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Map Balance - The Worst of the Worst - Page 14

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SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
June 20 2010 01:54 GMT
#261
agree with all your points as a zerg player. ZvT on desert seems impossible at times T_T
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
HowardRoark
Profile Blog Joined February 2010
1146 Posts
June 20 2010 01:54 GMT
#262
The problem is that Blizzard have started to listen too much to the community, and it has resulted in them going overboard more than once with the patching.

I do know that this particular post is about the maps ONLY, but Blizzard, if you read this, just bide your time and see how things play out before you do any more changes. You (Blizzard) have really gone overboard too many times already (phoenix anyone?) with the patch changes. Imagine if there were these uproars during the release of SC1; the game would not have been nearly as good if they kept tweaking as much as they do now before being patient and seeing how things play out.

On a side note, if someone can enlighten me, I do have one question:
People kept talking about how useless mech were, but then it kept changing. I wonder: Was it the "Center Splash Damage" patch that totally turned the table for mech, or has it been viable to some extent all the way through beta, but that no one actually knew anyting?

"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Brokengamer
Profile Joined April 2010
Philippines116 Posts
June 20 2010 02:02 GMT
#263
On June 20 2010 10:54 HowardRoark wrote:
The problem is that Blizzard have started to listen too much to the community, and it has resulted in them going overboard more than once with the patching.

I do know that this particular post is about the maps ONLY, but Blizzard, if you read this, just bide your time and see how things play out before you do any more changes. You (Blizzard) have really gone overboard too many times already (phoenix anyone?) with the patch changes. Imagine if there were these uproars during the release of SC1; the game would not have been nearly as good if they kept tweaking as much as they do now before being patient and seeing how things play out.

On a side note, if someone can enlighten me, I do have one question:
People kept talking about how useless mech were, but then it kept changing. I wonder: Was it the "Center Splash Damage" patch that totally turned the table for mech, or has it been viable to some extent all the way through beta, but that no one actually knew anyting?



Its because of "center splash damage" and "no overkill AI" patch.. Terran players had alway been addicted to using siege tanks even when they were still weak.
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
June 20 2010 02:11 GMT
#264
On June 20 2010 11:02 Brokengamer wrote:
Show nested quote +
On June 20 2010 10:54 HowardRoark wrote:
The problem is that Blizzard have started to listen too much to the community, and it has resulted in them going overboard more than once with the patching.

I do know that this particular post is about the maps ONLY, but Blizzard, if you read this, just bide your time and see how things play out before you do any more changes. You (Blizzard) have really gone overboard too many times already (phoenix anyone?) with the patch changes. Imagine if there were these uproars during the release of SC1; the game would not have been nearly as good if they kept tweaking as much as they do now before being patient and seeing how things play out.

On a side note, if someone can enlighten me, I do have one question:
People kept talking about how useless mech were, but then it kept changing. I wonder: Was it the "Center Splash Damage" patch that totally turned the table for mech, or has it been viable to some extent all the way through beta, but that no one actually knew anyting?



Its because of "center splash damage" and "no overkill AI" patch.. Terran players had alway been addicted to using siege tanks even when they were still weak.

false, at the start of the beta, there were very few strong straight mech builds. players either went all bio, or started bio and transitioned to mech or bio mech.
more weight
Diamond
Profile Blog Joined May 2009
United States10796 Posts
June 20 2010 02:14 GMT
#265
On June 20 2010 11:11 alphafuzard wrote:
false, at the start of the beta, there were very few strong straight mech builds. players either went all bio, or started bio and transitioned to mech or bio mech.


