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Böyle Oynayan adam nasıl yenilir ?


Fistan

Öne çıkan mesajlar

scorch said:

tamam da tunca 4 tane queen ile adamın 4 void rayini alamıyorum


4queenle 4 voidi alirsin abi.void tehlikesi geldiginde 1-2 defa falan larvainjecti es geç transfusiona enerji kalsin.zaten mid-late gamedeyse oyunun maininde extradan hatchery oluyor genelde.deli bir production kaybetmezsin.önde combat arkada void varsa da protossun ana ordusuyla yapması gereken mikro seninkinden çok daha fazla.arada bir queenlere bakıp transfusion atsan yeter gibi.bi de queenin rangei voidden 2 fazla sdf.1queen=1void
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scorch said:

tamam da tunca 4 tane queen ile adamın 4 void rayini alamıyorum mesela adam ruh hastası gibi kite edio herseyi lingler-baneling vs basıp baseine girmeyi deniorum o arada kapısına cannon zealot yığıyor geçirtmio, exp cıkıosun exp ile base arasında kite edio voidler ile tek tek one shotluo droneları yada queenleri cünkü voidin range queenden ve spore colony den 1 fazla mükemmel mesafede durduklarında vuramiosun ki bunu yapan 3-4 kişi ye denk geldim platinium seviyesinde. hayattan tiksindirtiyor mass zealot + cannon + voidray cünkü oturtamıosun yani ekonomini ordu gücünü aynı hızla eriyip gidiosun göz göre göre
tek alternatifi adama sezdirmeden 3.bir base almak alakasız bir yerde.. o da şans baya

Aynen
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niye göremiyesin. 1 mule'u feda et scan at. bir halion yolla, bir medivac gezdir, factory barracks uçur. gateway sayısı az sa zaten bil ki birşeyler geliyor (immortal/colossus drop ya da void)
ki void ray'in speed upgrade'i 500 gas falan'a geliyor binasıyla, o paraya 3 void çıkacağından 40+ dakkalık oyun olmadan bol void olmadan upgrade olmaz. bas 2 tane viking kitelaya kitelaya motor edersin voidleri. ayrıca kombatı nerde yaptıgın da çok önemli voidlere. void kara unreliable bir unite yok. her basışımda "sonumuz hayrola" diyorum. bi gidiyosun base de bina komuyosun. bi gidiyosun yolda 3stalker/6 marin/2 muta gelip motor edebiliyor. kombatı senin istedigin gibi yapmaya bak. ortada yakala vs.
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tamam da söyle bi durum var
voidraylerin range ile ilgili bi sorun da olabilir bu cünkü cok iyi hatırlıyorum adam benim extractor u target alıo, extractora abanırken queen i yaklaştırırken voidleri 1 queen e döndürüo ztn abanıoda abanıo kaçır bırak yaptırarak focuslanan voidleri, tek tek queenleri aldı
dur repi duruosa bi yerde atıcam adam cok proydu
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BaaL said:

niye göremiyesin. 1 mule'u feda et scan at. bir halion yolla, bir medivac gezdir, factory barracks uçur. gateway sayısı az sa zaten bil ki birşeyler geliyor (immortal/colossus drop ya da void)
ki void ray'in speed upgrade'i 500 gas falan'a geliyor binasıyla, o paraya 3 void çıkacağından 40+ dakkalık oyun olmadan bol void olmadan upgrade olmaz. bas 2 tane viking kitelaya kitelaya motor edersin voidleri. ayrıca kombatı nerde yaptıgın da çok önemli voidlere. void kara unreliable bir unite yok. her basışımda "sonumuz hayrola" diyorum. bi gidiyosun base de bina komuyosun. bi gidiyosun yolda 3stalker/6 marin/2 muta gelip motor edebiliyor. kombatı senin istedigin gibi yapmaya bak. ortada yakala vs.



infested mule? lol
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1 adet overseer'ı gönderiyorsun rakibe, adam bütün base çevresini komple turretla çevirmiyeceğine göre içeri girer girmez 2-3 tane changeling bıraktınmı adam fark edene kadar bütün base'i görürsün zaten. Hele hele böyle bina arkasında falan durursan hayat boyu fark edemeyen baya bir oyuncu olacaktır.

