|
Should tech labs and reactors be able to be positioned on any side of the building? It seems like having the add-on always pop out on the right side of the building could give advantage/disadvantages based on where you spawn.
For example, if you are spawned at the 12 at lost temple, having the add-on to the rax pop on the right side will allow you block your choke with 1 less supply depot.
Or if you compare blocking a choke when you spawn at a 9 o clock, your add-on will be very vulnerable. If you spawn at the 3 o clock, your add-on will be in your base and less vulnerable.
Does anyone have any opinions on this? Does it seem like it can be more fair if you can choose where your tech-lab will be added on?
|
Yeah, this has been bugging me for a long time, back into BW actually. I'm not quite sure how they would implement it, since the graphics for the production facilities and the addons are clearly meant only to be used in the way they are now, but if they were to give you a choice as to which side you could place them, I'd be very happy.
|
I just took a closer look at the models and the barracks, factory and starport are all practically symmetrical down the middle, with the exception of a couple of tiny details on the top of the factory and rax. If they made them 100% symmetrical (not much work) they could easily implement a 2nd possible location for tech labs and reactors by just mirroring the model and allowing you to place it either side.
I can't really think of any reason not to implement this either.
|
On July 01 2010 09:48 jkim54 wrote: Should tech labs and reactors be able to be positioned on any side of the building? It seems like having the add-on always pop out on the right side of the building could give advantage/disadvantages based on where you spawn.
For example, if you are spawned at the 12 at lost temple, having the add-on to the rax pop on the right side will allow you block your choke with 1 less supply depot.
Or if you compare blocking a choke when you spawn at a 9 o clock, your add-on will be very vulnerable. If you spawn at the 3 o clock, your add-on will be in your base and less vulnerable.
Does anyone have any opinions on this? Does it seem like it can be more fair if you can choose where your tech-lab will be added on?
having one less depot to block with means your ramp remains open until you get that add-on? so its a trade off.
|
There will always be positional imbalances.
|
On July 01 2010 10:21 DM20 wrote: There will always be positional imbalances. You say it like it's a good thing.
|
Better for the players to adapt to how it is now than to invent a new minigame where you have buildings landing near multiple addons, trying to connect to the wrong ones, or having to choose from an array of buttons which say "Attach to THIS addon on the right/left", etc.
|
Honestly I'm really surprised this didn't change already. Such a small change but it allows for such creativity in the expansions (2 addons anyone?). Sounds like something blizz would love to do. I don't think they are going to change it now, because in a way part of the skill of sc2 terran is managing addons, including their placement on the map. Walling in is a "bonus" feature in this game, As in you have to trade position to get it. Protoss can wall too, but then their units cant get from inside to out either. Addons on both sides just allows for too many shenanigans.
|
Well at least the units u make out of them spwan on the side u want
|
On July 01 2010 11:12 Zoltan wrote: Honestly I'm really surprised this didn't change already. Such a small change but it allows for such creativity in the expansions (2 addons anyone?). Sounds like something blizz would love to do. I don't think they are going to change it now, because in a way part of the skill of sc2 terran is managing addons, including their placement on the map. Walling in is a "bonus" feature in this game, As in you have to trade position to get it. Protoss can wall too, but then their units cant get from inside to out either. Addons on both sides just allows for too many shenanigans.
Being allowed 2 addons would be ridiculously imbalanced haha.
|
Since you can build addons without looking directly at the facilities, I think it would be better to build them automatically on the left side if the right is blocked and give an error if both are.
|
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.
|
This does bother me. The people who say "it's not a big deal" or "there will always be small imbalances" aren't really contributing anything. Imbalances should be fixed.
Starcraft is a game of little things. How many games have you lost because your supply depot went up 4 seconds too late and a bunch of lings or a couple zealots ran in? How many games to other small things, like catching a scouting tip out of the corner of your vision? These little things can be a big deal.
