Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
When are we likely to see VODs? I want to see the games vs Adelscott and Attero.
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jaziekBad at everythingAnd mad about it.Registered Userregular
Protoss winning or losing hinges so much on forcefields it is just ridiculous. Not so much imbalance as just bad design to make the survivability and strength of a race so based around 1 spell.
Protoss winning or losing hinges so much on forcefields it is just ridiculous. Not so much imbalance as just bad design to make the survivability and strength of a race so based around 1 spell.
I can agree to this, but it's been that way since launch; I've a hard time seeing it "fixed".
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Protoss winning or losing hinges so much on forcefields it is just ridiculous. Not so much imbalance as just bad design to make the survivability and strength of a race so based around 1 spell.
I can agree to this, but it's been that way since launch; I've a hard time seeing it "fixed".
I can't see how they can change this, though.
The only way to fix Protoss' reliance on forcefields in the midgame is to buff gateway units significantly to enable them to scale better into the midgame. This they cannot do, because a zealot + stalker combo is already the most potent army at that point in the game. Chrono'd units out of a pair of normal gateways early on would beat literally every zerg in the world constantly if gateway units were any more powerful.
Dear EU Protoss,
Please stop teching to High Templar and Archons so damn quickly, but when I EMP them with cloaked ghosts, please keep telling me to "fu ck myself".
Makes my day.
Kind Regards,
Kafu.
No Protoss players were underpowered during this post.
Protoss winning or losing hinges so much on forcefields it is just ridiculous. Not so much imbalance as just bad design to make the survivability and strength of a race so based around 1 spell.
I can agree to this, but it's been that way since launch; I've a hard time seeing it "fixed".
I can't see how they can change this, though.
The only way to fix Protoss' reliance on forcefields in the midgame is to buff gateway units significantly to enable them to scale better into the midgame. This they cannot do, because a zealot + stalker combo is already the most potent army at that point in the game. Chrono'd units out of a pair of normal gateways early on would beat literally every zerg in the world constantly if gateway units were any more powerful.
What do you think about giving force fields hit points?
Seems like it would solve the problem, more or less.
No Protoss players were underpowered during this post.
Protoss winning or losing hinges so much on forcefields it is just ridiculous. Not so much imbalance as just bad design to make the survivability and strength of a race so based around 1 spell.
I can agree to this, but it's been that way since launch; I've a hard time seeing it "fixed".
I can't see how they can change this, though.
The only way to fix Protoss' reliance on forcefields in the midgame is to buff gateway units significantly to enable them to scale better into the midgame. This they cannot do, because a zealot + stalker combo is already the most potent army at that point in the game. Chrono'd units out of a pair of normal gateways early on would beat literally every zerg in the world constantly if gateway units were any more powerful.
What do you think about giving force fields hit points?
Seems like it would solve the problem, more or less.
All ins would be too strong. Protoss has no such thing as Bunkers, so forcefields are the only reliable way of solving a heavy-duty baneling bust. There is already a brutal baneling bust that hits off 2 base that doesn't matter how much you've reinforced your wall with big buildings, it'll still bust right on through with about 10 banelings, and forcefields are THE only way to stop it. You'd have to give them more hitpoints than a building to avoid making such strategies too strong against Protoss, and if you give them more hitpoints than a building, given they only last for 20 seconds they may as well not have hitpoints anyway.
Protoss winning or losing hinges so much on forcefields it is just ridiculous. Not so much imbalance as just bad design to make the survivability and strength of a race so based around 1 spell.
I can agree to this, but it's been that way since launch; I've a hard time seeing it "fixed".
I can't see how they can change this, though.
The only way to fix Protoss' reliance on forcefields in the midgame is to buff gateway units significantly to enable them to scale better into the midgame. This they cannot do, because a zealot + stalker combo is already the most potent army at that point in the game. Chrono'd units out of a pair of normal gateways early on would beat literally every zerg in the world constantly if gateway units were any more powerful.
What do you think about giving force fields hit points?
Seems like it would solve the problem, more or less.
All ins would be too strong. Protoss has no such thing as Bunkers, so forcefields are the only reliable way of solving a heavy-duty baneling bust. There is already a brutal baneling bust that hits off 2 base that doesn't matter how much you've reinforced your wall with big buildings, it'll still bust right on through with about 10 banelings, and forcefields are THE only way to stop it. You'd have to give them more hitpoints than a building to avoid making such strategies too strong against Protoss, and if you give them more hitpoints than a building, given they only last for 20 seconds they may as well not have hitpoints anyway.
You can just give forcefields a non-structure classification so banelings don't do bonus damage to you. I mean I'm not sure how they'd calibrate this but if in a bust scenario you are even trading 4 banes for a forcefield unless its some mythical 56 baneling bust I think you would be fine. The forcefield HP idea is more for the durhur sentry got near a ramp before your units popped checkmate thing.
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Seguerof the VoidSydney, AustraliaRegistered Userregular
To stop the forcefield on ramp thing Zerg's just need to spread their units around their base.
