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Map Balance - The Worst of the Worst - Page 7

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MorroW
Profile Joined August 2008
Sweden3522 Posts
June 19 2010 16:10 GMT
#121
^what the hell is baw

perfect example of a <200 poster ^^;
Progamerpls no copy pasterino
comis
Profile Joined April 2010
United States333 Posts
June 19 2010 16:11 GMT
#122
On June 19 2010 22:08 raph wrote:
i agree with kulas, but on DO, terran actually feels much harder if the game goes beyond 2 base.

in the 2 base game im generally able to get 2-3 tanks + 12-15 marines and push to my nat, easy as pie. you bunk up and siege behind the bunkers and then just turret your main and leave a few scattered tanks within to help defend on doom drops. i can push and contain on 2 base and fight effectively. but if the game runs long into a 3+ base game for terran, the distances even on the closest blue mineral patch for an immobile meching terran against heavy muta + drops makes it incredibly hard on me to be able to defend my main and 3rd because of the obscure layout and distance


You only need 2 bases to max out a mech army. You then A-move into the Zerg base. If he tries to fight you, he loses. If he tries to base trade you, he has a chance but still most likely loses.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
June 19 2010 16:11 GMT
#123
On June 20 2010 00:45 Artosis wrote:
Show nested quote +
On June 20 2010 00:41 STS17 wrote:
The OP seems to boil down to "waah I can't FE on all maps all the time" which is what a lot of the arguments were for these maps (I'm ignoring IZ because I think your "Incineration Zone - lol" comment summed it up perfectly) were that it is hard to defend the natural, when the entire point of those maps are difficult to defend naturals.

Now, I am not a zerg player so I'm going to ask, do you need to fast expand in order to win as Zerg or is it just easier?


You need to, in general, expand faster and more often than your opponent as Zerg. Of course there are exceptions to this, but its a real rule for the race with great massing ability but weaker units.


I think this is only half of the story. In a game where both the Zerg and P/T are steadily expanding this is the case. But In a game where P/T tries to expand significantly faster than the Z its different, because Z can punish that very hard in the early and early midgame, possibly also later on (but I dont know because I never saw this situation).
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
June 19 2010 16:12 GMT
#124
On June 20 2010 01:11 comis wrote:
Show nested quote +
On June 19 2010 22:08 raph wrote:
i agree with kulas, but on DO, terran actually feels much harder if the game goes beyond 2 base.

in the 2 base game im generally able to get 2-3 tanks + 12-15 marines and push to my nat, easy as pie. you bunk up and siege behind the bunkers and then just turret your main and leave a few scattered tanks within to help defend on doom drops. i can push and contain on 2 base and fight effectively. but if the game runs long into a 3+ base game for terran, the distances even on the closest blue mineral patch for an immobile meching terran against heavy muta + drops makes it incredibly hard on me to be able to defend my main and 3rd because of the obscure layout and distance


You only need 2 bases to max out a mech army. You then A-move into the Zerg base. If he tries to fight you, he loses. If he tries to base trade you, he has a chance but still most likely loses.


What? I really hope you're joking.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
raph
Profile Joined May 2010
United States204 Posts
June 19 2010 16:12 GMT
#125
ive been a starcraft fan for years, i just never made and account and started posting away on the forums. just because i chose not to voice my opinion that makes it less valid?
Chill
Profile Blog Joined January 2005
Calgary25993 Posts
June 19 2010 16:13 GMT
#126
Update: Referencing post count as justification for calling someone stupid will result in a ban in this thread.
Moderator
Actua
Profile Joined May 2010
Canada101 Posts
Last Edited: 2010-06-19 16:14:39
June 19 2010 16:13 GMT
#127
On June 20 2010 01:11 comis wrote:
Show nested quote +
On June 19 2010 22:08 raph wrote:
i agree with kulas, but on DO, terran actually feels much harder if the game goes beyond 2 base.

in the 2 base game im generally able to get 2-3 tanks + 12-15 marines and push to my nat, easy as pie. you bunk up and siege behind the bunkers and then just turret your main and leave a few scattered tanks within to help defend on doom drops. i can push and contain on 2 base and fight effectively. but if the game runs long into a 3+ base game for terran, the distances even on the closest blue mineral patch for an immobile meching terran against heavy muta + drops makes it incredibly hard on me to be able to defend my main and 3rd because of the obscure layout and distance


You only need 2 bases to max out a mech army. You then A-move into the Zerg base. If he tries to fight you, he loses. If he tries to base trade you, he has a chance but still most likely loses.


