Slag Pit super imbalance! - Page 5
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GoodNewsJim
United States122 Posts
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Guppers
United States94 Posts
On March 05 2011 19:35 Whitewing wrote: 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) | ||
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Whitewing
United States7483 Posts
On March 05 2011 20:09 Guppers wrote: + Show Spoiler + On March 05 2011 19:35 Whitewing wrote: 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. | ||
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Bommes
Germany1226 Posts
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Saechiis
Netherlands4989 Posts
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gnurk
Norway50 Posts
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Mr_Kyo
United States269 Posts
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. | ||
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iChau
United States1210 Posts
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.. | ||
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Steel
Japan2283 Posts
+ Show Spoiler + ![]() -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. | ||
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ishboh
United States954 Posts
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MangoTango
United States3670 Posts
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ZeromuS
Canada13389 Posts
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. | ||
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Zorgaz
Sweden2951 Posts
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. | ||
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Bergys
Sweden337 Posts
On March 06 2011 01:22 ZeromuS wrote: 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. | ||
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GriMeR
United States148 Posts
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Valckrie
United Kingdom533 Posts
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ihasaKAROT
Netherlands4730 Posts
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Cops
United Kingdom172 Posts
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OhMyGawd
United States264 Posts
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. | ||
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Xadar
497 Posts
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