Bunu sadece gerçekten dehşet pro oyuncular yemiyor.
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idra bu bahsettiğin şeyden şikayetçi.

şikayetine göre early game de lairden önce yani, rakip senin scoutlarını çok kolay denylıyor. akıllı rakip zaten saatte 0.1 milimetre hızla giden overlordu baseine sokmuyor.

(idra şikayet ediyor dedim -adam gerçekten bundan şikayetçi o ayrı- çünkü şimdi tunca gelip 1500 üstü değilse rakip rahat scoutlaybiliyosun dicek)

terran vs zergde bina uçurup bakabiliyor early de , reaperı scout için kullanan çok zaten.

protoss vs zergde zaten upper hand protossta early game konusunda protossun solid bi buildi varsa öyle scoutu çok gerektiren bir şey olmuyor. zerg genelde oyununu kurduğu anda zaten protossun observeri ya da kendi upper hand i sayesinde zerg rakibine yaptıgı baskıyla neler yapıyo olduguna dair fikre sahip oluyo
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scorch said:

tamam da tunca 4 tane queen ile adamın 4 void rayini alamıyorum

4 queenle eğer bi kaç tane transfusion atabilirse alırsın ama zaten adam 4 void ray basana kadar anti air olarak sadece 4 tane queen bastıysan ve rakibe hiç baskı kurmadıysan başka bir yerde hata ver demektir.

scorch said:
mesela adam ruh hastası gibi kite edio herseyi lingler-baneling vs basıp baseine girmeyi deniorum arada kapısına cannon zealot yığıyor geçirtmio, exp cıkıosun exp ile base arasında kite edio voidler ile tek tek one shotluo droneları yada queenleri

void yapan adama ling veya banelingle girceksen exp almadan önce giriceksin zaten o sırada da en fazla 1 tane void rayi olur düzgün macro yaptıysan 1 void ray tek tek lingleri öldürene kadar çok fazla zarar verebilirsin. girişi de baneling ile patlatıp giriceksin. ama eğer rakip buna önlem aldıysa giremeyebilirsin riskli bir strateji zaten.

scorch said:
cünkü voidin range queenden ve spore colony den 1 fazla mükemmel mesafede durduklarında vuramiosun ki bunu yapan 3-4 kişi ye denk geldim platinium seviyesinde.

böle bişi yok queenin de spore un da range i yeterli.


scorch said:
tek alternatifi adama sezdirmeden 3.bir base almak alakasız bir yerde.. o da şans baya

hayır böle bişi yok düzgün oynarsan alırsın.

less qq more pewpew kasın biraz daha tüm sorunlarınız hatalı oynamanızdan kaynaklanıyor.
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Desu said:

idra bu bahsettiğin şeyden şikayetçi.

şikayetine göre early game de lairden önce yani, rakip senin scoutlarını çok kolay denylıyor. akıllı rakip zaten saatte 0.1 milimetre hızla giden overlordu baseine sokmuyor.

(idra şikayet ediyor dedim -adam gerçekten bundan şikayetçi o ayrı- çünkü şimdi tunca gelip 1500 üstü değilse rakip rahat scoutlaybiliyosun dicek)

terran vs zergde bina uçurup bakabiliyor early de , reaperı scout için kullanan çok zaten.

protoss vs zergde zaten upper hand protossta early game konusunda protossun solid bi buildi varsa öyle scoutu çok gerektiren bir şey olmuyor. zerg genelde oyununu kurduğu anda zaten protossun observeri ya da kendi upper hand i sayesinde zerg rakibine yaptıgı baskıyla neler yapıyo olduguna dair fikre sahip oluyo

evet doğru işini bilen adamı scoutlayamazsın ama zaten hiç scoutlayamasan tek baseden çıkabilecek force belli hepsine birden önlem almak mümkün rakip çok iyi olmadıkça. bieraz ilerlediği zaman da hızlıca overseer ile scoutlanır yani en kötü
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bunu hakikaten whine ya da zerg so underpowered nerf terran diye yazmadım. bunun zerglerin içinde bulunduğu durumun özeti gibi, status report gibi düşünün.