I take it you still mass hydras vs mech
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-19 16:16:17
June 19 2010 16:14 GMT
#128
On June 20 2010 01:11 comis wrote:
Show nested quote +
On June 19 2010 22:08 raph wrote:
i agree with kulas, but on DO, terran actually feels much harder if the game goes beyond 2 base.

in the 2 base game im generally able to get 2-3 tanks + 12-15 marines and push to my nat, easy as pie. you bunk up and siege behind the bunkers and then just turret your main and leave a few scattered tanks within to help defend on doom drops. i can push and contain on 2 base and fight effectively. but if the game runs long into a 3+ base game for terran, the distances even on the closest blue mineral patch for an immobile meching terran against heavy muta + drops makes it incredibly hard on me to be able to defend my main and 3rd because of the obscure layout and distance


You only need 2 bases to max out a mech army. You then A-move into the Zerg base. If he tries to fight you, he loses. If he tries to base trade you, he has a chance but still most likely loses.

1st of all thats not true at all
secondly this is RACE BALANCE, not MAP BALANCE. desert is the worst fucking map imaginable to sit on 2base macro and attack and finish zerg. WORST MAP ok?
this is what im talking about we cant have this discussion as long as ppl confuse the meanings of this and as long as the mu is t>z on majority of the maps its just a matter of race balance to begin with

On June 20 2010 01:12 raph wrote:
ive been a starcraft fan for years, i just never made and account and started posting away on the forums. just because i chose not to voice my opinion that makes it less valid?

not at all, many here r just frustrated about the different opinions and the post count is such an easy way to judge and say "ur a bad poster". personally i was just kidding when i said it but its amusing to see others who actually believe post count matters
Progamerpls no copy pasterino
raph
Profile Joined May 2010
United States204 Posts
Last Edited: 2010-06-19 16:15:46
June 19 2010 16:14 GMT
#129
comis, lets hope ur trolling with that remark.
Merikh
Profile Blog Joined June 2010
United States918 Posts
June 19 2010 16:16 GMT
#130
On June 20 2010 01:13 Chill wrote:
Update: Referencing post count as justification for calling someone stupid will result in a ban in this thread.


Should this be for all threads, not just this thread correct?
G4MR | I mod day9, djwheat and GLHF's stream
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
June 19 2010 16:17 GMT
#131
Thanks for writing this article Dan. I enjoyed the read and I definetly agree with you on Kulas and Incin! Desert I also agree that theres just not enough test data for ZvP. (I actually had some tough tau cross like games on it vs good players who know how to macro as p!) And for ZvT I don't feel like I'm qualified to post. Anyway thanks alot for the article, your the man Dan! :D
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
Zhek
Profile Blog Joined January 2010
Canada342 Posts
Last Edited: 2010-06-19 16:17:34
June 19 2010 16:17 GMT
#132
[EDIT]: What Merikh said
comis
Profile Joined April 2010
United States333 Posts
Last Edited: 2010-06-19 16:24:02
June 19 2010 16:23 GMT
#133
On June 20 2010 01:14 MorroW wrote:
Show nested quote +
On June 20 2010 01:11 comis wrote:
On June 19 2010 22:08 raph wrote:
i agree with kulas, but on DO, terran actually feels much harder if the game goes beyond 2 base.

in the 2 base game im generally able to get 2-3 tanks + 12-15 marines and push to my nat, easy as pie. you bunk up and siege behind the bunkers and then just turret your main and leave a few scattered tanks within to help defend on doom drops. i can push and contain on 2 base and fight effectively. but if the game runs long into a 3+ base game for terran, the distances even on the closest blue mineral patch for an immobile meching terran against heavy muta + drops makes it incredibly hard on me to be able to defend my main and 3rd because of the obscure layout and distance


You only need 2 bases to max out a mech army. You then A-move into the Zerg base. If he tries to fight you, he loses. If he tries to base trade you, he has a chance but still most likely loses.

