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PostPosted: Mon Aug 23, 2010 9:26 am 
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Diamondeye wrote:
With Protoss you've got to make use of that Chrono Boost ability the Nexus has to make up for that.
Chrono Boost doesn't make up for the sheer efficiency of Terran Units.

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PostPosted: Mon Aug 23, 2010 11:30 am 
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Khross wrote:
Diamondeye wrote:
With Protoss you've got to make use of that Chrono Boost ability the Nexus has to make up for that.
Chrono Boost doesn't make up for the sheer efficiency of Terran Units.


It helps a great deal.

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PostPosted: Mon Aug 23, 2010 12:23 pm 
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Diamondeye wrote:
Khross wrote:
Diamondeye wrote:
With Protoss you've got to make use of that Chrono Boost ability the Nexus has to make up for that.
Chrono Boost doesn't make up for the sheer efficiency of Terran Units.
It helps a great deal.
No, not really. Any early economy boost is lost to the fact that 18 SCV's and an Orbital Command produces equivalent resources per base to 36 Probes.

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PostPosted: Mon Aug 23, 2010 12:33 pm 
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If you keep on top of mules and dont have to scan maybe. I prefer the chronobost since it's more versatile and easier for me to keep up with.

Terrans are tough early game but I think Protoss pulls even in mid game. If I can get Colossi with the range upgrade and some Immortals in there it's definitely competitive with terran.

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PostPosted: Mon Aug 23, 2010 12:42 pm 
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Dash wrote:
If you keep on top of mules and dont have to scan maybe. I prefer the chronobost since it's more versatile and easier for me to keep up with.

Terrans are tough early game but I think Protoss pulls even in mid game. If I can get Colossi with the range upgrade and some Immortals in there it's definitely competitive with terran.
Colossi are an easy counter, because you need enough stalker's to keep my Vikings down. Immortals do poorly against Marines but ok against Tanks.

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PostPosted: Mon Aug 23, 2010 1:04 pm 
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Immortals eat up tanks and marauders. I usually have a lot of stalkers and a handful of zealots. I have to learn to get the legs upgrade for zealots though against terran.

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PostPosted: Mon Aug 23, 2010 1:12 pm 
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Dashel:

Immortals do ok against Tanks and Marauders, but you have to remember that Marauders are on equal footing per unit cost to Immortals. 3 Marauders = 1 Immortal. That fight is dead even. And if I see Zealots in a Toss Ground Rush, I just make 4 Pre-Igniter Hellions and laugh.

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PostPosted: Mon Aug 23, 2010 1:46 pm 
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Khross: "Ha ha!"
Stalkers: "Pew pew!"
Hellions: "OMG... *explode*"
Dash: "Ha HA!"

That said I'm going to try and get my Terran up to par. I wish you could do random with 2 races rather than all 3. I think Terran is the "best" race in terms of units and advantages. I just like the flow of Protoss better. Loooove warpgates.

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PostPosted: Mon Aug 23, 2010 1:59 pm 
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Dashel:

Stalker's don't get bonus damage vs. Hellions. But Hellions do a massive 16 direct plus 10 splash to Light Units. It's really a matter of micro at this point. Protoss Robo vs. Terran Mech is a non-starter. And Terran almost always has facilities for quick counter units.

So, you guys were picking on the Ball ...

[youtube]XkUY5A9uPvU[/youtube]

Watch about 3:50-4:20 on this video ...

In case you miss it, that's 11 Ultras vs a 40 or 50 supply Terran Ball.

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PostPosted: Mon Aug 23, 2010 7:12 pm 
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Immortals are also hard countered by ghosts. One EMP and immortals are basically boned. To be honest, everything in a protoss army is basically boned by a single EMP.

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PostPosted: Mon Aug 23, 2010 7:24 pm 
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I saw that video the other day. I was pulling for the underdog. Though I did get a kick out of watching supposedly the worlds best Zerg player raging at him. LOL


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PostPosted: Mon Aug 23, 2010 8:44 pm 
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Idra's videos are always full of rage. Every single one I've seen, at least. It's good times.