iyi bir zerg olarak bildiğimiz lalush -bize gliding shotla ilgili detaylı threadi ve başka önemli bilgilerin olduğu treadleri sunan arkadaş- zerglerin eary scout konusunda ve terranın tech switchleri konusunda çok güzel bi yazı yazmış.
ingilizce kurtarıyosa zerg oynamasanız da okuyun derim.

bu mesajı, bugüne kadar yapılmış sc2 turnuvalarında elde edilen sonuçlara dayalı olarak ırk dağılımı yapmış birinin mesajına atmış (dağılım çok komik bu arada 45 turnuvanın 28 ini terran 21ini protoss 2 sini zerg filan almış tam olarak öyle değil de buna yakın).

klasik olarak o thread whine threadine dönüşmüş zerg zayıf diyen hayır zerg zayıf değil l2p diyen mesajların arasında durumu özetlemeye çalışmış.

lalush hem iyi bi oyuncu hem de benim gibi sadece whinelayan bi zerg değil, uzun uzadıya analiz yapıp öneriler sunan bi genç. şikayetçi oldugu her konuda oturup önce bi analizini yazmış ve önerilerini getirmiştir okuyun derim.

said:
Perfection is very hard to achieve when the matchup involves such a high degree of guessing for zerg. Even when you scout a certain tech path from the terran, you still cannot be sure what is coming. Yesterday for example (one out of a thousand examples), I scouted a very fast tech starport tech lab switch from brat_ok in a tournament game, and I began making spore crawlers and queens while massing drones. I was sure I was going to come out far ahead. What happens next? He only uses the starport to build 1 banshee. Switches his strat around instantly, builds 1 medivac and 1 thor, drops it on my cliff, completely shuts down mining and easily takes out my expansion hatchery.

There is no way a zerg can account for all these possibilities at the same time. Every terran is unique. Every terran has got their own specialized (and often retarded) transition. Banshee doesn't have to mean banshee. 2 rax doesn't have to mean aggressive infantry build. It might as well mean a nonsensical delayed 2 or 1 port banshee with cloak.

You have all these idiot terrans scoring easy instant wins vs zergs everywhere, because even if you scout their production buildings, half of the time you've still got no fucking clue what they're doing. You scout a barrack constantly producing marines and a starport without addons? Maybe he'll use it for 1 viking and then medivacs. Maybe he'll use it for a fast medivac dropping 8 marines straight into your base. Maybe he's the kind of terran that built another rax in his base and waits for 2 medivacs before dropping you. Maybe he's the kind of retarded terran that waits for so long, that eventually you start making drones again, and in flies 3medivacs fully loaded with units. Sometimes they make a medivac and don't even use it for anything, they just expand and pretend it's a logical strategy.

You make drones and go for the early spire vs the 1 medivac 8 marine drop? You'll take sick damage. You start making units too late vs the 2 medivac drop and even hint at making the spire? You die. You start making units too early vs the 3 medivac drop instead of making the spire, and then suddenly think the coast is clear and proceed into making a round of drones because the drop never seems to come? You die.

You make too many units vs the nonsensical terran that went a 1-1-1 build into an 11-minute mark expand with medivacs and lots of marines before expanding but didn't even drop you ? You die from mining 600 less minerals per minute every subsequent minute.

Even when watching Sen's stream - who I consider to be 20x better than me and a complete monster ZvT - you see him losing instantly to noob terrans after overdroning vs a 3rax or 2rax/hellion all-in, or making too many units vs a faked aggression into fast expand build, or upgrading ling speed before lair and subsequently dying to 2port banshee without even having a fighting chance.

The main reason you see so many zergs getting eliminated so early, is because you have to have sick amount of LUCK to beat 5-6 terrans in a row. It doesn't matter how good and how skilled you are. Beating that many terrans in a row will require more luck than it will require skill.

