BW General Discussion - Page 293
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WaterSerpentM
United Kingdom139 Posts
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CadenZie
Korea (South)545 Posts
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WaterSerpentM
United Kingdom139 Posts
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9-BiT
United States1089 Posts
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WaterSerpentM
United Kingdom139 Posts
On July 05 2019 10:56 9-BiT wrote: What does vocabulary mean? words you know/use | ||
Jealous
10107 Posts
On July 05 2019 10:36 WaterSerpentM wrote: maybe im lacking vocabulary, because i dont know what "veto" or "afaik" means Google! | ||
WaterSerpentM
United Kingdom139 Posts
oh, basically banning maps | ||
RWLabs
Korea (South)273 Posts
On July 05 2019 08:19 WaterSerpentM wrote: ye well it was quite off topic btw ive just started ladder, i have made it up to 1356 so far with a 52% win rate Jokes aside that's pretty impressive given your first post's advice. You've progressed quickly. | ||
WaterSerpentM
United Kingdom139 Posts
On July 05 2019 13:53 RWLabs wrote: Jokes aside that's pretty impressive given your first post's advice. You've progressed quickly. Thanks, good to know | ||
Models
Canada88 Posts
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WaterSerpentM
United Kingdom139 Posts
On July 06 2019 00:45 Models wrote: So your suggestion is all maps are the exact same? lol not really i get your point, and its true | ||
Columbo1
8 Posts
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puppykiller
United States3126 Posts
Every map has advantages and disadvantages. Where you can build buildings is one of these, but it isn't the most important one. As you play and learn more you will see other benefits that different races get from each map. I can't speak for each map, but sometimes when areas of the map are unbuildable it is more about nerfing terran mech than preventing proxies. Terran players like to build turrets to support their armies and sometimes it can make terran too powerful on that particular map so, so part of the map is made unbuildable. Neutral creep can be used for a few things, but on a map like Colloseum, it is so that zerg's can defend both their natural and main with the same group of sunken colonies. Otherwise Zerg players would be forced to spend extra money on creep colonies, always use 3 hatch builds, or use unusual strategies every time they played on Colloseum. Even though the neutral creep is meant to help Zergs defend, it can also be an opportunity to attack with a forward sunken colony. Usually good players can defeat this strategy though. | ||
Dazed.
Canada3301 Posts
On July 06 2019 03:15 puppykiller wrote: Cant a maps sum of advantages and disadvantages be something that we can rightfully complain about? Like, Colo for instance has a weirdly designed and cramped main base. Annoying as shit for terrans and protosses, and given the map isnt well loved for other gameplay reasons, I certainly think its fair for anyone to hark on collos main. Mediocre map, bad feature...You guys are douchebags lol Every map has advantages and disadvantages. Where you can build buildings is one of these, but it isn't the most important one. As you play and learn more you will see other benefits that different races get from each map. I can't speak for each map, but sometimes when areas of the map are unbuildable it is more about nerfing terran mech than preventing proxies. Terran players like to build turrets to support their armies and sometimes it can make terran too powerful on that particular map so, so part of the map is made unbuildable. Neutral creep can be used for a few things, but on a map like Colloseum, it is so that zerg's can defend both their natural and main with the same group of sunken colonies. Otherwise Zerg players would be forced to spend extra money on creep colonies, always use 3 hatch builds, or use unusual strategies every time they played on Colloseum. Even though the neutral creep is meant to help Zergs defend, it can also be an opportunity to attack with a forward sunken colony. Usually good players can defeat this strategy though. | ||
jinjin5000
United States1397 Posts
On July 06 2019 05:21 Dazed. wrote: Cant a maps sum of advantages and disadvantages be something that we can rightfully complain about? Like, Colo for instance has a weirdly designed and cramped main base. Annoying as shit for terrans and protosses, and given the map isnt well loved for other gameplay reasons, I certainly think its fair for anyone to hark on collos main. Mediocre map, bad feature... Stale stale stale | ||
Highgamer
1397 Posts
Still I don't down-vote any maps because A) for the challenge to play a disadvantageous/disliked map, the pressure to adapt and B) you never know when the training on exactly such a map might come in handy. | ||
Jealous
10107 Posts
On July 06 2019 16:25 Highgamer wrote: I too find Colo very annoying in TvP because, without a ramp and with that highground right outside your choke, it's always a real fight to not die to a (proxy) 2gate, the build gets even stronger than it is by default. I tend to speed up my siege-mode to do well against it... but then you can't do anything if P just goes for that in-base 12nex which, conveniently, is not really bunkerable. Still I don't down-vote any maps because A) for the challenge to play a disadvantageous/disliked map, the pressure to adapt and B) you never know when the training on exactly such a map might come in handy. Getting 2 Fac high ground siege contained is equally unpleasant IMO so it balances out. | ||
ProMeTheus112
France2027 Posts
there was some cool space tileset 3 player map that i haven't seen in a long time can't remember name. Why it's not around anymore, probably because natural expos were quite open so you can't do the usual wall in so it doesnt work in the end i guess^^ it was a cool map pretty popular at some point i like colo but it's quite awkward as P vs Z especially ofc.. lul. (seems you end up kinda having to canon wall-in again). and you can barely attack T ofc | ||
Wonk
546 Posts
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Kalent
Canada253 Posts
It's an 'unknown' toss player but pretty much every pro and the entire community agrees it's Bisu after watching the playstyle and analyzing sim city/hotkeys on a replay. He's quite good! | ||
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