He is correct. Mech was totally unusable at the launch. It wasnt till around patch 7 or so we started seeing anything mech.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
D3lta
Profile Joined May 2010
United States93 Posts
June 20 2010 02:15 GMT
#266
Am I the only one that finds it hilarious that Artosis can't make a single thread without inciting some kind of uproar?
The theory I've been working on after reading these 14 pages (beta is down, I am bored), is that all the maps essentially, suck. The exception being Lost Temple and Metalopolis. Really though, they need to just trash these stupid mini maps (stepps and incineration zone) hands down. Kulas....I say take it down for awhile, then introduce it when zerg starts doing better vs mech (which is going to happen). I think when it comes to DO, a lot of people just flat out don't like the map. So they attribute some kind of balance issue to it, they may not actually exist (marrow is good at explaining what sucks about this map v Z, and artosis/Idra have pointed out why a lot of zerg hate it too). I haven't seen any evidence that its hard to play a macro PvZ on DO, just evidence that 4 gate all-ins work really well.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-06-20 02:32:12
June 20 2010 02:25 GMT
#267
On June 20 2010 11:02 Brokengamer wrote:
Show nested quote +
On June 20 2010 10:54 HowardRoark wrote:
The problem is that Blizzard have started to listen too much to the community, and it has resulted in them going overboard more than once with the patching.

I do know that this particular post is about the maps ONLY, but Blizzard, if you read this, just bide your time and see how things play out before you do any more changes. You (Blizzard) have really gone overboard too many times already (phoenix anyone?) with the patch changes. Imagine if there were these uproars during the release of SC1; the game would not have been nearly as good if they kept tweaking as much as they do now before being patient and seeing how things play out.

On a side note, if someone can enlighten me, I do have one question:
People kept talking about how useless mech were, but then it kept changing. I wonder: Was it the "Center Splash Damage" patch that totally turned the table for mech, or has it been viable to some extent all the way through beta, but that no one actually knew anyting?



Its because of "center splash damage" and "no overkill AI" patch.. Terran players had alway been addicted to using siege tanks even when they were still weak.

They never had overkill in SC2 (as long as the beta was around anyway), that wasn't patched.

For TvT, various changes (marine build time, tank build time, perhaps more than anything else) killed the 1 rax CC -> 3 rax mara build, opening the door to way more mech builds.

For TvZ, mech was always good - I used it since one of the earliest patches. However, roaches used to be RIDICULOUS - they have since gone from 1 supply with super-super-super fast regen @ hive-tech, to 2 supply and way less regen unless burrowed.

For TvP, ehh, there was just no good build that could lead into mech play until the 1/1/1 build was discovered. Trying to mech without that, just led to you dying to too many things or getting behind etc...
+ Before they nerfed the warp gate research time, all 1 rax builds just died to mass warpgate+pylon below your ramp

On June 20 2010 11:15 D3lta wrote:
Am I the only one that finds it hilarious that Artosis can't make a single thread without inciting some kind of uproar?
The theory I've been working on after reading these 14 pages (beta is down, I am bored), is that all the maps essentially, suck. The exception being Lost Temple and Metalopolis. Really though, they need to just trash these stupid mini maps (stepps and incineration zone) hands down. Kulas....I say take it down for awhile, then introduce it when zerg starts doing better vs mech (which is going to happen). I think when it comes to DO, a lot of people just flat out don't like the map. So they attribute some kind of balance issue to it, they may not actually exist (marrow is good at explaining what sucks about this map v Z, and artosis/Idra have pointed out why a lot of zerg hate it too). I haven't seen any evidence that its hard to play a macro PvZ on DO, just evidence that 4 gate all-ins work really well.

Kulas needs bigger paths in the center, and probably the paths up to the cliff areas should be bigger as well.

Desert Oasis needs a better placed natural, which would make cheese less strong vs zerg AND make non-cheese options better. Maybe do what they did on scrap station and add debris to one of the paths leading to the natural (and preferably move the ramp so you can defend the ramp and your nat at once...).

Maybe make it a bit harder to hit the main gas. I'm not sure if it would end up being necessary or not.

EDIT: Maybe make the distance between minerals and the edge of your main longer to make bunker cheese weaker - again, not sure if it's needed or if this is a desireable "feature" of the map.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
UnderWorld_Dream
Profile Joined September 2009
Canada219 Posts
June 20 2010 02:29 GMT
#268
lol at all the flaming in this thread.

It is an interesting discussion. Maybe should you have start with what zerg is good at, and avoid so much flaming.

