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On March 14 2011 15:51 xJaCEx wrote: Can't wait for a new map pool I have no clue what they where thinking with some of the new maps and they took out a few good ones for them and left maps like dq and scrap in. Has anyone been abusing blink stalkers on this map? stalkers arent very strong in a straight up fight, so you want a lot of distance between you and your opponent so that if he does move out you can counter attack with time to get back and defend or to pick off several units and weaken their push before they get to your base
the base setup seems to imply that blink stalkers might be ok but honestly id be too scared to use a stalker-focused strategy on it because the map is just so small
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hopefully they replace this map with a gsl one
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It's a little awkward looking, however it is also very simple to remedy. What you need to do is have a way to block his viewing viking. Turrets or Marines will work well for that. If you're unprepared for it, yes it is a bit of a rough spot, but it should be easily fixable in many circumstances, with some clever placement.
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On March 14 2011 17:56 Creegz wrote:What you need to do is have a way to block his viewing viking. Turrets or Marines will work well for that. Why the hell do people keep saying this? how stupid are you guys? Can you at least read a few posts in and see why that is NOT viable?On March 09 2011 05:14 TimeSpiral wrote: I'm not for or against this map, but I'm pretty sure Blizzard intends to have a variety of play-styles encouraged by the map pool.
Not every game should be high economy.
I enjoy all sorts of play-styles; rush, low econ timing strategy, high economy macro, material advantage, tempo based, positional ... I'm not trying to ruffle any feathers but the pursuit for the perfect map pool is not one where anyone can do anything on every map equally. Certain maps will favor certain play-styles in certain match-ups.
I think this is a good thing for a strategy game. It requires players to have multiple strategies in their arsenal - even ones they're uncomfortable with. I don't have a huge issue with that except the game is terribly imbalanced right now and simply doesn't support maps like this.
Maybe if Blizzard balanced the game more this wouldn't be as big of an issue. In SC1 maps can still be quite imbalanced due to cliffs/chokes/expo_location/rush distance though, just not as terrible as SC2. For this reason I doubt they will ever offer maps that have strong difference in play style but still remain balanced.
———————————————— Slag pits is such a nasty map. One of the biggest issues is that you can spawn close positions (yet they made shakuras not cross-positions? WTF?), which has like a rush time probably 30% faster than steppes or war or something... it's almost like blood bath rush distance.
Blizzard just makes a bunch of complete BS maps... WTF is wrong in their brains? Map after map after map - Steppes of War, Desert Oasis, Blistering Sands, Lost Temple, Kulas Ravine, Jungle Basin, Shattered temple (close positions), Terminus (just WTF?) Combine that with the fact their racial balance progress is so damn slow and poor even back in beta, which was like 5 times faster than it is now.
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I do this a lot against zergs, they don't seem to have so much trouble with it, you have to keep marines with the tank, cause of mutas.. and you're in a corner, so banelings are super effective.
However, if you elevate marines onto the highground, it can get pretty tough to deal with.
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Slag Pit has the worst main ever. Also, the mineral patch in one of the mains is fucking retarded. ?_?
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I'm sure someone has mentioned it in the 9 or so pages of posts but being at work i don't have time to check, I can't see how people are saying you need a viking or a medivac to spot, scan the mineral line good bye workers :/
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If it's only some spawns, it's bullshit.
The actual map feature isn't an issue though. The ability to shutdown someone's gas with tanks in a certain position IF they have sight...honestly, that's a legitmate map feature. I do often do the same with hydras on the high ground in traditional LT, and it's hardly imba.
If you may have it happen to you or may not based off your spawn, that's total crap and needs fixing.
@The people qqing about new maps: The GSL maps are a nice change, but they get SO BORING if you play on them a lot, as every fucking one of them is almost god damned identical, with the difference being what cutesy trick they have on your ramp / natural. GSL thinks that having 4 Xel-Nagas and two hidden naturals are THE ANSWER to map balance, and it isn't. Not that these are bad features, but they aren't the end-all of SC2 map design.
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On March 14 2011 23:08 Nnug wrote:This map just gets better and better! + Show Spoiler +
Now THAT looks ridiculous. This map has to be fixed, it's already arguably the worst map in the pool (aside from maybe DQ), and if terrans make good use of that spot, it looks pretty invulnerable and like an easy win, especially in TvZ where the zerg may not have the proper units to deal with this yet.
Also, can this gap be shot across by roaches?
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OK, I have tested this map, and here are my findings.
10 o'clock position (top left spawn) Command Center/Nexus/Hatchery CANNOT be hit by Siege Tanks on the low ground at the gold base. Range 6 units CAN hit Siege Tanks at this position from the main base, range 5 units CANNOT.
