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Slag Pit super imbalance! - Page 6

Forum Index > StarCraft 2 Strategy
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gr8ape
Profile Joined July 2008
Canada302 Posts
March 05 2011 17:12 GMT
#101
I cant believe how fucking retarded the people at blizzard are for designing these maps. HEY GUYS LETS MAKE A MAP WITH A THIRD BASE FUCKING FAR BUT LET THE MAP BE HUGE ENOUGH THAT ZERG CAN COUNTERATTACK WITH EASE WITH PRETTY MUCH ANY UNIT COMBINATION, EFFECTIVELY PREVENTING OTHER RACES FROM EXPANDING BUT LETTING THEM. Lets also extend this concept to the other maps guys! Huge maps, far expansions, impossible to get and protect for toss and terran but easy as shit for zerg to navigate around the map!
HUGE MAPS LOL HUUUUUUGEEEEEE MAPS WILL SOLVE ALL OF SC2's PROBLEMS!!!!!!!1111

User was warned for this post

User was temp banned for this post.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 05 2011 17:31 GMT
#102
I go fast siege on metalopolis because you can do the same thing on that map.

It's not imba, it's a well thought out strategy.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 05 2011 17:32 GMT
#103
Gr8ape i think you really need to relax and try to take a step back from sc2 for a moment. Its not the maps, its usually the players. If you let tanks get this close its your fault not the maps.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 05 2011 17:34 GMT
#104
On March 06 2011 02:12 gr8ape wrote:
I cant believe how fucking retarded the people at blizzard are for designing these maps. HEY GUYS LETS MAKE A MAP WITH A THIRD BASE FUCKING FAR BUT LET THE MAP BE HUGE ENOUGH THAT ZERG CAN COUNTERATTACK WITH EASE WITH PRETTY MUCH ANY UNIT COMBINATION, EFFECTIVELY PREVENTING OTHER RACES FROM EXPANDING BUT LETTING THEM. Lets also extend this concept to the other maps guys! Huge maps, far expansions, impossible to get and protect for toss and terran but easy as shit for zerg to navigate around the map!
HUGE MAPS LOL HUUUUUUGEEEEEE MAPS WILL SOLVE ALL OF SC2's PROBLEMS!!!!!!!1111

I will give you that -- cross map on slag is rather hard vs Z. However, close positions is just downright insane how fast I can hit and drop on them.. Rage less. Strategies are more map dependent then people make them out to be.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Flyingpants
Profile Joined February 2011
79 Posts
March 05 2011 17:41 GMT
#105
Typhon is a giant map, but all the ridiculous cliffs and chokes mean that terren can do garbage drops and tank stuff you could never stop. Marauders stim and outrun all your units, and kill all your hatches before they die, perfectly balanced?
Cent
Profile Joined August 2010
Canada155 Posts
March 05 2011 20:02 GMT
#106
Slag sucks in general. Even the main base is so friggin tiny, Terrans quickly have to place their 21 raxes somewhere else... Like at the natural, which is even smaller. Oh darn. >_>
Life is a lot like playing Terran. You can't win all your battles, but you gotta keep making good trades and maybe eventually possibly somehow you'll win.
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
March 05 2011 20:13 GMT
#107
Yeah that's the first thing that popped into my head when I loaded up this map. Its scary to deal with. Its even harder for P and Z, pretty mich forces a counter attack or extremely cost-inefficient engagements.

The only way I can really think to stop this is to catch the tanks and engage before they are able to set up over there, or be super aggressive trying to keep T contained or on the back foot.

The real joke is that slag was presented as a "more macro-focused version of metalopolis" whoever wrote that needs to get canned lol
Vei
Profile Joined March 2010
United States2845 Posts
March 05 2011 20:19 GMT
#108
I heard this map's close-spawns have a shorter rush distance than steppes of war. After experiencing a close spawn ZvZ on this map once, I downed it. Nothing wrong with ANY spawns of ZvZ since I love the MU, but ZvT on that? NO THANKS LOL
www.justin.tv/veisc2 ~ 720p + commentary
NoisyNinja
Profile Joined February 2011
United States991 Posts
March 05 2011 20:45 GMT
#109
On March 05 2011 14:24 eVolvE342 wrote:
Show nested quote +
On March 05 2011 14:04 onbaton wrote:
its TvT... IMBAAAAAAAAAAAA



if you would read the post you would know its not a TvT imba cry. Of course TvT isnt imba. thats not what this thread is trying to say. It is saying the map position is imbalanced regardless of what race the opponent is. Please read the thread before making needless remarks


