[M] (2) Icarus - Page 6
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llIH
Norway2142 Posts
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Doominator10
United States515 Posts
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iamcaustic
Canada1509 Posts
On February 02 2013 06:52 Doominator10 wrote: can we get a link to some of the Vods with this map in tournaments? Or are all the games paid for only? Being the GSL, all the VODs are paid only. If you want, you can purchase a ticket at gomtv.net | ||
Doominator10
United States515 Posts
On February 02 2013 07:10 iamcaustic wrote: Being the GSL, all the VODs are paid only. If you want, you can purchase a ticket at gomtv.net T_____T <--- no money = sad panda | ||
Fatam
1986 Posts
On February 02 2013 04:32 Barrin wrote: double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh. It does give interesting maps a bad name.. we're supposed to get there slowly. Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. The fact that the map is kind of ugly isn't helping its cause either. I think people don't like to admit how much aesthetics can affect their opinion of a map. Then again perhaps its a bit subconscious. Despite not liking most of the games I've seen on it, I think we should probably wait until near the end of the season to cast final judgment on the map.. people may learn to defend this layout better which could turn into better games. | ||
Sumadin
Denmark588 Posts
On February 02 2013 08:27 Fatam wrote: Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. The fact that the map is kind of ugly isn't helping its cause either. I think people don't like to admit how much aesthetics can affect their opinion of a map. Then again perhaps its a bit subconscious. Despite not liking most of the games I've seen on it, I think we should probably wait until near the end of the season to cast final judgment on the map.. people may learn to defend this layout better which could turn into better games. Of course aesthetics matters. We don't need confessions for this, we just need to run a ladder map vote and see how many votes for adding Metropolis. A beautiful maps that isn't made by Blizzard, pulling in support like a light pulling in moths. I am a little annoyed that i havn't been able to follow the games very well so far, so i don't really know of the problems showing up, if anyone could give me an update on what seems to be trouplesome then that would be nice. I will agree through that this map takes more chances than what seems necessary and alot of the things it tries is stuff that have failed in the past. I need to know more before a final judgement through. | ||
SiskosGoatee
Albania1482 Posts
On February 02 2013 08:27 Fatam wrote: It has less than most maps, which I like. Maps have waaay too much defenders advantage in this game, it's basically an excuse for not scouting at this point. You see people holding all ins they didn't even see coming until the last moment because the defenders advantage is ridiculous. When was the last time a Terran actually actively scouted? They don't need it, defenders advantage will solve their problems for them.Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. | ||
lorestarcraft
United States1049 Posts
On February 02 2013 11:58 SiskosGoatee wrote: It has less than most maps, which I like. Maps have waaay too much defenders advantage in this game, it's basically an excuse for not scouting at this point. You see people holding all ins they didn't even see coming until the last moment because the defenders advantage is ridiculous. When was the last time a Terran actually actively scouted? They don't need it, defenders advantage will solve their problems for them. You don't really understand anything about starcraft, do you? Defenders advantage is AWFUL in SC2, and is one of the biggest issues with it. You just every game to be a coinflip. You are talent with the editor, but I think you need need a better perspective of the game itself. I see it time and time again in your comments. | ||
SiskosGoatee
Albania1482 Posts
On February 02 2013 12:07 lorestarcraft wrote: Listen kid, did the thought ever occur in your egocentric mind that if different people like to see different games than you that has nothing to do with understanding anything?You don't really understand anything about starcraft, do you? Defenders advantage is AWFUL in SC2, and is one of the biggest issues with it. Good, defenders advantage blows anyway. Let's give the game offenders advantage instead so people actually have an incentive to move out instead of turtling in their base, FE'ing and having no interaction whatsoever.You just every game to be a coinflip. You are talent with the editor, but I think you need need a better perspective of the game itself. I see it time and time again in your comments. It's only a coinflip insofar you don't understand the game. Like ZvZ, so many people who don't know how to scout call it a coinflip because they don't understand it and can't add 2 and 2 together in their brain. ZvZ is a prime example of a matchup with very little defenders advantage, considered a coinflip by platinum level players who have no idea what's going on. Yet people like Life and Leenock have like what, 70% winrate in that matchup or something?Low defenders advantage actually forces you to use your brain and react upon what your opponent is doing rather than playing build order wars behind closed doors which is what all these ridiculously defensible naturals lead to. In ZvZ and Icarus you have to take the time to find out exactly what your opponent is doing or else you die. Call me crazy, but I like games more that are about scouting and reactions to your opponent rather than being safe from whatever behind a single bunker and just people throwing 'planned builds' against each other. Low defenders advantage raises the skill ceiling of the game, it allows a player who is better to more reliably beat weaker players, simple as that. Because you can no longer rely on the map, which is the same for everyone, to defend stuff, you have to rely on your decisions and micro, which is a skill. High defenders advantage levels the playing field. I mean, take a standard 1 rax FE TvP, I could hold an all in versus Naniwa here if I wanted, why? The defenders advantage is so high here that as long as I have a vague idea what's coming, I can pull scvs, repair my bunkers, and hold it, there's nothing he can do. Now take in ZvZ, I can't hold a ling/bane all in from someone like Life even though I know it's coming, the defenders advantage is so low that micro means everything and he'll just grossly outmicro ,me. You can't micro repairing scvs, photon overcharge or a choke point, you can however micro stalkers versus stalkers and banelings versus banelings. | ||
moskonia
Israel1448 Posts