There is currently a pretty big difference in some builds between spawning on bottom and top on Steppes. Bottom makes the choke faster to wall off, especially if going 9 or 10 rax, because you can wall with a SD and a tech lab. These kind of things change the outcome of games, and a randomly determined position should never be the deciding factor. There are definitely situations where the victor will be determined by who gets the top or bottom position, because as I said, Starcraft is a game of little things.
|
While you're eliminating positional imbalances, let zerg choose what direction larva/queen pop out of via the drone rally point.
|
On July 01 2010 10:21 DM20 wrote: There will always be positional imbalances.
This would make one less wouldn't it?
I do think Blizzard should allow you to choose left or right for the add-on, because spawn positions shouldn't kill a TvT wall off on Lost Temple or Metalopolis.
Terran players shouldn't cross their fingers hoping to spawn 1 o'clock position on Blistering Sands.
|
On July 01 2010 12:04 monitor wrote:Show nested quote +On July 01 2010 10:21 DM20 wrote: There will always be positional imbalances. This would make one less wouldn't it? I do think Blizzard should allow you to choose left or right for the add-on, because spawn positions shouldn't kill a TvT wall off on Lost Temple or Metalopolis. Terran players shouldn't cross their fingers hoping to spawn 1 o'clock position on Blistering Sands.
Unless every building becomes a square there will be maps with spawns that are less than optimal.
|
I just dont like the idea.
Also, WOOT IM A ZEALOT
|
Better idea,
terran buildings should be able to rotate while lifted.
|
The trade-off isn't worth it. You gain a small amount of positional balance, but you add to the dexterity requirements and make the process a lot more troublesome and annoying. If you land a building near two unused add-ons which one gets hooked up?
Also it's a balance change, you could now build a reactor and a tech lab for 1 building and switch per cycle based on what you want to build. Right now there's a time cost to switching so you can't just optimize it completely. You could even use 1 tech lab between 2 structures to keep stuff going smoothly without losing time moving buildings around.
|
They could build techlabs/reactors right underneath the barracks. And then you wouldnt have them sticking out at all
|
yes, i have already found this problem in sc1, e.g. the radar of the command centor, so i totally agree with your idea
|
On July 01 2010 12:58 Comet702 wrote: yes, i have already found this problem in sc1, e.g. the radar of the command centor, so i totally agree with your idea
Sometimes you don't even have the room to build your comsat beside the command center in BW lol.
|
On July 01 2010 12:12 DM20 wrote:Show nested quote +On July 01 2010 12:04 monitor wrote:On July 01 2010 10:21 DM20 wrote: There will always be positional imbalances. This would make one less wouldn't it? I do think Blizzard should allow you to choose left or right for the add-on, because spawn positions shouldn't kill a TvT wall off on Lost Temple or Metalopolis. Terran players shouldn't cross their fingers hoping to spawn 1 o'clock position on Blistering Sands. Unless every building becomes a square there will be maps with spawns that are less than optimal.
Wait, what buildings aren't squares?
|
On July 01 2010 14:58 SichuanPanda wrote:Show nested quote +On July 01 2010 12:58 Comet702 wrote: yes, i have already found this problem in sc1, e.g. the radar of the command centor, so i totally agree with your idea Sometimes you don't even have the room to build your comsat beside the command center in BW lol.
You do if you don't block it...
|
i dont see why u cant just make a 2nd supply depot to block it off not hard to do.
|
On July 01 2010 12:43 Logo wrote:
Also it's a balance change, you could now build a reactor and a tech lab for 1 building and switch per cycle based on what you want to build. Right now there's a time cost to switching so you can't just optimize it completely. You could even use 1 tech lab between 2 structures to keep stuff going smoothly without losing time moving buildings around.
A Reactor or Tech Lab is connected to the building on one side. If there is a barracks on both sides of it, why would that imply that it would be able to connect to the one that it was not built from?
There would be no way for a building to have a reactor and techlab facing into it, either as when connected to one, you would lose the ability to make another.
Additionally, this same problem occurs for Zerg when larva is on the opposite sides of the mineral fields, making like a .5 second longer period of time drones have to travel to harvest had the minerals simply been on the side where the larva spawned (bottom).
This is a small problem that should be fixed.
|
On July 01 2010 12:43 Logo wrote: The trade-off isn't worth it. You gain a small amount of positional balance, but you add to the dexterity requirements and make the process a lot more troublesome and annoying. If you land a building near two unused add-ons which one gets hooked up?
