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Heroes Community > Other Games Exist Too > Thread: Starcraft 2
Thread: Starcraft 2 This Popular Thread is 229 pages long: 1 30 ... 38 39 40 41 42 ... 60 90 120 150 180 210 229 · «PREV / NEXT»
JoonasTo
JoonasTo


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Undefeatable Hero
What if Elvin was female?
posted September 05, 2013 11:47 AM

One more game till hyvaa vs flash, should be properly epic match-up.
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Minion
Minion


Legendary Hero
posted September 05, 2013 12:42 PM

Unfortunately - not that much.
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JoonasTo
JoonasTo


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What if Elvin was female?
posted September 05, 2013 02:09 PM

Oh lol that second first vs. hyvaa match.

Just brilliant
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Minion
Minion


Legendary Hero
posted September 06, 2013 01:26 PM
Edited by Minion at 14:30, 06 Sep 2013.

DRG-Innovation game 1 Amazing game. Game 2. HOLY MOLY!! AWESOMENESS!

One of the best TvZ series in ages, ages!
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Storm-Giant
Storm-Giant


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On the Other Side!
posted September 08, 2013 08:44 PM

Games were fun, but it shows how bad the matchup is right now - MMMM vs Muta Bane Ling, absolutely nothing more. No teching no other units, just bionic vs Mutabane and it is soooooooooo boring to see the same again and again
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Minion
Minion


Legendary Hero
posted September 08, 2013 08:55 PM

I thought it was your fav match up?
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Storm-Giant
Storm-Giant


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On the Other Side!
posted September 08, 2013 09:26 PM
Edited by Storm-Giant at 21:26, 08 Sep 2013.

Minion said:
I thought it was your fav match up?

It used to be. But right now, aside from a few openings, the whole game goes on with the same compositions. Marine Medevac Marauder Mine is so powerful, cheap and easy to make that Terran have no reason to change their composition. Zergs found in Mutalisk Baneling Zergling the most optimal composition to deal with the infamous MMMM - but generally speaking is not enough, since microing some zerglings and banelings against Widow Mines is much harder than spliting marines again banes. Zerg usually is in trouble when Terran starts 3-3 upgrades for his bio force, while he is stuck in Lair tech and can't tech to Hive in order to get 3-3 or Ultralisks because the 4M consist on aplying constant pressure and trading your one-time use banes against the several-use Widow Mines.

But the biggest issue is how one-dimensional it has turned. Before (in WoL) you had much more variety - the typical TvZ game had 4-6 hellions opening from the Terran to control creep, zerg expanding on the 3 bases, Terran going for Marine Tank and such, but you could see pure mech play (Mvp and LucifroN showed even during the Infestor-Broodlord era), after 20-30 minutes usually Terran would tech to Sky Terran, with lots of Ravens and Vikings, and, ultimately, even BCs! Meanwhile Zerg sometimes went to Mutalisk play, but liked more to ling infestor into Broodlord rush (before 15 minutes). In the superlategame Zerg would play with the Broodlord and Ultralisk amount, usually forcing a big battle and then spending their whole bank and larvas on either mass air or mass ultras.

But now? now in HotS we see MMMM in minute 10, MMMM in minute 30 and MMMM in minute 45

Don't get me wrong - the matchup it still consist on constant action, unlike TvP which still consist on a big battle. But it's too one-dimensional.

An example of a great matchup in HotS is Protoss vs Zerg (my fav right now). There you can see a lot of different styles & strategies: Openings with stargate, robo or even templar tech (chargealot archon timings), with stargates you can see either:

- 3-5 phoenix made for harass
- a few Void Rays to secure a third expansion
- Mass Void Rays through 3 stargates, usually backed up later on with HTs and storms.
- 3-5 initial phoenix made for harass, then mass phoenix like MyuNgSiK showed on IEM Shanghai qualifier

And then you have the classic standard and save collosus openings, inmortal sentry busts, adding tempests on lategame, etc...