Anyways regarding the subject, I don't know if you remember old school PvP, but that matchup used to be only 4gate versus 4gate, all the time. It was very skill based, if you had better micro you would win 99% of the time, which is good, but its boring, there are not any statistical thought behind it, not anything related to an RTS, only who can click faster and more precise. It seems most people don't agree with your thought process, since the vast majority of people agree that the new PvP is better than the old one. People like the defenders advantage, because without it the attacker would win all the time, since after all the defender invested money in an expansion, therefore he needs the advantage to survive. The fact that players use complicated and well though out builds to break through the defenders even though he or she has the advantage is very nice to watch (for me), I find it inspiring and exciting, since there is strategy behind it, instead of just mechanics. Ah and you are completely wrong about that you can hold Naniwa's all in, I am sure I can break you with an all in of my choice unless you are about the same level as mine. The defender's advantage is not big in SC2, in fact it is pretty small like it was said before. | ||
SiskosGoatee
Albania1482 Posts
On February 02 2013 21:53 moskonia wrote: Because I got:Siskos dude, why do you insult lorestarcraft? Why base your arguments on calling him egocentric and a kid? Why use an Italic font on the word "brain"? These things are just condescending and annoying. "You don't really understand anything about starcraft, do you?" From him or her. Anyways regarding the subject, I don't know if you remember old school PvP, but that matchup used to be only 4gate versus 4gate, all the time. It was very skill based, if you had better micro you would win 99% of the time, which is good, but its boring, there are not any statistical thought behind it, not anything related to an RTS, only who can click faster and more precise. Sure, but there was also only one strategy that everyone did so scouting was pretty much a formality. Low defenders advantage, especially in a non mirror, doesn't lead to everyone doing the same strat per se.It seems most people don't agree with your thought process, since the vast majority of people agree that the new PvP is better than the old one. People like the defenders advantage, because without it the attacker would win all the time, since after all the defender invested money in an expansion, therefore he needs the advantage to survive. The gist of low defenders advantage is that both are forced to attack, meet in the middle of the map, micro with each other and get to expand first as a reward for microing better. To me the plague of old PvP wasn't that it forced aggression, but that there was only one viable strat ever, which happened to be an aggressive one. If the only viable strat would be turtling until you got to 200/200 because the defenders advantage was ridiculously high and attacking was suicide, that would be even worse.The fact that players use complicated and well though out builds to break through the defenders even though he or she has the advantage is very nice to watch (for me), I find it inspiring and exciting, since there is strategy behind it, instead of just mechanics. Yet people in most matchups these days don't. The early game in most matchups is very very stale, in PvZ it's common that Z has 4 bases and P has 3 bases before the first attack ever happens, defenders advantage doesn't mean a whole lot any more on 4-3 basesAh and you are completely wrong about that you can hold Naniwa's all in, I am sure I can break you with an all in of my choice unless you are about the same level as mine. The defender's advantage is not big in SC2, in fact it is pretty small like it was said before. There isn't much skill ceiling in making 2 extra bunkers and sending SCV's to repair them. I agree there are some all ins that still require micro to defend, but 4gate versus a 1 rax FE isn't one of them. Just make 2 extra bunkers and put scvs on auto repair and no amount of micro from the 4gating player is going to bust it as the scvs repair out of their own. | ||
moskonia
Israel1448 Posts
On February 02 2013 22:12 SiskosGoatee wrote: Because I got: "You don't really understand anything about starcraft, do you?" From him or her. Sure, but there was also only one strategy that everyone did so scouting was pretty much a formality. Low defenders advantage, especially in a non mirror, doesn't lead to everyone doing the same strat per se. The gist of low defenders advantage is that both are forced to attack, meet in the middle of the map, micro with each other and get to expand first as a reward for microing better. To me the plague of old PvP wasn't that it forced aggression, but that there was only one viable strat ever, which happened to be an aggressive one. If the only viable strat would be turtling until you got to 200/200 because the defenders advantage was ridiculously high and attacking was suicide, that would be even worse. Yet people in most matchups these days don't. The early game in most matchups is very very stale, in PvZ it's common that Z has 4 bases and P has 3 bases before the first attack ever happens, defenders advantage doesn't mean a whole lot any more on 4-3 bases There isn't much skill ceiling in making 2 extra bunkers and sending SCV's to repair them. I agree there are some all ins that still require micro to defend, but 4gate versus a 1 rax FE isn't one of them. Just make 2 extra bunkers and put scvs on auto repair and no amount of micro from the 4gating player is going to bust it as the scvs repair out of their own. If the only viable build is a macro one, the early game will be boring, but after that it won't have to be boring after that. For example in PvZ until about the 7:30 minute mark its pretty much the same every game, but after that its very different. The note in your comment about PvZ is 3base versus 4 is really not true. While there are games where both sides go macro heavy, in most games there at least one form of pressure or harassment if not a full all in. I really don't understand how you think low defenders advantage is good, if there was no defenders advantage or very little of it there would only be one build, there is no possibility for anything but the fastest rush possible, because if you tech up you will lose to the early all in since you invested in tech while he invested in units, that is the reason why 4gate was so strong, since while there are other all ins like 3-4gate blink, 1base colossus or any other all in, it was never possible to get to the point of your tech paying for itself because of the 4gate. I agree a high defenders advantage is not good, I think maps the size of Taldarim altar with a 2 force field ramp and no back door would make for extremely boring games, but the same can be said about a map the size of Steppes of war with an open choke like Taldarim altar. The defenders advantage should be enough to allow for tech and expand builds to stand a chance versus aggressive builds if you scout and prepare well enough. Aggressive builds should never work if the opponent know they are coming and faced them before (unless there is a large skill gap). About the thing you said in the 1rax expand versus 4gate situation, well 4gate is an old an gamble build, its a lame build that requires no strategy. Of course that if someone goes for a simple 4gate they would lose unless their opponent is new to the game or does not scout. A good all in that you will have a problem to stop is something like a 3gate proxy void ray, a 4gate prism or a blink obs all in, all of these you can't stop with just using 5 bunkers, you need to have good micro and prepare accordingly. I actually did not see any games on Icarus yet because I always miss the games on it, so I can't really comment on the defender advantage of that map, but overall maps should try to use many different elements to create enough defenders advantage so that the map will feature interesting games and not the same build every game (like Tal'darim altar 4gate wars). | ||
