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Slag Pit has a super imbalance where you can siege up outside of someones main and shell their main and their mineral line from the outside of the base. Is it just me or is this extremely imbalanced. It is a corner of the outside and you can get 3-4 siege tanks in position to actually hit the main nexus/cc/hatch. EDIT: Here is a TvZ replay which clearly shows the abuse from certain spawn locations. At these locations it is especially hard for the zerg to stop the attack. http://www.mediafire.com/?y6d2h95m5g0uwok
Here is a replay http://www.mediafire.com/?aqcq1nc1r4qt2n9
EDIT: I have added a screen shot so you can see in case you don't want to look at replay
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I wouldn't go to say "IMBA NERF OR FIX PLZ", but it is an awkward positioning. The only reason he can do that is because he has vikings for sight. I see that it is around 9 minutes into the game, and as far as I can tell, you don't have an Engineering bay. My general rule of thumb for Terran is: 1. Expand by 10 minutes 2. Turrets on mineral line by 10 minutes 3. Make sure to be creative.
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I wouldn't say it's imbalanced, just a strong strategy.
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Also, another problem that I noticed (from the picture) is the one that caused all of this: allowing him to get there without much of a challenge.
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I am not saying that my particular game is the reason it should be fixed... I am saying the fact that you can siege someones main from the side of their base while not being in their base should not be possible.
Also I do not see how having a missile turret would be that good.. he could easily kill off a missile turret from his position.
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I wouldn't jump the gun in thinking they didn't realise that that certain positioning was there. It may have been their choice all along.
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it is definitly bad design....it is so close to the main...-.-
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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.
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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.
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don't vikings also have a greater area of sight than the range of a missile turret? so even if you have a turret, all you need is a viking to stay far enough away to not get damaged and spot for the tanks, right?
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On March 05 2011 10:01 NoisyNinja wrote: I wouldn't go to say "IMBA NERF OR FIX PLZ", but it is an awkward positioning. The only reason he can do that is because he has vikings for sight. I see that it is around 9 minutes into the game, and as far as I can tell, you don't have an Engineering bay. My general rule of thumb for Terran is: 1. Expand by 10 minutes 2. Turrets on mineral line by 10 minutes 3. Make sure to be creative.
but then the vikings give sight of the turret and the tanks just shoot that first?
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I'm not surprised something like this was found. Slag is just an awful map in general.
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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?
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that is not so much imbalanced as the close positions that are closer than MOTHER fucking Steps of war omg
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This isn't imba in a mirror matchup as you can do the same, but vs toss or zerg its imba, especially zerg.
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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.
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Is this possible at all spawning locations?
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This is definitely not imbalanced. This seems like interesting, creative and fun strategy unfolding on one of the cool and well-made blizzard maps.
On a serious note, this issue was present in Steppes of war also. You shouldn't have much issues if you see it coming and place your own tanks there, or stop the push before he gets underneath your main cliff.
Also, as a T user you can abuse this yourself -_-
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on steppes, it was just the natural. Lots of naturals can be hit by tanks from the outside, but usually, the main is supposed to be safe.
This is going to become the next lost temple thor drop.
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Implying that anything about Slag Pits IS balanced. It's small, has close spawns, no 3rd...
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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
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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.
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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.
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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..
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I thought it was pretty comical that Blizzard compared this map to Metalopolis. If anything, this is the retarded inbred step brother of Meta.
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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.
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dear terran player, now you know how zerg felt when u used to drop their cliff on lost temple. deal with it
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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.
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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.
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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.
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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.
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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.
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United States7483 Posts
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.
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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.
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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
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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
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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.
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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....
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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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Since you'll have vision of that spot when defending, just pull your SCVs out of range while he's sieging up, then take em out while he's firing shots at your CC. If your reaction times are bad, though, it could be pretty devastating.
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You can kinda do that on a lot of maps...
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On March 05 2011 12:19 naggerNZ wrote: Since you'll have vision of that spot when defending, just pull your SCVs out of range while he's sieging up, then take em out while he's firing shots at your CC. If your reaction times are bad, though, it could be pretty devastating.
Except that it prevents a lot of mining during the attack, a critical fact that makes producing to defeat any form of tank all-in or even push much harder than it should be.
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On March 05 2011 12:19 Armsved wrote: You can kinda do that on a lot of maps...