I won't comment, cause I havent played zerg at all in ladder.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-06-20 03:10:43
June 20 2010 03:07 GMT
#269
On June 20 2010 10:03 FrozenArbiter wrote:
I'm assuming you think Scrap Station is zerg favoured? I actually feel like it's balanced/T favoured TvZ at least O_o

I'd pick scrap station a million times before I picked desert oasis vs Zerg.


You don't think there's a reason that Scrap Station is the standard pick by Zerg players? I could link you to endless matches where the Zerg player picks Scrap Station against T or P.

I will agree that hellions are very strong against Zerg on scrap station because you can't block the ramp to the main with queens/roaches. However, mutas are very, very powerful on scrap vs terran (because vikings do not counter mutas combined with the short air distance) and spreading creep between the second expo and the destructible rocks allows you to defend 3 bases very quickly.
vileEchoic -- clanvile.com
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
Last Edited: 2010-06-20 03:14:37
June 20 2010 03:12 GMT
#270
This is a seriously biased write-up artosis =\

On June 20 2010 12:07 iEchoic wrote:
Show nested quote +
On June 20 2010 10:03 FrozenArbiter wrote:
I'm assuming you think Scrap Station is zerg favoured? I actually feel like it's balanced/T favoured TvZ at least O_o

I'd pick scrap station a million times before I picked desert oasis vs Zerg.


You don't think there's a reason that Scrap Station is the standard pick by Zerg players? I could link you to endless matches where the Zerg player picks Scrap Station against T or P.

afaik metalopolis is the standard pick by zergs ^_~
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
June 20 2010 03:15 GMT
#271
On June 20 2010 10:39 ryanAnger wrote:

Zergs have to expand because they simply can't win without a macro advantage. And, our production building is also our main building, so we basically need more hatches to be able to produce enough units.


That's the part I don't get. 1 Hatch and a queen has a production rate of 6 units of production. At 3-4 minute mark, thats pretty damn good for pool+150 resources. Not to mention zerg can allocate resources more freely to switch between economy/army since they essentially have a free mixture of 6 gateways or nexus.

Zergs generally have a faster increase of resource gathering rate. They saturate faster than most races when playing heavy econ. But I have to say, terran tends to have the biggest macro advantage off 1 base due to their resource rate overflow from MULE. However in the case of zvp, i don't think 1 base toss will have an unfair macro advantage against 1 base zerg at all.
RuhRoh is my herO
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-06-20 03:50:56
June 20 2010 03:49 GMT
#272
On June 20 2010 12:07 iEchoic wrote:
Show nested quote +
On June 20 2010 10:03 FrozenArbiter wrote:
I'm assuming you think Scrap Station is zerg favoured? I actually feel like it's balanced/T favoured TvZ at least O_o

I'd pick scrap station a million times before I picked desert oasis vs Zerg.


You don't think there's a reason that Scrap Station is the standard pick by Zerg players? I could link you to endless matches where the Zerg player picks Scrap Station against T or P.

I will agree that hellions are very strong against Zerg on scrap station because you can't block the ramp to the main with queens/roaches. However, mutas are very, very powerful on scrap vs terran (because vikings do not counter mutas combined with the short air distance) and spreading creep between the second expo and the destructible rocks allows you to defend 3 bases very quickly.

Meh, mutas are very strong on desert oasis too then - I'd much rather have Scrap Station where I can take a 3rd base without dying

T can turtle with mech on scrap, while it's impossible on Desert - I'd say this alone makes Scrap better for T than Desert. There are less cheese options on Scrap, but in a standard game it's far more even.

I think Viking builds are also a million times stronger on scrap station than on DO, as the natural on DO is not easily harassable while both the main and nat are reasonable targets for vikings on Scrap.

