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Slag Pit super imbalance! - Page 5

Forum Index > StarCraft 2 Strategy
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GoodNewsJim
Profile Joined February 2010
United States122 Posts
Last Edited: 2011-03-05 10:39:18
March 05 2011 10:35 GMT
#81
yah, I do this too. Except I float a rax on over. It is funny making marines in his base while he can't even attack your marines or get shelled with siege.
God is real. Jesus is LORD
Guppers
Profile Joined October 2010
United States94 Posts
March 05 2011 11:09 GMT
#82
+ Show Spoiler +
On March 05 2011 19:35 Whitewing wrote:
Show nested quote +
On March 05 2011 18:54 Guppers wrote:
When will people just stop QQing about stuff like this.
First of all people cried about terran drops on the cliff in temple. Then people not only learned that it wasn't the end of the world and beatable, but they also realized they could do drops onto that cliff with their own race, and eventually the QQing subsided.

And you have a 33% chance of having a close spawn simmilar to stepps... but there is no more stepps so you're just saying that having a map on the ladder that allows people to play a close spawn game is utterly ridiculous and shouldn't even be included in the game. If you are one of these people you probably didn't realize that you have the option of setting your map preferences, just take this one out and problem solved.

I enjoy playing this game the way god and blizzard intented, if every starting scenario was tailored to give me my idea circumstances and advantages then it would lose a lot of fun. If 3 square meter of game terrain is game ruining, then perhaps, my friend, you need a bit more practice.


People will stop complaining when we get maps on the ladder that are reasonably fair for all 3 races to play. There's nothing inherently wrong with rush maps (except that they aren't really as fun to play for most players, and aren't fun to watch at the progamer level, which is a big deal for ESPORTS), but this is a bad rush map. There's literally no option for a third base, so that takes away the variety. Further, terran has a massively strong tactic available to them that is incredibly hard for the other races to deal with on this map, but not on others (an easily holdable siege tank location within range of the mineral line of your opponent in his main?)

It's not reasonable for zerg players, nor protoss players for terran to have this kind of advantage on this map.



k, so I may be ignorant on this point, I know it's common for terran to use siege drops to be annoying but in this case I think a number of points make it not unreasonable.

it's a low ground situation so they have to have some form of spotting, and since people learned to handle siege dropping on temple high ground I'm not sure which part of this terrain feature makes it more imba.

also is it out of the question for protoss to harass there with the underused collosus drop? I don't see why not.

and finally.. just like any harassment scenario, it's not like the terran teleported his tank there, with proper spotting you should be able to deal with this like anything else.

tl;dr: this map has been out like what a week? why don't you actively try to solve your problems first, like coming out ahead in a situation that you feel favors another race. Stop requesting that the bar be lowered to your level and instead go home and set your own bar twice as high, then really show em what you can do. (if you didn't care for my choice of language, play against this "abuse" over and over again until it ceases to be an issue and you can respond approprately on instinct)
remember that anyone who has accomplished less than you is a noob, and anyone who has accomplished more has no life.
Whitewing
Profile Joined October 2010
United States7483 Posts
March 05 2011 11:42 GMT
#83
On March 05 2011 20:09 Guppers wrote:
+ Show Spoiler +
On March 05 2011 19:35 Whitewing wrote:
Show nested quote +
On March 05 2011 18:54 Guppers wrote:
When will people just stop QQing about stuff like this.
First of all people cried about terran drops on the cliff in temple. Then people not only learned that it wasn't the end of the world and beatable, but they also realized they could do drops onto that cliff with their own race, and eventually the QQing subsided.

And you have a 33% chance of having a close spawn simmilar to stepps... but there is no more stepps so you're just saying that having a map on the ladder that allows people to play a close spawn game is utterly ridiculous and shouldn't even be included in the game. If you are one of these people you probably didn't realize that you have the option of setting your map preferences, just take this one out and problem solved.

I enjoy playing this game the way god and blizzard intented, if every starting scenario was tailored to give me my idea circumstances and advantages then it would lose a lot of fun. If 3 square meter of game terrain is game ruining, then perhaps, my friend, you need a bit more practice.


