Zerg, their scouting problems, why i think it shouldn't be addressed in balance patches:
Hidden Content:Like i stated before all the races share the same problem of scouting early game. Problem with zerg is that it is a reactionary race. Scouting becomes really important then.
But really they should try less reactionary styles if they feel the scouting early game is lacking for zerg. Spanishiwa's build (or perhaps some other variant someone will develop in the future) is a safe build where zergs can feel more safe and not really need scouting information that much. Or perhaps trying a more aggressive build that isn't waiting for the opponent to do something first.
Or even doing something really crazy and weird like proxy eco chamber in the opponent's base on the opposite side from where overlord comes in. That way they can pretty much have whole vision of the base. And broodlings will do some damage.
I am sure the zerg response is the typical greediness of "I want to spend as much of my minerals on drones. I don't want to sacrifice anything to gain vision of my opponent. I want overlords that can fly into their base, see everything and leave alive."
Zergs are just constantly trying the same reactionary "on a knife's edge" over and over again. The other races have slowly learned and found places to nudge zerg into their doom by exploiting the lack of scouting options early game for zerg. Places like "If you thought i was expoing and made 5 drones instead of 5 units you die here."
And now basically those reactionary styles are finding less and less success. The other races are punishing it easier and easier. Basically zergs getting too greedy. So why not do what Day9 keeps saying about drone production "I made 90 drones and just got completely smashed. Next time I'll cut back a bit and not go too overboard."
Zergs should cut back on those reactionary styles. Pay some costs in early game to improve their scouting or boost their safety. It won't be as beneficial for their economy as a greedy style but it will be safer. Instead the zerg "concensus" if you will is that they want Blizzard to patch it so that they can always play greedy styles by improving their scouting early game. SC2 is a game of hard counters. I don't see why they think it's wrong that they get killed easily if they didn't invest into more scouting and/or safety. That's just how the game was designed.
If there is still no way with any type of build to compensate for the lack of scouting early game for zerg then maybe:
Hidden Content:If they want a slight buff to early scouting then it might be reasonable. Moving overlord speed to hatch tech is probably not a good solution. It's just make queen/spine crawler rushes more powerful. Or even a hydra rush. How much extra time do zergs want their overlords to spend in an opponent's base??
If they want a buff i'd rather something really minor. Geno you mentioned about 3 marines and an overlord. They kill an overlord in 9.5 secs. The following paragraphs assume the three marines attack the overlord at once and try to increase the amount of things the overlord can see before dying. Assuming overlord travelling in a straight line.
If you just add 1 armour to the overlord those 3 marines will take 11.1 secs to kill that overlord. 1.6 extra seconds allowing the overlord to cover 0.74992 more distance in addition to the normal 4.45265. So adding on 1 armour overlords will be able to travel 16.84% further before dying.
Adding on 50 health to the overlord lets it live 2.38 secs longer. Can travel an extra distance of 1.116 which is an increase of 25%.
Even like extending the sight radius to 12. That basically adds on a distance of 1 to what the overlord can see which is a 22.45% improvement.
Professional players and some stuff from SC2stats:
Hidden Content:Yes it is their livelihood. Yes pro-gamer zergs are having a hard time. And really the world is not so fair that the person who works the hardest is the best. There are always certain people who have some form of natural talent. I guess in SC2 that would be APM, monitor awareness, etc.
Another problem is we're not sure how much race affects SC2 games currently. Player skill introduces a new variable. Did that player win because of his race or because he was more skilled? Then mistakes. Did that player lose because he made lots of minor mistakes that accumulated or a few major mistakes that set him way behind? Can't say race imbalance without being able to take these into account.
The only true way to test for race imbalance is with a perfect AI. An AI like those used to challenge chess pros. It knows a large amount of strategies and can think. It can almost be said to not make any mistakes at all.
For right now there is probably an issue with zerg but is it as bad as we think it is? Someone on TL made a thread with the graph of each races winrates in non-mirror matchups for pro-gamers.
http://www.teamliquid.net/forum/view...opic_id=218558
Obviously there arise issues of the number of games played in each month, relative player skill, number of players playing in each month, etc. (Important to note you can't take these graphs at face value) The more time and games we have probably the better the data will be. Won't be 100% accurate but will show some general trend. Also important to note that there can be race/player peaks and troughs. Here's the broodwar graph the same person made...
Conclusion being...player skill has a lot of impact in this game. Even in BW which is considered to be balanced there are race peaks and troughs. Possibly it's just how it goes. Similarly to how economies go up and down over time.
There is no real way to test the imbalance objectively. Perhaps zerg's lack of scouting early game is compensated for by their strength in map control and map vision. The game is too dynamic and fluid to allow for a case where every race is equal in every single aspect. That would be chess where all the units and moves available are the same. The only difference is the colour of the pieces. So I still side with Day9. The game and players need more time to improve and figure things out.






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