No, there is no other map where you can do this. Some people have used meta as an example however meta is not like slag pits. on meta you can siege the mineral line from right next to the ramp entering the base, which is at the natural expansion. On slag the point that you can siege from is no where near the natural expansion or the ramp. Also I am not saying that it is imbalanced in a TvT. I am saying the map is inbalanced in that you simply should not be able to siege someones main from a remote area.
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He needs vision to hit that high ground. Reminds me of the Lost Temple expansion problems though in TvZ, except you didn't need vision there and you could be more annoying.
And is "Slag Pits" the ugliest map name ever or what?
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In general, allowing for a relatively easy siege of the main is bad design, imo
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On March 05 2011 10:05 eVolvE342 wrote: I am not saying that my particular game is the reason it should be fixed... I am saying the fact that you can siege someones main from the side of their base while not being in their base should not be possible.
Also I do not see how having a missile turret would be that good.. he could easily kill off a missile turret from his position.
Isn't the point of sieging to be outside and shoot in/at?
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People really need to learn what the definition of an "imbalance" is.
This is not an imbalance. It's just really poor map design.
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I think maybe expanding the space there would be helpful, but I don't think this is super horrible; very annoying if I didn't have roaches or muta ball yet.
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On March 05 2011 12:54 Nemireck wrote: People really need to learn what the definition of an "imbalance" is.
This is not an imbalance. It's just really poor map design. Educate us, it seems pretty imbalanced to me (at least in non-mirrors).
If a terran can siege in an offensive position AND has a defensive advantage there, tanks are so retardedly powerful that it constitutes an imbalance.
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Imbalanced maps only occur in non-mirror matchups. If you're both Terran, why don't you go use this strategy? I don't know anything about Slag Pit but the example you cited is moot.
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DAMMIT TVT IMBA silly terran got 100% win rate how is that even possible
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Not sure I think this is an imbalance of the map. If anything it's an interesting way for Terran to contain other Terran or Protoss players that IMO seems pretty difficult to pull off (compared to just dropping a Tank on a ledge). Horrible map, but I don't think "fixing" this would really make any difference.
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Eh you are plating terran and speak about a mirror matchup is imbalanced!?!?!?
You should try play zerg on that map...
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that is retarded. one more reason to thumbs that down. main base should never be that vulnerable to tanks that are in such a defensive position as well.
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On March 05 2011 13:28 oOOoOphidian wrote: Not sure I think this is an imbalance of the map. If anything it's an interesting way for Terran to contain other Terran or Protoss players that IMO seems pretty difficult to pull off (compared to just dropping a Tank on a ledge). Horrible map, but I don't think "fixing" this would really make any difference.
Actually it's very easy to pull off. Get a few tanks, some marines, a viking or two, and save a scan. Push to that spot with a strong one base attack, protoss will try to hold the ramp. Siege up in that spot, ramp is a far distance away so toss units cannot hit your tank for a while. Stalkers can attack but tanks will fry them. Repair with scvs and put up a couple bunkers to stop zealots from running at your tanks. Scan once on the high ground to clear out ranged units so your viking doesn't get picked off, then use the viking to grant vision. You are now attacking their workers, and they can't mine anymore. Thus, they can't make more units. You have now won.
Same for zerg, except you need to get the bunkers up quickly to keep lings off your tanks while you get entrenched, and you'll probably want a banshee instead of a viking. Roaches can hit your tanks, but they won't have anywhere near enough and you can repair them. For hilarity, hit their natural's mineral line with some hellions at the same time to completely deny any mining at either base.
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its TvT... IMBAAAAAAAAAAAA
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It's broken. I can only imagine how horrible this would be to deal with in tvp or tvz. Especially if they build bunkers to defend the tanks. You should NEVER be able to seige a main or the main mineral line from out side the base. They took out jungle basin because you could siege the expo and the main ramp. This is much worse.
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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
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isn't this why incineration zone was removed as well. well other than being a shitty map
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desert oasis all over again
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Nuclear lauch: Detected.
Silly terrans! You have more than just siege tanks!
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Slag pits. 33.3% of the time it's steppes of war, but worse. 66.6% of the time, it's kind of like jungle basin, but very marginally better. 100% of the time it's total crap
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I really don't like this map and I just do supply/Barracks/Barracks in the centre of the map. Should probably downvote it though.
