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On July 25 2014 15:33 SC2Toastie wrote: I don't understand why we still have maps with cross spawn distances this gargantuan...
because these long distances have historically been pretty balanced. Whirlwind was 230-264. Alterzim was 43-26 for Terran against Zerg. Frost was again very balanced (though obviously it has different spawns).
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On July 25 2014 15:42 SC2Toastie wrote:Show nested quote +On July 25 2014 15:37 pure.Wasted wrote:On July 25 2014 15:33 SC2Toastie wrote: I don't understand why we still have maps with cross spawn distances this gargantuan... As long as the map imbalance plays out steadily over the course of a 30 minute game and not quickly in a 15 minute push, it's fine, don't worry about it. It just looks extremely silly having one player have a lead inherently. Bbyong played this game from behind all game long because Roro could go so so so greedy... Terran has 2 production cycles of supply not participating in the army at all times, which is very bad when parade pushing. As a side note, it is so odd that the patch for maps and balance is coming in AFTER Code A...
Why is it odd? Would be unfair to other players that played before today
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It's unfair regardless 
You either shaft all players of P/Z, all players of T or half of each, but given the Code S season is on the patch, the qualifier would be better if it were as well.
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On July 25 2014 15:44 Big J wrote:Show nested quote +On July 25 2014 15:33 SC2Toastie wrote: I don't understand why we still have maps with cross spawn distances this gargantuan... because these long distances have historically been pretty balanced. Whirlwind was 230-264. Alterzim was 43-26 for Terran against Zerg. Frost was again very balanced (though obviously it has different spawns).
Since when is winrate all you need to know how a MU plays?
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United States97276 Posts
On July 25 2014 15:43 Shellshock wrote:0:00  Bbyong spawns in the top right  RorO spawns in the bottom right 1:40 rax first for Bbyong gas for Bbyong
2:00 hatch first for RorO reaper for Bbyong gas for RorO pool for RorO
3:00 2nd reaper for Bbyong 6 lings for RorO first reaper in the main of RorO
4:00 ling speed for RorO 3rd reaper on the way for Bbyong 2 reapers in the main killing drones now queen spawns to help defend 3 drones are killed before the reapers are repelled
5:00 CC on the low ground for Bbyong 3rd CC for Bbyong factory for Bbyong reactor for Bbyong
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Pretty good reapers, those are.
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On July 25 2014 15:45 mCon.Hephaistas wrote:Show nested quote +On July 25 2014 15:42 SC2Toastie wrote:On July 25 2014 15:37 pure.Wasted wrote:On July 25 2014 15:33 SC2Toastie wrote: I don't understand why we still have maps with cross spawn distances this gargantuan... As long as the map imbalance plays out steadily over the course of a 30 minute game and not quickly in a 15 minute push, it's fine, don't worry about it. It just looks extremely silly having one player have a lead inherently. Bbyong played this game from behind all game long because Roro could go so so so greedy... Terran has 2 production cycles of supply not participating in the army at all times, which is very bad when parade pushing. As a side note, it is so odd that the patch for maps and balance is coming in AFTER Code A... Why is it odd? Would be unfair to other players that played before today Much more than that, it would be unfair to the players that play these days. Patching during ongoing tournaments has been critizised heavily by casters/players, because you can't prepare for it.
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On July 25 2014 15:44 Big J wrote:Show nested quote +On July 25 2014 15:33 SC2Toastie wrote: I don't understand why we still have maps with cross spawn distances this gargantuan... because these long distances have historically been pretty balanced. Whirlwind was 230-264. Alterzim was 43-26 for Terran against Zerg. Frost was again very balanced (though obviously it has different spawns).
There are big differences with those maps... Alterzim was great for Terran because you could play greedier vs Z.
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On July 25 2014 15:46 SC2Toastie wrote:It's unfair regardless  You either shaft all players of P/Z, all players of T or half of each, but given the Code S season is on the patch, the qualifier would be better if it were as well. 
Stop crying, terran is doing pretty fine lately
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Queens are so freaking good wtf
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Not like this .
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United States97276 Posts
On July 25 2014 15:46 Shellshock wrote:Show nested quote +On July 25 2014 15:43 Shellshock wrote:0:00  Bbyong spawns in the top right  RorO spawns in the bottom right 1:40 rax first for Bbyong gas for Bbyong 2:00 hatch first for RorO reaper for Bbyong gas for RorO pool for RorO 3:00 2nd reaper for Bbyong 6 lings for RorO first reaper in the main of RorO 4:00 ling speed for RorO 3rd reaper on the way for Bbyong 2 reapers in the main killing drones now queen spawns to help defend 3 drones are killed before the reapers are repelled 5:00 CC on the low ground for Bbyong 3rd CC for Bbyong factory for Bbyong reactor for Bbyong 6:00 sitm research started for Bbyong 3rd base for RorO hellions started for Bbyong 3 reapers harassing in the main of RorO
7:00 54 vs 60 hellions and reapers meet up outside the natural and start poking in spine in the natural started for rorO 4 queens pushes back the pressure
8:00 62 vs 64 8 hellions now Bbyong engaging the queens transfuses keep the queens alive for a while armory for Bbyong RorO loses an overlord to marines rallying across the map 2 more rax for Bbyong double ebay for Bbyong hellions morph into hellbats queens fighting hellbats but have to back off ling runby into then natural and main of Bbyong
9:00 57 vs 78 Bbyong has nothing in his main ready to defend roaches spawn at the 3rd to push back hellbats combat shields for Bbyong 2 bunkers in the natural for Bbyong widow mines started for Bbynog Lair started for RorO
10:00 52 vs 82 roaches starting to move out on the map and kill another hellion 1-1 started for Bbyong 2 more gas for Bbyong 3 marines and a reaper harassing the 3rd of RorO
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On July 25 2014 15:48 mCon.Hephaistas wrote:Show nested quote +On July 25 2014 15:46 SC2Toastie wrote:It's unfair regardless  You either shaft all players of P/Z, all players of T or half of each, but given the Code S season is on the patch, the qualifier would be better if it were as well.  Stop crying, terran is doing pretty fine lately Dude.........?