And on the Zerg side, you can see roach hydra (with rushed vipers timings), mutalisk play (sometimes with corruptors to protect them from phoenix), ultralisk "early" timings (before Protoss has a lot of inmortals), swarm host turtle play, etc....in PvZ you can see virtually any unit of each race (with the exception of broodlords, who are too hardcountered).

Hopefully I explained myself well >.>
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Minion
Minion


Legendary Hero
posted September 08, 2013 11:13 PM

You did! And that was actually my opinion before, my favoured matchup because of all the variety. I actually hate Terran in all matchups because bio is used too much. It seems to be the most boring race - Medivac Marine Marauder is everything. Mine when against Zerg and Viking/Ghost when against Protoss. I think bio needs to be nerfed and/or mech buffed.
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Storm-Giant
Storm-Giant


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On the Other Side!
posted September 08, 2013 11:25 PM
Edited by Storm-Giant at 23:25, 08 Sep 2013.

Minion said:
I think bio needs to be nerfed and/or mech buffed.

Mech play have two problems:

- Too many counters and hardcounters (Inmortals and Vipers on top of all)
- Bio is just better. Faster, bigger grow and much, much mobility in the map.

And, since Blizzard is so conservative and reluctant to big changes, I fear they won't fix this, not even in LotV.....
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Storm-Giant
Storm-Giant


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On the Other Side!
posted September 10, 2013 02:10 PM

Today's game between INnoVation and Hyvaa showed perfectly the problem I described: despite taking a lot of favorable fights, and even teching relative fast (for what is standard nowadays) to infestors and, later to ultralisk...despite some sick fungals, only missing one or two of like 20...despite killing 20+ scvs and 6-8 mules with chain fungals in the 4th...despite using the 3-4 spine walls like DRG did last week....despite having the fifth expansion unspoted for like 10 or 15 minutes....despite Hyvaa having supply leads of 30....INnoVation won just with MMMM.

It's so ridiculous that Terran doesn't need to tech at all
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 10, 2013 03:44 PM

wasn't the MMM ball THE plague of the game even in the early stages? I recall that even with beta, MMM was retardedly good and a reason I dumped the game entirely (I hate controling a massive group of small units in RTS games).
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Storm-Giant
Storm-Giant


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On the Other Side!
posted September 10, 2013 05:56 PM
Edited by Storm-Giant at 18:05, 10 Sep 2013.

Doomforge said:
wasn't the MMM ball THE plague of the game even in the early stages? I recall that even with beta, MMM was retardedly good and a reason I dumped the game entirely (I hate controling a massive group of small units in RTS games).

Well, now think it's even worse.

HotS new units & changes were brought to make the game better, but I feel they hurted the game as much as they improved it

PS: BW at it's finest <3 --> gif

(quite big, so I don't insert it)
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Minion
Minion


Legendary Hero
posted September 10, 2013 10:15 PM

I agree with you 100%, I hate Terran because of that.I complained about the Widow mine here many months ago, we actually dabeted on that back then. I have just stopped complaining because I don't want to sound like a broken record. But imho the DRG-Innovation games were entertaining as hell anyways! And also Hyvaa-Innovation game was entertaining. But when you kill gazillion workers/mules and tech to your T3 units and still can't defeat Terran in cost effectiveness - well that just sucks.
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Storm-Giant
Storm-Giant


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On the Other Side!
posted September 10, 2013 10:20 PM

Minion said:
But imho the DRG-Innovation games were entertaining as hell anyways! And also Hyvaa-Innovation game was entertaining. But when you kill gazillion workers/mules and tech to your T3 units and still can't defeat Terran in cost effectiveness - well that just sucks.

I don't deny this. The typical TvZ nowadays is made of constant action, involving a lot of micro on both sides. What I really dislike is the lack of teching - no needed for the Terran, Zerg can try it but they usally fail anyways.

So it can be entertaining - but in the long run it gets boring and repetitive (and we are already there).
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Minion
Minion


Legendary Hero
posted September 10, 2013 10:54 PM

True.. teching should give you an advantage after all. For Zerg it seems like it doesn't matter what you send against MMMM it all just dies. Teching to Hive just gives a window for Terran to outright kill you, if he sees what is up. So naturally we don't see that a lot from Zergs...
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Vindicator
Vindicator


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Right Back Extraordinaire
posted September 10, 2013 11:26 PM

So how would you change the balance of the game to get rid of this?