It might be super imbalanced ZvP for all I know, but it's not nearly as bad as Desert for Terran at least.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 20 2010 03:59 GMT
#273
This kinda just sounds like the complaining of a zerg player. Idk, I'm not a zerg so i can't really talk on whether this is true or not, but I'm pretty sure there should be some talk of imbalances towards other races as well. Honestly i think the maps have been fine. DO, even though many people hate it and i sometimes sigh when i play on it thinking I'll probably lose, isn't actually that bad. I looked at my matches there and its been pretty balanced for me.
Kill the Deathball
Alou
Profile Blog Joined March 2010
United States3748 Posts
June 20 2010 04:11 GMT
#274
On June 20 2010 12:49 FrozenArbiter wrote:
Show nested quote +
On June 20 2010 12:07 iEchoic wrote:
On June 20 2010 10:03 FrozenArbiter wrote:
I'm assuming you think Scrap Station is zerg favoured? I actually feel like it's balanced/T favoured TvZ at least O_o

I'd pick scrap station a million times before I picked desert oasis vs Zerg.


You don't think there's a reason that Scrap Station is the standard pick by Zerg players? I could link you to endless matches where the Zerg player picks Scrap Station against T or P.

I will agree that hellions are very strong against Zerg on scrap station because you can't block the ramp to the main with queens/roaches. However, mutas are very, very powerful on scrap vs terran (because vikings do not counter mutas combined with the short air distance) and spreading creep between the second expo and the destructible rocks allows you to defend 3 bases very quickly.

Meh, mutas are very strong on desert oasis too then - I'd much rather have Scrap Station where I can take a 3rd base without dying

T can turtle with mech on scrap, while it's impossible on Desert - I'd say this alone makes Scrap better for T than Desert. There are less cheese options on Scrap, but in a standard game it's far more even.

I think Viking builds are also a million times stronger on scrap station than on DO, as the natural on DO is not easily harassable while both the main and nat are reasonable targets for vikings on Scrap.

It might be super imbalanced ZvP for all I know, but it's not nearly as bad as Desert for Terran at least.


ZvP on Scrap Station is pretty balanced imo. Nothing too crazy I can think of off the top of my head.
Life is Good.
Merikh
Profile Blog Joined June 2010
United States918 Posts
June 20 2010 04:13 GMT
#275
On June 20 2010 07:16 Alou wrote:
Show nested quote +
On June 20 2010 06:29 Merikh wrote:
On June 20 2010 06:21 Alou wrote:
On June 20 2010 05:57 Merikh wrote:
On June 20 2010 03:06 iCCup.Diamond wrote:
Alou brings up a good point. Idra and Artosis play one playstyle 100% of the time. FE into a massive macro push with mass Roach or Hydra.

Whatever happened to BW where that shit would not fly? For example I was a P player and I KNEW that I could not do a macro war on Bluestorm. I also knew that Medusa and Colo it paid to be uber aggressive with 10/15 Goon Rush.

I think most of these players are not playing for the map and playing for the MU


That's false the 100% same playstyle part. (Based on watching his streams Artosis mixes his builds up a lot. Like a delayed expo, based on early 2 gate pressure etc... As for IdrA he's more of a 99.9% same playstyle type player when it comes to FE he's more of a mind game player imo)


What you're describing is how they have to alter things to fit the current game. Not a change in their playstyle. They still have the same general ideas going in from what I've seen. Of course if a player has early zealot harass he won't feel safe to expand, but he will steal deal with the harass, expand, and go back to how he has been playing. I think my other post highlights my opinion on this. I think players who want this macro oriented almost mechanical game need to be able to take a step back and try something different if their style isn't fitting the map.


Truth, I see what you're saying (staying on 1 base too long isn't how zerg works though imo). Personally on a map like Kulas my main focus is "how do I secure my expo without wasting 300 minerals and dying".


Expand later when you can defend the risky expo on Kulas or break the rocks and expand on top of the cliff.


I wasn't asking lol... (Just a thought process I do)
G4MR | I mod day9, djwheat and GLHF's stream
IdrA
Profile Blog Joined July 2004
United States11541 Posts
Last Edited: 2010-06-20 04:35:16
June 20 2010 04:34 GMT
#276
On June 20 2010 11:25 FrozenArbiter wrote:
Show nested quote +
On June 20 2010 11:02 Brokengamer wrote:
On June 20 2010 10:54 HowardRoark wrote:
The problem is that Blizzard have started to listen too much to the community, and it has resulted in them going overboard more than once with the patching.

