By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - PC - Dear Blizzard, please fix Starcraft II

rushing isnt the only strategy, my only problem is the cheese, and the terran players. other then that im fine.

i find rushes funny, i watched funday monday this week and day9 showed a replay of a guy doing a planetary forteress rush, hilarious!



Being in 3rd place never felt so good

Around the Network
r505Matt said:
zarx said:
c0rd said:

Mind giving out your friends' names? (can check on sc2ranks.com ). I just hardly find this credible, I imagine they may not be as good as you think, because "rushing" is stopped so easily at the higher levels (though some cheese will occasionally catch players off guard)

I suggest watching some pro replays, as they'll show you what are currently the best strategies the world currently knows. Seems your friends can learn a lot from this, as well.

Terran is slightly stronger than the other races, with Zerg being the weakest, but it probably isn't nearly as large a gap as people make it out to be. The last MLG (last month) was dominated by Protoss (they took the top 3 spots), while a zerg just won GSL within the week, a huge Korean tournament (the winner got ~$85k, that's no joke)

apparently the Korean ladder has far more zerg players than the western ones apparently. Seems that Zerg are not so much underpowered as they don't fit well with the western play style. And I think that's the reason why Blizzard are reluctant to buff Zerg to much TBH.


I don't think that's the right way to look at it though. If you look at the GSL alone, there were 16 zergs in the Ro64, and only 2 in the Ro16. There were less zerg players than any other race, and more zerg players lost early.

Also, check this out, http://www.teamliquid.net/forum/viewmessage.php?topic_id=157464

If you look at the win/losses by matchup without Fruitdealer and Rainbow, the numbers are staggeringly one-sided for the tournament with Terran at 67%, Zerg at 33% and Protoss as 45%. And there were far less zerg games than Protoss and/or Terran. The GSL is a microcosm for the current balance issues, and they're even more apparant at the high levels of play.

Fruitdealer is an anomaly. Just because he can win with zerg doesn't mean zerg is on equal footing. It's just like winning with Ganondorf in Smash Bros. It's surely possible, but doesn't change the fact that he's one of the worst characters.

Now, the thing that's still important to realize is that the balance issues people think exist are just false. The game is fairly balanced. There are really only a few small things that need real fixing. The hard part about that though is certain strats can abuse UP stuff, so buffing those problem units would just make those strats dominate. You ever see roach-drop play? It's nasty, even though roaches are probably the most underwhelming unit in the game. It completely decimates Terran if you time it right though. Tanks? Marauders? Marines? Hellions? None of those matter. You drop the roaches right in the Terran base on top of Tanks and Marauders, so they're not really a problem.

So again, the balance problems are much much smaller than people make them out to be. The only real issues I see are the "APM" problem for Zerg, lack of good tier 1 AA for Zerg, roaches being kind of meh, Ultras being broken/unusale. Terran's mostly not OP, it's actually pretty balanced, Zerg and Protoss just need some tweaking. The only OP thing I find with Terran is the marauder. The Marauder is the most cost-effective unit in the game, you just got SOOO much for that 100/25/2. Essentially, Marauders shouldn't get stim, and everything might be fine. It would change the way Terrans would micro their MMM too. I won't get into Protoss since I'm not sure what could really fix them. Zerg's problems in terms of units can be fixed by buffing those units, but Toss's problem lies in timing. MMM ball is countered by either Coll or HT, but both of them come out soooo late. 3Rax push is sooooo strong vs. Toss. Or even 5rax rines is pretty strong. The only way to survive lies in good Sentry play, but I still think it's a little unfair as is. And EMP blast.... Not sure why they designed it that way. Essentially Terran has this tier 1.5 unit that is just pure anti-Protoss.

ur post is hilarious

u listed plenty of things that u consider "broken" but you still claim : the game is balanced lol



Time to Work !

zgamer5 said:

rushing isnt the only strategy, my only problem is the cheese, and the terran players. other then that im fine.

i find rushes funny, i watched funday monday this week and day9 showed a replay of a guy doing a planetary forteress rush, hilarious!

i saw it too

but u have to precise the rule was : "play terran without marine/marauder/tank"



Time to Work !

libellule said:
r505Matt said:
zarx said:
c0rd said:

Mind giving out your friends' names? (can check on sc2ranks.com ). I just hardly find this credible, I imagine they may not be as good as you think, because "rushing" is stopped so easily at the higher levels (though some cheese will occasionally catch players off guard)

I suggest watching some pro replays, as they'll show you what are currently the best strategies the world currently knows. Seems your friends can learn a lot from this, as well.

