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This X1000This is the exact problem I've been emphasizing, though. Force Fields can turn a battle around by such a ridiculous margin that the entire Protoss race has been "balanced" around the fact that Force Field is so potentially game-breaking. It is why Blizzard was completely fine with Protoss' Tier 1/1.5 units being rather weak, and that is why they ended up having to make tech units that can really help out even in small numbers like the Immortal, and that is why said tech units become much much more powerful in the late game, when instead of small numbers, you have a dozen.
Not a john, just a reality. Z has to do all-ins or really risky play to win, plain and simple.@OS: no jo hns
I am, but nearing my cap. I'm at 52.13% for win percentage, which is pretty close to battle.net's target. I'm still beating "slightly favored" players so my ELO is still higher than my ranking, but games are getting harder. Terrans are making only marines and spamming bunkers while getting an expo up, then making a few turrets in their min lines all while gaining gas and scouting additional expos now. Aside from a baneling bust, they're untouchable until they leave their base. I can muta harass, but by the time I can do that effectively the terran generally says "okay" and just leaves to kill me because mutas suck in an army.I heard OS is pretty good at this game.![]()
Terran aren't actually that good as a race, despite how people complain. They're heavily propped up by ramp-based choke maps, which is almost every map in play right now.Not a john, just a reality. Z has to do all-ins or really risky play to win, plain and simple.
I am, but nearing my cap. I'm at 52.13% for win percentage, which is pretty close to battle.net's target. I'm still beating "slightly favored" players so my ELO is still higher than my ranking, but games are getting harder. Terrans are making only marines and spamming bunkers while getting an expo up, then making a few turrets in their min lines all while gaining gas and scouting additional expos now. Aside from a baneling bust, they're untouchable until they leave their base. I can muta harass, but by the time I can do that effectively the terran generally says "okay" and just leaves to kill me because mutas suck in an army.
Protoss is basically hit or miss. If they get to late game, they win. If they get a fast expansion up and protect against a burrowed roach rush or muta push or hydra drop, they win. There's not much changing that right now.
They've already announced that each new game will have its own ladder, and thus possibly its own game mechanics.Agreed. Terran is waaay overated.
I feel the order right now is P>T >Z(slightly).
That being said, each race isn't insanely ahead of the other, but lets not forget this is less than a year since release; lots of balancing needs done still plus 2 expansions.
This opening just blew my mind.early marauder push with about 6-7 marauders. push out halfway through concussive shells and begin harassing the ramp once concussive shells finish.
I never used 5rax reaper. Back when it was popular I was only a low ranked platinum scrub that sucked at micro. If I was as good back then as I am now, Hell yes I would of used 5rax reaper, lol. I won't lieHaving everything may be overkill, but the only reason you'd ever build a Barracks before a Supply Depot is to cheese. Hell, even the 5 Rax Reaper build didn't involve Rax before Depot. The build time change is also +5 seconds. That's a difference that prevents you from massing Reapers, not from still doing some early damage or scouting with them. I actually can't understand your reasoning on "older build time plus supply before rax would be sufficient" since that's a difference of, as I mentioned, 5 seconds. Unless you were wishing to still go for 5 Rax Reaper, you dirty abuser you.
I gave up. Lol. The only things that would sometimes work for me would be heavy banshee builds, thor based builds, then the most basic one was pure marauder with medevac or vikings support pending their response, but this was solely dependent on them not opening stargate, lol.Can someone tell me how to beat Toss with Terran? I feel like the bio ball strat isn't working for me.
not when you're bi-winning like meThis opening just blew my mind.
Especially since Concussive Shells should finish by the time you have 2 Marauders, let alone 6-7.
Should play me fool.Omni we gotta play sometime *****
Actually it's reapepr last, by the time it's done your 2 marauder + 1 marine + scouting scv are almost to the P's base. Since the reaper is the faster unit it's quicker that way. This has been the build i've been using a lot in tvp, usual transition is you make your CC around 20 supply then add 3 rax and pump a lot of marines out of 1 gas + stim, then you add ebay for +1 and either factory/starport or earlier ghost while taking your 3 other gas, while adding 3 tech labs and starting on maraudersThe patented ROOT opening was (Marine, Tech Lab) Reaper, Concussives, Marauder, Marauder; pressure the front ramp with the Marine and two Marauders while the Reaper can get in through the back to scout tech for free or pick off Probes. The trick is that the Marauders will force the Stalkers to the front, so they can't watch the sides for Reapers. This takes a pretty decent amount of APM and multitasking, though, so either get good at it while not falling behind on macro or don't bother.
Pretty sure this is not true, depending on what u mean by pressure. And even with all the info you talk about either race's economy and saturation, you forget the basic fact that zerg stuff cost less than toss stuff. Zerg units cost less, Zerg makes less structures, dont have to queue up units. (other than queens). Whether those units are worth the supply and resources is more about how weak/strong and cost efficient the units are, which is a different kind of balance discussion.Chronoing probes puts your worker production at a higher rate than zergs, all while making units. To beat toss' production, you have to be making nothing but drones from two hatcheries, one with a queen. This is impossible if the toss decides to pressure you at all.
Since when did every larva have to be used for drones to be ahead of protoss let alone be even. Let the zerg and protoss(not fe) have normal expo timing and let both drone up/probe up to the timing when zerg gets their 3rd, then tell me how many drones zerg has up on toss and how much of those extra drones could still be larva and ne excess larva unused. If all that excess larva couldnt be used to defend a 4gate and have a good economy then that is more about the players ability.Every unit made, including our overlords, is a missed drone.
Yes, zerg has to be ahead 1 base against protoss and terran. But 2 base zerg does not put them even with protoss. The 2nd base puts zerg ahead. Not initially but the longer 2 base zerg goes against 1 base protoss, the more zerg pulls ahead(yes both players arent simply just going to stay on those # of bases). The reason it appears 2 base zerg cannot compete with toss is because of how the game plays out and the expo does not get fully saturated in the early stages of the game like u said. But to say zerg cannot outproduce toss without being able to constantly drone is just plain false. There is a reason zerg is ahead in supply at almost all stages of the game.The only "advantage" Zerg has in terms of economy is our ability to get an expansion down at only 350 minerals (300 hatch, 50 drone) instead of 400 (woop) and being able to get more optimal mining numbers (16-20 for minerals per base).
You ever hear zerg players saying "We have to be one base ahead to be even"? That's why. We can't produce workers at the rate that you can early game because we have to build units, and by the time we can produce workers it doesn't even matter anymore because we're only getting a 20% increase by adding an extra 8 drones(400 minerals). The "advantage" zerg has is getting the third hatchery down. That's the big deal for us, getting our third.
The reasons protoss 4gate is cuz the new maps are garbage with a ****ty natural to defend as toss(slag pits). I would avoid doing a 4gate v zerg as much as possible as it's a crappy build that shouldnt even work against zerg unless it was close positions. If a zerg loses to a 4gate, its usually either a macro problem, scouting problem, overdroning/making spines or crappy maps(crappy natural).That's why you see so many protoss four gating and cutting probes. The math works out incredibly in their favor because the whole "you guys can make drones super fast" doesn't mean **** because by the time we can, you're already at at least 16 workers on mins and so are we. Every extra probe doesn't give that much without another base, but because of your pressure we have to spend our drones and larva on spine crawlers, lings, and roaches. The moment you get a second base and start chrono boosting two nexuses we're way behind.
Range 9 insta cast and a snare, its as good as storm if not betterwhy does idra think fungal is going to be overpowered on pvz? i don't really see it being that big of a difference just cause of double dps