SiskosGoatee
Albania1482 Posts
On February 02 2013 23:02 moskonia wrote: I didn't mean to imply that it always happens, but it does happen from time to time that the first (and only) interaction is a 3base pre-brood all in from P. P kills Z with that or doesn't and then doesn't have a mothership to deal with the broods.If the only viable build is a macro one, the early game will be boring, but after that it won't have to be boring after that. For example in PvZ until about the 7:30 minute mark its pretty much the same every game, but after that its very different. The note in your comment about PvZ is 3base versus 4 is really not true. While there are games where both sides go macro heavy, in most games there at least one form of pressure or harassment if not a full all in. I really don't understand how you think low defenders advantage is good, if there was no defenders advantage or very little of it there would only be one build, there is no possibility for anything but the fastest rush possible, because if you tech up you will lose to the early all in since you invested in tech while he invested in units, that is the reason why 4gate was so strong, since while there are other all ins like 3-4gate blink, 1base colossus or any other all in, it was never possible to get to the point of your tech paying for itself because of the 4gate I beg to differ 4gate vs 4gate was just a quirk of the matchup. For instance, I'd say that ZvZ has lower defenders advantage today than PvP had in the 4gate days but there are a plethora of different attacks people can do.Another thing about low defenders advantage is that you can do damage with an attack without all inning. If defenders advantage is high the only way to get something done with an attack is really invest everything into that attack. Which is what you see nowadays, 1.5 years back, there was a lot more pressure going on, nowadays almost every attack is basically an all in, especially in PvZ and TvT where the defenders advantage is very high. The reason I like low defenders advantage is simply because: - I like interaction instead of camping in my base, low defenders advantage gives people incentive to attack. - I like expansions and tech to actually be risky and decisions you have to make after weighing the options instead of things that nowadays seem to be part of build orders because you can hold anything anyway. Reactionary play is all but gone except in ZvZ and PvP. Another thing is that low defenders advantage means you don´t want to defend, you want to attack, so both sides attack each other and meet in the middle of the map, this is pretty common in ZvZ and PvP still. I agree a high defenders advantage is not good, I think maps the size of Taldarim altar with a 2 force field ramp and no back door would make for extremely boring games, but the same can be said about a map the size of Steppes of war with an open choke like Taldarim altar. The defenders advantage should be enough to allow for tech and expand builds to stand a chance versus aggressive builds if you scout and prepare well enough. Aggressive builds should never work if the opponent know they are coming and faced them before (unless there is a large skill gap) While I agree that hardcore all ins should be holdable if scouted properly. The thing is that nowadays as much as poking is useless because you don't gain anything from it.In the early days of SC2 it was common to expand behind pressure. The reason you did this is because you needed some units to expand or you died to the pressure of your opponent and as long as you had the units you might as well pressure your opponent with it so you met in the middle of the map. You also actually wanted to move out because it gave you scouting. I remember back in the day I would do a marauder 2rax expand and the scouting I gained from it would determine how I would play the rest of the game? When was honestly the last time you saw a Terran scout in the GSL? They all play super blind because they can hold most stuff without scouting, and it turns out that a super defensive natural makes denying scouting super easy. This is what I like about Howling Peaks, the back entrance to the natural allows me to actually scout and see what's going on, a good Protoss player won't ever let you see if he actually has a nexus on most maps. The game has just become far more a game of build order games and far less a game of action-reaction with all this defenders advantage. i think a natural like XNC is honestly fine. About the thing you said in the 1rax expand versus 4gate situation, well 4gate is an old an gamble build, its a lame build that requires no strategy. Of course that if someone goes for a simple 4gate they would lose unless their opponent is new to the game or does not scout. A good all in that you will have a problem to stop is something like a 3gate proxy void ray, a 4gate prism or a blink obs all in, all of these you can't stop with just using 5 bunkers, you need to have good micro and prepare accordingly Indeed, but defensible naturals do very little against a blink all in. And a lot of people also criticize maps here for making blink all ins as much as possible,The point is that on a natural like XNC defending a 4gate is actually hard, you have to be mindful of where to place your bunkers, you have to block the ramp with scvs to stop him from running by the bunkers. On Ohana it's just 'plfrf, whatever, 3 bunkers on top of that ramp, what you gonna do Nani?' I actually did not see any games on Icarus yet because I always miss the games on it, so I can't really comment on the defender advantage of that map, but overall maps should try to use many different elements to create enough defenders advantage so that the map will feature interesting games and not the same build every game (like Tal'darim altar 4gate wars). If I'm honest, I enjoy 4gate every game more than FFE every game. There was a time where people FFE'd on some maps where it was feasible and did sentry expands on other maps. Nowadays people FFE everywhere because mapmakers seem to think FFE is a human right. | ||
iamcaustic
Canada1509 Posts
On February 02 2013 12:51 SiskosGoatee wrote: Listen kid, did the thought ever occur in your egocentric mind that if different people like to see different games than you that has nothing to do with understanding anything? He's got pretty solid grounds to ask the question. Exhibit A: On February 02 2013 12:51 SiskosGoatee wrote: Good, defenders advantage blows anyway. Let's give the game offenders advantage instead so people actually have an incentive to move out instead of turtling in their base, FE'ing and having no interaction whatsoever. Defender's advantage is a key part of RTS, or any good one at least. We've seen what happens when the attacker has the advantage. It's called PvP on Tal'Darim Altar, or 1-base rushes every game on Blistering Sands. It results in a terrible and uninteresting game where matches fail to last longer than 10 minutes on a consistent basis. Your frustration at the excessive rush distances featured on many maps (including your own) is legitimate, as it makes it difficult for an attacker to strike before a turtle player is able to put up adequate defence and/or equalize the army size after playing greedy. It's why early attacks