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On March 05 2011 14:12 Reborn8u wrote: It's broken. I can only imagine how horrible this would be to deal with in tvp or tvz. Especially if they build bunkers to defend the tanks. You should NEVER be able to seige a main or the main mineral line from out side the base. They took out jungle basin because you could siege the expo and the main ramp. This is much worse.
Sieging bases in general from behind cliffs is retarded. Lets terren do ridiculous elevator play.
Mutas cannot pick a tank off, you will lose 5 muta to marines for 1 tank.
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I dont get why people complain that you can't play a good game on Slag Pits.
Sure the close spot is very close but thats a luck of the draw that everyone has to deal with.
People complain because you can't go hatchfirst in TvZ: my reply to that is that your not meant to go blind hatchfirst every game, i like zergs like you because i always scout close pos. first so if i discover a z goin hatchfirst block expo and 2rax pressure works a charm...learn dynamic play not cookie-cutter builds!
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As a Toss player I always end up putting pylons on the edges of my base for scouting warping. I also like to put them by the smoke on the corridors between top and bottom mains. Good map awareness and scouting of your opponents unit composition is enough to prevent this from happening early. Way late game while your opponents paying attention elsewhere it might be a good entry point to destroy their main though. But if I'm sitting on two base, I'll just move my units before your tanks get set up, then warp in more zealots on top of your tanks if you wanna put them there . Only time will tell I guess, not a problem so far.
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I can see why people are saying "well if you scout you can stop it" or "if you do this certain unit combination you can stop it" but my main complaint is you shouldn't have to stop it. It just shouldn't be there. And yes it is an imbalance as terran can siege and hit the main while other races cant. therefor its an imbalance.
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On March 05 2011 10:55 Zerokaiser wrote: Implying that anything about Slag Pits IS balanced. It's small, has close spawns, no 3rd... Yeah, if we're going to talk about imbalance on Slag Pits let's talk about how close positions are closer than Steppes of War spawns.
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Saw this coming since PTR. Surprise they didnt choose to fix it then and now it being abused now. This is rediculas in TvZ considering ZvT standard is ling baneling mutas and the only range unit is mutas and i you have a thor there with a few tanks and marines.....its pretty much unbreakable.
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well if tanks siege on your ramp you lose the game one way or the other so no i don't think it doesn't even matter. i instavetoed the map anyway i haven't even played it once. probably the worst map ever.
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Its a shame, i almost liked the map then i found out it was fucking awful.
I cannot comprehend how after all the complaining about small maps, they release a map with a record-setting short rush distance, and now this. Idk how badly it will affect tvx games but we'll have to see how it plays out, i think this might be the new steppes if blizz becomes as reluctant to remove it as it was.
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Imbalances aside, anyone really disklike the feel of the new maps? These dark/gloomy colored maps sort of cut the fun and comfort level of each game. There's something nice about the irony of a paradise of green grass and waterfalls with armies big as a mother fucker smashing each other to pieces.
Yeah, Slag Pits and Typhon Peaks suck. You needn't even mention imbalances considering the back doors to each spawn's natural, it's pretty obvious.
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I think this problem is compunded in slag pits by the ridiculously small main base. Building in there is like trying to squuze 7 adults into a mini.
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On March 05 2011 18:07 Touch wrote: Imbalances aside, anyone really disklike the feel of the new maps? These dark/gloomy colored maps sort of cut the fun and comfort level of each game. There's something nice about the irony of a paradise of green grass and waterfalls with armies big as a mother fucker smashing each other to pieces.
Yeah, Slag Pits and Typhon Peaks suck. You needn't even mention imbalances considering the back doors to each spawn's natural, it's pretty obvious.
I don't like how dark and desolate the new maps seem to be either.
On topic:
This looks like terrible design. They should really fix this before it goes live. Anyone post something on the B.net forums yet?
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This is definitely imbalanced.. All the terran has to do isi drop marines right there and hold position on the cliff and watch his tanks shred his main. Poor map design.
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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.
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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.
This provided racial imbalance, even if its slight its something to be dealt with which brings me to my next point..
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.
If blizzard intended the game to be perfect in how it was upon release starcraft would die, its a game that will constantly be improved over years of feedback, discussion and practice. There will be imbalance, qq, patching, shifts in the metagame, new imbalances or old ones yet to be found and the cycle repeats. No one says the distance is game ruining, its just not liked by the majority. Everyone complaining, as bad or as good as it may be is an ever-present and essential part of the growth of the game and community. Your coming into a thread about a purposed possible imbalance on a map and them complaining that there is discussion about this in the thread.