People will stop complaining when we get maps on the ladder that are reasonably fair for all 3 races to play. There's nothing inherently wrong with rush maps (except that they aren't really as fun to play for most players, and aren't fun to watch at the progamer level, which is a big deal for ESPORTS), but this is a bad rush map. There's literally no option for a third base, so that takes away the variety. Further, terran has a massively strong tactic available to them that is incredibly hard for the other races to deal with on this map, but not on others (an easily holdable siege tank location within range of the mineral line of your opponent in his main?)

It's not reasonable for zerg players, nor protoss players for terran to have this kind of advantage on this map.



k, so I may be ignorant on this point, I know it's common for terran to use siege drops to be annoying but in this case I think a number of points make it not unreasonable.

it's a low ground situation so they have to have some form of spotting, and since people learned to handle siege dropping on temple high ground I'm not sure which part of this terrain feature makes it more imba.

also is it out of the question for protoss to harass there with the underused collosus drop? I don't see why not.

and finally.. just like any harassment scenario, it's not like the terran teleported his tank there, with proper spotting you should be able to deal with this like anything else.

tl;dr: this map has been out like what a week? why don't you actively try to solve your problems first, like coming out ahead in a situation that you feel favors another race. Stop requesting that the bar be lowered to your level and instead go home and set your own bar twice as high, then really show em what you can do. (if you didn't care for my choice of language, play against this "abuse" over and over again until it ceases to be an issue and you can respond approprately on instinct)


Timings are way off. First, a colossus on his own is fodder, Colossus drops are only useful if you stay away from every unit terran has. A couple marauders will kill it really fast, and warp prisms are made of paper. Second, Tanks sieging a line with marines guarding it are way stronger than a colossus with some gateway units doing harass with this strategy. Tanks are meant to be stupidly strong once entrenched, colossi are meant to use their ability to move to stay away from attackers and run away when facing a strong force, and are therefore weaker than tanks vs. anything but pure bio. Third, it doesn't matter how strong your spotting is, if terran goes for a strong one base with marines and tanks, you aren't stopping him from getting to that spot with what you have as protoss, you need to hold your ramp to stop them from walking into your base. You go out there to meet them on the way, and you'll get rolled.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Bommes
Profile Joined June 2010
Germany1226 Posts
March 05 2011 13:05 GMT
#84
I always cheer if anyone tries to do that against me because it is such an awkward positiong for his tanks that you can kill them with very few losses compared to him just pushing your ramp or your natural. You can have a like 360° arc and there is no way any marines or anything can defend his tanks, tanks without defense in front of them are so so so fragile.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
March 05 2011 14:42 GMT
#85
You can siege someone's main on Xel'Naga Caverns too. If your opponent can run siege tanks across the map and siege up next to your base uncontested though, you have probably already lost the game. Units from your base can easily hit his tanks before they can siege up in that spot, you need to prevent it from happening.
I think esports is pretty nice.
gnurk
Profile Joined October 2010
Norway50 Posts
March 05 2011 14:53 GMT
#86
I think the biggest problom about slag pits is the close spawn.... its completely ruined
better to have no-life then to be in the red
Mr_Kyo
Profile Joined November 2010
United States269 Posts
March 05 2011 15:34 GMT
#87
Super imbalance? Not even lost temple was super imbalanced. Posts like this make me want to stop coming to these forums.

All you have to do is either attack his main or engage the tanks that are hitting you. Unlike steppes of war, the tanks are not protecting the route to their main.
iChau
Profile Joined December 2010
United States1210 Posts
March 05 2011 15:36 GMT
#88
On March 06 2011 00:34 Mr_Kyo wrote:
Super imbalance? Not even lost temple was super imbalanced. Posts like this make me want to stop coming to these forums.

All you have to do is either attack his main or engage the tanks that are hitting you. Unlike steppes of war, the tanks are not protecting the route to their main.


It's not that simple..
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Steel
Profile Blog Joined April 2010
Japan2283 Posts
March 05 2011 15:46 GMT
#89
I don't think this map is very balanced or fun at all, really.

+ Show Spoiler +
[image loading]


-natural far from ramp: very hard to defend
-gigantic ledge in the middle of the map; tank and collosi heaven
-useless low ground middle with a useless xel'naga tower. Those positions are supose to give you a strategic advantage while this one puts you at a disadvantage.
-random hallway in the back to make nice little tank pushes that are extremely difficult to stop
-most convenient third base is the gold, which is close by air distance but far by ground; it's on the low ground.