The point is, there is too much of an element of randomness for zerg in the matchup depending on which tech path they opt for. And it cannot be fixed by simply "scouting better". The difference in win rate from playing a terran ranked #60 as opposed to a terran ranked #5 isn't that great. There's still the ~20% of games where you instantly lose due to a build order/tech path loss, no matter how good/bad your terran opponent is.

Then there are the truly good terrans. The ones of equal skill to you. The ones who'll win at least 50% of the games that reach beyond the "zerg guesses wrong instantly loses" phase.

The win ratio against those terrans won't ever be 50% for zergs. Much like the scrub terrans, the good terrans too will instantly win about ~20% of their games on pure build order errors from zerg. If they win half of the rest of games that puts them at 60% vs the zergs.

For a good terran facing a scrub zerg. There's perhaps a 1% chance of a build order loss. Again, number pulled out of my ass, but I should really think it's single digit, and amongst the lower single digits. You don't see morrow, brat_ok or demuslim losing to scrub zergs, EVER.

TvP, they might lose a higher percentage of games against no name protosses. But not nearly as high as zergs vs terran and protoss.

So what you end up with (poker analogy) is top zergs having to fight their way through 5-6 top pocket pair vs lower pocket pair preflop all-ins without getting drawn out one single time! And of course a couple of other key hands that actually reach the flop, turn and river (normal games where the zerg had some influence on the outcome and didn't instantly lose).

This post was written as a rant from start from finish. Forgive me if it's very incoherent.



said:
I personally think the macro mechanics are to blame for most of what's "wrong" in SC2. You often hear korean bw-coaches dismiss SC2 by saying "it is too fast paced", which is somewhat of a strange remark seeing how fast paced of a game BW is considered to be, but nonetheless I agree with them. The macro mechanics make you reach saturation on one base so fast that there's not enough of a discrepancy between a "normal" build and an "all-in" build. You're simply not forced to enough of an economic trade off for cheesing or opting for an aggressive build.

In SC1, going 4gate would actually mean something significant. Scouting someone going 4gate was significant. You'd have to sacrifice economy and saturation to even do a 4gate. In SC2, saturation on 1base is reached so fast, rushes are boosted so much, attack timings are so fast forwarded, that it forces everyone into conformity. There don't exist no fast shuttle (warp prism) drops with reaver (colossus) no more, because if you are to choose such a tech path, you'll have 8 zealots, 10 stalkers, and 4 sentries knocking at your doorstep by the 6th minute in the game. There is simply no way in hell you can defend that with 1colossus 3 stalker and 1 zealot and 1 sentry or whatever low unit number composition you'll have after spending so much on tech.

Macro mechanics are like the fourth race of Starcraft. At least as much detail that was spent on balancing the races by Blizzard should have been spent on balancing the macro mechanics. They need to have a reasonable strength level. One that allows for a wider strategic diversity, rather than forcing everyone to "at least make 3 gate every game or else I'll die".

It's for the exact same reason that DT rush is a rock paper scissors build in SC2. While TT1 might have made that thread advocating DT play in PvP out of good reasons, I don't think he or anyone else really understood why DT play is so bad in SC2. In SC1, if you wanted to have observers out in time to defend against DTs, you'd have to sacrifice building more gateways for a quicker robo. In SC2, everything's boosted to such a degree you can easily have 3-4 gates and still get the robo up in time to defend DTs.

What you end up with is a situation where if the DT rush fails (i.e. if the opponent went for any strategy involving detection at all). He'll have about 12 more units participating in the counterattack against your base than in the analogous situation in Broodwar. As such there exists no transition from opening DTs. Either you win the game instantly, or you lose horribly to the counterattack. There is no inbetween. Even if they were to buff DTs by lowering the build time for the dark shrine, it would have no other effect than making DT openings instantly win a higher percentage of the time. It would still instantly lose the rest of the time where the other protoss opted for fast enough detection.