![[image loading]](http://i.imgur.com/Zc62x.jpg)
![[image loading]](http://i.imgur.com/nMbhg.jpg)
7 o'clock position (bottom left spawn) Command Center/Nexus/Hatchery CAN be hit by Siege Tanks on the low ground at the gold base. Range 6 units CAN hit Siege Tanks at this position from the main base, range 5 units CANNOT.
![[image loading]](http://i.imgur.com/kGxP2.jpg)
![[image loading]](http://i.imgur.com/C4qCm.jpg)
![[image loading]](http://i.imgur.com/7zQ2c.jpg)
1 o'clock position (top right spawn) Command Center/Nexus/Hatchery CANNOT be hit by Siege Tanks on the low ground at the gold base. Range 6 units CAN hit Siege Tanks at this position from the main base, range 5 units CANNOT. Incidentally, larvae that spawn from a Hatchery and crawl to the left edge can be hit by Siege Tanks and thus splash the Hatchery.
![[image loading]](http://i.imgur.com/L5KqM.jpg)
![[image loading]](http://i.imgur.com/rK6qP.jpg)
4 o'clock position (bottom right spawn) Command Center/Nexus/Hatchery CAN be hit by Siege Tanks on the low ground at the gold base. Range 6 units CAN hit Siege Tanks at this position from the main base, range 5 units CAN as well. The CC/Nexus/Hatchery actually looks out of range of the siege tanks, but one tank position can actually hit it.
![[image loading]](http://i.imgur.com/IAlsR.jpg)
![[image loading]](http://i.imgur.com/8hlI7.jpg)
I have screenshots of the range of the Siege Tanks from each position that I can upload if necessary. Obviously the low ground not in gold position can hit the CC/Nexus/Hatchery from every spawn as it is is closer than the gold base low ground. There are also visible differences in the number of mineral patches that can be hit from the low ground at each position. This map definitely has worse positions to spawn in, particular the bottom two bases that can be sieged from the low ground at the gold.
EDIT: Screenshots added.
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Wait, people actually play on slag pits?
But seriously, down-vote it. Terrible map.
I like some of the design concepts of it, but there is too many glaring flaws. And spawning close position is like playing on shrinkage.
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For those of you who mentioned using turrets or marines to chase off the Viking - you really don't need to make Vikings for this, a floating Barracks would be just as effective. And is much much more tanky. Plus you can repair it.
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personally i am not a big fan of this map, i down voted DQ, backwater basin and typhon cuz of some annoying details in thos maps, as a zerg player i find the map super easy to 2 rax in close positions and find it hard to keep my third expo alive. i remember reading in the blizz forums why they took out steppes and blistering sands and the reason they changed lost temple. for steppes and blistering they said they took these out of ladder rotation because they felt that these maps were "rush" maps, i dont understand why they would put in slag pits which is just as close as steppes was, i hate the feeling of this map being a coin toss on where i spawn. the second complaint i have about this map is the fact that you can have you main sieged super easy, and the reason they removed the cliffs from lost temple was because they could siege your natural super easy and it was pretty difficult to defend.
User was warned for this post
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On March 05 2011 10:04 GameTime wrote: I wouldn't say it's imbalanced, just a strong strategy. This is pretty much the definition of imbalanced. In "symmetrical" positions your opponent has an option that you don't have in a mirror matchup. How is this not imbalanced?
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I think the long standing concensus is that the map is imbalanced. It's impossible for the developers to completely know this even after extensive testing when dealing with a game like this. There's a reason why the majority of pro replays still use the old maps and why you're allowed to veto 3 of your choice.
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Just another reason why this map should be vetoed, especially by Zerg.
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On March 05 2011 10:19 NoisyNinja wrote:Show nested quote +On March 05 2011 10:12 Lmui wrote: Correct me if I'm wrong but one or two siege tanks look like they can siege and hit the CC from the gold base area.
@NoisyNinja: Turrets by the mineral line are only if they have banshees and in general you only get one, in the middle of the mineral line area which wouldn't help anyways against this kind of push.
And in general, although the natural should be able to be shelled from low ground, the main CC shouldn't be targetable from any point other than within the base itself. The turrets could just deny vision (by shooting the vikings) or just stall long enough for your tanks to get into position. They would stall by providing a target for the opponent's tanks. I put 2-3 turrets on the mineral line to defend against drops and air harassment. I agree with your second point though.
Vikings can provide vision of the high ground without being in range of the turrets. Turrets will not prevent tank/viking from gaining vision on any map in any position that I am aware of. Unless they attack command on the turret, the AI will prioritize your tanks when they get in range.
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Thats nothing wrong with imbalance, its just you shouldnt be letting your opponent siege there.. The only thing imbalanced about Slag Pits is the super close positions
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Someone pulled this on me with a floating barracks, just flank and roll, the tanks are in a really bad position defensively and if it really grinds your gears, just veto the map, it's not like many tournaments are playing it.
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