I think it's a pretty terrible map.
Try another route paperboy.
ishboh
Profile Joined October 2010
United States954 Posts
March 05 2011 16:00 GMT
#90
this is not fair, having a main be targetable by tanks is straight up stupid. for naturals its ok. for mineral lines on the main it might be tolerable. but not for the main base to be able to be shelled.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
March 05 2011 16:02 GMT
#91
I was pretty sure this map is just flat out bad, and now I'm sure of it. It's just plain boring! And what is with that horribad huge hole in the middle?
"One fish, two fish, red fish, BLUE TANK!" - Artosis
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 05 2011 16:22 GMT
#92
On March 05 2011 23:42 Saechiis wrote:
You can siege someone's main on Xel'Naga Caverns too. If your opponent can run siege tanks across the map and siege up next to your base uncontested though, you have probably already lost the game. Units from your base can easily hit his tanks before they can siege up in that spot, you need to prevent it from happening.


this is exactlywhat I was about to post but somebody else put it down first. It sucks, but you really cant let them get that close without trying to punish them for it.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
March 05 2011 16:25 GMT
#93
That's not really imbalanced if you can do it at all the starter locations.

Some people might not like it, personnel i don't mind it that much.

I actually like the map, its pretty balanced. Expect close positions for Zerg i guess.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Bergys
Profile Joined September 2010
Sweden337 Posts
March 05 2011 16:29 GMT
#94
On March 06 2011 01:22 ZeromuS wrote:
Show nested quote +
On March 05 2011 23:42 Saechiis wrote:
You can siege someone's main on Xel'Naga Caverns too. If your opponent can run siege tanks across the map and siege up next to your base uncontested though, you have probably already lost the game. Units from your base can easily hit his tanks before they can siege up in that spot, you need to prevent it from happening.


this is exactlywhat I was about to post but somebody else put it down first. It sucks, but you really cant let them get that close without trying to punish them for it.


This is not even close however, at Xel'Naga/Metal and probably more maps I've forgotten the only way to siege someone is to siege up in their natural expansion, forcing them to take the route where you're most likely to have your army making it a non-issue. On slag pits however a terran can simply send a medivac to that location/take the path to your ramp and force you to engage in the middle of the map. Might not be too much of a problem for zerg but for protoss it's suicide engaging a terran in a open area where you cannot place good force fields. It's not reasonable to have to defend both your ramp and a remote location at the same time, making it imbalanced imo. If the siege spot wasn't in such a odd location it'd be fine, but this greatly favors terrans and should be removed.
GriMeR
Profile Joined February 2010
United States148 Posts
March 05 2011 16:39 GMT
#95
Im sure blizz doesnt make these with a random gen or something haha so obviously they must know about that
"Now let's have coffee and discuss the bunker build time!" "I'm still kinda on the fence about it Dustin, we can't make changes like these on a whim" "Agreed, agreed ... what do you think David?" "Hmmm what? ... I mean, o yeah, Terran definitely seems
Valckrie
Profile Joined August 2010
United Kingdom533 Posts
March 05 2011 16:43 GMT
#96
Don't think it's super imbalanced, as its hugging the wall so close you can stim marauders to snipe the tanks easily, provided he doesn't have too much in numbers
Fear is a 4 letter word. Why be afraid?
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 05 2011 16:45 GMT
#97
Im shocked the blizzmaps dont get tested propely enough. Make them post their maps here in the custom maps forms, we'll show em whats wrong
KCCO!
Cops
Profile Blog Joined September 2010
United Kingdom172 Posts
March 05 2011 16:54 GMT
#98
Just veto it. I'm pretty sure it is the most vetoed map in the pool judging by general reactions I come across.
Maniac Cop
OhMyGawd
Profile Joined February 2011
United States264 Posts
March 05 2011 16:57 GMT
#99
On March 05 2011 10:04 GameTime wrote:
I wouldn't say it's imbalanced, just a strong strategy.


....How long have you played Terran? I think it has gotten to your head.
zomg
Xadar
Profile Joined October 2010
497 Posts
March 05 2011 17:00 GMT
#100
everyone should have thumbed down that maps anyway, so it doesn't matter.
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