The way I could see it working is like this..
Making the add-on: Choose the add-on you want to make Green wire frames(a la refinery) pop up on each side and you pick one.
For landing on a spot with two available add-ons: Select land and target the unused add-on you want to use.
Granted that would remove ability to send the building to hover over the add-on but who ever did that?
OR Land the the building and neither of the add-ons attach, and the add-ons that could connect to the building have an ability to link them.
Being able to hotswap add-ons would be pretty cool.
|
On July 01 2010 15:52 Gahlo wrote:
Being able to hotswap add-ons would be pretty cool.
probably would have a cool down, like gateways.
the positional advantage from having a faster wall with an addon could potentially be huge in stopping proxies and fast lings etc...
and has a huge huge impact on the current 3v3 map, where you can wall with 2 supply depots and a barracks+addon... if your double terran trying to wall off a triple 6 pool, its possible only in certain locations. as a 3rd supply depot is needed to seal it off...
|
the solution is clearly to place the addons on top of the building... but that would be dull. like baracks becomes greater baracks that can build marauders and upgrade simultaneously
|
On July 01 2010 11:05 Peterblue wrote:Show nested quote +On July 01 2010 10:21 DM20 wrote: There will always be positional imbalances. You say it like it's a good thing. I think he's referring to all races map spawn points in general not just build positions. Its like playing on home court.
|
I prefer the differences -- forces players to adapt their builds depending on their position. In SC1 Supply Depots weren't even square IIRC, so walling off horizontally was easier than vertically.
|
would be crazy, because then swapping would take 0 seconds. as soon as you lift ur factory the starport adopts the addon rather than the 5 second float and switch. i dont like it
|
On July 01 2010 11:56 StupidFatHobbit wrote: While you're eliminating positional imbalances, let zerg choose what direction larva/queen pop out of via the drone rally point.
That probably affects balance more than add-on position.
|
On July 01 2010 17:36 KillerPlague wrote: would be crazy, because then swapping would take 0 seconds. as soon as you lift ur factory the starport adopts the addon rather than the 5 second float and switch. i dont like it
I think the premise of this idea assumes that there are two models for the add-on, decided upon construction where add-ons built to the right of a building would only be able to attach to the right of buildings and visa versa. In this case you'd still need to play musical chairs if you want to apply it to a new building.
|
I like this idea.
For all those who think this would mean having the ability to have two add-ons... THINK:
On July 01 2010 15:42 Kakisho wrote: A Reactor or Tech Lab is connected to the building on one side. If there is a barracks on both sides of it, why would that imply that it would be able to connect to the one that it was not built from?
There would be no way for a building to have a reactor and techlab facing into it, either as when connected to one, you would lose the ability to make another.
Additionally, this same problem occurs for Zerg when larva is on the opposite sides of the mineral fields, making like a .5 second longer period of time drones have to travel to harvest had the minerals simply been on the side where the larva spawned (bottom).
This is a small problem that should be fixed.
Seeing as a lot of people will build add-ons without viewing their production facility, it would make sense to hotkey each placement (on the right or left of your building) so that this doesn't change.
|
Larva only gather at the bottom of the hatchery, so not even the rallying point can prevent you from walling your units in in some positions.
Can't think of a similar orientation issue for protoss though.
|
zerg dont wallin and for a t it could be loose or win if the wallin is done 20 sec earlyer or later...
The problem is only for the first buildings to block the ramp right? for me only this is a problem. so would be nice if they place addon only on one side and only connect to one side but if you press a key it switch the site...
|
On July 01 2010 12:43 Logo wrote: The trade-off isn't worth it. You gain a small amount of positional balance, but you add to the dexterity requirements and make the process a lot more troublesome and annoying. If you land a building near two unused add-ons which one gets hooked up?
Also it's a balance change, you could now build a reactor and a tech lab for 1 building and switch per cycle based on what you want to build. Right now there's a time cost to switching so you can't just optimize it completely. You could even use 1 tech lab between 2 structures to keep stuff going smoothly without losing time moving buildings around.
