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I found only one very old topic on this so I am starting new one.
-What do you think about island maps possibilities in SC 2 ? -Will they have stable place in competitive gaming or they will be just on edge and they will die like it was in BW ? -Will they be more interesting now, with all the new units and abilities ? -What do you thing about races atm ? From my point of view Terran must be strongest on islands for sure, because of reapers and vikings.
discuss ....
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do you mean pure islands or maps like neo forbidden?
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i think island maps on sc2 would be kinda cool if you had like semi island maps like 2 maps cut in half into islands but expos accessable without dropships / lifting ur cc / nydus worm / ect.
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Islands will probably be more popular in 3v3, 4v4, FFA, and possibly 2v2.
I don't really see them having a place in 1v1
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On March 17 2010 03:34 Vernom wrote: do you mean pure islands or maps like neo forbidden?
Yeah something like that or gorky island
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Nydus worm would be incredibly useful
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On March 17 2010 03:40 yoshi_yoshi wrote: Nydus worm would be incredibly useful
I suspect they would get scouted out too easily since there would most likely be a lack of other things going on to fully distract a skilled player.
They would be pretty good against noobs though.
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Island maps might be more terran favoured in sc2 than in bw. Being able to lift production buildings, the awesome static defense that is the planetary fortress, medivacs, and reapers would all be really nice for island maps. Protoss has the colos and warpgates though, and I guess zerg could use nyduses for good effect. Island maps sound pretty fun actually, as long as they're not like desert oasis.
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I believe that island maps are race-imbalanced. After trying to write more and thinking about it a bit I realize it is mere conjecture sense there are no island maps. I am interested to test this. Based on my experience so far I believe zerg would be imba on islands relative to the other races.
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The tech in SC2 makes it much more possible to drop well-defended mains.
Terran can use Medivacs to bring in his entire army, supported by Battlecruisers to yamato heavy anti-air targets (Thors, Missile Turrets, Spore Crawlers) and Ravens to drop Point Defense Drones (to shoot down AA projectiles) while Banshees make excellent DPS if your enemy's AA is weakened in a given area.
Zerg can make doom drops via Overlords (which cost no supply, so you can bring as many extra empty ones as you need\can afford to take shots) after using Corrupters to fag up anti-air defenses and structures producing defender units. Moustache Lords also RAPE any autonomous splash usage (Specifically, Tanks) because they spawn threatening ground units everywhere that get pegged by tank fire, damaging T's own buildings. If you can make a beach head with the doom drop, it's not impossible to open a Nydus even on a small island base. Bring queens and heal it with Transfusion while it builds, rally lings out of it while it builds, mash d like a maniac as it gets close.
Protoss might have it most difficult on these maps, simply because all their units are hard-hitting, heavy, and expensive compared to the cheap, fragile Warp Prism. On a real island base, Protoss might not have enough room to build Warp Gates everywhere for a prism warp-in rush, but if this works out, nothing messes up a base like 30 Zealots running around it. I feel like Prism Drops are conversely very very risky when they're loaded with 2- and 3-supply units (or Colossus) and they cost supply to build. However, Hallucinate might fill in for the inability to mass Prisms, and help deflect some incoming damage during the drop or even after the attack commences on the ground!
Terran also has 8-range anti-air defense after upgrading Hi-Sec Auto-Tracking, and Vikings have 9 range by default and are very microable. Both Turrets and Vikings can be auto-repaired by SCVs to make them last longer than they might. Terran also get the best Early Warning System (Sensor Tower) and the highest structure armor (+3 after Building Armor upgrade) and are the only race with the ability to repair structures. While Queens can do this for Zerg, they are limited by energy and must be massed to provide a mana pool feasible for base defense healing.
Overall, I agree that Terran is the best defensive race in terms of defending both ground and air attacks (or drops, a mix of ground and air tech) and their ground army (Marines) is also very good at killing off Interceptors to shut down late-game Protoss air offensives. Moustache Lords supported by Corrupter\Muta (Vikings are nuts, very hard to fight them on the offensive since they can retreat to repairing SCVs and Turrets) seem like the hard counter to Terran turtling hard on an island. But you should expect that T will be very tough to attack when entrenched.
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the more types of maps the better i think sc2 will be less dependent in balance in a map than sc1. change 1 tiny thing in a sc1 map and its totally different which i dont think the case is with sc2 :p
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