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Slag Pit super imbalance! - Page 2

Forum Index > StarCraft 2 Strategy
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eVolvE342
Profile Joined January 2011
157 Posts
March 05 2011 01:56 GMT
#21
I haven't actually attempted from all the locations but upon looking at the map it does seem that it is possible at all spawn locations
GreenFaction
Profile Joined June 2010
United States82 Posts
March 05 2011 02:04 GMT
#22
A tank position like that is a juicy pick off for mutalisks, so I think it may be premature to say that it is imbalanced just because it reaches. Also, with the tanks right up against the wall like that, roaches could pick them off too. Both of these counter strats might work because the marines can't necessarily get into a good defensive position. AKA: it's risky to expose your tanks so much (assuming you can get them there without sacrificing too much to begin with).

Slag does feel a little small to me, though.
gg
avilo
Profile Blog Joined November 2007
United States4100 Posts
March 05 2011 02:15 GMT
#23
Lots of map have this "sweet spot" that tanks can get under to leverage dropships into the main. Off the top of my head...lost temple, metalopolis, slag pits, shakuras, desert oasis, delta quadrant...etc. It's just something you have to be aware of because if you can take that location you get a huge advantage and become cost effective, same if your opponent uses it.

On all those maps...you need a turret ring+1-2 of your own tanks there to stop incursions.
Sup
AimForTheBushes
Profile Joined February 2011
United States1760 Posts
Last Edited: 2011-03-05 02:18:21
March 05 2011 02:15 GMT
#24
pretty sure you can do the same thing on the 7oclock position of metal, and there's a few multiplayer maps where you can do the same. The lesson is not to let the enemy set up shop right outside your main like that. Especially when any ranged unit can deny that before terran has time to seige up.

edit: I'm going to have to make a video now announcing my newfound arch-rivalry with Avilo for beating me to that response by mere seconds...damn my horrible micro..
aquanda
Profile Joined January 2003
United States477 Posts
March 05 2011 02:26 GMT
#25
I thought it was pretty comical that Blizzard compared this map to Metalopolis. If anything, this is the retarded inbred step brother of Meta.
Santi
Profile Blog Joined June 2010
Colombia466 Posts
March 05 2011 02:34 GMT
#26
TvZ on this map is funny
statikg
Profile Joined May 2010
Canada930 Posts
March 05 2011 02:39 GMT
#27
lol, definitely doing this constantly in all my TvT TvZ and maybe even in TvP if I can live long enough. In the screenshot spawn positions thats just brutal. This will definitely need to be altered.

To the people saying missile turrets.....who puts missile turrets everywhere randomly. The only way to stop this would be if you had air control.
Bygone
Profile Joined October 2010
United States58 Posts
March 05 2011 02:44 GMT
#28
dear terran player, now you know how zerg felt when u used to drop their cliff on lost temple. deal with it
emc
Profile Joined September 2010
United States3088 Posts
March 05 2011 02:46 GMT
#29
On March 05 2011 10:27 mistokibbles wrote:
Show nested quote +
On March 05 2011 10:01 NoisyNinja wrote:
2. Turrets on mineral line by 10 minutes

You always invest in random turrets even if you don't scout any kind of air units coming?


well air control is super important in XvT, so yeah it's not a bad idea to blindly do something like that, but if anything I'd rather blindly make a ton of vikings just to secure air control and stop shit like this.

A raven+viking opening would crush this and it's never a bad idea to open with air in TvT

As someone said, it's stupid to make turrets to stop this kind of harass because vikings and tanks can slowly move up destroying 1 turret at a time until the coast is clear.
emc
Profile Joined September 2010
United States3088 Posts
March 05 2011 02:47 GMT
#30
On March 05 2011 11:04 GreenFaction wrote:
A tank position like that is a juicy pick off for mutalisks, so I think it may be premature to say that it is imbalanced just because it reaches. Also, with the tanks right up against the wall like that, roaches could pick them off too. Both of these counter strats might work because the marines can't necessarily get into a good defensive position. AKA: it's risky to expose your tanks so much (assuming you can get them there without sacrificing too much to begin with).