are so hard to pull off on maps like Whirlwind. Don't confuse this issue as a need for attacker's advantage. Onto Exhibit B: On February 02 2013 12:51 SiskosGoatee wrote: It's only a coinflip insofar you don't understand the game. Like ZvZ, so many people who don't know how to scout call it a coinflip because they don't understand it and can't add 2 and 2 together in their brain. ZvZ is a prime example of a matchup with very little defenders advantage, considered a coinflip by platinum level players who have no idea what's going on. Yet people like Life and Leenock have like what, 70% winrate in that matchup or something? Low defenders advantage actually forces you to use your brain and react upon what your opponent is doing rather than playing build order wars behind closed doors which is what all these ridiculously defensible naturals lead to. In ZvZ and Icarus you have to take the time to find out exactly what your opponent is doing or else you die. Call me crazy, but I like games more that are about scouting and reactions to your opponent rather than being safe from whatever behind a single bunker and just people throwing 'planned builds' against each other. Low defenders advantage raises the skill ceiling of the game, it allows a player who is better to more reliably beat weaker players, simple as that. Because you can no longer rely on the map, which is the same for everyone, to defend stuff, you have to rely on your decisions and micro, which is a skill. High defenders advantage levels the playing field. I mean, take a standard 1 rax FE TvP, I could hold an all in versus Naniwa here if I wanted, why? The defenders advantage is so high here that as long as I have a vague idea what's coming, I can pull scvs, repair my bunkers, and hold it, there's nothing he can do. Now take in ZvZ, I can't hold a ling/bane all in from someone like Life even though I know it's coming, the defenders advantage is so low that micro means everything and he'll just grossly outmicro ,me. You can't micro repairing scvs, photon overcharge or a choke point, you can however micro stalkers versus stalkers and banelings versus banelings. Actually, even pro players often call ZvZ a coin flip. The reason is because there are so many opening builds that just hard counter one another, like rock paper scissors. There are certain decisions that simply have to be made before you scout your opponent. Do you 10 pool? 15 hatch? Speedling expand? It's your inability to realize that there are decisions to be made before the scouting/reactionary process that's causing you to misunderstand much about the game and make these silly statements. Add in the huge maps and long rush distances you seem to enjoy making so much, and that compounds the issue; it takes even longer for that initial scout to find the opponent and see what's happening, especially so on 4p maps unless they get lucky with their scouting pattern and the spawns. You're half right when talking about the defender's advantage here, though. A defender's advantage that's too high results in stale and passive games. However, one that's too low is bad as well, as I gave examples of earlier. What is needed is a balance in order for there to be a stable, yet dynamic, game. That is where our job as mapmakers comes in. | ||
SiskosGoatee
Albania1482 Posts
On February 03 2013 08:01 iamcaustic wrote: Yeah, 10 minute matches where 90% of the time where was actually stuff happening instead of 'SO yeah ehh Tasteless, ask me a question during this downtime because both players have such defenders advantage that they elect not to attack each other and camp inside their base, so what's your favourite movie?'. I tend to take quality over quantity. Good games beat long games for me.He's got pretty solid grounds to ask the question. Exhibit A: Defender's advantage is a key part of RTS, or any good one at least. We've seen what happens when the attacker has the advantage. It's called PvP on Tal'Darim Altar, or 1-base rushes every game on Blistering Sands. It results in a terrible and uninteresting game where matches fail to last longer than 10 minutes on a consistent basis. Your frustration at the excessive rush distances featured on many maps (including your own) is legitimate, as it makes it difficult for an attacker to strike before a turtle player is able to put up adequate defence and/or equalize the army size after playing greedy. It's why early attacks are so hard to pull off on maps like Whirlwind. Don't confuse this issue as a need for attacker's advantage. Onto Exhibit B: I do it differently, I create long rush distances to create big maps but I also make naturals hard to defend to offset the long rush distances and create multiple chocked attack paths into naturals and thirds. This rewards multi pronged aggression while leaving punishing 1a'ing, the opponent has defenders advantage only if you can't multitask and split your army properlyActually, even pro players often call ZvZ a coin flip. The reason is because there are so many opening builds that just hard counter one another, like rock paper scissors. There are certain decisions that simply have to be made before you scout your opponent. Do you 10 pool? 15 hatch? Speedling expand? It's your inability to realize that there are decisions to be made before the scouting/reactionary process that's causing you to misunderstand much about the game and make these silly statements. Add in the huge maps and long rush distances you seem to enjoy making so much, and that compounds the issue; it takes even longer for that initial scout to find the opponent and see what's happening, especially so on 4p maps unless they get lucky with their scouting pattern and the spawns. I don't make 4P maps for this reason, it results into scouting being largely luck based. I timed all my maps specifically so that a 9-10 worker scout can always get in and see what is going on unless people cut workers to wall super early.You're half right when talking about the defender's advantage here, though. A defender's advantage that's too high results in stale and passive games. However, one that's too low is bad as well, as I gave examples of earlier. What is needed is a balance in order for there to be a stable, yet dynamic, game. That is where our job as mapmakers comes in. We are currently over the balance, games are currently stale and passive because there is downtime where commentators have nothing game related to talk about and go ask each other which films they saw yesterday. Of course there is an optimum but in my opinion we've well passed it currently simply because in most matchups nothing remotely interesting happens in the early game. | ||
iamcaustic
Canada1509 Posts
