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Alterzim Stronghold TE - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 All
meatpudding
Profile Joined March 2011
Australia520 Posts
October 25 2013 12:00 GMT
#41
Honestly I'm waiting for a proxy nexus offensive recall
Be excellent to each other.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 25 2013 12:48 GMT
#42
On October 25 2013 21:00 meatpudding wrote:
Honestly I'm waiting for a proxy nexus offensive recall

This map honestly needs something like this for deathball to not die.
DeMoN pulls off a Miracle and Flies to the Moon
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-10-25 19:44:52
October 25 2013 19:44 GMT
#43
On October 24 2013 18:53 Qikz wrote:
Show nested quote +
On October 24 2013 15:12 -NegativeZero- wrote:
nr20 much? Based on their recent map releases it seems like Blizzard has no clue that variations in strategy make for an interesting game and assumes that everyone wants macro macro macro 200 food deathballs omg so many explosions.

At least a map this damn enormous might avoid the whole snowballing victory problem, since if you lose a fight on their side of the map you can pretty much build an entire new 200 food army by the time they get to your base lol.


Actually if anything this promotes more interesting games.

It means you can actually have a game where you don't insta lose to a base race purely because they got to your bases quicker than you got to theirs and there's no point turning around since they'll be able to kill all your bases by the time you get back.

It also means styles like mech are better purely because the enemy once again can't just insta counter attack you and there's nothing you can do about it since you have no mobility. It means even if you lose a bunch of units too you can actually rebuild and claw what little defenders advantage you can get to defend your production rather than just insta lose.

... Are you sure you play this game?

Mech completely lacks viability on this map. As a map gets larger, mobility becomes more powerful. I'll explain with a few bullet points:
  • Large, open areas favour faster, more supply-efficient armies (Zerg, Terran bio) that can flank and out-maneuver slower, supply-inefficient armies (Mech, Protoss death ball).
  • Longer rush distances favour cheaper, more supply-efficient armies as they can trade inefficiently against slower armies without fear of punishment before they can quickly rebuild what was lost.
  • Cheaper, more supply-efficient armies are more ideal at splitting up and performing multi-pronged attacks -- a style which flourishes on larger maps.
  • Mobile armies have a better chance of defending spread out locations on time. With slower armies, if you move out for an attack and get back-stabbed on a larger map, it's do or die: you're forced into initiating a base trade while praying your army remains stronger after the dust clears to force a win.
Your arguments in favour of the map are backwards; you assume counter attacks aren't possible vs. mech -- something that makes me feel you don't actually play mech Terran -- but the reality is mech will never be able to move out on such a large map vs. mobile compositions. It's already difficult enough on a map like Whirlwind for TvT (although possible, thanks to a design that kind of lets mech still zone areas of the map). With Alterzim, such area zoning is out the window due to both its terrain design and sheer size. If we even see mech in TvT on this map (forget the other matchups), I'll be stunned. If we see the meching player win, I'll be flabbergasted.
Twitter: @iamcaustic
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
Last Edited: 2013-10-26 00:42:21
October 26 2013 00:22 GMT
#44
On October 26 2013 04:44 iamcaustic wrote:
Show nested quote +
On October 24 2013 18:53 Qikz wrote:
On October 24 2013 15:12 -NegativeZero- wrote:
nr20 much? Based on their recent map releases it seems like Blizzard has no clue that variations in strategy make for an interesting game and assumes that everyone wants macro macro macro 200 food deathballs omg so many explosions.

At least a map this damn enormous might avoid the whole snowballing victory problem, since if you lose a fight on their side of the map you can pretty much build an entire new 200 food army by the time they get to your base lol.


Actually if anything this promotes more interesting games.

It means you can actually have a game where you don't insta lose to a base race purely because they got to your bases quicker than you got to theirs and there's no point turning around since they'll be able to kill all your bases by the time you get back.

It also means styles like mech are better purely because the enemy once again can't just insta counter attack you and there's nothing you can do about it since you have no mobility. It means even if you lose a bunch of units too you can actually rebuild and claw what little defenders advantage you can get to defend your production rather than just insta lose.

... Are you sure you play this game?

Mech completely lacks viability on this map. As a map gets larger, mobility becomes more powerful. I'll explain with a few bullet points:
  • Large, open areas favour faster, more supply-efficient armies (Zerg, Terran bio) that can flank and out-maneuver slower, supply-inefficient armies (Mech, Protoss death ball).
  • Longer rush distances favour cheaper, more supply-efficient armies as they can trade inefficiently against slower armies without fear of punishment before they can quickly rebuild what was lost.
  • Cheaper, more supply-efficient armies are more ideal at splitting up and performing multi-pronged attacks -- a style which flourishes on larger maps.
  • Mobile armies have a better chance of defending spread out locations on time. With slower armies, if you move out for an attack and get back-stabbed on a larger map, it's do or die: you're forced into initiating a base trade while praying your army remains stronger after the dust clears to force a win.
Your arguments in favour of the map are backwards; you assume counter attacks aren't possible vs. mech -- something that makes me feel you don't actually play mech Terran -- but the reality is mech will never be able to move out on such a large map vs. mobile compositions. It's already difficult enough on a map like Whirlwind for TvT (although possible, thanks to a design that kind of lets mech still zone areas of the map). With Alterzim, such area zoning is out the window due to both its terrain design and sheer size. If we even see mech in TvT on this map (forget the other matchups), I'll be stunned. If we see the meching player win, I'll be flabbergasted.


