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Thread: Force Field, a bit ridiculous, and harmful to game design

  1. #11

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    Quote Originally Posted by TheRabidDeer View Post
    Another thing that makes me rage is when I see a protoss FF block like 90+% of the zerg army behind a FF, and the zerg just has his units continuously bash their heads against that wall while the colossus and the rest of the death ball hit them from range. Seriously, you are zerg... fall back and go again later. FF isnt unlimited and you are going to lose that 10% anyway. I see it happen all the time, even in higher level play.
    Another nice thing is you purposely sack 10% of your army that you deem worthless. Basically doing this on purpose to make them waste forcefields and free up your own supply. And the units you put in front are the units you don't want. This frees up supply to remax with what you want. Also makes protoss forcefield which technically blocks them from advancing further.

    Protoss players would not use their colossi to trample the forcefields if they just saw your big army pull back slightly.

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  2. #12

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    Any protoss that say ''oh zerg just has to change his play style, be more aggressive and target the sentries'' needs to play zerg first. It's not that easy. How the hell can you be more aggressive to counter those Force Fields while the Force Fields themselves is one of the thing that prevents you from being on the offensive. Plus, it's not easy to be on the offensive when you always have to be one expo ahead. Furthermore, targeting sentries with no long range units in early game is impossible.

    This matchup (ZvP) is the worst when you're zerg (love it when I'm p). Though I do think that there might be some problems with FF, I think that nerfing it is not the solution because it's fine in TvP. Zergs just needs better ways to deal with it, something that we won't see until HotS.

  3. #13

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    Quote Originally Posted by sandwich_bird View Post
    Any protoss that say ''oh zerg just has to change his play style, be more aggressive and target the sentries'' needs to play zerg first. It's not that easy. How the hell can you be more aggressive to counter those Force Fields while the Force Fields themselves is one of the thing that prevents you from being on the offensive. Plus, it's not easy to be on the offensive when you always have to be one expo ahead. Furthermore, targeting sentries with no long range units in early game is impossible.

    This matchup (ZvP) is the worst when you're zerg (love it when I'm p). Though I do think that there might be some problems with FF, I think that nerfing it is not the solution because it's fine in TvP. Zergs just needs better ways to deal with it, something that we won't see until HotS.
    Exactly what I'm saying.
    "Living for the Swarm!"

  4. #14

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    Quote Originally Posted by sandwich_bird View Post
    Any protoss that say ''oh zerg just has to change his play style, be more aggressive and target the sentries'' needs to play zerg first. It's not that easy. How the hell can you be more aggressive to counter those Force Fields while the Force Fields themselves is one of the thing that prevents you from being on the offensive. Plus, it's not easy to be on the offensive when you always have to be one expo ahead. Furthermore, targeting sentries with no long range units in early game is impossible.

    This matchup (ZvP) is the worst when you're zerg (love it when I'm p). Though I do think that there might be some problems with FF, I think that nerfing it is not the solution because it's fine in TvP. Zergs just needs better ways to deal with it, something that we won't see until HotS.
    What can do that though??? Lurkers that can move while burrowed??? Cheaper and faster to research overlord drop and speed?? Cheaper nydus worms??

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  5. #15

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    Quote Originally Posted by JackhammerIV View Post
    What can do that though??? Lurkers that can move while burrowed??? Cheaper and faster to research overlord drop and speed?? Cheaper nydus worms??
    How does anything of that make sense?
    Lurkers could be the solution, but they don't need to move while burrowed...
    Nydus worm doesn't do anything to help you with the Force Fields.
    Overlord speed is fine already, but drop could maybe need an buff to the research time.
    "Living for the Swarm!"

  6. #16

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    Quote Originally Posted by RamiZ View Post
    How does anything of that make sense?
    Lurkers could be the solution, but they don't need to move while burrowed...
    Nydus worm doesn't do anything to help you with the Force Fields.
    Overlord speed is fine already, but drop could maybe need an buff to the research time.
    Well they're options to let you bypass forcefields. Getting up to massive units to break forcefields is a bit impractical.

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  7. #17

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    Quote Originally Posted by JackhammerIV View Post
    Well they're options to let you bypass forcefields. Getting up to massive units to break forcefields is a bit impractical.
    We will see, but Lukers would actually make a lot of sense, since they will give the solution to many Zerg problems.
    Last edited by RamiZ; 05-28-2011 at 03:00 PM.
    "Living for the Swarm!"

  8. #18

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    Quote Originally Posted by RamiZ View Post
    We will see, but Lukers would actually make a lot of sense, since they will give the solution to many Zerg problems.
    Not sure how it will solve zerg problems now but the zerg arsenal definitely needs more diversity.

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  9. #19

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    it is clear that there is much to be done and several directions to go as Z vs the straightforward P-play that leads up to the FF-supported deathball...

    roach drops, baneling drops and/or infestor play.. i bet theres much that can work. but to me, it all always feels very fragile and delicate; i should be wrong, but i FEEL like a well composed P has many possible timings to hit at many possible angles where he'll be able to deal critical damage, sometimes even for low risk (hiding behind FF's..)

    attaining an early momentum advantage can change that, but i honestly dont know how to earn such an adantage; if i get early sentry kills im usually either lucky or able to abuse an obvious overextention (a big misstake).

    ... i dont know how hard it is to play a solid straightforward PvZ but i feel its clear that in the MU, P's are more rewarded than Z for being as clear-cut stirahgtforward as possible; as Z, i need to either funk it up and catch you off guard with something or cut enough corners to scale my macro up faster than i'd generally do vs T or Z, to outmass the mean P killing machine in the longer run.. if my opnents sees me doing this and acts accordingly; moves to stop my drop(s) or - while ive been cutting corners to macro up- masses up for a quicker timing attack or pokes forward to threaten it (forcing me to delay saturation and tech while he jumps ahead), In these situations im often mentally defeated and numerically outmatched before the deathball is even in sight!
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  10. #20

    Default Re: Force Field, a bit ridiculous, and harmful to game design

    Quote Originally Posted by Todie View Post
    it is clear that there is much to be done and several directions to go as Z vs the straightforward P-play that leads up to the FF-supported deathball...

    roach drops, baneling drops and/or infestor play.. i bet theres much that can work. but to me, it all always feels very fragile and delicate; i should be wrong, but i FEEL like a well composed P has many possible timings to hit at many possible angles where he'll be able to deal critical damage, sometimes even for low risk (hiding behind FF's..)

    attaining an early momentum advantage can change that, but i honestly dont know how to earn such an adantage; if i get early sentry kills im usually either lucky or able to abuse an obvious overextention (a big misstake).

    ... i dont know how hard it is to play a solid straightforward PvZ but i feel its clear that in the MU, P's are more rewarded than Z for being as clear-cut stirahgtforward as possible; as Z, i need to either funk it up and catch you off guard with something or cut enough corners to scale my macro up faster than i'd generally do vs T or Z, to outmass the mean P killing machine in the longer run.. if my opnents sees me doing this and acts accordingly; moves to stop my drop(s) or - while ive been cutting corners to macro up- masses up for a quicker timing attack or pokes forward to threaten it (forcing me to delay saturation and tech while he jumps ahead), In these situations im often mentally defeated and numerically outmatched before the deathball is even in sight!
    Not sure outmass works so well when the protoss deathball is stronger than a zerg army that is larger in size. How do zerg 2-3 base timing pushes fare?? It feels like in general in PvT and PvZ, the later the match goes the stronger protoss can get. Protoss have really strong maxed armies.

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