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Terran tech lab/reactor positioning - Page 3

Forum Index > SC2 General
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MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-01 11:43:05
July 01 2010 11:41 GMT
#41
i think it would be a decent idea to implant this, as long as its still easy to put down the labs in the first place.
do u mean adding a new hotkey for Left up right and down or put click tech lab then use the arrow keys to flip it like tetris ? xD i think the tetris idea would be coolest

On July 01 2010 15:29 Looky wrote:
i dont see why u cant just make a 2nd supply depot to block it off not hard to do.

i dont think u understand how rts games or how the economy works at all in this game

another thing id like them to add is new customizable larva position. maybe a larva rally point or letting larva turn to the direction of the real rally or the worker rally. they should do something because bottom pos zerg gets quite alot more econ i think
Progamerpls no copy pasterino
imbecile
Profile Joined October 2009
563 Posts
July 01 2010 11:45 GMT
#42
On July 01 2010 19:21 skeldark wrote:
zerg dont wallin and for a t it could be loose or win if the wallin is done 20 sec earlier or later...


One of the reasons Zerg don't wall in is that the larva would only be on one side, so you cant use them as freely for droning or making ground units as you need to.

Actually Zerg walls could be really nice, since they can use nydus worms later to get out. Or use a crawler as movable plug. No need for small gaps, or even any temporary open/closing action. Hatcheries have a lot of HP, they plug some ramps by themselves, they give you production and upgrade capacity, more queens, they give you creep, they can be transfused ...

So if you don't think you can hold an expansion, and you are ok with the fact that you can only make overlords and queens on that hatch or the units are stuck on one side until lair and nydus, it can really be an option. So it definitely has it's downsides.

Would even be an option to start a hatch at the natural and power drones, and if it turns out while building you can't hold it, cancel, and plug your ramp ...
Aikin
Profile Joined April 2010
Austria532 Posts
Last Edited: 2010-07-01 12:02:52
July 01 2010 12:01 GMT
#43
Yeah this has been bugging me for a while too. My greatest problem with the addons is that if you try to wall in with rax and factory that on some positions you simply cant build an addon to your buildings without having a big vulnerability in your wall in. I think it would be good if you could place them at least left and right so that spawning locations dont limit your bos.
[A]dmiral Bulldog | Naniwa | [A]lliance
skeldark
Profile Joined April 2010
Germany2223 Posts
July 01 2010 12:15 GMT
#44
k my solution again.
on the factory down right is a button "left - right addon".
just klick to switch. it makes all future addon on the side you selected.
and also connect by landing to this side only.
if you dont like it just leave the button untouched and nothing changed.
for good walloff you only have to activate it once.
Save gaming: kill esport
wintergt
Profile Joined February 2010
Belgium1335 Posts
July 01 2010 12:16 GMT
#45
Bugs me too. Surprised this hasn't been brought up sooner. Let terrans choose where they put the addon!
here i am
STS17
Profile Joined April 2010
United States1817 Posts
July 01 2010 13:34 GMT
#46
The problem with this is that if you “fix” the inconvenience this creates for Terran then you have to “fix” the Zerg larva spawn issue as well, which is significantly more complex. You can’t do one without the other because it isn’t “fair.”

As far as the problem for Terran, if you need to spawn in a certain location for your build to work then you need a new build. Sure some spawning locations are easier than others but I have never been in a game where I lost because my wall wasn’t completed fast enough, just speed up the production of your second supply depot or use a damn SCV and marine while you wait for the minerals.

Anyone who says “but STS17, if you think you can just throw down the second supply like nothing then you don’t understand how RTSs and economy works” should know that I play Terran and do this every day when I spawn at a less than ideal location. Also, if your build “needs” to save those extra couple seconds to get the tech lab out quicker than you are probably cheesing or going allin which isn’t going to get you very far. If it is to complete your wall off faster to prevent something like a 6 pool or early gateway pressure I can assure you (from experience) that using the second supply depot can and will complete your wall in time.

Yes, it is annoying when you build a rax/fax wall and can’t get your add on but that wall is only temporary and can be done with supply depot/bunker instead of the factory if you really need that add on quickly.
Platinum Level Terran - Take my advice from that perspective
Baxter
Profile Joined May 2010
Australia45 Posts
July 01 2010 13:43 GMT
#47
Scrap station has a HUUUGE choke in front of the base that takes 3 supply depots to block.. yet no one complains about that.. at least in this thread!
*Max. 255 Chars
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 01 2010 13:51 GMT
#48
Scrap station has a HUUUGE choke in front of the base that takes 3 supply depots to block.. yet no one complains about that.. at least in this thread!


Do you know what this thread is about? Maybe go back and read.