The "qq" will never stop. its ok.
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The people saying you can do this yourself in TvT, what about Zerg and Protoss on this map? They're just fucked? It was already stupid on Steppes and that was your natural, now it's your main that can be sieged.
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United States7483 Posts
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.
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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.
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+ 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)
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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.
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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.
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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.
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I think the biggest problom about slag pits is the close spawn.... its completely ruined
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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.
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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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I don't think this map is very balanced or fun at all, really.
+ 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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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.
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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?
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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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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.
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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.
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Im sure blizz doesnt make these with a random gen or something haha so obviously they must know about that
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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
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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
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Just veto it. I'm pretty sure it is the most vetoed map in the pool judging by general reactions I come across.
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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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everyone should have thumbed down that maps anyway, so it doesn't matter.
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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
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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.
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Canada13389 Posts
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.
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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.
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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?
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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. >_>
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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
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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
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On March 05 2011 14:24 eVolvE342 wrote: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.
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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.
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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.
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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
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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.
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this is a huge imballance imagine the game as TvP or TvZ how do you counter those tanks?
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Marauders, stalkers and hydras can shoot the gas from the low ground. It's a little too close.
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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)
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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.
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heh, I really enjoy slag pits ^^
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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.
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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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On March 05 2011 15:16 GeNeSiDe wrote: People complain because you can't go hatchfirst in TvZ: my reply to that is that your not meant to go blind hatchfirst every game, i like zergs like you because i always scout close pos. first so if i discover a z goin hatchfirst block expo and 2rax pressure works a charm...learn dynamic play not cookie-cutter builds!
Oh the ironing.
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On March 07 2011 14:51 AlphaWhale wrote:Show nested quote +On March 05 2011 15:16 GeNeSiDe wrote: People complain because you can't go hatchfirst in TvZ: my reply to that is that your not meant to go blind hatchfirst every game, i like zergs like you because i always scout close pos. first so if i discover a z goin hatchfirst block expo and 2rax pressure works a charm...learn dynamic play not cookie-cutter builds! Oh the ironing.
Ya, alpha, i love these terrens who play with 40 APM, do the same overpowered crap abusive crap every game, and always tell zerg to "learn to play".
What is zerg supposed to do other then hatch first? Pool first is basically an automatic loss anyways, terren is able to make bunkers at the ramp, and then you are stuck 1 base and you have lost. Or he makes blue flame hellions, or banshees, or whatever, all of which is impossible to defend on one base without depth, extra income/production, etc.
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On March 05 2011 10:38 meRz wrote: Is this possible at all spawning locations?
this is the key issue
if its possible at all spawn points, its not imbalanced, just a very strong strategy on a particular map.
if its only possible at certain spawn points, then that is a map imbalance and either needs to be addressed in the form of making it possible at all spawn points or impossible on all.
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you can hit like 1 mineral.. i wouldnt say its a huge deal
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this seems wrong, being able to siege a main from outside should never be in a map, then again this is why i veto this one
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On March 05 2011 10:38 meRz wrote: Is this possible at all spawning locations?
is it my eyes or is your post background is actually "teamliquid-blue" ?
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On March 06 2011 00:46 Steel wrote:I don't think this map is very balanced or fun at all, really. + Show Spoiler +-natural far from ramp: very hard to defend This also applies for the opponent.
-gigantic ledge in the middle of the map; tank and collosi heaven You can use mutas or corruptors.
-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. Then don't take it.
-random hallway in the back to make nice little tank pushes that are extremely difficult to stop If you know that he is going for it, you should be able to stop it.
-most convenient third base is the gold, which is close by air distance but far by ground; it's on the low ground. The same applies for the opponent. There is another gold on the other side of the map, too.
I think it's a pretty terrible map. I think it's a good map since we don't need just standard macro default generic normal common maps.
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you can hit the main in metalopolis too
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well since zerg FEs pretty much on any map I dont see how there is a difference here and and the maps where you can seige a nat. And you can seige a nat at about any second map.
Edit: oops, forgot about other races... Ok its imba.