This is a perfect example in my opinion, of balance changes being unable to introduce strategic diversity to the game. And this is what Blizzard have been dabbling with all beta long. They've been nerfing the crap out of pretty much everything, because shit just kept dying too fast and too easily against other shit produced in bulk.

I'm not arguing for the macro mechanics to be removed though. It's a unique aspect of SC2 that distinguishes it from SC1 and introduces a whole new aspect of play. It should definitely stay in game. But for the HotS beta test, they seriously need to consider rebalancing macro mechanics. I'll eventually post a thread about it as I usually do, when I'm finished theorycrafting around the subject. Though, I don't feel as if I've got a good enough solution to present as of yet.

Right now I'm leaning towards suggesting a scaling method of sorts for macro mechanics. 2larva per inject on tier 1, 3 on tier 2 (lair tech) etc. Same sort of scaling effect for chrono boost and MULE. In order to slow down the early game somewhat. In my mind it makes sense, as it would remove alot of the random elements in the game and give players a proper chance to actually adapt to scouting information, as opposed to being hit by a 4warpgate all-in merely ~40 seconds after scouting it.

I think the game would benefit greatly from having technical strategies like warp prism colossus drops with gravitic drive upgrades become viable. And they would, as long as Blizzard just slows down the early game somewhat. As long as teching becomes a viable game path as opposed to everyone having to conform to the "Gotta produce as much shit as possible off of 1base as fast as humanly possible"-syndrome that's plaguing the game and will continue to plague it as long as the macro mechanics are designed the way they are and are as strong as they are right now.

No small unit tweak balance changes are ever going to change that you're going to have to defend a 4warp gate all-in in 90% of your games vsP on the ladder. Small unit tweaks aren't magically going to introduce more "strategic diversity" in SC2, as long as players aren't given enough time to adapt to scouting information.

Current state of zerg is pretty much: Either start the necessary upgrade/building before scouting or run the very real risk that the upgrade/building you started after scouting won't be complete by the time you get all-inned/cliff dropped/cloak bansheed/whatever. The "you just gotta learn to scout better"-horde on TL are really annoying in this aspect. By the time you scout it, half of the time there isn't enough time to adapt anyway!

All Blizzard's balance changes have achieved thus far when it comes to zerg is either making them die faster/easier or sustain more damage early game, or making them survive easier early game and thus automatically be broken against Protoss mid and lategame.

And in my opinion macro mechanics are more to blame for any of this than any unit being over- or underpowered.
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hahah threadin devamını okuyorum da,

morrow "whinelayan zergleri anlamıyorum oyunu öğrenin kasın whinelamak yerine" filan diyor bi tavırlarla.

lalush, morrow'un betadaki kirli çamaşırlarını dökmüş bir bir nasıl whine ettiğini oyunu oynayamadığını söyleyen bi sürü postunu linklemiş, çok güldüm.

morrow un whineları genelde t v p üzerine. lalush demiş ki

"morrowun daha fazla whine threadini bulamadım çünkü post history sinin nisan ortalarına kadar olan kısmı ilginç bi şekilde silinmiş, nisan ortalarında roach nerf gelmişti o tarihe kadar olan bütün postlarında morrow tvz den whinelıyodu"

lalush bunları yazınca threadde bi daha morroun postunu göremiyoruz

efsane threade burdan ulaşabilirsiniz http://www.teamliquid.net/forum/viewmessage.php?topic_id=152533
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hahahah savaşa idra da katılmış

idrA said:

MorroW said:

Raiznhell said:

this clearly shows that MorroW is OP not terran


ah thank you, im happy i could find at least 1 comment like this on 14 pages its annoying me so much that everyone talk so much about imbalance

we have no zerg players in general. who used to win as zerg when zerg was OP? like dimaga, who else ? haypro and zpux? i cant even name any other zergs that were on top of their game... we simply have few zergs participating in each tour and i think thats a bigger factor than the actual imbalance

i almost wanna switch to zerg just to show it is possible, its not a coincidence dimaga is by far best zerg atm, he simply has alot more skills than the other zergs. i pity these lower level players that blame their losses on imbalance when dimaga still manages to win. we have 30 terrans who can fight nicely on the top in tvt but who can compete in zvz? the skill gap is huge there and so few players...