Because reading your opponent correctly, building just enough counter to stop each push, and hulking out to a 5-base chitin tsunami that throws 45 larva worth of death across the map every few seconds is the Best Feeling in Starcraft™?
the ff on a ramp during a nomal x gate attack on the natural is bs though
the whole single FF on ramp is just plain ridiculous
especially since there is NOTHING you can do about it
anyway, just don't let it happen, I guess
which is bs
Witty signature comment goes here...
wra
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
To deal with sentry drops, as soon as you see the warp prism put half your army in your main and half in the natural, and don't let the prism unload fully anywhere before you engage the units.
To deal with ramp forcefields, put your spines further forward so that you aren't fighting at the hatchery. This is a good idea regardless of the ramp forcefields, because in a battle a hatchery and mineral lines are like big permanent forcefields.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited January 2012
Forcefields are no more bullshit than roaches anyway.
Whats that, half the cost of a stalker, does more damage, takes more damage, and moves faster even off creep?
I don't mind force fields, and I don't mind ramps.
I mind single force fields on a ramp cuts your base in half and there's nothing you can do about it.
The fact that it can so easily be done and changes a tide so much is just bad design.
Anyway, looks like I'll be listening to this while I ladder / stream from now on, holding down the R key and calling everyone I play horrible.
Especially force-fielding bro-tosses.
Posts
Real doing some kickass sentry drops.
tumblr | instagram | twitter | steam
it's the medivacs
what do you do here, counter attack immediately? he's not getting up that ramp.
(I don't actually think this is "broken" at all)
just gotta stop it from happening to begin with.
REAL FIGHTIIIIIIIIIIIIIIIIING
dimaga 8 pooling
tumblr | instagram | twitter | steam
ReaL takes 3-0/6-0!!!!!!!!!!!
tumblr | instagram | twitter | steam
yay mkp
oh shit there's a bunch more groups. I feel like this tourney snuck up on me.
I keep reading interrobang's name as interracial gang bang.
I can't stop laughing at his french sarcasm
http://www.twitch.tv/esltv_taketv2?utm_campaign=live_embed_click&utm_source=www.teamliquid.net
ed: and now it's over, bm. Real got in there to cast too, his english is actually really good.
Witty signature comment goes here...
wra
it's not even the same amount of letters!
tumblr | instagram | twitter | steam
I missed that! Damn!
His English actually used to be really terrible but its way better in the last few months.
it adds an element to gameplay that can be frustrating for both sides, but that doesn't make it bad.
it limits micro... if you let yourself get trapped. and there are ways around it (burrow, emp, dodging them/not engaging)
I can't see how they can change this, though.
The only way to fix Protoss' reliance on forcefields in the midgame is to buff gateway units significantly to enable them to scale better into the midgame. This they cannot do, because a zealot + stalker combo is already the most potent army at that point in the game. Chrono'd units out of a pair of normal gateways early on would beat literally every zerg in the world constantly if gateway units were any more powerful.
Please stop teching to High Templar and Archons so damn quickly, but when I EMP them with cloaked ghosts, please keep telling me to "fu ck myself".
Makes my day.
Kind Regards,
Kafu.
What do you think about giving force fields hit points?
Seems like it would solve the problem, more or less.
Why do I even play this game. Why do I play zerg.
All ins would be too strong. Protoss has no such thing as Bunkers, so forcefields are the only reliable way of solving a heavy-duty baneling bust. There is already a brutal baneling bust that hits off 2 base that doesn't matter how much you've reinforced your wall with big buildings, it'll still bust right on through with about 10 banelings, and forcefields are THE only way to stop it. You'd have to give them more hitpoints than a building to avoid making such strategies too strong against Protoss, and if you give them more hitpoints than a building, given they only last for 20 seconds they may as well not have hitpoints anyway.
Anyway, bed time.
I love the style so much.
You can just give forcefields a non-structure classification so banelings don't do bonus damage to you. I mean I'm not sure how they'd calibrate this but if in a bust scenario you are even trading 4 banes for a forcefield unless its some mythical 56 baneling bust I think you would be fine. The forcefield HP idea is more for the durhur sentry got near a ramp before your units popped checkmate thing.
Just like Protoss against Terran drops!
the ff on a ramp during a nomal x gate attack on the natural is bs though
Because reading your opponent correctly, building just enough counter to stop each push, and hulking out to a 5-base chitin tsunami that throws 45 larva worth of death across the map every few seconds is the Best Feeling in Starcraft™?
Your Ad Here! Reasonable Rates!
the whole single FF on ramp is just plain ridiculous
especially since there is NOTHING you can do about it
anyway, just don't let it happen, I guess
which is bs
Witty signature comment goes here...
wra
To deal with ramp forcefields, put your spines further forward so that you aren't fighting at the hatchery. This is a good idea regardless of the ramp forcefields, because in a battle a hatchery and mineral lines are like big permanent forcefields.
Whats that, half the cost of a stalker, does more damage, takes more damage, and moves faster even off creep?
That sounds reasonable.
I mind single force fields on a ramp cuts your base in half and there's nothing you can do about it.
The fact that it can so easily be done and changes a tide so much is just bad design.
Anyway, looks like I'll be listening to this while I ladder / stream from now on, holding down the R key and calling everyone I play horrible.
Especially force-fielding bro-tosses.
http://www.youtube.com/watch?v=Xu8U25ZDQy8&feature=related
Witty signature comment goes here...
wra
its bullshit that roaches cant shoot up
1.1dps less than a roach ><
Once it is, everything kind of falls to shit.