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On March 08 2011 18:25 Tetryl wrote: you can hit the main in metalopolis too Pretty much this. Although I fully agree that the maps sucks balls, the op is hardly proof. If you have to siege directly below the cliff to hit anything important, then there isn't a problem. Roaches/hydras/infestors/any ranged unit can hit them from above in that position. The problem in steppes is that you can siege up the nat, and no zerg units can hit them from the nat....kind of like the nat is slag...but I digress. At least in slag, you can move down one of the 5 ramps going to your nat, and get to the tanks unlike steppes.
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The only thing i see as bad design is the surface area on the 9 o'clock base. You can scan once and literally reveal everything.
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On March 08 2011 18:25 Tetryl wrote: you can hit the main in metalopolis too
ditto with Xel Naga...
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really bad map in general. Close Pos on it is worse than steppes of war. The main plateau is super tiny.
First map ever i had to thump down.
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Thanks for the advice! Suckers! haha. This is actually a nice little trick I'll have to employ soon.
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On March 08 2011 22:41 fearus wrote:ditto with Xel Naga...
No comparison. You can only hit mains if you capture his natural. This siege-up happens very far from the base entrance and natural.
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My God. Bronze players discussing imbalance again. This makes me cry tears of blood.
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On March 08 2011 17:21 Dhalphir wrote:Show nested quote +On March 05 2011 10:38 meRz wrote: Is this possible at all spawning locations? this is the key issue if its possible at all spawn points, its not imbalanced, just a very strong strategy on a particular map. if its only possible at certain spawn points, then that is a map imbalance and either needs to be addressed in the form of making it possible at all spawn points or impossible on all. Anyone who's even looked at the map overview can see that it's possible against all spawning locations. Therefore, no point in even assuming an "if" scenario. It's not map imbalance, just really annoying to deal with.
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On March 07 2011 15:05 Flyingpants wrote: Ya, alpha, i love these terrens who play with 40 APM, do the same overpowered crap abusive crap every game, and always tell zerg to "learn to play".
What is zerg supposed to do other then hatch first? Pool first is basically an automatic loss anyways, terren is able to make bunkers at the ramp, and then you are stuck 1 base and you have lost. Or he makes blue flame hellions, or banshees, or whatever, all of which is impossible to defend on one base without depth, extra income/production, etc. Posts like this make my head hurt. A Zerg that says pool-first builds result in an automatic loss is a Zerg that probably shouldn't be giving build analysis in the first place. I recommend you go watch pro-level Zergs go pool-first in tournaments such as the GSL to learn how it's actually perfectly reasonable to do -- and in fact is considered less risky than hatch-first.
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On March 09 2011 04:30 UruzuNine wrote:Show nested quote +On March 07 2011 15:05 Flyingpants wrote: Ya, alpha, i love these terrens who play with 40 APM, do the same overpowered crap abusive crap every game, and always tell zerg to "learn to play".
What is zerg supposed to do other then hatch first? Pool first is basically an automatic loss anyways, terren is able to make bunkers at the ramp, and then you are stuck 1 base and you have lost. Or he makes blue flame hellions, or banshees, or whatever, all of which is impossible to defend on one base without depth, extra income/production, etc. Posts like this make my head hurt. A Zerg that says pool-first builds result in an automatic loss is a Zerg that probably shouldn't be giving build analysis in the first place. I recommend you go watch pro-level Zergs go pool-first in tournaments such as the GSL to learn how it's actually perfectly reasonable to do -- and in fact is considered less risky than hatch-first.
Agreed. Anyone who says pool first = insta-loss is just simply incorrect.
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On March 05 2011 10:05 eVolvE342 wrote: I am not saying that my particular game is the reason it should be fixed... I am saying the fact that you can siege someones main from the side of their base while not being in their base should not be possible.
Also I do not see how having a missile turret would be that good.. he could easily kill off a missile turret from his position.
The turret would force the vikings to back away and thus rob him of the vision that he needs to continue to siege the CC and few SCV's he can reach.
I wouldn't say this is imbalanced at all but more like you gave him the opportunity to get into that position and he took it. Proper scouting/control of your main base would have easily stopped this.
I agree that it can be a frustrating strategy but so can a 4gate or a 6pool or a 3 rax push etc etc ad nausum, you just need to learn how to deal with and eventually negate this. Also, if this is a huge issue Bliz will be fixing it in the next patch/micro patch. In the meantime just go into your 1v1 settings and choose not to play this map.
