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Incentives to move out on the Map - Page 4

Forum Index > SC2 General
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mcgavin
Profile Joined October 2007
Canada47 Posts
May 09 2010 23:42 GMT
#61
I think that the reason why you don't see alot of people moving out of there base unless they plan to attack or expand is because the map pool is pretty limited and most map are either too small or too big. When it only takes 15-20 sec to reach your opponents natural, there is no insentive to take possition in the middle when you could just chill by your choke where your re-enforcement are closer. Otherwise, maps like desert oasis makes it very dangerous to venture out far in fear of counter attacks. There's a 50-50 chance your opponent will end up taking the other route and it just turns into an elimination race. All you need is 2-3 cheap unit in the middle to scout expos and towers.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
May 10 2010 05:20 GMT
#62
On May 10 2010 08:42 mcgavin wrote:
I think that the reason why you don't see alot of people moving out of there base unless they plan to attack or expand is because the map pool is pretty limited and most map are either too small or too big. When it only takes 15-20 sec to reach your opponents natural, there is no insentive to take possition in the middle when you could just chill by your choke where your re-enforcement are closer. Otherwise, maps like desert oasis makes it very dangerous to venture out far in fear of counter attacks. There's a 50-50 chance your opponent will end up taking the other route and it just turns into an elimination race. All you need is 2-3 cheap unit in the middle to scout expos and towers.


I don't think any map is too big and DO is o dangerous to move out cuz of the 2 different paths...
https://soundcloud.com/thesamplethief
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
May 10 2010 05:25 GMT
#63
The problem right now is that players arent familiar enough with the races and units to truly be able to tell what they can get a way with when it comes to expanding. Expanding was the main reason to leave your base in broodwar, and it no doubt will be in SC2 as well. Once players learn what unit comps and timings allow them to drop an expo down, then we will start to see more movement.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
stork4ever
Profile Joined April 2010
United States1036 Posts
May 10 2010 05:26 GMT
#64
against zerg i move out asap, the last thing i want to do is move out and see half the map full of his creep **** and his units are running circles around me. I hate the creep and even when I'm zerg and I spread tumors like rats spread disease I feel like I'm cheating somehow.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
Last Edited: 2010-05-10 05:33:46
May 10 2010 05:32 GMT
#65
lol believe it or not, I have the most trouble against a P that sits tight in base and gets out 5-6 collusus then pushes out. It's quite gg

Or a T that pushes out with 4-5 Thors with mass Helions.

Mind you, this can be done quite quickly so that the advantage of having extra bases hasn't kicked in yet.

lol maybe i'm just noob but yea =S
StayFrosty
Profile Joined February 2010
Canada743 Posts
May 10 2010 05:34 GMT
#66
On May 04 2010 16:00 imBLIND wrote:
what about scout towers?
what about mineral patches that give more money?
what about having buildable terrain on the map so people can proxy?

how about winning the game? i don't think thats a reason to move out yet is it?

You might wanna play more games if you haven't already.


strong douchebaggery here
Comeh
Profile Blog Joined July 2008
United States18918 Posts
May 10 2010 05:37 GMT
#67
On May 10 2010 14:34 StayFrosty wrote:
Show nested quote +
On May 04 2010 16:00 imBLIND wrote:
what about scout towers?
what about mineral patches that give more money?
what about having buildable terrain on the map so people can proxy?

how about winning the game? i don't think thats a reason to move out yet is it?

You might wanna play more games if you haven't already.


strong douchebaggery here

...Because he is right?
Honestly, those are three legit reasons.
And its not like there wasn't turtling in scbw D:
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Darby.mcg
Profile Joined May 2010
United States16 Posts
May 10 2010 06:19 GMT
#68
Im not super pro, not by a long shot, but i do find it easier to do a 1 basing turtle strategy than any other. With Terran I just scan to make sure they aren't expanding, so i don't have to move out. With Protoss I just make an obs and patrol with it, and I don't really play Zerg much. If im moving out, I send 1 or 2 guys to the watch towers, and make sure there isn't anything coming and THEN i move out. I dont need to constantly move around.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
May 10 2010 09:54 GMT
#69
On May 10 2010 14:37 Comeh wrote:
Show nested quote +
On May 10 2010 14:34 StayFrosty wrote:
On May 04 2010 16:00 imBLIND wrote:
what about scout towers?
what about mineral patches that give more money?
what about having buildable terrain on the map so people can proxy?

how about winning the game? i don't think thats a reason to move out yet is it?

You might wanna play more games if you haven't already.


strong douchebaggery here

...Because he is right?
Honestly, those are three legit reasons.
And its not like there wasn't turtling in scbw D:


And it's not like you understand the topic at all....

Plz ppl - read the post's before you start writing stuff we've discussed 10x before in this thread.

It's not about expanding or getting single Units out on the Map, it's about constant movement and holding positions on the Map without necessarily attacking or expanding.
https://soundcloud.com/thesamplethief
KULA_u
Profile Joined March 2010
Switzerland107 Posts
May 10 2010 11:00 GMT
#70
I agree. units like the colossus, reaper, nydus, burrowed moving, medics that are also dropships, transformers (these are ok though, because they aren't that strong), etc. and bad map design force you to stay in your base, making it kind of boring to play and really boring to watch.

giving the player some real good incentives would really counteract this. watchtowers could be made more interesting (like only revealing the map in one direction, but farther.). High ground advantage HAS to come back. it is just so extremely sad, that all maps are basically flat with some minor obstacles. (high ground is either an extreme advantage or no advantage at all...) they improved the design possibilities with rocks, grass, watchtowers and yellow minerals, but just took away the most important thing in mapdesign: high ground.
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