2011-04-02, 02:23 | Link #6283 | ||
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It's funny how Blizzard knows about certain imbalances, overused strats etc yet they don't do anything about it... Last edited by Pocari_Sweat; 2011-04-02 at 03:13. |
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2011-04-02, 11:50 | Link #6285 |
Senior Member
Join Date: May 2010
Age: 33
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Oh man, that was a painful game. We traded armies, then in the second encounter at my third he had DT's which I didn't know about. I'd just called down two mules and they were just killing my planetary fortess. He got away with more units and I had to wait for a raven, went back to Macro, managed to retake my third and he was on 3 bases (AFAIK need to watch the replay) and I was getting some Ravens.
I got to like 150 supply and thought now would be a good time to push out. I kill his new expand at the gold base on meta and he comes out on top of the battle we have. I try to macro up again and think, I've got ravens. His DT's are not going to do anything. Next thing I know I see a mothership in my base recalling his entire army in. I had no scans and my ravens died. I hardly had any units and just lost right there. I thought I saw one of his units cloak during the second engagement then reappear but I thought I was seeing things. First Mothership I think I've ever seen on ladder! |
2011-04-02, 14:00 | Link #6286 | |
Senior Member
Join Date: Dec 2010
Location: Nottingham, UK
Age: 35
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I miss playing this game too much. My internet is so slow at my current location that I haven't played online for 4 months. I'm gonna severely suck when I eventually get my net upgraded but at least I won't feel that my purchase was gimped.
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2011-04-02, 21:17 | Link #6291 | |
Senior Member
Join Date: Feb 2011
Location: Singapore
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Since the victory conditions cannot be met, neither player can lose. |
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2011-04-03, 02:58 | Link #6292 | |
Senior Member
Join Date: Dec 2010
Location: Nottingham, UK
Age: 35
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I suppose the difficulty here is that I've changed the outcome to fixing the bug for the player rather than the in-game race. *sigh* Fine, I made a mistake and a pretty appalling one. I suppose we could just say that no matter what happens within the game both sides are presented with winning statistics. I just liked the idea of dimensional activity--but you quickly crushed those dreams.
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2011-04-03, 03:35 | Link #6294 |
Gamilas Falls
Join Date: Feb 2008
Location: Republic of California
Age: 46
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It doesn't say that Terran will win, just that they won't lose.
If you never stop fighting, than you cannot lose, but you can also not win...a draw and or infinate loop. "We have entered an endless recursion of time"
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2011-04-03, 04:20 | Link #6295 | |
Senior Member
Join Date: Dec 2010
Location: Nottingham, UK
Age: 35
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It's just weird how such a good race conceptually seems to fail so easily when put into practice. (at least for me, anyway)
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2011-04-03, 04:34 | Link #6296 |
On a mission
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The problem with toss can be summarized in 3 words:
Build Order Loss. The problem is that no matter how magnificent your tactics or micro, it means nothing to the likes of 4 gate and colossi. Gateway units are very, very weak, relative to all other units. But at the same time, if you go for the colossi, you'll get overwhelmed by the masses of gateway units. Protoss units are built off hard counters. It's especially severe in PvP where if your build is wrong, you might as well just leave the game. This results in a typical 4 gate---> collosi pissing contest. There's nothing wrong with this actually; the problem is that it's almost impossible to scout early given that scouting can be denied so easily. This basically turns it into a crapshoot. Plus the cannon rushing and in base proxy gateways, are especially hard to stop when you are protoss. Adding cheese to this, really sucks. I demand a map contest. Now. The new map pool for 2v2 is ... horrific.
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2011-04-03, 04:44 | Link #6297 |
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Warpgates totally changed the way how protoss is to be played compared to SC1. It appears that on larger maps, protoss has the ability to be the aggressor as well as the best "turtling" race as a 200/200 protoss deathball is the most powerful in the game except for maybe terran pure-mech but that has a lot of flaws both once obtained (immobility) and getting to it (takes a long time and forfeits map control). Kinda controversial and imbalanced.
On smaller maps and close spawn locations, terran was the aggressor as their units are the most "cost-efficient" in the early to early-mid game and the short rush distances allow for tactics like siege tank pushes to be deadly. Zerg might as well not be a playable race in such spawn locations because they will die 95% of time on close spawn locations and small maps. Warpgates pretty much negates any defender's advantage and large rush distances due to the ability to proxy units. This is why PvP ends up being 4warpgate fests and terrans having a hard time because if they attack, the rush distance owns them and if they defend and go FE, they have a hard time defending against protoss aggression. Kinda a lose-lose situation. However, I think it's best if you balance the game around big macro maps and then just get rid of the small ones. With that in mind, in my opinion I think warpgate mechanic needs to be changed. Perhaps increase the time for units to warp-in (from 3 seconds to say 10 seconds) or increase the cooldown time to match the unit build-time as it was for gateways. If I remember warpgates can produce units faster than gateways by 8 seconds as well as almost "instantly" get them rather than wait the full build time of gateways. That and the collosus unit needs to be weakened period. This unit is just a more mobile, higher DPS without the drawback of friendly splash version of a siege tank. It's just better than the siege tank in almost every single way bar a bit of range. Sure it can be attacked by air units, but vikings and corruptors don't clearly kill collosi not even closely fast enough before your ground units are melted by its laser beams and cut off by forcefields. It also makes immortals obselete as they do BETTER against both light and armored targets than immortals do against armored once about 3 or so collosi are produced. I think it would be better for collosus to be used for what it is actually used for (anti-light units) than just dominate everything on the ground. Instead of 15x2(+2) I think it should do something like 10x2(+1) with a 5x2(+1) bonus against light and then give immortals a range of say 6 or 7 instead of 5 so they are actually useful and can be used as the "armored" counter while the collosus is the "light" counter. Just my 2 cents regarding protoss after playing them for a long time and then now switching back to terran. Last edited by Pocari_Sweat; 2011-04-03 at 14:07. |
2011-04-03, 09:24 | Link #6299 | |
~Night of Gales~
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Join Date: Dec 2005
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I found it a little amusing though, since SlayerSBoxeR is essentially among the few Starcraft pros who's friends with SNSD.
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2011-04-03, 12:42 | Link #6300 | |
Bittersweet Distractor
Join Date: Nov 2007
Age: 32
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Protoss just has some of the best timing early attacks as well as turtling games right there is.
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blizzard, starcraft, windows |
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