On February 03 2013 08:49 SiskosGoatee wrote: Yeah, 10 minute matches where 90% of the time where was actually stuff happening instead of 'SO yeah ehh Tasteless, ask me a question during this downtime because both players have such defenders advantage that they elect not to attack each other and camp inside their base, so what's your favourite movie?'. I tend to take quality over quantity. Good games beat long games for me. Those weren't good games, and there certainly wasn't anything quality about them. Instead of long, boring games, you had short, awful games where someone with half their opponent's skill level could win by sheer dumb luck. That's not the solution for a competitive game. I'm with you 100% about the sick amount of downtime larger maps have, though. On February 03 2013 08:49 SiskosGoatee wrote: I do it differently, I create long rush distances to create big maps but I also make naturals hard to defend to offset the long rush distances and create multiple chocked attack paths into naturals and thirds. This rewards multi pronged aggression while leaving punishing 1a'ing, the opponent has defenders advantage only if you can't multitask and split your army properly That's not a proper solution, and I label this Exhibit C. It just encourages everyone to play Protoss and do early warp gate all-ins. The opponent has defender's advantage only if the attacker can't reinforce immediately on the front line. We've already been through this phase of mapmaking, back when players like MC dominated everyone with sentry-based gateway timings on maps with highly exposed naturals. On February 03 2013 08:49 SiskosGoatee wrote: This is the only RPS of ZvZ which exists in every matchup. The point is that if you go 10pool, 15pool, 14g/14p, there is no build that auto wins against you, if you go hatch first you know you take a risk and that you will die against a 10pool drone all in. Which is something unavoidable every matchup has. From that point on though ZvZ becomes a game of purely action-reaction rather than doing build orders behind closed doors which you planned from the start of the game on. Exhibit D. Anything other than 10 pool you just mentioned does not punish a 15 hatchery; you end up way behind unless the hatch-first player gets too greedy with drone saturation and you manage to find a timing window, but that's relying on a mistake from the opponent. Zerg, far more than the other two races, snowballs when it comes to macro and economy. It's not as simple as playing safe with a 15 pool or 14g/14p all the time and expecting to win most of your ZvZs. If you think you know better than the pros on this, then I daresay lorestarcraft isn't the egocentric one here. On February 03 2013 08:49 SiskosGoatee wrote: I don't make 4P maps for this reason, it results into scouting being largely luck based. I timed all my maps specifically so that a 9-10 worker scout can always get in and see what is going on unless people cut workers to wall super early. Rather, you can't make 4p maps. The style of maps you make would be completely broken in a 4p setting, not that scouting is luck based. Early game scouting on 4p maps is a skill unto itself. Do you send 2 scouts to find the opponent faster, or is your build safe enough that 1 scout will suffice? That takes a lot of knowledge of the game and one's own strategy to decide properly. There's also inferring your opponent's location based on the timing and direction of the opponent's scout and redirecting your scout to the correct location. That takes game sense. Restricting the game to only 2p maps creates its own problems. For example, you can blindly perform a proxy strategy on 2p maps, because your opponent's location will always be the same. It's better to have a range of maps where that kind of dice throwing is not always possible. On February 03 2013 08:49 SiskosGoatee wrote: We are currently over the balance, games are currently stale and passive because there is downtime where commentators have nothing game related to talk about and go ask each other which films they saw yesterday. Of course there is an optimum but in my opinion we've well passed it currently simply because in most matchups nothing remotely interesting happens in the early game. I'm afraid I don't understand what you were trying to say here. | ||
SiskosGoatee
Albania1482 Posts
On February 03 2013 11:03 iamcaustic wrote: No, in the times of 4gate vs 4gate there was no luck involved, this was the time MC and Inca had ridculous winrates in PvP, it was pure skill, if your micro was better you won, there was no such thing as luck. Everyone did the same strat and whoever did it best won.Those weren't good games, and there certainly wasn't anything quality about them. Instead of long, boring games, you had short, awful games where someone with half their opponent's skill level could win by sheer dumb luck. That's not the solution for a competitive game. I'm with you 100% about the sick amount of downtime larger maps have, though. That's not a proper solution, and I label this Exhibit C. It just encourages everyone to play Protoss and do early warp gate all-ins. The opponent has defender's advantage only if the attacker can't reinforce immediately on the front line. We've already been through this phase of mapmaking, back when players like MC dominated everyone with sentry-based gateway timings on maps with highly exposed naturals. On top of that, sentry all ins are terrible for multi pronged aggression. Gateway all ins just don't work well going trough multiple chokes. You go with them in one boom. You really cannot micro forcefields on multiple fronts at the same time. [Exhibit D. Anything other than 10 pool you just mentioned does not punish a 15 hatchery; you end up way behind unless the hatch-first player gets too greedy with drone saturation and you manage to find a timing window, but that's relying on a mistake from the opponent. Zerg, far more than the other two races, snowballs when it comes to macro and economy. Exhibit: you don't know what you're talking about. It has been empirically found that hatch first leaves you with only 20 minerals advantage versus 15pool. Please don't tell me how to ZvZ.The advantage hatch first offers to 15 pool is extremely marginal. It's not as simple as playing safe with a 15 pool or 14g/14p all the time and expecting to win most of your ZvZs. If you think you know better than the pros on this, then I daresay lorestarcraft isn't the egocentric one here. Most pros know this since it has been out (except Koreans because they don't get the memo, they also extractor trick for sme reason), that's why Hatch first is very rare these days.Check it out. The advantage hatch first gives versus 15 pool is really insignifiant, as is the advantage 15pool gives to 11pool which was also found to only be around 30 minerals. The build order advantages in ZvZ are very low due to the nature of larvae. [ It's not a skill, it's a gamble. If you send 2 but one would've found it you just gambled, that's all.Rather, you can't make 4p maps. The style of maps you make would be completely broken in a 4p setting, not that scouting is luck based. Early game scouting on 4p maps is a skill unto itself. Do you send 2 scouts to find the opponent faster, or is your build safe enough that 1 scout will suffice? That takes a lot of knowledge of the game and one's own strategy to decide properly. There's also inferring your opponent's location based on the timing and direction of the opponent's scout and redirecting your scout to the correct location. That takes game sense. THe only 4 player maps I made are 2 in 1 maps which are cross only. I don't like 4 player maps for a number of reasons I've given before. But mostly the fact of scouting and that mains need to double as expos. Restricting the game to only 2p maps creates its own problems. For example, you can blindly perform a proxy strategy on 2p maps, because your opponent's location will always be the same. It's better to have a range of maps where that kind of dice throwing is not always possible. Sounds good, in that case a proxy is a strategy that doesn't rely on RNG any more. You see people proxy in the middle of a 4 player map just as often, in which case it's just if the RNG rolls in your favour. I do believe you can demonstrate that proxying on a 4 player map has the same expectancy value of success, it's just more random and outlier. If you find them first with your proxy and they scout you very late it's extremely powerful, in reverse very weak, on average just as powerful as on a 2 player map. It doesn't make proxies less powerful, it makes them more random.I'm afraid I don't understand what you were trying to say here. | ||