1st of all thats not true at all
secondly this is RACE BALANCE, not MAP BALANCE. desert is the worst fucking map imaginable to sit on 2base macro and attack and finish zerg. WORST MAP ok?
this is what im talking about we cant have this discussion as long as ppl confuse the meanings of this and as long as the mu is t>z on majority of the maps its just a matter of race balance to begin with


Zerg has one option against a competent mech T. End the game early with a muta focused build. That's on any map, including DO. If you want to break it into multiple discussing, I don't care, but that's what mech has done to the matchup and that HAS to be considered when discussing balance on ANY map.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
June 19 2010 16:27 GMT
#134
Alright, before I go into a tirade, are you just trying to point out the imbalanced maps or are you going for all maps?

Also, Desert Oasis seems a good map for 1 base fast air against Zerg. I have seen early Phoenix harass on this map (I forget which game, but I think it was in the HDH) and have personally done it (albeit at a much lower level) to great effect.
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 19 2010 16:30 GMT
#135
On June 20 2010 01:23 comis wrote:
Show nested quote +
On June 20 2010 01:14 MorroW wrote:
On June 20 2010 01:11 comis wrote:
On June 19 2010 22:08 raph wrote:
i agree with kulas, but on DO, terran actually feels much harder if the game goes beyond 2 base.

in the 2 base game im generally able to get 2-3 tanks + 12-15 marines and push to my nat, easy as pie. you bunk up and siege behind the bunkers and then just turret your main and leave a few scattered tanks within to help defend on doom drops. i can push and contain on 2 base and fight effectively. but if the game runs long into a 3+ base game for terran, the distances even on the closest blue mineral patch for an immobile meching terran against heavy muta + drops makes it incredibly hard on me to be able to defend my main and 3rd because of the obscure layout and distance


You only need 2 bases to max out a mech army. You then A-move into the Zerg base. If he tries to fight you, he loses. If he tries to base trade you, he has a chance but still most likely loses.

1st of all thats not true at all
secondly this is RACE BALANCE, not MAP BALANCE. desert is the worst fucking map imaginable to sit on 2base macro and attack and finish zerg. WORST MAP ok?
this is what im talking about we cant have this discussion as long as ppl confuse the meanings of this and as long as the mu is t>z on majority of the maps its just a matter of race balance to begin with


Zerg has one option against a competent mech T. End the game early with a muta focused build. That's on any map, including DO. If you want to break it into multiple discussing, I don't care, but that's what mech has done to the matchup and that HAS to be considered when discussing balance on ANY map.

thats like the worst way ever to play vs mech. how far did u get in ur tournaments lol, dont speak if u dont know anything ur just wasting my time reading
mech is like pvt in sc1 without carriers and thats best way i can explain to u. ur goal is to break down the terran and not let him half the map while the meching player can decide to make some mech timing attack or simply turtle and slowly take half the map. thats how u win vs mech terran, not by making mutalisks rofl
Progamerpls no copy pasterino
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-06-19 16:32:43
June 19 2010 16:31 GMT
#136
On June 20 2010 01:27 deth2munkies wrote:
Alright, before I go into a tirade, are you just trying to point out the imbalanced maps or are you going for all maps?

Also, Desert Oasis seems a good map for 1 base fast air against Zerg. I have seen early Phoenix harass on this map (I forget which game, but I think it was in the HDH) and have personally done it (albeit at a much lower level) to great effect.


In his article he said something along the lines of "This is a 3 part discussion, this is part 1 imbalanced maps" which goes on how three of all the 1v1 maps are more than 50% sided towards a certain race.