I don't play SC2 anymore, I only stopped last month to go back to BW where I don't feel like I'm instantly at a disadvantage for going mech every game and I actually enjoy the maps and game a hell of a lot more. Ever since the WoL beta I played mech in every single matchup in every single game since I found bio to be boring to watch so presumed I'd find it boring to play. If you read into my points and look at the map layout you'll see I'm not actually wrong. There's chokes, albeit rather big ones but you have three very easily defended bases and drops are no issue with good turret rings (which you can afford with mech). Their bases are more spread out after the third base so you can use hellions a hell of a lot more efficiently unless they want to cannon/spine crawler every single part of the map and Thor drops should be incredibly good on a map where it's harder for them to be everywhere at once.

My main point regarding counter attacks is that since the bases are so spread, if they actually go to counter attack you it means they may kill one base, but unlike other smaller, terrible maps, you'll have chance to either get back or actually get units out of your factory to defend your main, which is something that isn't possible on smaller maps. That makes mech function a lot more like BW where you actually had time to retreat if they ran past you and get reinforcements from your factories, where in SC2 if you lose one base on the majority of maps you lose the game since all the bases are so damn close that they just run from base to base within seconds without needing to think about their actions.

Combined with a decent buff to tanks, this map could actually be the saving grace for mech. It's better, but compared to a hell of a lot of BW maps it's awful, it's very standard and there's no highground advantage so that's always going to be an issue, but adding chokes to get into bases and chokes to defend makes mech more viable on a map than bio. Think of a map where bio can't spread against collosus, then think about a protoss that can't lol a-move into a mech army with 0 issues since they can't spread and your tanks rain death on them, then, then you'll have a mech map. This is certainly a step in the right direction.

If you want to "check my credentials" you can pretty much just look through my post history in the SC2 forums here where I've been pretty much barracking for Mech to be better since the start of the game as well as the amount of posts saying how I got it to work for me and how it could be improved.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
moskonia
Profile Joined January 2011
Israel1448 Posts
October 26 2013 00:56 GMT
#45
protoss that can't lol a-move into a mech army with 0 issues since they can't spread
That statement kinda contrast itself.

Anyways I feel that mech is like Protoss, it gains advantages from the same map features. Normal Terran (Bio) gains advantage from lots of airspace, Zerg gains a lot from open areas and Protoss gains a lot from chokes. Mech still gains a bit from airspace since drops are an integral part of the race, but less than bio. Of course mech has very different forms, since it includes so many units and is not a figured out style, but I can see why mech might be good on this map. Mech can easily get a lot of bases fast on this map, and has a very fast unit that allows it to do some pressure.

I think that Protoss will have a hard time on this map because of mutas, but mech doesn't have problems with mutas, which means that unless somehow dying to counter attacks, mech will be very powerful. I think in PvT it still wouldn't be viable though, that is because when mech is played the roles somewhat reverse and the Protoss can do a lot of damage with drops, and even with the map not having a lot of airspace, the sheer size of it will make it very hard to push out.

Would love to see Flash play on this map, maybe he could make it work, but until then I doubt many people will try mech because of this map.
Axxis
Profile Joined May 2010
United States133 Posts
October 26 2013 13:00 GMT
#46
Well I think it's awesome they are putting out new maps for the balance testing. Balance is so important to this game it only makes sense that they go as far as they can while testing. The more data they get on balance should help them make better decisions when implementing those changes.
What we obtain too cheaply; we esteem too lightly. It is in dearness only that gives everything it's value.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 26 2013 23:23 GMT
#47
On October 26 2013 22:00 Axxis wrote:
Well I think it's awesome they are putting out new maps for the balance testing. Balance is so important to this game it only makes sense that they go as far as they can while testing. The more data they get on balance should help them make better decisions when implementing those changes.

Except if you test new balance changes on a new map, you don't know if any gameplay differences are due to the balance changes or due to the new map. It's a basic principle of science - only examine one variable at a time.

At least if they're going to do the test on a new map, make it a standard one instead of something so retardedly unusual like this one.
vibeo gane,
Sumadin
Profile Joined August 2011
Denmark588 Posts
October 27 2013 01:19 GMT
#48
On October 27 2013 08:23 -NegativeZero- wrote:
Show nested quote +
On October 26 2013 22:00 Axxis wrote:
Well I think it's awesome they are putting out new maps for the balance testing. Balance is so important to this game it only makes sense that they go as far as they can while testing. The more data they get on balance should help them make better decisions when implementing those changes.

Except if you test new balance changes on a new map, you don't know if any gameplay differences are due to the balance changes or due to the new map. It's a basic principle of science - only examine one variable at a time.

At least if they're going to do the test on a new map, make it a standard one instead of something so retardedly unusual like this one.


That is why they have multible maps for testing. Besides the data from this balancetest is useless. There is no matchmaking. You will see Bronze vs Platinium. This is really so people can get a feel for what the new balance and map is like, and come up with subjective feedback. And for that purpose, this method is fine.
The basic key to beating a priest is playing a deck that is terrible.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
October 28 2013 02:58 GMT
#49
On October 24 2013 20:03 moskonia wrote:
As a player who likes to all in: fuck. But in all seriousness this looks very interesting, we have never seen such a huge map that has so easy bases, I wonder how it will turn out. I predict lower level games might suck, many silver players will have 2 hour long games here, but pro games should be pretty good.
Seems like a super good 4gate map though.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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