iamcaustic
Canada1509 Posts
On February 03 2013 11:44 SiskosGoatee wrote: No, in the times of 4gate vs 4gate there was no luck involved, this was the time MC and Inca had ridculous winrates in PvP, it was pure skill, if your micro was better you won, there was no such thing as luck. Everyone did the same strat and whoever did it best won. No, it was incredibly random. Many of those wins back then came down to the defending 4 gate player getting a good forcefield or not, and if they didn't, their army was automatically inferior due to the cost of getting the sentries, while the attacker would have stronger units. It wasn't even so much a case of landing the forcefield(s) correctly, but whether you did it before the opponent managed to get high ground vision and start warping up the cliff. In other words, did you happen to be looking at the ramp at the exact moment you needed to? It was far more lucky and game-ending than the current issue of vortex in late-game PvZ. MC and InCa had high win rates because they made sure to be on the attack as much as possible. There's no skill in forcing yourself up a ramp in that situation, just a matter of whether you'll get that moment to warp into the high ground. It's also actually a very clean example of how bad the game would be without defender's advantage. On February 03 2013 11:44 SiskosGoatee wrote: And yet, it doesn't work like that empirically, if your theory was correct then Protoss would dominate on large maps and it doesn't happen that way. On top of that, sentry all ins are terrible for multi pronged aggression. Gateway all ins just don't work well going trough multiple chokes. You go with them in one boom. You really cannot micro forcefields on multiple fronts at the same time. Protoss has dominated on large maps and maps with open naturals, historically. Calm Before the Storm, for example, only lasted a single season of GSL because it was a Protoss-dominating map. This was the official word from the GSL. Well, to be honest it will go one of two ways, depending on the map. Zerg will ultimately dominate if they have adequate opportunity to be up a base on a large map, such as Whirlwind. In the case of Calm Before the Storm, players could get easy 3 base, but the 4th was hard. That's Protoss heaven, since they don't have to face a larger economy from their opponent. In either situation, Terran is the loser due to their inability to overcome rush distance in any way. You can throw around the word "empirically" for the hell of it, but empirically on large maps that allow the Protoss to safely keep on equal economy to the opponent, the Protoss dominates. Metalopolis (after the disabling of close spawn) also demonstrates this relationship well. Protoss dominated Terran, as is to be expected with Metalopolis' design of the natural, and Zerg dominated everyone due to their ability to take a third while easily denying the third of their opponent. It became known as a Zerg map for that reason, but Terran still had a shitty time of it against Protoss. On February 03 2013 11:44 SiskosGoatee wrote: Exhibit: you don't know what you're talking about. It has been empirically found that hatch first leaves you with only 20 minerals advantage versus 15pool. Please don't tell me how to ZvZ. The advantage hatch first offers to 15 pool is extremely marginal. Most pros know this since it has been out (except Koreans because they don't get the memo, they also extractor trick for sme reason), that's why Hatch first is very rare these days. http://www.youtube.com/watch?v=o3YYKR1zVgc Check it out. The advantage hatch first gives versus 15 pool is really insignifiant, as is the advantage 15pool gives to 11pool which was also found to only be around 30 minerals. The build order advantages in ZvZ are very low due to the nature of larvae. Exhibit E. Larvae is essentially a 4th resource for Zerg. Simply looking at initial mineral benefit doesn't even begin to explain the advantages a hatch-first build gains. You're opening yourself up to 3-7 additional larvae production much faster than your opponent. That snowballs quickly. The reason you don't see hatch-first a lot these days is because so many Zergs now 10 pool blindly to deny the chance of their opponent getting way ahead. Saying "Koreans didn't get the memo" on this point is ridiculous. On February 03 2013 11:44 SiskosGoatee wrote: It's not a skill, it's a gamble. If you send 2 but one would've found it you just gambled, that's all. THe only 4 player maps I made are 2 in 1 maps which are cross only. I don't like 4 player maps for a number of reasons I've given before. But mostly the fact of scouting and that mains need to double as expos. That's not gambling, that's a calculated decision based on a lot of experience and planning. It's weird to me that you keep touting skill but want to transform early game scouting into a no-skill, automated process in every case. On February 03 2013 11:44 SiskosGoatee wrote: Sounds good, in that case a proxy is a strategy that doesn't rely on RNG any more. You see people proxy in the middle of a 4 player map just as often, in which case it's just if the RNG rolls in your favour. I do believe you can demonstrate that proxying on a 4 player map has the same expectancy value of success, it's just more random and outlier. If you find them first with your proxy and they scout you very late it's extremely powerful, in reverse very weak, on average just as powerful as on a 2 player map. It doesn't make proxies less powerful, it makes them more random. Exhibit F. Proxy strategies are far, far more common on 2p maps due to its far higher guarantee of success. Scouting isn't necessary, which means additional income generated earlier with that worker to hit the timing faster. Automatically knowing your opponent's location means the proxy can be even closer, which means the timing again hits faster and harder. Saying that a 4p map doesn't make proxies less powerful is incredibly ignorant. On February 03 2013 11:44 SiskosGoatee wrote: We both agree there is a certain optimum amount of defenders advantage, too little and the game becomes too short and hectic, too much and the game becomes too stale. Where the optimum lies is subjective. I believe the metagame with the exception of ZvZ and PvP is currently over that optimum and there is too much defenders advantage because there is too much downtime. If I designed an RTS, every MU would be very ZvZ like and it' the matchup I enjoy playing and watching the most because there's always something to do. In TvT or PvZ or TvZ or TvP you often just sit in your base doing your build and you really feel like 'There is nothing else I could be doing right now'. In ZvZ there isn't really any idle time, there is always stuff to do. Ah, I see. | ||
SiskosGoatee
Albania1482 Posts