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PostPosted: Mon Aug 23, 2010 10:01 pm 
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Khross wrote:
Watch about 3:50-4:20 on this video ...

In case you miss it, that's 11 Ultras vs a 40 or 50 supply Terran Ball.

With 4 or 5 Thors safe in back unloading their strike cannons, unless I missed my mark there. I don't think you can credit the bio-ball with all the damage by a long shot.

Also, the Idra worship that goes on in the SC community amuses me. Every video I see him in, he squanders massive strategic advantages and fails to exploit weaknesses in favor of a brute force approach with good micro speed, and when that fails to work, blames the race matchup. The guy's obviously got good micro and macro skills, but he's got the strategic analysis of a lab rat, AFAICT, and about the creativity of a trained monkey.

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PostPosted: Mon Aug 23, 2010 10:07 pm 
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Idra is widely regarded as the best Starcraft 2 player out there. There is a huge issue with tvz as it massively favors terran. I've watched several TvZ matches. The only way a zerg player can win against terran is if they play perfectly and the terran makes several mistakes. Idra might rage and such, but his rage is fully justified.

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and about the creativity of a trained monkey.


It's a problem with terran vs. zerg as a whole. Zerg has to do these predictable builds or they will lose hands down.

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PostPosted: Mon Aug 23, 2010 10:11 pm 
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Yeah no, that was mostly the bio ball. It really is crazy when you stim them in those numbers when in tight ball... unless you have some serious ranged splash, like colossi! Ultras will just get spanked especially in a smaller area.

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PostPosted: Mon Aug 23, 2010 10:18 pm 
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I see it on the occasion he plays Terran, too. I'm not arguing that TvZ couldn't use some tweaking, or that Z has, in general, fewer early game bids. Part of that, however, stems from the nature of the races. Zerg gets good production out of massive 180 degree tech switches fastest out of any of the races. In order for that to balance, it has to lean heavily toward the reactive. And Idra moans about that constantly, instead of accepting it as part of the asymmetric variety of playstyle inherent in the 3-race balance and either adapting his play to match or switching to a more suitably synergistic race for his preferences.

Dash: that could be. Looking at the YouTube commentary rather than the replay itself makes it tough to determine upgrade levels and the like, and I didn't look extremely closely to gauge the marine/marauder mix in there. My point is that there were plenty of supply's worth of Thors in there too providing not insignificant support.

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PostPosted: Mon Aug 23, 2010 10:31 pm 
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If you go on to part 4 of the video, he does manage to crush the ball once he engages them in the right spot where he can surround them, and again once he gets brood lords.

At least part of the imbalance (and at this point I'm not convinced its a significant imbalance, but I'm not ruling it out either) seems to be map. Straight-up comparisons of supply don't work because the units don't fight the same way nor do they cost the same amount of resources.

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PostPosted: Mon Aug 23, 2010 10:58 pm 
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Diamondeye:

IdrA does finally win, but that's not the point really. 50 Supply Level 1 Units Decimated 66 Supply of Fully Upgraded T3 Units in less than 5 seconds. I play Zerg a lot. It's my favorite race in StarCraft II. I win my fair share of games, but even a total noob Terran can thrash one of my Tier 3 Units without a challenge (Ultralisks). And surrounding the ball doesn't work as well as you think, because we still have to chew our way in ... and there's a ton of splash damage going on during that time.

Brood Lords work because they range all Terran Ground Units and Structures, but you need empty supply to convert, time to convert, and as that video proved, 2 Vikings can counter 10 Brood Lords.

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PostPosted: Tue Aug 24, 2010 12:22 am 
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[quote="Khross]No, not really. Any early economy boost is lost to the fact that 18 SCV's and an Orbital Command produces equivalent resources per base to 36 Probes.[/quote][/quote][/quote]

Except that terran SCVs spend time building stuff, while I can put my probes back on gathering duty. It all depends on what your overall strategy is and how you've practiced your build order.

HD&Husky can be entertaining, but the most informative and useful commentary and analysis is from the Day9 dailies.

Idra is good, but a douche. The Little One is my fan favorite. His zerg play in the last big beta tourney was epic.

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PostPosted: Tue Aug 24, 2010 12:54 am 
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I can't stand Day9.