Protoss is doing fine, other than that, I'm play Random, so don't be a dick for no reason, please.
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On July 25 2014 15:46 pure.Wasted wrote:Show nested quote +On July 25 2014 15:44 Big J wrote:On July 25 2014 15:33 SC2Toastie wrote: I don't understand why we still have maps with cross spawn distances this gargantuan... because these long distances have historically been pretty balanced. Whirlwind was 230-264. Alterzim was 43-26 for Terran against Zerg. Frost was again very balanced (though obviously it has different spawns). Since when is winrate all you need to know how a MU plays?
It's the best indicator we have. If you don't like that, you can take me to a PM flame war about how on big maps it's impossible to attack as zerg, how you have to stay at home all game with mutas because of drops and so on and so on. I can bring PLENTY of downsides for Zergs on bigger maps and at the end of the day it's going to be arguments against arguments. With the only real evidence being that winrates are good.
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On July 25 2014 15:50 SC2Toastie wrote:Show nested quote +On July 25 2014 15:48 mCon.Hephaistas wrote:On July 25 2014 15:46 SC2Toastie wrote:It's unfair regardless  You either shaft all players of P/Z, all players of T or half of each, but given the Code S season is on the patch, the qualifier would be better if it were as well.  Stop crying, terran is doing pretty fine lately Dude.........? Protoss is doing fine, other than that, I'm play Random, so don't be a dick for no reason, please.
Yes Protoss is doing better then the other 2 races, but it would be nice to see no balance whine for once
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On July 25 2014 15:50 Big J wrote:Show nested quote +On July 25 2014 15:46 pure.Wasted wrote:On July 25 2014 15:44 Big J wrote:On July 25 2014 15:33 SC2Toastie wrote: I don't understand why we still have maps with cross spawn distances this gargantuan... because these long distances have historically been pretty balanced. Whirlwind was 230-264. Alterzim was 43-26 for Terran against Zerg. Frost was again very balanced (though obviously it has different spawns). Since when is winrate all you need to know how a MU plays? It's the best indicator we have. If you don't like that, you can take me to a PM flame war about how on big maps it's impossible to attack as zerg, how you have to stay at home all game with mutas because of drops and so on and so on. I can bring PLENTY of downsides for Zergs on bigger maps and at the end of the day it's going to be arguments against arguments. With the only real evidence being that winrates are good.
So you'd rather maps were back to Steppes of War sized? 
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United States97276 Posts
On July 25 2014 15:50 Shellshock wrote:Show nested quote +On July 25 2014 15:46 Shellshock wrote:On July 25 2014 15:43 Shellshock wrote:0:00  Bbyong spawns in the top right  RorO spawns in the bottom right 1:40 rax first for Bbyong gas for Bbyong 2:00 hatch first for RorO reaper for Bbyong gas for RorO pool for RorO 3:00 2nd reaper for Bbyong 6 lings for RorO first reaper in the main of RorO 4:00 ling speed for RorO 3rd reaper on the way for Bbyong 2 reapers in the main killing drones now queen spawns to help defend 3 drones are killed before the reapers are repelled 5:00 CC on the low ground for Bbyong 3rd CC for Bbyong factory for Bbyong reactor for Bbyong 6:00 sitm research started for Bbyong 3rd base for RorO hellions started for Bbyong 3 reapers harassing in the main of RorO 7:00  54 vs  60 hellions and reapers meet up outside the natural and start poking in spine in the natural started for rorO 4 queens pushes back the pressure 8:00  62 vs  64 8 hellions now Bbyong engaging the queens transfuses keep the queens alive for a while armory for Bbyong RorO loses an overlord to marines rallying across the map 2 more rax for Bbyong double ebay for Bbyong hellions morph into hellbats queens fighting hellbats but have to back off ling runby into then natural and main of Bbyong 9:00  57 vs  78 Bbyong has nothing in his main ready to defend roaches spawn at the 3rd to push back hellbats combat shields for Bbyong 2 bunkers in the natural for Bbyong widow mines started for Bbynog Lair started for RorO 10:00  52 vs  82 roaches starting to move out on the map and kill another hellion 1-1 started for Bbyong 2 more gas for Bbyong 3 marines and a reaper harassing the 3rd of RorO 11:00 54 vs 84 a few hellions get into the natural and kill some drones double evo for RorO 2 more rax for Bbyong starport for Bbyong 1-1 ling upgrades for RorO Spire for RorO +1 vehicle armor for Bbyong
12:00 68 vs 96 Bbyong taking his 3rd base baneling nest for RorO concussive shells for Bbyong overseer scouts the main of Bbyong baneling speed for RorO macro hatch for RorO
13:00 93 vs 123 Roach speed for RorO overlord speed for RorO bunker at the 3rd of Bbyong mutas started for RorO
14:00 125 vs 143 +1 air carapace for RorO 2-2 started for Bbyong small engagement in the middle of the map but Bbyong is able to escape the slow banes 4th base for RorO double drop in the main of RorO
15:00 145 vs 160 roaches and banes defend the drop in the main 2-2 started for RorO forces on the left side of the map kill 2 overlords 4th CC for Bbyong
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