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TvP Lategame comment from Blizzard - Page 34

Forum Index > Closed 1 2 3 4 5 6 7 8 9 10 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 100 102 103 104 105 106 107 108 109 110 111 112
 
 Plansix   United States. May 05 2012 03:21. Posts 5391
Profile Blog # 

On May 05 2012 03:15 nOondn wrote:

Show nested quote +


i do understand the unit composition as well becuase i'm a big fan of ls and do understand marine and ghost is the main DPS for Terran ,but every thing is even hard in high level you know ? you can't emp HT that easily even you have cloack they will use observer / upgrade speed ,So you require more micro than normally to snipe his observer and emp/snipehis HT ,Then i would love to see how to engage and you still got 10+ ghost left in high level play ...


He is focusing on remaxing his army and dealing with the second push. Keeping your Ghosts alive is not a huge issue if you control them well, since they have 100 HP and are a priority for Medivacs to heal. Also, sniping the observer is easier if you keep your vikings close to the front. The range of vikings have close to the same range as the observer vision, which means when you scan, you will like just pick it off without doing anything. Plus you get to see the protoss army.

Cloaked Ghosts + Vikings + Scan = Ghosts that an move more freely and EMP with style.
Nony on PvT: "It's not imbalanced, the protoss wins and then there is a five minute death animation for the Terran"
Old Post

 
 architecture   United States. May 05 2012 03:21. Posts 555
Profile Blog # 
People keep citing misinformation/fear of unknown builds.

This idea plagues ladder play/foreign players. If you look at how Koreans play, it's completely the opposite. Thanks to idiot foreign commentators, people have this idea that playing safe is the best way. It's incredible how much a few individuals can influence the entire mindset of the community.

The reality is that there is NO safe build. Every build matches up vs another with an advantage, disadvantage, or possibly fatality.

If you look at how Koreans play, they rarely play a middle of road, safe build that is essentially not advantaged against anything. Instead, they make assumptions based on the map architecture, player history, and basic reads. They then execute a build as cleanly as possible that looks to take advantage of what they can. Sometimes, the build can be adapted based on what they see. NOT ALL builds have ways to adapt to other builds, sometimes you just come out way behind.

Say you have a 40% overall win doing a safe, disadvantaged build. How is that different from doing a build that is 100% win vs some builds, 60-80% against others, and 0-20% against one or two? Guess which one has higher expected value?

So people that whine about not being able to scout, or not knowing exactly what your opponent is doing, you have it wrong. If you don't know whether the T is 2rax/111/CC, YOU NEED TO GAMBLE, JUST LIKE THE T IS GAMBLING. THIS IS WHAT STARCRAFT IS.
tpfkan
Old Post

 
 Dark.EX   United States. May 05 2012 03:21. Posts 1505
Profile Blog # 

On May 05 2012 03:18 SarcasmMonster wrote:

Show nested quote +



Should there be? An upgrade should make things better right?


The solution I would prefer is make it so that Warpgates take longer to make units than Gateways, and perhaps limit the amount of units that can be warped in on a single Pylon at one time. To compensate for this nerf, Gateway units are buffed and made more micro-able in some way, and colossus is removed and replaced or reworked to give it some micro potential.
Old Post

 
 SmileZerg   United States. May 05 2012 03:22. Posts 384
Profile # 

On May 05 2012 02:17 Talin wrote:

Show nested quote +



You don't get to have these kinds of preferences in a strategy game. The "macro game" is a freaking myth to begin with - it was designed to help new RTS players learn the game and understand how RTS economy works and why it is important, but years of repetition have turned it into some sort of a religion. -_-

The macro game only happens when both players think they're unable to reliably kill the other guy by exploiting a weakness in what he's doing.

If Protoss are consciously making themselves weak in the midgame by doing the Give-Me-Everything build off of 2 or 3 base and Gateway units, then a month or two of relentless aggression will teach them to slow down their timings and tech investment.