I do know that this particular post is about the maps ONLY, but Blizzard, if you read this, just bide your time and see how things play out before you do any more changes. You (Blizzard) have really gone overboard too many times already (phoenix anyone?) with the patch changes. Imagine if there were these uproars during the release of SC1; the game would not have been nearly as good if they kept tweaking as much as they do now before being patient and seeing how things play out.

On a side note, if someone can enlighten me, I do have one question:
People kept talking about how useless mech were, but then it kept changing. I wonder: Was it the "Center Splash Damage" patch that totally turned the table for mech, or has it been viable to some extent all the way through beta, but that no one actually knew anyting?



For TvZ, mech was always good - I used it since one of the earliest patches. However, roaches used to be RIDICULOUS - they have since gone from 1 supply with super-super-super fast regen @ hive-tech, to 2 supply and way less regen unless burrowed.


what?
mech was utterly horrible vs 1 supply roaches and 50 mana mind control
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-20 04:48:01
June 20 2010 04:39 GMT
#277
take a 3rd base without dying



And I think this is key in every argument when discussing Terran mech vs. Zerg. Apollo mentions in his interview that sc brood war is balanced around its imbalance.


I am in the progress of re watching all of days dailies and came across his 23rd daily. Upmagic vs GGaemo he mentioned a lot of subtleties in the matchup but the general theme is the same.

OUT expanding the meching terran and win by nature of having a lot more stuff at a faster rate than he can push.

If you haven’t seen it http://day9tv.blip.tv/file/3533906/

In addition to both roach and hydralisk suddenly being 2 supply (hydra was 1 supply in brood war and had speed off creep).

You simply overall have access to less stuff than in sc1 while terran mech has more stuff to fiddle around with such as banshees and Vikings. In the ultimate doom scenario on any map outside of cross positions metalopolis and some chases such as cross position lost temple.

The current map pool does not allow you to take 3-4 expansions with relative ease and safety against mech. You can gamble and hope he doesn’t kill them off but really, its hard to get 4 bases on steppes of war without dying in the process to the various forms of harassments that terran has at his disposal in addition to building the mech blob.


And that’s why we sometimes see mech as this unstoppable force. Because really as day puts it in his 23rd daily, a 200 / 200 mech army can not be beat unless you have had superior macro than the terran and the wiggle room to replenish yours once you have killed off half of his blob and


I personally wanted Artosis to comment on the current map pool before he ever mentioned the possibility of an article specifically I wanted to hear if the current 8 mineral 2 gas system favours Terran more so than zerg or comments on how almost all the expansion patterns all form the same pattern.

Towards your enemy, its not a good thing for zerg either.


mech was utterly horrible vs 1 supply roaches
Because roaches can actually LIVE trough tankshots for an extensive period of time, reduced hp and supply cost with increased armor would be an easy fix as tanks would then need less tank shots. xD but its a short sighted solution not accounting for ZVP
"Mudkip"
AdahnSC
Profile Joined March 2010
United States376 Posts
June 20 2010 04:49 GMT
#278
there is one particular reason i find desert oasis to be in favor of T in ZvT. There is a ridge in the middle of the map near the vespene geysers (but across a chasm) from which units of range 6 can hit the vespene and siege tanks CAN HIT THE STARTING HATCHERY.
Myv382
Profile Joined May 2010
China31 Posts
June 20 2010 04:52 GMT
#279
I think the heat in this thread comes from the fact that the OP's arguments lacks so much reason, it's hard to provide anything to argue against. Must every natural expansion not have a cliff next to it? Must it always be easily defendable?

While Kulas Ravine has short rush distance, and long scout distance, he argues it is imbalanced. Yet it is completely the opposite on Desert Oasis, again it's imbalanced.

Most of the builds used against Zerg that are argued as imbalanced can simply be countered with a little scouting and timing attacks.

Why even talk about Incineration Zone?

PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 20 2010 05:08 GMT
#280
well he did use idra as his source. so pretty much zerg whining. (i'm a zerg player). The only map with problems is incineration zone, and only then because it requires a different thought process, but we didn't get enough time for zergs to figure it out.
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