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blizz fails harder then something that fails so god damn hard.
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On March 07 2011 12:20 MrBadMan wrote: 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. I'm pretty sure you have no idea what you're talking about. This map is 100x better than jungle basin for any zerg MU except maybe ZvZ. Don't get me wrong, it's not a good map, but the problem is pretty similar to Jungle Basin in that there's no expansions to take.
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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.
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This location is the reason I have this map thumbed down as zerg, and won't be ever thumbing it up.
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On March 05 2011 10:40 kasumimi wrote: This is definitely not imbalanced. This seems like interesting, creative and fun strategy unfolding on one of the cool and well-made blizzard maps.
On a serious note, this issue was present in Steppes of war also. You shouldn't have much issues if you see it coming and place your own tanks there, or stop the push before he gets underneath your main cliff.
Also, as a T user you can abuse this yourself -_- Of course it's imba because you can't do it on every position on the map no ? The one who spawn in the right location will have a big advantage on his opponent.
Actually I like this map, it's pretty agressive while still being pretty good macro wise, It would be even better if they were no fucking rock on the gold.
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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.
Seconded. Though whether Slag Pits is a good fit for the map pool is still debatable.
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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.
This map is truly awful, It's actually worse than steppes. Maps should be open to all playstyles, they shouldn't dictate that you HAVE to play a low econ allin game and they shouldn't dictate that you HAVE to play a huge long macro game, and Slag Pits basically forces every game into 1 playstyle and, in my opinion, the way maps should be designed is that 1 map gives you several options of playstyle, not several maps giving you 1 option of playstyle, there's exceptions to the rule, there always is, but for the majority, these close spawn maps encourage and basically force quicker games.
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wtf, i find backwater harder for Z .. on both maps it is hard to pull off a hatch first and you need to get preemptive army in case of short rush distance .. anyway its entertaining, pure macro play gets boring as in fact its not that complex, just challenging mechanics. kekekeke
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On March 05 2011 10:01 NoisyNinja wrote: I wouldn't go to say "IMBA NERF OR FIX PLZ", but it is an awkward positioning. The only reason he can do that is because he has vikings for sight. I see that it is around 9 minutes into the game, and as far as I can tell, you don't have an Engineering bay. My general rule of thumb for Terran is: 1. Expand by 10 minutes 2. Turrets on mineral line by 10 minutes 3. Make sure to be creative.
indicate your level too please.. 1500 diamond only? or gold?
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Maybe Blizzard think you're smart enough to be able to prevent them from putting a Siege Tank there. Oh who am I kidding.
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its not imbalanced, its just a strong tactic. There are many ways you could have dealt with it. For one, you could have made turrets, or battled for air control. With scvs in your base you should be able to win a viking war. Second, it looks like all his tanks are bunched up in a corner, meaning you could have gotten a really nice spread if you flanked him from the back and took out his army with marines or marines+unsieged tanks.
As zerg i think it would be even easier to deal with. Terran cannot maintain air control against mutas, and lings are even better at flanking than marines. Im not a zerg player but I think the key would be to engage with your lings first, getting the marines to attack them while your mutas come in and kill the tanks, or something like that. I dont think this is a problem like shakuras as there is plenty of open ground behind the tanks, and not just a narrow choke that zerg cant get to.
I still hate the map tho, and it does have positional imbalances relating to close distance spawns
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On March 05 2011 10:01 NoisyNinja wrote: I wouldn't go to say "IMBA NERF OR FIX PLZ", but it is an awkward positioning. The only reason he can do that is because he has vikings for sight. I see that it is around 9 minutes into the game, and as far as I can tell, you don't have an Engineering bay. My general rule of thumb for Terran is: 1. Expand by 10 minutes 2. Turrets on mineral line by 10 minutes 3. Make sure to be creative. How is that not an inbalance? Clearly that is going to be abused by whom? Terran.... or colossi do you really want to play with something like that or drastically change your style for a already horrible blizzard ladder map or would you like to have them remove or fix this map?