Dude, chill, he's making a joke. Only fools would claim imbalance in a mirror match up where everyone has the same units. It boils down to who can counter who harder and who can be the most creative with the same set of units.
eVolvE342
Profile Joined January 2011
157 Posts
March 06 2011 19:23 GMT
#110
I have added a replay of TvZ in the most accessible spawn locations. For TvZ this push is incredibly hard to stop when T is at the 9 and Z is at the 12 because he pushes directly towards the base.
laLAlA[uC]
Profile Blog Joined May 2009
Canada963 Posts
March 06 2011 19:28 GMT
#111
You can do this to the natural on Steppes.
You can also abuse this cliff with cliff walkers like Colossus.

It's just a map artefact that benefits terran kind of like how wide open areas benefit zerg.
I'm an old man now
eVolvE342
Profile Joined January 2011
157 Posts
March 06 2011 19:33 GMT
#112
On March 07 2011 04:28 laLAlA[uC] wrote:
You can do this to the natural on Steppes.
You can also abuse this cliff with cliff walkers like Colossus.

It's just a map artefact that benefits terran kind of like how wide open areas benefit zerg.


Yes, you can do this to the natural, as in a few maps. However this is the MAIN base. I feel there is a big difference there
EmilA
Profile Joined October 2010
Denmark4618 Posts
March 06 2011 23:04 GMT
#113
This is nothing like metalopolis or steppes. On those you can only shell the main from the natural expansion, but on this map you can set up far away from it. Couldnt imagine it being too bad though, as sieged tanks without any meatshields in front of them aren't too hard to kill.
http://dotabuff.com/players/122305951 playing other games
MindRush
Profile Joined April 2010
Romania916 Posts
March 06 2011 23:11 GMT
#114
this is a huge imballance
imagine the game as TvP or TvZ
how do you counter those tanks?

"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
kcdc
Profile Blog Joined April 2010
United States2311 Posts
March 07 2011 00:48 GMT
#115
Marauders, stalkers and hydras can shoot the gas from the low ground. It's a little too close.
Betalump
Profile Blog Joined September 2010
United States109 Posts
Last Edited: 2011-03-07 02:34:01
March 07 2011 02:27 GMT
#116
Close positions on slag combines the rush distance of stepes with the cliffs of lost temple.

I have no idea how to get to mutas fast enough to defend the cliff without dying to early harass. (have tried expanding to opposite main... I still can't defend my main) Sadly I've resorted to roach rushes in close positions on that map (zvt)

I still don't see how the map is any more interesting or balanced than shakuras and even some of the other old maps.
(masters - random)
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 07 2011 02:38 GMT
#117
My question is, can Colossi hit the main CC? It looks like it might just *barely* be possible, but meh.

Really, though, it's a pretty obscure location. While they're busy shelling your main with 5 Siege Tanks, go kill them :D Although the map isn't great in general, so I guess it doesn't matter.
antz0r
Profile Joined September 2010
Australia168 Posts
March 07 2011 03:15 GMT
#118
heh, I really enjoy slag pits ^^
MrBadMan
Profile Joined February 2011
93 Posts
March 07 2011 03:20 GMT
#119
There's a reason I voted this map down as zerg after a single test game. Take out Jungle Basin, and give us such a trash map instead? GG Blizzard.
eVolvE342
Profile Joined January 2011
157 Posts
March 07 2011 04:57 GMT
#120
On March 07 2011 11:38 Zeke50100 wrote:
My question is, can Colossi hit the main CC? It looks like it might just *barely* be possible, but meh.

Really, though, it's a pretty obscure location. While they're busy shelling your main with 5 Siege Tanks, go kill them :D Although the map isn't great in general, so I guess it doesn't matter.



The only time its super out of the way is when the spawns are the super close ones. The other 2 spawns you can actually get to the spot on your way to there base. You can just make a turn at the last second to go to the spot instead of there natural.

I have been using this ledge to spread the hate of the abuse in ladder games and only have lost 1 time and only because I was already down 40 supply and it was fairly late game and even then it still did serious damage.
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