Terran is slightly stronger than the other races, with Zerg being the weakest, but it probably isn't nearly as large a gap as people make it out to be. The last MLG (last month) was dominated by Protoss (they took the top 3 spots), while a zerg just won GSL within the week, a huge Korean tournament (the winner got ~$85k, that's no joke)

apparently the Korean ladder has far more zerg players than the western ones apparently. Seems that Zerg are not so much underpowered as they don't fit well with the western play style. And I think that's the reason why Blizzard are reluctant to buff Zerg to much TBH.


I don't think that's the right way to look at it though. If you look at the GSL alone, there were 16 zergs in the Ro64, and only 2 in the Ro16. There were less zerg players than any other race, and more zerg players lost early.

Also, check this out, http://www.teamliquid.net/forum/viewmessage.php?topic_id=157464

If you look at the win/losses by matchup without Fruitdealer and Rainbow, the numbers are staggeringly one-sided for the tournament with Terran at 67%, Zerg at 33% and Protoss as 45%. And there were far less zerg games than Protoss and/or Terran. The GSL is a microcosm for the current balance issues, and they're even more apparant at the high levels of play.

Fruitdealer is an anomaly. Just because he can win with zerg doesn't mean zerg is on equal footing. It's just like winning with Ganondorf in Smash Bros. It's surely possible, but doesn't change the fact that he's one of the worst characters.

Now, the thing that's still important to realize is that the balance issues people think exist are just false. The game is fairly balanced. There are really only a few small things that need real fixing. The hard part about that though is certain strats can abuse UP stuff, so buffing those problem units would just make those strats dominate. You ever see roach-drop play? It's nasty, even though roaches are probably the most underwhelming unit in the game. It completely decimates Terran if you time it right though. Tanks? Marauders? Marines? Hellions? None of those matter. You drop the roaches right in the Terran base on top of Tanks and Marauders, so they're not really a problem.

So again, the balance problems are much much smaller than people make them out to be. The only real issues I see are the "APM" problem for Zerg, lack of good tier 1 AA for Zerg, roaches being kind of meh, Ultras being broken/unusale. Terran's mostly not OP, it's actually pretty balanced, Zerg and Protoss just need some tweaking. The only OP thing I find with Terran is the marauder. The Marauder is the most cost-effective unit in the game, you just got SOOO much for that 100/25/2. Essentially, Marauders shouldn't get stim, and everything might be fine. It would change the way Terrans would micro their MMM too. I won't get into Protoss since I'm not sure what could really fix them. Zerg's problems in terms of units can be fixed by buffing those units, but Toss's problem lies in timing. MMM ball is countered by either Coll or HT, but both of them come out soooo late. 3Rax push is sooooo strong vs. Toss. Or even 5rax rines is pretty strong. The only way to survive lies in good Sentry play, but I still think it's a little unfair as is. And EMP blast.... Not sure why they designed it that way. Essentially Terran has this tier 1.5 unit that is just pure anti-Protoss.

ur post is hilarious

u listed plenty of things that u consider "broken" but you still claim : the game is balanced lol

You just simply misunderstood, it's fairly balanced, the problems are small. Just because there are numerous small problems doesn't mean it isn't pretty close to fully balanced. It's not like 1 problem blows the whole thing completely out of the water.



r505Matt said:

Nice post, I mostly agree with what you've said. Just didn't wanna write all that up!

As for balancing, I'd be cool with a Marauder nerf (surprised it didn't come 1.1)... assuming it came with a Stalker nerf!



Around the Network

Rushing is a part of the game. You need to scout and to understand when your oponent is going to rush. At the beggining you can send a probe to scout, then you can send an observer. I have problems with zerg roach rushes untill I learned to scout and prevent. So if you play toss vs zerg you need to have always 3 things in your mind:
1. lings rush - late gas, early pool, many lings - more zealots, put them in a place where lings can't outflank them.

2. roach rush - early gas, late pool, few lings, early  roach warren - go for quick Immortals

3. muta rush - quick Lair - check for spire if you see one do more anti air

You need not only to make counter units and to wait your opponent to come to you, but to attack him before he switched to other types. If you see that your opponent is making many roaches supported with a few ligs, go for a lot of stalkers with few immortals and attack him, before he put hydras around them.



zarx said:

well what I said about it is basically what I got from an interview with a guy from blizzard, I got nothing on you in-depth analysis.