Slag does feel a little small to me, though.


lol, when was the last time you got mutas out in time to stop an early tank push? this would be pretty devastating for quite awhile and since there is no easy 3rd, you would be stuck on 3 gases which is terrible support for mutas.
emc
Profile Joined September 2010
United States3088 Posts
March 05 2011 02:49 GMT
#31
On March 05 2011 11:44 Bygone wrote:
dear terran player, now you know how zerg felt when u used to drop their cliff on lost temple. deal with it


dear whatever race you are, you're going to have to deal with this just as much as anyone this isn't TvT specific, it's the horrible map.
ThE_OsToJiY
Profile Blog Joined May 2008
Canada1167 Posts
March 05 2011 02:49 GMT
#32
Well they shouldnt be able to get tanks THAT close to you... It is imbalanced in the sense that close walking positions is closer than steppes ever was, and thus ZvT is pretty damn near impossible to hatch first on.
@ostojiy
turdburgler
Profile Blog Joined January 2011
England6749 Posts
March 05 2011 02:50 GMT
#33
On March 05 2011 10:34 djdoodoo wrote:
The map has only just been released. Issues like this were clearly going to come up and I'm sure they'll be changed eventually.



because being able to siege mineral lines from other areas is a totally new and unexpected.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-03-05 02:52:43
March 05 2011 02:51 GMT
#34
This map is a joke.

The real question though, was asked by Merz, can you do this at all bases?

Also, putting your tanks in siege range of someone's mineral line in their main is ridiculous, good luck to zerg and protoss at holding this one off.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
statikg
Profile Joined May 2010
Canada930 Posts
March 05 2011 02:52 GMT
#35
The reason this is going to be problematic is because the spot is on the outside of the base opposite from the ramp and natural, which is not the case in the other maps people have mentioned. This means it will be easy to get your tanks into position and easy to defend. Also of note: you could move your tanks out from the wall a little bit and still hit the CC.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
Last Edited: 2011-03-05 02:57:15
March 05 2011 02:53 GMT
#36
On March 05 2011 11:15 avilo wrote:
Lots of map have this "sweet spot" that tanks can get under to leverage dropships into the main. Off the top of my head...lost temple, metalopolis, slag pits, shakuras, desert oasis, delta quadrant...etc. It's just something you have to be aware of because if you can take that location you get a huge advantage and become cost effective, same if your opponent uses it.

On all those maps...you need a turret ring+1-2 of your own tanks there to stop incursions.



except in every other example your sieging from the natural to the main, theres a ramp to run down and hit the tank and supporting units.

on this map look at the distance between the ramp and where the tank is



On March 05 2011 11:26 aquanda wrote:
I thought it was pretty comical that Blizzard compared this map to Metalopolis. If anything, this is the retarded inbred step brother of Meta.


this is what happens with meta has babies with steppes
Baeras
Profile Blog Joined February 2011
United States140 Posts
March 05 2011 02:56 GMT
#37
It defiantly adds an interesting dynamic i enjoy those cliffs right there because they add a free shot for reapers to run right into the mineral line which has been my favorite thing to use to harass on slag
Bet on it!
29 fps
Profile Blog Joined March 2008
United States5725 Posts
March 05 2011 03:04 GMT
#38
On March 05 2011 10:27 mistokibbles wrote:
Show nested quote +
On March 05 2011 10:01 NoisyNinja wrote:
2. Turrets on mineral line by 10 minutes

You always invest in random turrets even if you don't scout any kind of air units coming?


i would. who knows when they'll drop or come with banshees? just 1-2, not a whole lot.
4v4 is a battle of who has the better computer.
theorybiscuit
Profile Joined May 2010
Canada117 Posts
March 05 2011 03:09 GMT
#39
reminds me of DO. Can't count how many games I saw with a fast tank drop on the ledge outside the vespene geysers, shelling the main from across the gap. Good times....
An opinion should be the result of thought, not a substitute for it. ~Jef Mallett
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
March 05 2011 03:18 GMT
#40
ironically you're also terran so no map with symmetry is imbalanced in a mirror match. But usually map-makers avoid making things tankable although whether it's imbalanced or not is still in the air.
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