작성자 | 대마열여덟그루 | ||
---|---|---|---|
작성일 | 2018-07-20 07:58:05 KST | 조회 | 851 |
제목 |
금일자 커뮤니티 피드백 번역
|
(우주전쟁 갤러리에서 퍼옴 http://gall.dcinside.com/mgallery/board/view/?id=sc2&no=96410&page=1)
세랄 발렌시아 우승 축하하고 하스가 보여준 독특하고 멋진 빌드도 고마워.
팀리쿼드 맵공모전이 진행중이니 관심있으면 ㄱㄱ
월드 토너먼트에서 보여준 모습을 보면 당장 급하게 건드려야 할건 없다고 봐. 흥미로운게 있다면 저프전에 대한 상반된 피드백이 좀 나왔다는거야. 커뮤니티는 게임 후반에 토스가 너무 강하다고 하는데 몇몇 프로들은 아니라고 하더라고. 뭐 자기 종족이 약하고 상대 종족이 언밸이라고 하는건 일반적인 거긴 해. 우리가 보기엔 후반 고기 우모 조합이 진짜 강하긴 한데 저그가 시간이 더 지나면 기동성을 살려서 각개격파 할 수 있는 수준인거 같아.
또 저프전 대다수가 중반 저그 찌르기를 토스가 어떻게 대처하는가에 맞춰져 있는데 너무 많은 게임들이 이렇게 흘러가면 문제가 될 소지가 있어.
저프전 - 선우관이 여전히 대세인데 불사조랑 예언자가 정찰도 좋고 초반 방어에도 좋은 유닛이니까 선호도가 높다고 생각해. 현재 보여지는 초중반 양상은 굉장히 흥미롭고 특별히 문제되는건 없어 보여서 근시일내에 변화를 주진 않을거야.
테저전 - 밤까막이 너프로 떼까막이가 우리가 원한대로 이전처럼 저그 잡는데 효과적이진 않는 모습을 보여주고 있어. 거기다 이로 인해 후반 정면 교전에서 저그가 테란보다 더 할만해진거 같고 . 다양한 시간대에 우위를 점할 수 있게 됨으로서 이전처럼 저티어 유닛으로 승부를 보기보다 테크를 올려서 고티어 유닛을 섞어주는것에 대한 동인이 될 수 있다고 생각해. 그렇다고 해서 저티어 유닛으로 이길 수 없는 개임은 우리가 바라는게 아니며 현재는 그정도는 아닌거 같지만 조금 더 지켜볼거야.
프테전 - 불곰 버프는 중반 싸움의 보다 치열함이라는 우리가
의도한 바를 이루었고 승리를 위해서는 두 종족 모두 위치 선정과 마이크로 컨트롤이 중요해지는 결과를 낳았어. 방금 말한 목표를 기준으로 해서 현재 상태를 관찰하는 중이야. 테란의 찌르기가 이전보다 날카로워졌으니 토스는 이전처럼 일꾼 째거나 업그레이드 돌리기는 힘들어질거야.
동족전 - 단기적인 계획은 없어. 프프전은 전통적으로 시작 빌드에 따라 게임이 극단적으로 갈리곤 했는데 근래에는 트리플 이상 안전하게 가져가면서 게임하기 힘들다는 말이 나왔어. 저저전은 링링 뮤탈 바퀴 등 다양하게 나오는데 괜찮아 보이구 가끔 러커나 군락까지 나오면서 아주 바람직한 모습이야. 테테는 초번 사클 싸움이 주로 나오지만 어느정도 진행되면 바이오닉 대 메카닉응 비롯한 여러 모습으로 분화돼서 특별히 관심가지고 보고있어.
Hello everyone! It’s been an exciting time at WCS Valencia. Many different strategies have been utilized, all three races were well represented in the playoffs (for us on the balance team this is always heartwarming to see), new faces made it into the top 16, and there were plenty of hats for everyone. Congratulations to Serral for winning WCS Valencia, and hats off to Has for showing us the power of unorthodox play!
To start things off, we wanted to mention that the Team Liquid Map Contest 11 is going on now. The judging phase end July 30rd,, so make sure to check it out when the finalists are revealed. We are always excited to see all the new maps the community comes up with. Good luck to everyone participating!
In the tournament world, we’re not seeing anything immediately concerning. Interestingly, we’ve been getting some conflicting reports about ZvP. We’ve seen conversations in the community about late-game being Protoss-favored. However, reports were from some pro players have said the opposite. Of course, it’s normal for players on any side to believe the others are too strong while also feeling like their own faction needs buffs. From our perspective, Protoss Carrier with High Templar support is very powerful, but if the game goes on for a long period of time, the Zerg does have options to pull them apart and punish that composition’s relative low mobility.
Additionally, many ZvP games are focused around mid-game Zerg pushes and how the Protoss player responds to these, which can be an issue if the majority of games are decided around this singular, pivotal moment.
ZvP also continues to have Stargate as the most common opener. This isn’t a completely unexpected development—Oracles and Phoenixes are some of the fastest scouts for early game Protoss, and they can also double back and defend their base in case of early attacks. Beyond the early build choices, ZvP does have very interesting back-and-forth dynamics during the mid-game and early late-game, so we’re not looking to make an immediate change here.
In TvZ, the previous Raven changes have had the desired effect of reducing the ability of mass Ravens to defeat Zerg armies on their own. It also has generated a number of reports that TvZ has now shifted into the Zerg’s favor late-game in head-on fights. Having an advantage at different points of the game can be fine, as that provides incentive to tech up in a matchup rather than investing deeply into lower tier units and fighting with those. But having it be unwinnable is certainly undesirable. We don’t think this matchup has developed to the point where a tactic can be said to be “unwinnable,” but we will be watching for these situations going forward.
TvP’s biggest change was the Marauder buff. This seems to have had the desired effect of making mid-game battles closer, which results in micro and positioning being very important for both sides in order to gain an advantage. We are still observing how the matchup is playing out in this regard. Since Terrans have a stronger mid-game, Protoss will have to adjust and discover areas where they can get away with more workers or squeeze in an upgrade here and there will take time. Ideally, both races would be able to pressure each other throughout the game through offensive action, although at different times.
For mirror matchups, we are not planning on making any short-term changes. PvP has historically been a matchup where your opening builds are extremely important, but lately, we’ve gotten reports that it’s difficult for games to go safely go beyond three bases. ZvZ has decent diversity between Zergling/Baneling openers, Mutalisk-focused games, and Roach-focused games. This matchup also often evolves in a healthy way into Lurker pushes or Hive tech. In TvT, the early game often centers around Cyclones, but the matchup can diverge into different playstyles, i.e., Bio vs Mech as the game goes on. We are keeping an eye on this matchup in particular to see how it develops.
https://us.battle.net/forums/en/sc2/topic/20765947167#1
|
||
|
|
||
|
© PlayXP Inc. All Rights Reserved.