This is one of the best posts I've read in a long time. People need to understand what a macro game really is.
"Show me your teeth."
Old Post

 
 Thrombozyt   Germany. May 05 2012 03:23. Posts 1262
Profile Blog # 
And while we are talking, the EU rebroadcast of the NASL division 2 is live. Sjow has played himself into a nice position. The opposing toss is on templar tech while sjow has 5+ ghosts with alot of energy. Sjow has about 40 supply more 200 vs 160 which means probably 50 more army supply. Sjow even has the update advantage. The protoss uses a warpprism to put the majority of his gates on CD and still SMASHES the terran army because the ghosts could never reach the templar. Half of the zealots died but the storms easily broke the army while chargelot warpins cleaned up the rest. Game over.
Old Post

 
 DarkPlasmaBall   United States. May 05 2012 03:23. Posts 19998
Profile Blog # 

On May 05 2012 02:40 Chaggi wrote:

Show nested quote +



So I should have ghosts at the side of my army, EMP/Snipe the templars that are coming from probably 2-3 sides, and stutter step the zealots? I don't know about pros but that seems really prohibitively hard for someone at my skill level when all I feel like Protoss has to do is storm/feed and, a move the zealots. but I don't know Protoss at all.

I guess that's my biggest complaint. And I admit it's not the most informed one, but I don't know what Protoss does during engagements that they can mess up on. While as Terran, I feel like if I mess up even one part of my engagement, I'll lose and just get pushed back into my base and die. I need to play better though for sure.



You'll see most high-level Terrans snipe/ EMP the high templar/ Protoss armies before the engagement actually occurs, which is the impetus they need to attack the Protoss army (if the Protoss has no energy and low shields and the Terran chases down the spellcasters, the game is automatically over).

It's just a matter of landing those EMPs ahead of time (so scan the army -> snipe observer if it's there so you can send your cloaked ghosts in -> throw down those EMPs/ snipes on the sentries/ high templar/ archons/ etc). Don't wait until the Protoss chooses to engage you. Keep in mind that you're faster than the Protoss army. Engage on your own terms- after your ghosts have already landed the ideal spells.
"Those who can, teach. Those who can't, whine about teachers." ~Me
Old Post

 
 Garmer   May 05 2012 03:24. Posts 1126
Profile # 

On May 05 2012 03:14 Wrongspeedy wrote:

Show nested quote +



Are you complaining about splash damage?


it should have been more good, honestly...
Old Post

 
 Dark.EX   United States. May 05 2012 03:25. Posts 1505
Profile Blog # 

On May 05 2012 03:22 SmileZerg wrote:

Show nested quote +



This is one of the best posts I've read in a long time. People need to understand what a macro game really is.

In my book, it's any game with 2-3+ expansions per player and at least 17 minutes long, regardless of what actually happens during those minutes. (11/11 proxy rax into mech anyone? )
Old Post

 
 Dark.EX   United States. May 05 2012 03:26. Posts 1505
Profile Blog # 

On May 05 2012 03:23 DarkPlasmaBall wrote:

Show nested quote +



You'll see most high-level Terrans snipe/ EMP the high templar/ Protoss armies before the engagement actually occurs, which is the impetus they need to attack the Protoss army (if the Protoss has no energy and low shields and the Terran chases down the spellcasters, the game is automatically over).

It's just a matter of landing those EMPs ahead of time (so scan the army -> snipe observer if it's there so you can send your cloaked ghosts in -> throw down those EMPs/ snipes on the sentries/ high templar/ archons/ etc). Don't wait until the Protoss chooses to engage you. Keep in mind that you're faster than the Protoss army. Engage on your own terms- after your ghosts have already landed the ideal spells.

Snipe still only can be used on bio but otherwise correct.

I thought this was common knowledge on TL
Old Post

 
 decaf   Austria. May 05 2012 03:27. Posts 1702
Profile # 
I don't quite get it. Didn't Dustin Browder state once he didn't want races to be OP at different stages of the game and now we get this?
"Caffeine is ridiculous right now" -RZA
Old Post

 
 DarkPlasmaBall   United States. May 05 2012 03:29. Posts 19998
Profile Blog # 

On May 05 2012 03:26 Fencer710 wrote:

Show nested quote +


Snipe still only can be used on bio but otherwise correct.