I hadn't though of Zerg Larva being positionally imbalanced! I think the larva should move as close as they can to the rally point, but still be next to the hatchery. This way, correctly rallied drones wouldn't take 0.5 seconds longer to get mining.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
mnc dover
Profile Blog Joined July 2008
United States93 Posts
July 01 2010 15:23 GMT
#49
The tech lab and reactors are both usb devices. All Terran structures have a single usb port on one side only. Hope that clears things up.
www.mondaynightcrew.com
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
July 01 2010 15:26 GMT
#50
On July 01 2010 11:28 Ocedic wrote:
Problem with having addon in more than one possible location is, logically why can't you have two+ addons at once? If you could put an addon at the left or right, why not put tech lab at left, reactor at right?

Ultimately I think that while it's technically an imbalance, a vast majority of the time it's not game breaking enough. If your build relies completely on spawning in a spot where you can do some tricky Sim City with addons, then you should adjust your build, for real.

also, if you make an addon to the right of another structure, which one would it belong to? What happens when it lifts? What happens if there is a addon on the other building and it lifts?
..and then I would, ya know, check em'. (Aka SpoR)
STS17
Profile Joined April 2010
United States1817 Posts
July 01 2010 15:42 GMT
#51
On July 01 2010 22:51 monitor wrote:
Show nested quote +
Scrap station has a HUUUGE choke in front of the base that takes 3 supply depots to block.. yet no one complains about that.. at least in this thread!


Do you know what this thread is about? Maybe go back and read.


I hadn't though of Zerg Larva being positionally imbalanced! I think the larva should move as close as they can to the rally point, but still be next to the hatchery. This way, correctly rallied drones wouldn't take 0.5 seconds longer to get mining.


Only problem is with this, is you may want your drones to spawn on the top so they are closer to your minerals and your attacking units to spawn on the bottom so they can reinforce your units defending a push sooner (also, so spawning combat units don't interfere with drones mining), how do you balance that? Zerg larva are lose-lose positionally speaking.
Platinum Level Terran - Take my advice from that perspective
EZjijy
Profile Blog Joined February 2010
United States1039 Posts
July 01 2010 16:21 GMT
#52
Wasn't add-ons allowed to be on either side in one of their pre-beta previews?
Gahlo
Profile Joined February 2010
United States35143 Posts
July 01 2010 17:44 GMT
#53
On July 02 2010 01:21 Repok wrote:
Wasn't add-ons allowed to be on either side in one of their pre-beta previews?

I believe when the introduced the add-ons they said it was only for single player that you could chain them together.
DanielD
Profile Joined May 2010
United States192 Posts
July 01 2010 18:35 GMT
#54
If you did this there would be no worker-harass involving blocking tech-lab/reactor placement, which I think would be a loss for the game.
"Strong people are harder to kill than weak people and more useful in general." - Mark Rippetoe
Roniii
Profile Joined March 2010
United States289 Posts
July 01 2010 18:41 GMT
#55
i support this thread and the movement of addons
you think as i do
Zoltan
Profile Blog Joined March 2010
United States656 Posts
July 01 2010 18:45 GMT
#56
On July 02 2010 00:23 mnc dover wrote:
The tech lab and reactors are both usb devices. All Terran structures have a single usb port on one side only. Hope that clears things up.


this is perfect. /agree
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
Roniii
Profile Joined March 2010
United States289 Posts
July 01 2010 18:48 GMT
#57
On July 02 2010 00:23 mnc dover wrote:
The tech lab and reactors are both usb devices. All Terran structures have a single usb port on one side only. Hope that clears things up.


can i get a hub or wtf? is this 98?
you think as i do
tfmdjeff
Profile Joined June 2010
United States170 Posts
July 01 2010 19:45 GMT
#58
This is an issue with very strategic games like Starcraft. In Team Fortress 2, the 9 classes are all designed to look very different from one another, and they are designed so that it is very clear which team they are on. This is so when a player sees another player, he will instantly be able to tell what he is going up against and plan accordingly.

This is the same reason buildings cannot be rotated and addons cannot be placed wherever you want in Starcraft. Players need to be able to see a building and immediately and unquestionably know what they just saw. Add-ons are where they are so they can be very clearly seen by a scout or scan or whatever. If buildings could rotate, it could cause confusion, slow players down. Starcraft isn't designed to work like that. Everything in starcraft is designed with a definite look so that you know exactly what you're seeing the moment you see it.
asdfiprod
Profile Joined February 2005
United States34 Posts
July 01 2010 20:18 GMT
#59
Games won't be decided on which direction an addon pops up at. It adds a interesting dynamic of building walls on different maps and positions. It would be overly cumbersome to give players too many options for minor details. Think about it, there is no good way to let players do this. At best it would require one more action to place an addon, which is NOT worth the benefit.
chax
Profile Joined July 2010
United States18 Posts
July 01 2010 20:20 GMT
#60
I think learning where to place things is part of the game. I like the one side. I also like just pressing the hot key and not having to click where I want to place it like in BW
E-earth Directorate? You mean to tell me you've come all the way out here from Earth?
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