demand a lot of micro. I respect those with good stim-kiting as it is difficult to macro when chargelots are breathing on your marauders. I also respect toss who recognize that gateway units are fragile and expensive and, as such, must by intensively microed.
Old Post

 
 AdrianHealey   Belgium. August 16 2011 12:06. Posts 480
Profile # 

On August 16 2011 11:57 kodas wrote:
That is the problem either the build time would be too small to matter or you would have a zvz situation, also you would run into situation where the Terran has to either pressure or stop scouting, if you cut marine production for that long at any point, the normal 4 scouting lings would be able to give enough information to stop any pressure and then the zerg just drooooones away, or the Terran doesn't research it and the zerg knows what is comming and just crushes it because he can see everything and make the perfect amount of lings.First we have to agree that to come out even in the midgame, Terran has to do some kind of damage early game. It most give the zerg too much ability to stop ANY pressure. A better fix imo would be to make spines build faster and design the game where two different races can macro evenly and still come out in the same position


Well; if you put it into tech lab (which you build anyway, if you don't go for 3/4/5 rax all in), it doesn't cut into your marine production.

I do agree that terran needs to be able to do some damage/harass because zerg would otherwise be able to just drone like a mad men. (A nerf in that departement might work, but I really have no idea how that would be possible.) However; I don't share your pessimism that it's either 'too small' or have a 'zvz' situation. It would seem odd that there wouldn't be at time/cost which could be pretty much optimal.

I love.
Old Post

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 100 200 300 400 487 488 489 490 491 492 493 494 495 496 497
Please log in or register to reply.
 
Refresh
StarCraft: Brood War
StarCraft 2
[ Show 102 non-featured ]

» Recent SC2 Results
» Premier SC2 Tournaments

The Little App Factory