On February 03 2013 13:28 iamcaustic wrote: So why didn't other players do the same thing as Inca and MC, clearly Inca and MC understood something better in those days? You can't attribute InCa's ridiculous PvP winrate at that time to luck any more. MC and inca just had the best micro around those days, and in PvP of old, Micro was everything. THere was nothing random about it, they microed better.No, it was incredibly random. Many of those wins back then came down to the defending 4 gate player getting a good forcefield or not, and if they didn't, their army was automatically inferior due to the cost of getting the sentries, while the attacker would have stronger units. It wasn't even so much a case of landing the forcefield(s) correctly, but whether you did it before the opponent managed to get high ground vision and start warping up the cliff. In other words, did you happen to be looking at the ramp at the exact moment you needed to? It was far more lucky and game-ending than the current issue of vortex in late-game PvZ. MC and InCa had high win rates because they made sure to be on the attack as much as possible. There's no skill in forcing yourself up a ramp in that situation, just a matter of whether you'll get that moment to warp into the high ground. It's also actually a very clean example of how bad the game would be without defender's advantage. On February 03 2013 11:44 SiskosGoatee wrote: And yet, it doesn't work like that empirically, if your theory was correct then Protoss would dominate on large maps and it doesn't happen that way. On top of that, sentry all ins are terrible for multi pronged aggression. Gateway all ins just don't work well going trough multiple chokes. You go with them in one boom. You really cannot micro forcefields on multiple fronts at the same time. Protoss has dominated on large maps and maps with open naturals, historically. Calm Before the Storm, for example, only lasted a single season of GSL because it was a Protoss-dominating map. This was the official word from the GSL. Well, to be honest it will go one of two ways, depending on the map. Zerg will ultimately dominate if they have adequate opportunity to be up a base on a large map, such as Whirlwind. In the case of Calm Before the Storm, players could get easy 3 base, but the 4th was hard. That's Protoss heaven, since they don't have to face a larger economy from their opponent. In either situation, Terran is the loser due to their inability to overcome rush distance in any way.[/quote]Oh yes, that Protoss heaven of 15 wins and 14 losses in the GSL. 14-14 vs Terran and 3-2 versus Zerg. You can throw around the word "empirically" for the hell of it, but empirically on large maps that allow the Protoss to safely keep on equal economy to the opponent, the Protoss dominates. Well, apparently not calm before the storm.Metalopolis (after the disabling of close spawn) also demonstrates this relationship well. Protoss dominated Terran, as is to be expected with Metalopolis' design of the natural, and Zerg dominated everyone due to their ability to take a third while easily denying the third of their opponent. It became known as a Zerg map for that reason, but Terran still had a shitty time of it against Protoss And yet, metropolis which is even larger leaves us with this; PvT: 89-97 (47.8%)Atlantis spaceship with this: PvT: 19-20 (48.7%) Whirlwind with this: PvT: 20-24 (45.5%). 'Empirically', you're talking out of the proverbial derrière. There are cancelling factors you know, such as drops becoming increasingly more powerful on larger maps, On February 03 2013 11:44 SiskosGoatee wrote: You clearly didn't watch the video did you, it illustrates how pool first at 7:00 versus hatch first leaves you with the same drone count but 30 minerals less mined and it also explains how pool first actually gives you more larvae in the early stages of the game than hatch first.Exhibit E. Larvae is essentially a 4th resource for Zerg. Simply looking at initial mineral benefit doesn't even begin to explain the advantages a hatch-first build gains. You're opening yourself up to 3-7 additional larvae production much faster than your opponent. That snowballs quickly. The reason you don't see hatch-first a lot these days is because so many Zergs now 10 pool blindly to deny the chance of their opponent getting way ahead. Saying "Koreans didn't get the memo" on this point is ridiculous. The reason only Koreans still hatch first and almost no foreigner does is exactly this, they didn't get the memo, this happens quite often. Koreans also kept using the extractor trick even though it was proven to be useless because they didn't read the English investigation which showed it leaves you about 6 minerals behind on 9 overlord and gives you a later overlord. On February 03 2013 11:44 SiskosGoatee wrote: It's not a skill, it's a gamble. If you send 2 but one would've found it you just gambled, that's all. THe only 4 player maps I made are 2 in 1 maps which are cross only. I don't like 4 player maps for a number of reasons I've given before. But mostly the fact of scouting and that mains need to double as expos. That's not gambling, that's a calculated decision based on a lot of experience and planning. It's weird to me that you keep touting skill but want to transform early game scouting into a no-skill, automated process in every case.[/quote]A calculated gamble is still a gamble. If I have an even d6 and say 'If it lands on 1 you give me a thousand euro, if it lands on any other side, I give you 2000 euro.', the calculated gable is of course to accept this little wager, it's the smart thing to do. that doesn't mean that it's still a gamble and it could just land on 1 outside of your control. On February 03 2013 11:44 SiskosGoatee wrote: Sounds good, in that case a proxy is a strategy that doesn't rely on RNG any more. You see people proxy in the middle of a 4 player map just as often, in which case it's just if the RNG rolls in your favour. I do believe you can demonstrate that proxying on a 4 player map has the same expectancy value of success, it's just more random and outlier. If you find them first with your proxy and they scout you very late it's extremely powerful, in reverse very weak, on average just as powerful as on a 2 player map. It doesn't make proxies less powerful, it makes them more random. Exhibit F. Proxy strategies are far, far more common on 2p maps due to its far higher guarantee of success. Scouting isn't necessary, which means additional income generated earlier with that worker to hit the timing faster. Automatically knowing your opponent's location means the proxy can be even closer, which means the timing again hits faster and harder. Saying that a 4p map doesn't make proxies less powerful is incredibly ignorant.[/quote]Saying that it does make it weaker displays a lack of insight in mathematics, allow me to illustrate, our schematic map: ![]() Here, assume you proxy in the centre and it's a 4 player map. This will give you a rush distance of 5 no matter where your opponent spawns. Your opponent can find you at a distance of 6, 6+8=14, or 14+6 = 20 depending on where you spawn. Therefore, the expectancy value of the distance your opponent must travel to find you is 13.3 Let's assume the map is cross only. In that case your opponent goes straight for your base, in that case he will always have to travel 10 units to find you. therefore, as long as you proxy outside 1.7 units of his main nexus on this theoretical map, the end result is the same. It's quite easy to see. The fact that your proxy is further away is offset by the fact that on average on a map with more spawns, it will take your opponent longer to find your base and realize you are proxying which negates that and gives your opponent less time to react before it's too late. | ||
