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Nov 8 2012 07:43pm
Quote (BardOfXiix @ Nov 8 2012 05:28pm)
Zerg is the most different of the 3 races.  IMO they're the hardest to learn.


hardest to learn, but easiest to do well with.

terran definitely pulls ahead at high levels of play, in terms of difficulty.
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Nov 8 2012 07:56pm
Quote (nerobellum @ Nov 8 2012 06:43pm)
hardest to learn, but easiest to do well with.

terran definitely pulls ahead at high levels of play, in terms of difficulty.


At high levels of play:
Protoss: Build Order & Decision Making
Zerg: Macro
Terran: Micro

Each race has its own challenges. From a purely mechanical standpoint, Terran is probably the most demanding.
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Nov 8 2012 08:02pm
Quote (Death_killaxx @ Nov 8 2012 08:31pm)
You're obviously not getting the bigger picture, as this may come as a shock for most of you hardcore starcraft nerds.

Not everyone plays sc2 everyday, studies replays, watches streams, practices builds, looks up strats, and such .
So of course the distribution of leagues, is set that way. Based off your MMR and Skill level against other players.

Am I an average player? Maybe that or a little above, I give my self a C+ . Compared to some people. As for people on this forum, a lot of them crank games a lot or maybe have. So obviously they are above average, or played BW, SC1 OR BETA. So you all need to just shut the fuck up. And get that giant red dick shaped dildo out of your asses.


serious though ... nobody cares when bad players have a hard time using infestors




All you need to do in plat league is make roaches and collect ladder points ............ hair splitting game balance couldn't be less important to you when you're struggling to make drones and overlords
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Nov 8 2012 08:03pm
Quote (BardOfXiix @ Nov 8 2012 08:56pm)
At high levels of play:
Protoss:  Build Order & Decision Making
Zerg:  Macro
Terran:  Micro

Each race has its own challenges.  From a purely mechanical standpoint, Terran is probably the most demanding.


i see what u did there
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Nov 8 2012 08:03pm
Quote (BardOfXiix @ Nov 8 2012 05:56pm)
At high levels of play:
Protoss:  Build Order & Decision Making
Zerg:  Macro
Terran:  Micro

Each race has its own challenges.  From a purely mechanical standpoint, Terran is probably the most demanding.


i disagree, zerg macro at high levels is mindless and purely second nature, you don't really think about it because all of our hatcheries are on demand and we can make whatever we want from that single hotkey.

and contrary to popular belief, splitting marines is quite simple, the hard part about terran is minding all your different production structures to maintain a high level of production
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Nov 8 2012 08:09pm
you all should stop trying to simplify things by labeling each race as X and each situation requiring reaction Y

the truth is every game is unique and every player can make a different decision in any game based off of earlier decisions by either player and because of this we can see unique perspectives for nearly any situation in this game

thats one of the perks for real time strategy games being played by human beings that aren't perfect
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Nov 8 2012 08:16pm
Quote (dwalk1989 @ Nov 8 2012 06:09pm)
you all should stop trying to simplify things by labeling each race as X and each situation requiring reaction Y

the truth is every game is unique and every player can make a different decision in any game based off of earlier decisions by either player and because of this we can see unique perspectives for nearly any situation in this game

thats one of the perks for real time strategy games being played by human beings that aren't perfect


it's no necessarily labeling, just an acknowledgement from unbiased players that infestors are too cost effective in the hands of a player that has proper mechanics and half-decent control. even if zerg trades an engagement but keeps the infestors alive, the energy will regenerate and it's not uncommong to see 15+ infestors wandering the map in a zvt, 10+ in zvz, and the late game zvp is entirely infestors/corruptor/broods, just because of how effective they are (when compared to roaches).

i feel like instead of removing pathogen glands, a better fix would be to reduce the rate that infestors recovery energy, which would hinder their cost-effectiveness post-engagement, and create an actual decision when it comes to picking infestor numbers and when to toss out fungals willy-nilly.

This post was edited by nerobellum on Nov 8 2012 08:17pm
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Nov 8 2012 08:18pm
Quote (nerobellum @ Nov 8 2012 07:16pm)
it's no necessarily labeling, just an acknowledgement from unbiased players that infestors are too cost effective in the hands of a player that has proper mechanics and half-decent control. even if zerg trades an engagement but keeps the infestors alive, the energy will regenerate and it's not uncommong to see 15+ infestors wandering the map in a zvt, 10+ in zvz, and the late game zvp is entirely infestors/corruptor/broods, just because of how effective they are.

i feel like instead of removing pathogen glands, a better fix would be to reduce the rate that infestors recovery energy, which would hinder their cost-effectiveness post-engagement, and create an actual decision when it comes to picking infestor numbers and when to toss out fungals willy-nilly.


All casters currently regenerate energy at the same rate.
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Nov 8 2012 08:31pm
Quote (BardOfXiix @ Nov 8 2012 06:18pm)
All casters currently regenerate energy at the same rate.


casters shouldn't be baselined with energy recovery/upgrades, though. all 3 perform specifically different functions and are used accordingly.

before, my justification for infestor cost-effectiveness was the fact that they're bigger than tanks, if blizz wanted to baseline caster mechanics, they'd baseline size (infestors), armor type (ghosts) and spawn energy (templar) as well.
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Nov 8 2012 08:33pm
Quote (nerobellum @ Nov 8 2012 07:31pm)
casters shouldn't be baselined with energy recovery/upgrades, though. all 3 perform specifically different functions and are used accordingly.

before, my justification for infestor cost-effectiveness was the fact that they're bigger than tanks, if blizz wanted to baseline caster mechanics, they'd baseline size (infestors), armor type (ghosts) and spawn energy (templar) as well.


I think a simpler way to do it would be to increase the energy cost and/or decrease the max mana pool of the infestor. I don't think decreasing the energy regeneration will have a huge impact as usually infestors sit until they've been maxed on energy for quite some time.
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