youd be gold league if you played zerg
not just as a switch, if youd been playing zerg since the beginning youd still be gold right now
if you honestly think that you and 90% of the other terrans who are currently doing well deserve to win tournaments you're a joke.
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Desu said:

hahahah savaşa idra da katılmış

idrA said:

MorroW said:

Raiznhell said:

this clearly shows that MorroW is OP not terran


ah thank you, im happy i could find at least 1 comment like this on 14 pages its annoying me so much that everyone talk so much about imbalance

we have no zerg players in general. who used to win as zerg when zerg was OP? like dimaga, who else ? haypro and zpux? i cant even name any other zergs that were on top of their game... we simply have few zergs participating in each tour and i think thats a bigger factor than the actual imbalance

i almost wanna switch to zerg just to show it is possible, its not a coincidence dimaga is by far best zerg atm, he simply has alot more skills than the other zergs. i pity these lower level players that blame their losses on imbalance when dimaga still manages to win. we have 30 terrans who can fight nicely on the top in tvt but who can compete in zvz? the skill gap is huge there and so few players...


youd be gold league if you played zerg
not just as a switch, if youd been playing zerg since the beginning youd still be gold right now
if you honestly think that you and 90% of the other terrans who are currently doing well deserve to win tournaments you're a joke.

MorroW'u okurken IdrA'nın dediklerine yakın şeyler yazacaktım ki adam yazmış :)
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abi noob noob taktik vermeyin
yok overseer gönder yok scoutla falan diye.
biliyorum yapıyorum.
noob'um ben yenemiyorum diye açmadım topici.
scoutladıktan sonra adam zealot ardından stalker geliyor nası tutarım diye sordum.
2. expi erken at diye bi dünya yok oynadıgım bu oyunlarda.
adamlarda benim gibi çok iyi.
konuyu anlayan bi Desu var heralde bi de tunca.
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Vingthor said:

bu arada scouting için sc1'de en önce yapılan upgradelerden biri olan burrow neden sc2'de yapılmıyor

sokarlardı bitane zergling burrow bırakırlardı. haritanın her tarafında zerglingler it gibi map control sağlardı.


Lair yapılmadan araştırılamadığı için. Oyuna göre lair'in bitişi en erken 7. dk'lar da oluyor. Burrow araştırma süresini de ekle ki bunlar uzun araştırmalar, baya geç çıkıyor burrow. Burrow denen araştırma bitene kadar zaten map kontrolü sağlıyosun, creep ve overlordlarla, burda bahsedilen map kontrolü değil, ki zaten adamın basesini scoutlayamadktan sonra bi anlamı olmuyor map controlün.

Adam bi kere basesinin etrafını supply depot veya pylonlarla 0 blind spot bırakıcak şekilde donatırsa, imkanı yok changeling sokamıyorsun. Anca kamikaze overlord yollayacan, onu da hız upg. yapıp tabi, ne kadar tutacağı belirsiz.

Bende tutamıyorum düzgün protoss saldırılarını. Baştaki zea'ları öyle yada böyle halledebiliyorsun. Bence asıl sorun oyun başı it gibi stalker zea ve sentry ordusu basıp yollayanlar. Adam 8-9 tane stalker 4 zea, 2 tane de sentry ile dalıyor daha lair çıkamadan çoğu zaman. Tutamıyorum çoğu zaman, anca rakibi balına scoutlayacan onu çıktığını bilecen, bildikten sonra tüm ekonomini it gibi sırf o ilk saldırıyı durdurmak için harcayacan. Hele exp filan attıysan senrtyler bloğu koyuyor, saldırı anında destek ünite getirmene de engel oluyorlar. Cidden dengesizlik var. Terran'da sken, Protoss'da obs gibi canavarlar varken neden zerg'in scout olayı bu kadar götü boklu anlam veremiyorum
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