iamcaustic
Canada1509 Posts
![]() On February 03 2013 14:05 SiskosGoatee wrote: So why didn't other players do the same thing as Inca and MC, clearly Inca and MC understood something better in those days? You can't attribute InCa's ridiculous PvP winrate at that time to luck any more. MC and inca just had the best micro around those days, and in PvP of old, Micro was everything. THere was nothing random about it, they microed better. Other players were busy trying to figure out if you could actually stop 4gate. Since 4gate is an all-in, the general response when not doing an all-in would be to defend it and win. Eventually a fast robo build came out, but it relied entirely on not letting your opponent up the ramp (same idea as defensive 4gate), and thus its win rate was far lower than doing the no-skill style of 4gate all-in due to the sheer volatility and randomness of the situation. If you were successful though, then your immortal tech would shut down 4gate and win the game. When warp gate tech was nerfed and the robo build became more polished, we saw guys like MC and InCa drop significantly off the radar for a little while. MC recovered by learning some relatively skill-less 2 base all-ins (only to fall off the radar again until he learned how to play out a full game), but InCa never did. If that's what you consider "skill", then you and I have some significant differences regarding the term. MC does deserve some props, though, to always continue improving his skill level to surpass his Brood War status of "suicide Toss". He's now a well-rounded player with a strong repertoire of early timings, all-ins, and long-term play. On February 03 2013 14:05 SiskosGoatee wrote: Oh yes, that Protoss heaven of 15 wins and 14 losses in the GSL. 14-14 vs Terran and 3-2 versus Zerg. In the one season it was used, 2011 GSL November, Protoss had a 75% win rate (9-3). Even in the one GSTL season it was used, it was an even 50% (5-5) due to a bunch of Code B Protoss' being faced against Code A and Code S Terrans at the time. That goes without saying all the results in the teams' practice sessions. But you're right, it does look pretty balanced at face value thanks to Protoss performing poorly in the following season's Up&Downs. Tassadar losing to Bomber and Ryung (two Terrans who continue to be Code S staples), InCa losing to Virus, and JYP the notoriously bad PvTer losing to Clide. Yes, the incredible difference in skill in the GSTL and Up&Downs after a Protoss-dominating performance in the previous GSL should have convinced the GOM staff that the map was, in fact, actually balanced and not at all Protoss favoured. By no means should they have considered how the games played out or the data and feedback they received from the pro teams. You remind me of those people who think TDA was perfectly fine because the win rates at face value looked balanced, rather than actually seeing what was really going on and realizing how broken the map was. On February 03 2013 14:05 SiskosGoatee wrote: You clearly didn't watch the video did you, it illustrates how pool first at 7:00 versus hatch first leaves you with the same drone count but 30 minerals less mined and it also explains how pool first actually gives you more larvae in the early stages of the game than hatch first. The reason only Koreans still hatch first and almost no foreigner does is exactly this, they didn't get the memo, this happens quite often. Koreans also kept using the extractor trick even though it was proven to be useless because they didn't read the English investigation which showed it leaves you about 6 minerals behind on 9 overlord and gives you a later overlord. I did watch the video. He explains pretty simply that the power of 15 hatch comes with the double inject at ~5:00. It's during that timing that the 15 hatch player is going to have a swell of larvae and can get aggressive vs. a 15 pool. If you go 15 pool, you're subject to that timing and can lose your natural due to the superior numbers of the 15 hatch, which is basically game ending. With good scouting, a 15 hatch player who is in a safe position will also have the option to get way ahead economically by droning at that point with the larvae influx. That benefit really starts kicking in later than the ~8 minutes he leaves his games. His data was purely based upon someone wanting to play a passive macro game and is not subject to any aggression, and only really focuses on a specific sliver of time (between 5 and 8 minutes). In that very narrow, cherry-picked scenario, then yes one could say 15 pool is just as good as 15 hatch. Unfortunately, real games aren't that clean, especially ZvZ games. On February 03 2013 14:05 SiskosGoatee wrote: A calculated gamble is still a gamble. If I have an even d6 and say 'If it lands on 1 you give me a thousand euro, if it lands on any other side, I give you 2000 euro.', the calculated gable is of course to accept this little wager, it's the smart thing to do. that doesn't mean that it's still a gamble and it could just land on 1 outside of your control. What, exactly, is the gamble here? It's purely a matter of scouting timings, and how quickly you need to find your opponent. On February 03 2013 14:05 SiskosGoatee wrote: Saying that it does make it weaker displays a lack of insight in mathematics, allow me to illustrate, our schematic map: To start with, any well designed 4p map should be looking at equal distance close-spawn, so a square, not a rectangle. That aside, your logic is ridiculous. The only likely mid-map proxy strategies are going to be proxy rax or proxy gate. In this case, it's all about the reinforcement rallies and how quickly they arrive. In every case, the reinforcement waves will arrive much later than a more ideal proxy location where the opponent's spawn is pre-known. Using your little diagram, it's the difference between a reinforcement distance of 5 and 2. That adds up significantly, an additional distance of 3 per rally. Then we can look into the tech proxies. These types of proxies are completely ineffective on 4p maps without prior scouting unless the type of tech isn't a production building, e.g. dark shrine. Even then, you still need to figure out the opponent's location before you can rally your attack there. On a 2p map, such a strategy does not require any scouting investment, as the pre-knowledge of your opponent's position allows you to proxy optimally regardless whether you scout or not. Keeping that worker mining is a difference of 40 minerals/minute. Given how tech proxies occur later in the game in comparison to the previous example, we're talking a difference of hundreds of minerals. That has a significant impact on the timing of a proxy rush. This is all very simple math, and certainly I'm not the one lacking the insight here. In all cases, whether a 2p map or a 4p map of reasonable dimensions, a properly timed scouting pattern will find the proxy player before the proxy attack strikes. It is the proxy attack itself that is affected significantly depending on the map type. | ||
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