Suggestion for Balance?
Post #1
NicholasBeige
Feb 8 2011, 10:50 pm
Post #2
Lanthanide
Feb 8 2011, 11:48 pm
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But is SC1 really that well balanced? Truly?
At very high level play, you seem the same strats rolled out over and over again, and the difference in skill is usually about how well or quickly you can pull one off, or if you can take your enemy by surprise, or just dumb luck. That's not necessarily a bad thing, but similarly there are some units that you just never see (or very very rarely) in high level play. Queens, devourers, scouts, battlecruisers, wraiths. These units aren't used simply because they're too expensive and too limited in utility, and I think that's a real shame that Starcraft boils down to that. Maybe that's just the nature of extremely competitive high-end play though; and most players will make wide use of most units. You then add in your personal opinion than Terran have too many effective units - this sounds like you want to hark back to SC1 where only a small subset of units are actually worthwhile and the rest are decoration for use in very specific circumstances (and as such, never get built because you can't easily predict in advance if you need them). ![]() ![]() ![]() ![]() ![]() ![]() O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt. Azrael.Wrath -- ... |
Post #4 Dungeon-Master Apr 7 2011, 11:07 pm
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PvZ is horribly favoured towards Protoss.
FF, designed to help Protoss survive to a stim timing attack, becomes one free ticket to deny an expansion and splits the short-ranged units so in any given time in the game, the Protoss army can engage the Zerg's army, even if the Zerg's side is more costly and bigger, without losing much, if any unit. The Colossus is fundamentally flawed. Zerg is designed to have more units for the same ammount of supply, the colossus' attack completely destroys anything ground form zerg, except for Ultralisks. Which takes us to flaw number three, FF is basically a no-punishment button, Fast expansions usually can't be punished thanks to them, as well as speed teching to the T3 colossus, which leaves zerg behind in T2 with their swarming units and no ultralisks. TL;DR Protoss is OP, it's flawed, and I'm not buying anything else from Blizzard or activision until it's fixed. Call of Duty sucks anyway. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #5
Tempz
Apr 8 2011, 2:19 am
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What a caterpillar calls death a master calls a butterfly.
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Dungeon master you should look into Crisis 2 and Homefront or the new game developing by Respawn Entertainment which has the lead designers from Infinitiy Ward
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #6
Roy
Apr 8 2011, 8:17 am
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An artist's depiction of an Extended Unit Death
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Sounds like you need to change your build and take to the skies. Also keeping in mind that if your opponent is going for Sentries early to try to rush with force fields, they will be very weak against an early Zergling rush, since it's a lot of investment in gas to get Sentries out. If they build up enough zealots to defend an early rush, then you should have no problem grabbing your natural expansion and building your army before they'll be ready to march towards you. Any other use of the force field is effective only depending on the two players' micro.
Here's a good MLG game of PvZ that mostly refutes your key points (although FF is not used in the late game): The Zerg player took some damage from some great force fields in the early game, but he managed his units well and defended his natural. He quickly upped his ground units with two Evolution Chambers, which helped against the Colossi. He also went for Corruptors to take care of the Colossi, since he figured his opponent would try to mass Colossi to deal with the ground army. Also, tunneling claws > force field. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #7 Dungeon-Master Apr 8 2011, 12:43 pm
Post #8
UnholyUrine
Apr 9 2011, 12:04 am
Post #9
NicholasBeige
Apr 9 2011, 12:58 am
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Not even claws, just get burrow. Chances are there won't be an observer out by the first Roach vs Gateway clash. And if you've secured Burrow by this point, that's one blunder for your opponent. I play a lot of Protoss. Almost no one makes Zerglings against Protoss unless they go fast pool no expo. Roaches are what you want, they pretty much dominate Gateway units, get burrow, get roach speed and even get tunneling claws if you want. The fact is, if you go mass roach (which is pretty easy to do), you force your Protoss opponent into considering immortals, collosi (or even mass stalker at lower level play). Another option when a Toss player see's your roach army is to go voidrays... Then you just need to scout and see what option he has made and counter with either air or hydralisks (collosi or immortals/voidrays). I lose about 40% of my games due to 7-roach rushes when my ramp FF has been shocking or I pushed out and got crushed. I can cope with mutalisk balls, hydralisks, zerglings, banelings... The roach is 'almost' too good against gateway units, but it doesn't need a nerf. I think with the speed upgrade, roaches are faster than stalkers (maybe only on creep, not sure). Note enough players abuse their regeneration, when I occasionally dip into random and get Zerg - burrow-roach beats blink-stalker in a lot of cases. ![]() ![]() ![]() ![]() ![]() ![]() Gone.
