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From a zerg point of view i agree with a lot in this article, and also on DO. Im not sure if its is right to say the map is imbalanced thogh, but i do agree that preventing harass early game in zvt is very difficult due to the ledge next to the main and the large distance between the main and the natural. If you are able to get into the mid/late game i would say its fairly balanced.
One thing I disagree with is the asumption of zerg beeing OP on this map due to mobility in zvt. With dropships, terran gain great mobility and ability to harass where the zerg army is not present.
In general, I would like to see larger maps with longer rush distances, for zerg its a bit too hard too fend of an early protoss rush where the rush distance is short since it gives you no to time to respond and make the right adjustments. (mabye it wouldnt matter since all protoss cheese anywas :p).
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On June 20 2010 01:39 comis wrote:Show nested quote +On June 20 2010 01:30 MorroW wrote: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). maybe u didnt play bw but 200 psi mech owned toss too lol. thats why u gotta overpower terran before he gets too strong. sc1 is basically revolved around recalls and frontal attacks while terran just has to hold on because he wins if he splits the map (talking about 2 player maps). thats where carriers come in and zerg has no carrier most common way i can think of is to take about 3-4 base as zerg get mapcontrol then make a huge fucking army and try break terran down with nyduses drops and frontal attacks. just like sc1 on destination tvz or tvp on 2 player maps without carrier. ur a bad player and u avoid my question about ur tournament achievements or rank stats etc, just drop the discussion ur embarrassing urself
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United States2095 Posts
Morrow read my post on the last page. I so beat you to it :D
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On June 20 2010 01:51 MorroW wrote: ur a bad player and u avoid my question about ur tournament achievements or rank stats etc, just drop the discussion ur embarrassing urself Uggh, mark of a douchebag.
People either know you or they don't, MorroW. No need for petty ad hominem.
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Holy cow people (general tendency) are arguing in such an ugly manner in this thread. I don't know much about this community (so I don't know if it's always that disgusting) but this is very bad advertising, that's for sure.
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in terms of MAP BALANCE. blizzard maps are poorly designed. As a 1900 Plat player -> 700 diamond player, the only map i looked forward to playing was Metalopolis and that was generally because it was the lesser of all the evils.
The maps themselves are too small. Of the top of my head, Steppes of War, LT, Kulas, DO, favor agressive early games (yes DO is included in this, how many times have people tried to cheese you on that map?). That idea in itself favors the terran race because of their ability to wall-off while obtaining powerful harass units (i can sit in my base and tech and harass you at the same time lol).
In all honesty, Artosis has a point in bringing this up because although many people claim the game is closely balanced right now (which i would tend to agree with) map balance coupled with certain racial imbalances (namely terran's ability to do whatever the fuck they want; wall off, harass, open all tech trees, turtle and sit in their 2-base without pushing to get 200/200 mech.) really compound each other and make this game a rather one sided affair for one race over another. Hopefully with the advent of private tournaments we will be able to create our own maps that can reduce these types of discrepencies.
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Holy shit has this community grown overly hostile since the beta went down. Please Blizzard bring it back before we have an all out war on our hands!
On June 20 2010 02:37 Heat_023 wrote: Holy cow people (general tendency) are arguing in such an ugly manner in this thread. I don't know much about this community (so I don't know if it's always that disgusting) but this is very bad advertising, that's for sure.
Please don't think this is how i normally is. This is normally a good and mostly mannered community but with no SC2 for a couple weeks everyone is irritated.
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aaaw, i r dissapoint. Even if the article is great and about maps I had hoped you would have started with how the current mineral / gas ratio affects the game. xD
as for desert oasis, why have terran players never tried to wall off the smaller entrance as a response to mass ling?? its not like your army is moving out for years to come.
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On June 20 2010 01:51 MorroW wrote:Show nested quote +On June 20 2010 01:39 comis wrote:On June 20 2010 01:30 MorroW wrote: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). maybe u didnt play bw but 200 psi mech owned toss too lol. thats why u gotta overpower terran before he gets too strong. sc1 is basically revolved around recalls and frontal attacks while terran just has to hold on because he wins if he splits the map (talking about 2 player maps). thats where carriers come in and zerg has no carrier most common way i can think of is to take about 3-4 base as zerg get mapcontrol then make a huge fucking army and try break terran down with nyduses drops and frontal attacks. just like sc1 on destination tvz or tvp on 2 player maps without carrier. ur a bad player and u avoid my question about ur tournament achievements or rank stats etc, just drop the discussion ur embarrassing urself
Protoss could beat 200 supply T mech. It was just hard. Not next to impossible like ZvT mech.