I thought this was common knowledge on TL


My mistake. Meant generic "snipe" for some of those (as in "kill off") rather than the ghost spell. Wasn't clear.
"Those who can, teach. Those who can't, whine about teachers." ~Me
Old Post

 
 KanoCoke   Australia. May 05 2012 03:29. Posts 641
Profile # 
^Dustin isn't David Kim.
Always cheering for: MMA Bomber Flash Stephano Curious PartinG
Old Post

 
 nOondn   May 05 2012 03:30. Posts 564
Profile # 

On May 05 2012 03:21 Plansix wrote:

Show nested quote +



He is focusing on remaxing his army and dealing with the second push. Keeping your Ghosts alive is not a huge issue if you control them well, since they have 100 HP and are a priority for Medivacs to heal. Also, sniping the observer is easier if you keep your vikings close to the front. The range of vikings have close to the same range as the observer vision, which means when you scan, you will like just pick it off without doing anything. Plus you get to see the protoss army.

Cloaked Ghosts + Vikings + Scan = Ghosts that an move more freely and EMP with style.

In korean they always keep their observer with their army so this why it not easy to snipe observer -_-
Mid Master Terran @ kr server fighting !!!
Old Post

 
 architecture   United States. May 05 2012 03:30. Posts 555
Profile Blog # 

On May 05 2012 03:22 SmileZerg wrote:

Show nested quote +



This is one of the best posts I've read in a long time. People need to understand what a macro game really is.


The style all modern P have developed is largely impenetrable. On any map where P can get away with fast 3rd, P can get everything, except for tech. They can get a strong econ, higher unit count, and faster upgrades. The only thing they won't have is the ability to push with colo or defend with templar. But they can bully you early and defend mid with an explosive unit count.

This is kept in check by having quite a number of maps where T can do 1 base play.
tpfkan
Old Post

 
 Wrongspeedy   United States. May 05 2012 03:31. Posts 1524
Profile Blog # 

On May 05 2012 03:18 KanoCoke wrote:

Show nested quote +


That's the thing, hellions only work on mass zealots and probes. Sure you can attempt to drop on a mineral line, but any Protoss worth mentioning has HTs, cannon and / or ground units to immediately defend against it. Also, like the vultures, they're pretty easy to kill, and in SC2, much easier (thanks to colossi and immortals).

While everything in your mech army that has MP gets feedbacked all to hell and taken down quickly by immortals, colossi and stalkers, the hellions can't really do much except attempt run-bys or drops, or try to kite zealots, then stop when you realise that your main army disappeared in 10 seconds.


Bio+Hellions+Vikings? My point wasn't that Hellions are some god unit. My point was they are underused, especially at lower levels of play. People just dismiss them as some crap unit, but if you mix them in with bio play you don't have to worry about Chargelot/Archon/HT/DT as much. And who cares if they are easy to kill, so is almost everything else in this game, they are cheap to make and easy to make a ton of them fast.
Last edit: 2012-05-05 03:33:20
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Old Post

 
 Dark.EX   United States. May 05 2012 03:34. Posts 1505
Profile Blog # 

On May 05 2012 03:31 Wrongspeedy wrote:

Show nested quote +



Bio+Hellions+Vikings? My point wasn't that Hellions are some god unit. My point was they are underused, especially at lower levels of play. People just dismiss them as some crap unit, but if you mix them in with bio play you don't have to worry about Chargelot/Archon/HT/DT as much. And who cares if they are easy to kill, so is almost everything else in this game, they are easy to make and easy to make a ton of them fast.

Honestly it would be more effective to add 5-10 reapers into your bio ball than 5 BFH. The hellions would get way ahead and just die to chargelots after singing their shields. Plus, Reapers actually have okay DPS against Zealots, and cost gas, not minerals.
Old Post

 
 Destructicon   May 05 2012 03:35. Posts 1382
Profile # 

On May 05 2012 03:21 architecture wrote:
People keep citing misinformation/fear of unknown builds.

This idea plagues ladder play/foreign players. If you look at how Koreans play, it's completely the opposite. Thanks to idiot foreign commentators, people have this idea that playing safe is the best way. It's incredible how much a few individuals can influence the entire mindset of the community.

