Proleague Maps Updated - Page 2
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eXigent.
Canada2419 Posts
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Hinanawi
United States2250 Posts
Also, Moon Glaive...the changes are going to bring Z up a bit, aren't they? Maybe we'll get to see some TvZ on it instead of just TvT. | ||
da_head
Canada3350 Posts
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LunarDestiny
United States4177 Posts
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caldo149
United States469 Posts
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Julmust
Sweden4867 Posts
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FusionCutter
Canada974 Posts
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eXigent.
Canada2419 Posts
On December 03 2009 16:19 Hinanawi wrote: I'm no good at analyzing maps, but did HBR just become even harder for TvP? It looks even easier to flank T and take expos than it was before... Also, Moon Glaive...the changes are going to bring Z up a bit, aren't they? Maybe we'll get to see some TvZ on it instead of just TvT. the middle is now way more viable for terran to push. You can set up ur push from the ramp, seige the highground, take the mid expo, and push from there. Here is a diagram of what I mean. The red dots are where ur push initially starts. The green arrow is the direction of your push .The purple dots are where your tanks will end up. The blue lines are depots/turrets which block those small chokes on 1 side. Finally the black x's are the expos you take along the way. If the toss takes the top bases then depot block the bottom entrances and seige push across his top ramp. Does this seem viable? P.S u can depot block the left side into your natural like normal. | ||
HaXXspetten
Sweden15718 Posts
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neobowman
Canada3324 Posts
And recalls will kill you if you put too much stuff in the middle. | ||
meegrean
Thailand7699 Posts
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eXigent.
Canada2419 Posts
On December 03 2009 16:47 meegrean wrote: Heartbreak Ridge still looks like a nightmare for TvP. the difference is that Terran doesnt have to slow push the low ground against toss on the ramp. You can push the middle and stay on high ground. On December 03 2009 16:45 neobowman wrote: Looks pretty damm elaborate and hard to setup if the Protoss is on his feet and spots it before you set it up. And recalls will kill you if you put too much stuff in the middle. Im not sure if u are addressing me but what do you mean by elaborate? It's the same as any other terran push, and allows you to remain on high ground. Also, this is HBR...every terran knows about PvT recalls in the main. It's pretty standard to turret the hell out of your main's perimeter, and plant tons of mines. Also, u push the first ramp, and take ur 3rd, max out and push the middle. Its not like u rush it and let toss rape you....terran maxed out and sieging those small chokes will force toss to back up....or die. | ||
konadora
Singapore66063 Posts
tornado mains moved | ||
StorrZerg
United States13910 Posts
On December 03 2009 16:31 Julmust wrote: yeah, now there's no reward in taking those min only bases since you're not securing a gas by securing the min only. I do not like neo hbr making zvp even harder to get a 4th gas TT | ||
konadora
Singapore66063 Posts
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butter
United States785 Posts
On December 03 2009 16:39 Liquid_Turbo wrote: Is it just me, or does the 1o clock natural on Neo HBR have +1 mineral patch than the nat on the compared to old? They both went from 7 to 8? + Show Spoiler [animated HBR changes] + | ||
mmgoose
769 Posts
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mmgoose
769 Posts
On December 03 2009 17:26 konadora wrote: why did they change back tornado's mineral/gas formation at 1/7 the tlpd image of tornado is outdated. the round 1 kespa tornado map already had those changes. | ||
konadora
Singapore66063 Posts
On December 03 2009 18:41 mmgoose wrote: the tlpd image of tornado is outdated. the round 1 kespa tornado map already had those changes. no i mean at 1 and 7, the mineral/gas formation was same as the other 2 starting locations now the changed it back to the original formation also, Moon Glaive 12 o'clock main's mineral formation is changed | ||
konadora
Singapore66063 Posts
damn, that was such an eyesore | ||
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