I agree with Logo: it's a tradeoff between balance and simplicity and I don't think it's worth it. At worst it is a minor positional imbalance not too different from the larvae spawning position for zerg. The proposed change would fix it but add quite a lot of additional complexity. More importantly, it might create new balance problems of its own as various people have suggested.
It works well enough at it is and there are other issues Blizzard should really be looking in to.
|
Some players like to block the addon with scouting probe/drone/scv. Or if you are as protos reaper rushed and you scout it early(not early enought to kill scv) you can just block the tech lab and you dont need to worry about reapers or you will earn some more seconds to deal with it.
I have seen a few games were drone bllock the addon to allow free runby for zerlings. Its part of the game.
As some people have pointed out the bigger issue is the larva spawn..
|
There is one big problem with the idea of add ons on both sides of the production building:
If you could dock the add on on both sides of the production building there would have to be some kind of mechanism that decides which add on you would connect to if you land your rax between two add ons, one on the left and one on the right... there would have to be some kind of pop up with a decide button (which would be very un starcraft like)... if it is just a priortiy that when there are two add ons then the rax will always connect to the right one, then there could be situations were a add on that has been on the left side of a destroyed rax and close to unbuilable terrain could become unusable when there is another add on nearby....
i hope someone understands this
|
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
|
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 ...
|
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.
|
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.
|
Bugs me too. Surprised this hasn't been brought up sooner. Let terrans choose where they put the addon!
|
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.
|
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!
|
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.
|
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.
|
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?
|
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.
|
Wasn't add-ons allowed to be on either side in one of their pre-beta previews?
|
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.
|
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.
|
i support this thread and the movement of addons
|
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
|
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?
|
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.
|
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.
|
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
|
On July 01 2010 12:12 DM20 wrote:Show nested quote +On July 01 2010 12:04 monitor wrote:On July 01 2010 10:21 DM20 wrote: There will always be positional imbalances. This would make one less wouldn't it? I do think Blizzard should allow you to choose left or right for the add-on, because spawn positions shouldn't kill a TvT wall off on Lost Temple or Metalopolis. Terran players shouldn't cross their fingers hoping to spawn 1 o'clock position on Blistering Sands. Unless every building becomes a square there will be maps with spawns that are less than optimal.
WTF are you talking about? Every building is a square.
|
On July 02 2010 05:20 chax wrote: 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 It can still be the same, an example would be holding down a button like shift to allow you to choose where the addon will be placed. Without holding shift the addon will build in the current default position.
|
+ Show Spoiler + Hide 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.
I mean, once you make a unit form that larva, it will move towards its own rally point.
|
On July 01 2010 22:34 STS17 wrote: 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.
I don't think this is the biggest problem with having the add-on spawn on the right. A recent post was made demonstrating some good ways of walling off your natural on Blistering Sands in order to fast expand safely. On one side of the map the wall in worked beautifully, but on the other side certain things had to be repositioned to complete the wall-in, but it was not as strong. And I don't just mean a little bit weaker. It was significant enough that in certain situations it could break your wall-in when in the same situation on the other side it wouldn't have.
This is a problem because there is nothing the player can do to create an equally strong wall-in in certain positions on a map. Bases should be equal opportunity to eliminate as many non-skill related variables as possible.
As well as that, I don't see there being any real problems created by making this change. If you can fix an imbalance (positional or otherwise) without creating other problems then you should do it. There is literally no reason not to.
The larvae problem is interesting... But I think whatever differences it does make to the balance of a game are negligible at best. It would be interesting to see some research on though. The problem with the add-on thing is that it is only negligible in some situations, whereas in others (rare as they may be) it can be the difference between winning and losing a confrontation or even the game.
|
It doesn't bother me so much.
Actually, the only time when it bothers me is when I'm trying to wall off my ramp and mess up and I can't move the add-on
|
i think its fine the way it is, adapting to how it is now is just fine. part of the game
|
On July 02 2010 03:48 Roniii wrote:Show nested quote +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 can but it's a 200/200 (160 seconds) upgrade at the Engineering Bay. Hardly worth the cost or time invest, much like this discussion. ;-)
|
|
|
|