Then he said, he's going to address the more balance maps in a ZvX POV in his next article.
G4MR | I mod day9, djwheat and GLHF's stream
raph
Profile Joined May 2010
United States204 Posts
Last Edited: 2010-06-19 16:34:14
June 19 2010 16:32 GMT
#137
i have no idea why u think a muta heavy build is what beats mech, a few thors demolish any number of mutas. surely you can make some for harassment, but if its the core of your build? i dont think so.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
June 19 2010 16:36 GMT
#138
In order, imo:
1) Incineration Zone
2) Desert Oasis
3) Kulas
"One fish, two fish, red fish, BLUE TANK!" - Artosis
comis
Profile Joined April 2010
United States333 Posts
June 19 2010 16:39 GMT
#139
On June 20 2010 01:30 MorroW wrote:
Show nested quote +
On June 20 2010 01:23 comis wrote:
On June 20 2010 01:14 MorroW wrote:
On June 20 2010 01:11 comis wrote:
On June 19 2010 22:08 raph wrote:
i agree with kulas, but on DO, terran actually feels much harder if the game goes beyond 2 base.

in the 2 base game im generally able to get 2-3 tanks + 12-15 marines and push to my nat, easy as pie. you bunk up and siege behind the bunkers and then just turret your main and leave a few scattered tanks within to help defend on doom drops. i can push and contain on 2 base and fight effectively. but if the game runs long into a 3+ base game for terran, the distances even on the closest blue mineral patch for an immobile meching terran against heavy muta + drops makes it incredibly hard on me to be able to defend my main and 3rd because of the obscure layout and distance


You only need 2 bases to max out a mech army. You then A-move into the Zerg base. If he tries to fight you, he loses. If he tries to base trade you, he has a chance but still most likely loses.

1st of all thats not true at all
secondly this is RACE BALANCE, not MAP BALANCE. desert is the worst fucking map imaginable to sit on 2base macro and attack and finish zerg. WORST MAP ok?
this is what im talking about we cant have this discussion as long as ppl confuse the meanings of this and as long as the mu is t>z on majority of the maps its just a matter of race balance to begin with


Zerg has one option against a competent mech T. End the game early with a muta focused build. That's on any map, including DO. If you want to break it into multiple discussing, I don't care, but that's what mech has done to the matchup and that HAS to be considered when discussing balance on ANY map.

thats like the worst way ever to play vs mech. how far did u get in ur tournaments lol, dont speak if u dont know anything ur just wasting my time reading
mech is like pvt in sc1 without carriers and thats best way i can explain to u. ur goal is to break down the terran and not let him half the map while the meching player can decide to make some mech timing attack or simply turtle and slowly take half the map. thats how u win vs mech terran, not by making mutalisks rofl


You're right ZvT is exactly like PvT in BW, wait except the fact that map control has absolutely no importance in a game where NOTHING a Z makes can beat a 200/200 T mech army. The only way to beat mech is to cripple/kill him early with a fast muta/ling/baneling build. Show me 1 example where this is not the case (and don't give me some stupid replay where Z when burrowed roaches into an afk T or something, that's not an actual counter, just cheese that works on bad T's).
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
Last Edited: 2010-06-19 16:47:52
June 19 2010 16:46 GMT
#140
Comis, your point isn't valid. Let the chef help you out. First of all, sure its ridiculously hard to beat a 200/200 army. However it takes alot of time and minerals to make that. (Exactly like a TvP in BW)
So what Morrow is saying is that you want to effectively take your 200/200 army, that you got earlier then his, and harass him, try and keep him to two bases, or three bases if you have to and his army below 200.

You always want to keep whittling his massive ball of mech down so he doesn't reach this 200/200. And there are ways to stop a 200/200 army if you have 8 bases, and he has 2. And I assure you there are reps of Z's beating T's who have managed to get that 200/200 ball going. Idra's games on LT were a perfect example of what to do vs this mech turtle. (Just using Idra since hes a main idea in this thread)

So to end my point, ZvT is exactly like PvT in BW, Something a Z makes can beat a 200/200 T mech army and the only way to beat mech isn't to cripple/kill him early. Hopefully that helped you understand a little bit more about Starcraft.

Edited for spacing and a quick reword.
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
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