The reality is that there is NO safe build. Every build matches up vs another with an advantage, disadvantage, or possibly fatality.

If you look at how Koreans play, they rarely play a middle of road, safe build that is essentially not advantaged against anything. Instead, they make assumptions based on the map architecture, player history, and basic reads. They then execute a build as cleanly as possible that looks to take advantage of what they can. Sometimes, the build can be adapted based on what they see. NOT ALL builds have ways to adapt to other builds, sometimes you just come out way behind.

Say you have a 40% overall win doing a safe, disadvantaged build. How is that different from doing a build that is 100% win vs some builds, 60-80% against others, and 0-20% against one or two? Guess which one has higher expected value?

So people that whine about not being able to scout, or not knowing exactly what your opponent is doing, you have it wrong. If you don't know whether the T is 2rax/111/CC, YOU NEED TO GAMBLE, JUST LIKE THE T IS GAMBLING. THIS IS WHAT STARCRAFT IS.


Except you keep hearing Artosis and Tasteless talk about how people need to find that safe build like in BW.
The fact of the matter is, you also had some risky builds in BW as well, but you had some builds that where safe, and had a relatively high grade of success in transitioning into what you needed, either pressure or macro.

And what you say is absolutely wrong, this is a game of limited information indeed, but it should never be a game of gambling. Gambling removes a lot of the skill factor, you can get weaker players beating better players and other anomalies.
If SC2 is indeed a game of gambling as you say, then it is offtrack, and we have every right to complain, because it would no longer be a game of strategy.
What am I without a challange? An opportunity to better myself? A chance to shoot for the stars? An struggle for perfection? I am nothing, I live for the challange.
Old Post

 
 SiroKO   France. May 05 2012 03:37. Posts 585
Profile # 
Well, Terran has no cost-effective counter against broodlords/corruptors/infestors as well...
The reason no-one is complaining about TvZ is precisely that the Terran race has decent timing windows to inflict damage before that.

Blizzard argument is in fact a logical fallacy.
Assuming there's high chance for the Terran to get ahead in the mid-game, in other words a lot of BO extremly strong and either extremly hard to scout or unscoutable, then yeah for sure that would compensate their lategame disadvanatage.
Except you have to proof the existence of these BO before.
Their legitimacy.
Their chances of working depending on the Protoss build.

And this is coming from a Protoss guys...

Last edit: 2012-05-05 03:37:43
Our envy always last longer than the happiness of those we envy
Old Post

 
 Dark.EX   United States. May 05 2012 03:37. Posts 1505
Profile Blog # 

On May 05 2012 03:30 architecture wrote:

Show nested quote +



The style all modern P have developed is largely impenetrable. On any map where P can get away with fast 3rd, P can get everything, except for tech. They can get a strong econ, higher unit count, and faster upgrades. The only thing they won't have is the ability to push with colo or defend with templar. But they can bully you early and defend mid with an explosive unit count.

This is kept in check by having quite a number of maps where T can do 1 base play.

It's nowhere near impenetrable.

What you do against that is simply take a third base and go for ghosts and upgrades for a timing with +2/xx. If he has a ton of stalkers then that's a lot of gas he won't be spending on Colossus or Templar, good for you! So, you can roll him with MMM and a few ghosts and vikings --just in case--
Old Post

 
 Dark.EX   United States. May 05 2012 03:38. Posts 1505
Profile Blog # 

On May 05 2012 03:37 SiroKO wrote:
Well, Terran has no cost-effective counter against broodlords/corruptors/infestors as well...
The reason no-one is complaining about TvZ is precisely that the Terran race has decent timing windows to inflict damage before that.

Blizzard argument is in fact a logical fallacy.
Assuming there's high chance for the Terran to get ahead in the mid-game, in other words a lot of BO extremly strong and either extremly hard to scout or unscoutable, then yeah for sure that would compensate their lategame disadvanatage.
Except you have to proof the existence of these BO before.
Their legitimacy.
Their chances of working depending on the Protoss build.

And this is coming from a Protoss guys...



Actually you can beat 10 infestors and 10 broodlords in the late-game with 4 thors, 10 unsieged tanks, and 20 marines in a large arc.
Old Post

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