But personally from what I have seen Zerg do seem harder to play well, most of that stems from the economy micro that you must do to produce a competitive number of units. And their individual units don't seem to be as good as same tier units from the other races. So unless you have god like unit micro or something you need numbers on your side and mid game that is much harder with zerg managing larvae takes more skill than setting up 5 rax or 5 warpgates and pumping out units. 

But I don't see how it can be fixed without redesigning how zerg plays or buffing their units which would probably give the best players an advantage and ruining the balance. Hopefully Blizzard can find a way to fine tune the game to the point where it isn't a major issue, they did it with brood war so there is hope. My only fear is it may take until Legacy of the void before it is as finely balanced as brood war is.


But see, thats not how Zerg works, and that's why many people cry all the time "Zerg is SOOOO UP". But for this, I ask Zerg players the following. How often do you use Infestors? How often is your army composed of 5 different unit types? how often do you do baneling bombings with overlords? If you do a rush build, how often are you hitting the base and with how many lings/banelings? How many bases are you running? Pumping out creep tumors? Constantly Spawning larva? Using your minerals constantly or properly saving for a timed push?

Zerg is about econ, econ, econ, OH an armies coming, pump out units. Now that doesn't mean you don't make ANYTHING until the army leaves the base (always keep a ling outside their base in ZvT and ZvP in the early/early midgame). Of course you have to have the right tech buildings up, and scouting really is the key. If you see they aren't really making that many units, you can econ more. If you see a crapload of marines and marauders at their wall, you get banelings and maybe tech up for baneling speed. It's about reaction. So when they do their timed push, you take out the entire army. Then maybe you get another base, more drones, more econ. Then the next timed push comes and again, you take out the army. At this point though, you're fully teched up, and you can make whatever you want.

Yeah, if the units get a buff, that would just destroy balance. Man, give me stronger zerglings, and my 2v2 strat's win ratio will go from 3:1 to 10:1 =P

If we really want to get into balance issues, the most pressing problems lie in the maps. Actual race differences hardly matter in comparison to how broken the maps are. Blizzard really dropped the ball on the maps so far.

Zerg is harder to play, mostly because of map imbalance. The higher required APM thing is no good too, but that's kind of trickier. What many players don't realize is...well.. let me put it this way. If you want to make 5 marines, you press 5 (at least that's where I put my rax) and then RRRRR. That's 6 actions. If you want to make 5 sets of lings, and let's just assume you have only 3 larva at the time, you'll end up pressing 5 (also for my hatchs) szzz, do something else, 5sz, and do something else, 5sz. Just the act of using larva really adds up with the APM. The only APM problem I really see with Zerg is spawn larva. Auto-cast is kind of a cop-out, but the current way it's done is broken too. Stacking would kind of break Zerg, and would completely overpower them, but the fact that you HAVE to spawn larva the instant it's ready is just too macro-intensive. Especially considering Zerg is the most micro-intensive race.

Unfortunately, the best option is the cop-out, and make spawn larva auto-castable. That or remove the queen and completely rework Zerg, which I'm sure they don't want to do. I cant' find the threads that have the detailed pictures, but it's quite nasty. If anyone can find em, post em, that's the biggest issue right now imo. I'll keep looking for them too.



http://www.youtube.com/watch?annotation_id=annotation_402250&feature=iv&v=5TgOYE3SwE8

amazing game !



Time to Work !

WHOA, just stumbled on some possible patch notes,

http://eu.battle.net/sc2/en/blog/761331

# We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.

#     Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.

#     The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.

#     The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.

#     We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids.  We don’t expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.

These are big, the roach range will actually make them a strong, viable choice early game depending on how big of a difference it is. FG vs Stalkers was an issue, so it's nice to see that. The health, gooood, hope hatch/lair/hive gets a huge boost, marauder drops are crazy strong, 3 filled medivacs, and the hatch is down in like 5 seconds. It's more about spire sniping though.

But the other 2 are HUGE. Reapers are being nerfed into uselessness, just like Ultra. Well, at least, they won't be the harass unit they used to be, instead they might be like hydra, back-row dps. But needing a supply depot before you can build a rax? All Terran rushes are destroyed. I guess they realized that unscouted 2proxy rax marine rush was a little too strong. Scouted, no problem, but the window was tiny.