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Post #10
UnholyUrine
Apr 9 2011, 8:56 pm
Post #11
ClansAreForGays
Apr 10 2011, 10:18 pm
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Post #12 Dungeon-Master Apr 29 2011, 7:38 pm
Post #13
FaZ-
Apr 29 2011, 8:12 pm
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Here's a good MLG game of PvZ that mostly refutes your key points (although FF is not used in the late game): I guess you're missing that the Protoss player had the game won and then didn't micro his sentries. He let 6 of them get focused down for no reason. The game was over if he didn't fuck that up. And then he didn't make any more after losing his initial force. Very shitty play. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #14
Roy
Apr 30 2011, 12:31 am
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An artist's depiction of an Extended Unit Death
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Keyword: mostly. It's not a perfect game, obviously. Also, sentries are very expensive in terms of gas, so replacing them and skimping on the actual army is not always the best investment if you lose the ones you create initially. Once the Zerg takes to the air, force fields become less useful, and sentry/blink stalker combos can be defeated with Infestors. If you have burrow researched, then the early Protoss push (which won't have an observer) can separate your army, but you can just burrow to hide them (plus roach healing). If you were rushing your roach tech, you may even have tunneling claws at that point.
Half of the argument I claimed the video mostly refuted was Colossi, too. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #15 Dungeon-Master May 1 2011, 4:38 pm
Post #16
Sacrieur
May 1 2011, 5:45 pm
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Sure, 6 Barracks, Refinery, Tech Lab, Reaper was more powerful than a 6 pool in most maps. But there is absolutely no utility to the Reaper any more. lol wut? Reapers + nitro packs are killer harass. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
Post #17
FaZ-
May 2 2011, 7:42 am
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One Stalker, one Marauder, or one Roach almost completely nullify small amounts of Reaper harasses. It's rarely worth a commitment to make more than one or two and by the time you have a Factory out there's not much that it can do.
I've heard mass Reaper counters gasless Zerg very well, so we may see a resurgence there. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #18
Sacrieur
May 2 2011, 6:59 pm
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One Stalker, one Marauder, or one Roach almost completely nullify small amounts of Reaper harasses. It's rarely worth a commitment to make more than one or two and by the time you have a Factory out there's not much that it can do. I've heard mass Reaper counters gasless Zerg very well, so we may see a resurgence there. They're very strong against melee zerg units like zerglings, and micro very easily. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
Post #19
FaZ-
May 2 2011, 10:36 pm
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I'm aware; they're also terrible against any of the above three and plenty more.
The only use I have for Reapers is one for scouting, a quick 3 for a pre-tank harass in TvT if the opponent swaps Tech Lab and doesn't get a Marauder, or a 5 rax-reaper all-in against a greedy FE build. I haven't heard of anything outside of that being viable at a high level. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #20
Sacrieur
May 3 2011, 3:35 pm
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I'm aware; they're also terrible against any of the above three and plenty more. The only use I have for Reapers is one for scouting, a quick 3 for a pre-tank harass in TvT if the opponent swaps Tech Lab and doesn't get a Marauder, or a 5 rax-reaper all-in against a greedy FE build. I haven't heard of anything outside of that being viable at a high level. I could see multipronged attack using medievac drops to distract opponents and then reapers to kill the fleeing workers viable. Medievac + Reaper can be pretty devastating for its price. Since you can simply pull back injured reapers or attack over and over at full strength. More of a boxer-esque strategy (he likes reapers). But yeah, that does seem higher level play. Most mid level play is about macro. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
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