You say the way to beat T in ZvT is to "overpower terran before he gets too strong". That's exactly what I'm saying. The only way to beat T mech is to cripple/kill him early with a muta-focused build (you can try all ground if you want to lose). You can throw in cheesy nydus or whatever else you want but if you let T get to 200/200 your chances of winning drop through the floor.
We're saying essentially the same thing, you're just doing it in broken english and littered with personal insults.
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If u play bio vs zerg, is it still t>>>>z? ^^ jez i really suck
sry for ot
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My 2cents:
At the moment SC2 is a very dynamic game and must be treated as such. If a map is skewed toward a certain type of play from the opposing player, you should analyze it and devise a strategy that exploits as many of your opponents weakness as possible while playing to your own strengths.
Its a flawed way of thinking to go into every game on every map and play the same style, every map is a different arena with different tools at your disposal.
You (Artosis) and Idra like to play defensive macro games and steam roll when the time is right, on a map like Lost Temple, thats great, probably the best way to play the map. However on Desert Oasis it seems much more effect to abuse a feature of the map, one you make note of several times: the distance between the main and natural. That can be your strength or weakness depending on how you play. Nydus worming (proper verbage? lol) is incredibly effective on this map because of the distance between the main and natural, by pressuring with the constant threat of Nydus worms your safe to do a lot of whatever.
Its not "cheesy" or "gimmicky" to use the map to your advantage, the idea of playing "straight up" all the time every game, regardless of the map seems a little absurd to be honest.
All that being said, thanks for all you do Artosis!
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I think the only way we can clear this up is that blizzard should implement customized maps just like in iccup, that way the people doesn't need to whine since it's made by professional map makers.
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What I'm noticing Artosis, is that you want the maps to fit your style of Zerg play. Nothing wrong with that, but it leads for you to get destroyed on those cliffs vs Terran (I honestly don't see many Protoss players go for the cliff with stalkers...would work though). I think instead of just saying "these maps aren't the best for Zerg" you need to change your play style for the map. If the Kulas expansion is bad, maybe find a way to get an expansion on the cliff. It's probably not as economically sound as going to the primary expansion, but it might be easier to defend against some Terran and Protoss tactics that way. I just think you expect the straight up to work all the time, when maybe you need to be a little creative instead.
Also with Desert Oasis, I have to disagree on the point of defending three bases. It's hard for EVERY race to defend their third base on that map. Usually I just cannon up the island and take that as my third, as going to the gold or the third regular mineral patch on the opposite side of the main usually means you're leaving one of your bases vulnerable.
Also for ZvP on DO, I think the fact that Protoss always does the warp gate rush all in tells a lot about balance. DO is a map that Zerg can do well on if they get the chance to macro. Protoss has to get ahead of the zerg or downright kill the zerg before a certain point or it just becomes an uphill battle with an increasingly large hill.
Good read, but I think you need to vary up your tactics depending on the map.
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Yeah pretty sure people not taking advantage of Nydus networks should not comment.
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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
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This seems silly to me, the only maps that I feel we can really discuss imbalance on are desert oasis and maybe incineration zone. Maps like Kulas are not anywhere near as imbalanced as people think if you just play in a way that gets around it. Teching first to give you time to break down the rocks to take the safer expo is really not as big of a blow as some people think, you will already have units up and if you manage your larva correctly you will be able to keep up a decent defensive force while taking a 3rd relatively quickly after and still saturating them at a decent rate, which would then put you ahead. You can circumvent the dangerous cliffs altogether. It really just requires a different style of play, of course it is "imbalanced" if you just go ahead and expand to the obviously harder to defend location.
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why are all american starcraft players just mean in general? wtf i'm so glad there's still day9
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i wouldnt agree at all that its hard for every race to defend their third on DO, with creep tumors (and even without them) zerg can amply defend with their mobile army.
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How come Artosis doesn't get banned for belittling someone's argument over their post count?
This whole thread is goddamn retarded. Artosis dismisses everyone who disagrees with him and as soon as someone agrees with him, he says "finally, a well thought out post!" Utterly transparent. He's convinced himself that he must be right and nothing will change his mind. He's best ignored.
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I think most of these players are not playing for the map and playing for the MU
why should they bend their play to the map? you can notice from several turnaments that idra forces his strategy to work via overlord drops and flanking rather than abandone his entire gameplan, its nothing new.
Also with Desert Oasis, I have to disagree on the point of defending three bases. It's hard for EVERY race to defend their third base on that map. Usually I just cannon up the island and take that as my third, as going to the gold or the third regular mineral patch on the opposite side of the main usually means you're leaving one of your bases vulnerable.
where is the incentive to take a third against one base / two base zerg? its not like they are going to go sens one base muta and suddenly take 2 bases.
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