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PostPosted: Tue Aug 24, 2010 4:49 am 
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A sad state of affairs.

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PostPosted: Tue Aug 24, 2010 5:07 am 
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well, khross is right about marines...they're awesome :)

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PostPosted: Tue Aug 24, 2010 5:57 am 
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Khross wrote:
Diamondeye:

IdrA does finally win, but that's not the point really. 50 Supply Level 1 Units Decimated 66 Supply of Fully Upgraded T3 Units in less than 5 seconds. I play Zerg a lot. It's my favorite race in StarCraft II. I win my fair share of games, but even a total noob Terran can thrash one of my Tier 3 Units without a challenge (Ultralisks). And surrounding the ball doesn't work as well as you think, because we still have to chew our way in ... and there's a ton of splash damage going on during that time.

Brood Lords work because they range all Terran Ground Units and Structures, but you need empty supply to convert, time to convert, and as that video proved, 2 Vikings can counter 10 Brood Lords.


Yes, because they have no air-to-air attack. 2 Mutalisks and an overlord can counter 10 Banshees. During the time it takes to kill them with that ratio of AtA v. AtG you'll still do enormous damage.

As for surrounding, it looked like it worked enormously well in the video. The difference was very marked. Surrounding will greatly reduce splash damage because it spreads your units out; all the splash damage from every attack won't concentrated in a small area but spread out.

The reason that 50 supply of T1 units can destroy 66 supply of fully upgraded T3, furthermore, is that in the examples you showed, they aren't fighting 66 supply of T3 units. They're fighting 12-18 supply of T3 units in 3-5 successive increments so they can put ALL their fire on one or two at a time and only take damage from two or three rather than all eleven.

Essentially, think of the ultralisks as antiship missiles. The ball is the ship. When the ultralisks have to come in one after the other (or in pairs or threes) rather than in a mass, it's just like a ship dealing with attacking missiles in pairs rather than in a big mass that comes in all at once; there's far more time available to deal with the later missiles.

The same thing is happening here although for far different and less technically complex reasons; by coming through narrow defiles IdrA was essentially buying time for the ball to wipe out the lead ultralisks and heal the marines and marauders for the successive ones, not to mention bunching them all up to make any splash hit more ultralisks.

So, while their might be some imbalance on paper, it looks like that imbalance is remedied by actual tactics and proper use of terrain; from the video series it seemed the imbalance was just as great the other way when the Zerg player could surround.

Now, that's not to say that there is no problem; it may be that with the available maps there are far more opportunities to force a Zerg player into a funnel than there are for Zerg to use their swarm tactics. In fact, I'd say that's even likely what with all the ramps. That tells me that the problem is A) with the maps and B) that the remedy may be in map revisions, or may be in toughening up the Zerg units to let them survive a little longer when they have to funnel. I'm thinking B would be more practical to implement.

Still, the game is only out a few weeks and I don't think all the nuances have come out yet.

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PostPosted: Tue Aug 24, 2010 6:31 am 
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Diamondeye wrote:
As for surrounding, it looked like it worked enormously well in the video. The difference was very marked. Surrounding will greatly reduce splash damage because it spreads your units out; all the splash damage from every attack won't concentrated in a small area but spread out.

The reason that 50 supply of T1 units can destroy 66 supply of fully upgraded T3, furthermore, is that in the examples you showed, they aren't fighting 66 supply of T3 units. They're fighting 12-18 supply of T3 units in 3-5 successive increments so they can put ALL their fire on one or two at a time and only take damage from two or three rather than all eleven.


I agree with DE on this. That's what I was getting at by saying a smaller area will really hurt Ultra performance against any ranged units. However, you have to admit they were simply vaporized by the terran ball there. Sure a surround would have done better but the point stands that the terran T1 units are extremely powerful when balled up like that and stimmed.

This discussion is making me want to switch to terran.

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PostPosted: Tue Aug 24, 2010 7:13 am 
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The other thing is that with only Ultralisks, the medevacs can just heal with immunity. If you have all anti-ground units the ball is going to be a lot more powerful because you can't stop the healing.

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