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Storm-Giant
Storm-Giant


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On the Other Side!
posted September 10, 2013 11:36 PM

Vindicator said:
So how would you change the balance of the game to get rid of this?

getting rid of Widow Mines, buffing slighty Tank damage and changing Viper's Blinding Cloud so it don't instantly make tanks useless could be an start.

But since Blizzard is conservative and against any change, this is useless (and hopeless)
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JoonasTo
JoonasTo


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Undefeatable Hero
What if Elvin was female?
posted September 11, 2013 05:46 AM

Defiler's dark swarm had a nice solution with the splash damage still working even if the direct damage did not in the original.

I wonder if that could somehow be used to balance blinding cloud.
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Zenofex
Zenofex


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Kreegan-atheist
posted September 11, 2013 06:20 AM

In StarCraft 1 / Brood War if Zerg is allowed to reach Defiler/Ultralisk stage and exploit it, it would usually trample Terran. Of course it all depends on quantities and positioning (tanks having ridiculous range and all) but a relatively pitched battle will always end bad for the Terran.

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Storm-Giant
Storm-Giant


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On the Other Side!
posted September 11, 2013 07:55 PM

Zenofex said:
In StarCraft 1 / Brood War if Zerg is allowed to reach Defiler/Ultralisk stage and exploit it, it would usually trample Terran. Of course it all depends on quantities and positioning (tanks having ridiculous range and all) but a relatively pitched battle will always end bad for the Terran.

But Zergs didnt reach Tier 3 tech without a fight:

Quote:
Let's give a little example of oldskool TvZ.

Terran would defensively take his natural while Zerg went up to 3 base, there may or may not be a bunker rush involved, but these were easily held off with 1-3 sunken colonies (spine crawlers) so no biggie, just keeping Zerg honest really.

Once Terran has 3 barracks, he begins pumping out marines and medics while Zerg has rushed for his spire. Turrets were very cheap, but not incredibly effective, this means that 2-3 SCVs were running all over the Terran base building a ring of turrets while the M&Ms pushed out on the map. With no banelings, Zerglings died instantly, but Mutas could abuse their range and speed much better in BW, so marines were constantly getting picked off while they moved across the map. If things work well for the Zerg, he pops out 2 Lurkers RIGHT as the Terran is approaching his 3rd, this holds off the push.

The Terran would usually back up, make a few dropships, and go into 7marine, 1medic or just 8 marine drops around the map, dodging the muta swarm, and adding tanks and Science Vessels to his army. Meanwhile, Zerg put scourge in strategic locations to catch the drops, moves his lurkers around so Terran doesn't know where they're at, and tries to poke in to the Terrans base with his muta swarm. Irradiate (a science vessel ability) was a 1-shot kill to Lurkers, while 2 scourge would kill a science vessel, of course, marines can kill the scourge, and the lurkers kill marines, so you have these constant micro wars across the middle of the map while drop ships and mutas are flying all around the edges. This is about the time Zerg would hit hive. Meanwhile, the Terran is finishing up 3/3 and his marine/medic/tank/sci vessel army is hitting critical mass. Terran has 1 last major push to go before defilerss and ultralisks hit the field. This is where the majority of pro games would end, otherwise, Zerg gets their major T3 units and rampages across the map.

While this may sound somewhat similar to SC2, it was completely different in the sense that the fight didn't start at the edge of Zergs base, it started as soon as Terrans marines left HIS base, micro wars were constant and both sides had tricks to decimate the other side, if terrans army ever got wiped out, the game was basically over, while Zerg couldn't really wipe the army out, but it was REALLY hard for terran to push forward. Even the OP defiler/ultra/ling combo was awesome to watch. Dark Swarms would puff up everywhere and ultras, lings, and whatever lurkers Z had left over would rush forward. Terran would usually start including Firebats at this point to try to hold off the ultras, and they were decent, but it was a losing fight over time.

God, BW was so awesome to watch...

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