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i played a couple of TvTs on slag pits, most of them involved this sieging under the main base, very annoying
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This just happened to me TvT. I had a bigger tank marine army and there was absolutely nothing I could do. Unless you know it's coming and you siege at that ledge before they get there, you can't stop it (if they have vision) . If you do hold it off, you've either lost all of your scvs, or you've lost 2 minutes of mining, they've expanded, and you lose in 5 minutes. I can imagine it's even worse for zerg. Since all Protoss units can tank tank shots pretty easily and don't clump up as much, I think they're probably pretty immune. I imagine that canon rushes on the low ground are pretty rough too. If you put a pylon next to the ledge, I think you can put a cannon in range of the mineral line. Add that to the fact that all spawn locations are as closer than any spawn on any other map still in the pool, and that there are no expansions other than the completely wide open natural (the golds don't count, they're impossible to hold) and that the xel naga tower in the middle give you no information ever, makes this possibly the worst map Blizzard has made yet.
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Slag pits is a map that has some great problems... first of it is just plain uplayable because there is no room for reactionary play... and sc2 is based around reactions... btw they added this as new macro map to the ladder instead of shakuras... well it didnt work out lol... they messed up scale.
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you can do that on metal as well..
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maps with short distances like slag should just apply a build time penalty to all the units because otherwise things like Siege Tanks cause serious problems, because the reasonable tech counter to siege tanks are a bit too far up the tree for Z and P, so the timing is too strong on a short map. Nevermind the fact that many maps have these positions where tanks can roll up, siege up, and it's very hard to deal with if you "let" it occur. if you've never seen the positioning before, you instantly lose.
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On metal it doesn't reach the mineral line. There's plenty of room on Metal to move stuff around if it's being shot at. Not so on pits. Also, I don't get this argument that Blizzard wants a variety of play. If you have a map where the only way to win is to plan for a very specific strategy, to execute that strategy yourself, or you lose, then there's NO variety of play. If you want true variety, maps that ALLOW you to do things like macro foster that. You can still do pressure and a variety of early aggression on all of the bigger maps as every race. All-ins are still pretty powerful. The point is they don't ALWAYS (or almost always) work. That's what makes good game play.
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The main problem with Slag Pits is the tank hitting main gas from below and HUGE Zerg advantage and Protoss disadvantage.
Catz did a good review on this map basically ended up saying Zerg can't lose it's completely broken.
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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?
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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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Lol... wow I cant believe it can hit CC/NEXUS/HATCH from gold base. Going to go home and abuse this now. I can see that mutas being a good way to stop it or tanks being already being sieged by mineral line able to stop it as well.
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Honestly this map is just fine by me, close spawn is kind of sketchy, but everything else seems decent as ever. Every build has a counter. DO It
-Pride
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I hate that map anyway..
but im gonna start tanking that up now lol
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If you can do it from every spawn position, it's not a map imbalance. You can siege a guy's whole base from that natural on metalopolis. Ever heard anyone saying this is imbalanced? No.
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On March 05 2011 10:38 meRz wrote: Is this possible at all spawning locations?
cant say for sure but it looks like the map is symmetrical (not rotational obviously)
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Just something to account for. i always construct my base against the far wall away from that cliff and have some sort of unit sitting around to attempt to catch a siege push before it gets there.
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It's not his fault you literally have tons of ways of preventing that from happening.
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Well...even though I'm T myself, glad I have this veto'd.
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I think SP has bigger problems than that. Metal has the same yet is still in tournament map pools.
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Slag pits is just a bad map in general, you can't safely expo, there's lots of places to hide cheese, close spawns are ridiculously close, far spawns are like close spawns on good maps, etc.. etc...
LT thor drop wasn't too bad imho, if you scouted it coming you could deny it fairly easily, the tank drop however was a bit too strong vs zerg. Hopefully they remove slag pits next patch, as it's only really fun in ffa :D
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On April 26 2011 23:14 Alejandrisha wrote: If you can do it from every spawn position, it's not a map imbalance. You can siege a guy's whole base from that natural on metalopolis. Ever heard anyone saying this is imbalanced? No.
If you have enemy tanks in your natural and shooting at your main minerals, you have already lost the game from several minutes.
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Zurich15357 Posts
On April 26 2011 23:14 Alejandrisha wrote: If you can do it from every spawn position, it's not a map imbalance. You can siege a guy's whole base from that natural on metalopolis. Ever heard anyone saying this is imbalanced? No.
I haven't read the entire thread but those are pretty much my thoughts. Please correct me if there was more to this thread. OK here you go: http://www.teamliquid.net/forum/viewpost.php?post_id=8284644
Don't bump an old thread if you don't have anything to add.
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