Man, if this is true (and it's an official post so it should be) 6rax and 8rax reaper rushes are gone. Also, I usually 10 depot 10 rax, so I won't be able to do that now, I'll have to wait for the depot to finish, meaning I'm down maybe 1 marine the entire game. Not really game-changing for normal Terran builds, but proxying is just destroyed with this patch. Heck, sometimes I 10 rax 10 depot 10 gas, 12 orbital, 13 rax. That's gone after this patch =P



r505Matt said:
libellule said:
r505Matt said:
zarx said:
c0rd said:

Mind giving out your friends' names? (can check on sc2ranks.com ). I just hardly find this credible, I imagine they may not be as good as you think, because "rushing" is stopped so easily at the higher levels (though some cheese will occasionally catch players off guard)

I suggest watching some pro replays, as they'll show you what are currently the best strategies the world currently knows. Seems your friends can learn a lot from this, as well.

Terran is slightly stronger than the other races, with Zerg being the weakest, but it probably isn't nearly as large a gap as people make it out to be. The last MLG (last month) was dominated by Protoss (they took the top 3 spots), while a zerg just won GSL within the week, a huge Korean tournament (the winner got ~$85k, that's no joke)

apparently the Korean ladder has far more zerg players than the western ones apparently. Seems that Zerg are not so much underpowered as they don't fit well with the western play style. And I think that's the reason why Blizzard are reluctant to buff Zerg to much TBH.


I don't think that's the right way to look at it though. If you look at the GSL alone, there were 16 zergs in the Ro64, and only 2 in the Ro16. There were less zerg players than any other race, and more zerg players lost early.

Also, check this out, http://www.teamliquid.net/forum/viewmessage.php?topic_id=157464

If you look at the win/losses by matchup without Fruitdealer and Rainbow, the numbers are staggeringly one-sided for the tournament with Terran at 67%, Zerg at 33% and Protoss as 45%. And there were far less zerg games than Protoss and/or Terran. The GSL is a microcosm for the current balance issues, and they're even more apparant at the high levels of play.

Fruitdealer is an anomaly. Just because he can win with zerg doesn't mean zerg is on equal footing. It's just like winning with Ganondorf in Smash Bros. It's surely possible, but doesn't change the fact that he's one of the worst characters.

Now, the thing that's still important to realize is that the balance issues people think exist are just false. The game is fairly balanced. There are really only a few small things that need real fixing. The hard part about that though is certain strats can abuse UP stuff, so buffing those problem units would just make those strats dominate. You ever see roach-drop play? It's nasty, even though roaches are probably the most underwhelming unit in the game. It completely decimates Terran if you time it right though. Tanks? Marauders? Marines? Hellions? None of those matter. You drop the roaches right in the Terran base on top of Tanks and Marauders, so they're not really a problem.

So again, the balance problems are much much smaller than people make them out to be. The only real issues I see are the "APM" problem for Zerg, lack of good tier 1 AA for Zerg, roaches being kind of meh, Ultras being broken/unusale. Terran's mostly not OP, it's actually pretty balanced, Zerg and Protoss just need some tweaking. The only OP thing I find with Terran is the marauder. The Marauder is the most cost-effective unit in the game, you just got SOOO much for that 100/25/2. Essentially, Marauders shouldn't get stim, and everything might be fine. It would change the way Terrans would micro their MMM too. I won't get into Protoss since I'm not sure what could really fix them. Zerg's problems in terms of units can be fixed by buffing those units, but Toss's problem lies in timing. MMM ball is countered by either Coll or HT, but both of them come out soooo late. 3Rax push is sooooo strong vs. Toss. Or even 5rax rines is pretty strong. The only way to survive lies in good Sentry play, but I still think it's a little unfair as is. And EMP blast.... Not sure why they designed it that way. Essentially Terran has this tier 1.5 unit that is just pure anti-Protoss.

ur post is hilarious

u listed plenty of things that u consider "broken" but you still claim : the game is balanced lol

You just simply misunderstood, it's fairly balanced, the problems are small. Just because there are numerous small problems doesn't mean it isn't pretty close to fully balanced. It's not like 1 problem blows the whole thing completely out of the water.

true true true

I was nipticking ;)

I know what u mean : it is overall quite balanced

As a zerg I have fucking problem to deal with marine ball ;)



Time to Work !