• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:07
CEST 19:07
KST 02:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away Program: SC2 / XSplit / OBS Scene Switcher Who will win EWC 2025? Why doesnt SC2 scene costream tournaments RSL Revival patreon money discussion thread
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
BW General Discussion Pro gamer house photos BGH Auto Balance -> http://bghmmr.eu/ Flash Announces (and Retracts) Hiatus From ASL Soulkey Muta Micro Map?
Tourneys
CSL Xiamen International Invitational [Megathread] Daily Proleagues 2025 ACS Season 2 Qualifier [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
[MMORPG] Tree of Savior (Successor of Ragnarok) Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece Korean Music Discussion [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 791 users

Terran tech lab/reactor positioning

Forum Index > SC2 General
Post a Reply
Normal
jkim54
Profile Joined May 2010
16 Posts
July 01 2010 00:48 GMT
#1
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?
im a roc
Profile Blog Joined April 2010
United States745 Posts
July 01 2010 00:52 GMT
#2
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.
Beware The Proxy Pool Rush
funcmode
Profile Joined June 2010
Australia720 Posts
July 01 2010 01:13 GMT
#3
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.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 01 2010 01:18 GMT
#4
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.
starleague forever
DM20
Profile Joined September 2008
Canada544 Posts
July 01 2010 01:21 GMT
#5
There will always be positional imbalances.
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 01 2010 02:05 GMT
#6
On July 01 2010 10:21 DM20 wrote:
There will always be positional imbalances.

You say it like it's a good thing.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
urashimakt
Profile Joined October 2009
United States1591 Posts
July 01 2010 02:12 GMT
#7
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.
Who dat ninja?
Zoltan
Profile Blog Joined March 2010
United States656 Posts
July 01 2010 02:12 GMT
#8
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.
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
snowpaw360
Profile Joined July 2010
United States3 Posts
July 01 2010 02:13 GMT
#9
Well at least the units u make out of them spwan on the side u want
"No one lives forever"
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
July 01 2010 02:19 GMT
#10
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.
nimbim
Profile Blog Joined June 2009
Germany983 Posts
July 01 2010 02:24 GMT
#11
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.
Ocedic
Profile Joined April 2010
United States1808 Posts
July 01 2010 02:28 GMT
#12
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.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-07-01 02:34:50
July 01 2010 02:33 GMT
#13
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.
vileEchoic -- clanvile.com
StupidFatHobbit
Profile Joined May 2010
United States98 Posts
July 01 2010 02:56 GMT
#14
While you're eliminating positional imbalances, let zerg choose what direction larva/queen pop out of via the drone rally point.
An expert is someone whose made all the possible mistakes there are to make in a very narrow field.
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 01 2010 03:04 GMT
#15
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.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
DM20
Profile Joined September 2008
Canada544 Posts
July 01 2010 03:12 GMT
#16
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.
Skee
Profile Joined March 2010
Canada702 Posts
July 01 2010 03:30 GMT
#17
I just dont like the idea.

Also, WOOT IM A ZEALOT
ERGO
Profile Joined October 2008
United States168 Posts
July 01 2010 03:34 GMT
#18
Better idea,

terran buildings should be able to rotate while lifted.
Never.enough - Nicht.genug
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 01 2010 03:43 GMT
#19
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.
Logo
Stripes
Profile Joined May 2010
Australia57 Posts
July 01 2010 03:47 GMT
#20
They could build techlabs/reactors right underneath the barracks. And then you wouldnt have them sticking out at all
Comet702
Profile Joined April 2010
China236 Posts
July 01 2010 03:58 GMT
#21
yes, i have already found this problem in sc1, e.g. the radar of the command centor, so i totally agree with your idea
Comet from wfbrood.com
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
July 01 2010 05:58 GMT
#22
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.
i-bonjwa
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
July 01 2010 06:03 GMT
#23
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?
vileEchoic -- clanvile.com
Sentient66
Profile Joined July 2009
United States651 Posts
July 01 2010 06:05 GMT
#24
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...

seNsiX.421
Looky
Profile Joined April 2010
United States1608 Posts
July 01 2010 06:29 GMT
#25
i dont see why u cant just make a 2nd supply depot to block it off not hard to do.
Kakisho
Profile Joined January 2010
United States240 Posts
July 01 2010 06:42 GMT
#26
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.
Cold wind, chilling.
Gahlo
Profile Joined February 2010
United States35142 Posts
July 01 2010 06:52 GMT
#27
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.

KiF1rE
Profile Blog Joined November 2009
United States964 Posts
July 01 2010 06:59 GMT
#28
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...
qoolqop
Profile Joined June 2009
Sweden71 Posts
July 01 2010 07:00 GMT
#29
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
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
July 01 2010 07:50 GMT
#30
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.
RuhRoh is my herO
SiNiquity
Profile Joined April 2010
United States734 Posts
July 01 2010 08:17 GMT
#31
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.
'i' before 'e' except after 'c' ~ it's scientifically proven.
KillerPlague
Profile Joined June 2010
United States1386 Posts
July 01 2010 08:36 GMT
#32
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
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
ultratorr
Profile Joined June 2010
Canada332 Posts
July 01 2010 08:39 GMT
#33
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.
Gahlo
Profile Joined February 2010
United States35142 Posts
July 01 2010 08:54 GMT
#34
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.
Swede
Profile Joined June 2010
New Zealand853 Posts
July 01 2010 08:56 GMT
#35
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.
imbecile
Profile Joined October 2009
563 Posts
July 01 2010 09:32 GMT
#36
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.
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2010-07-01 10:22:32
July 01 2010 10:21 GMT
#37
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...

Save gaming: kill esport
theSAiNT
Profile Joined July 2009
United States726 Posts
July 01 2010 11:18 GMT
#38
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.
nepitolko
Profile Joined April 2010
Slovakia32 Posts
July 01 2010 11:31 GMT
#39
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..

weltraumMonster
Profile Joined February 2010
Germany62 Posts
July 01 2010 11:40 GMT
#40
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
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 States35142 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?
lololol
Profile Joined February 2006
5198 Posts
July 01 2010 21:58 GMT
#61
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.
I'll call Nada.
Lemure
Profile Joined March 2010
189 Posts
July 01 2010 22:10 GMT
#62
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.
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-07-02 01:51:20
July 02 2010 01:50 GMT
#63
+ 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.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Swede
Profile Joined June 2010
New Zealand853 Posts
July 02 2010 05:47 GMT
#64
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.
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
July 02 2010 08:22 GMT
#65
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
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
July 02 2010 09:07 GMT
#66
i think its fine the way it is, adapting to how it is now is just fine. part of the game
mnc dover
Profile Blog Joined July 2008
United States93 Posts
July 03 2010 15:34 GMT
#67
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. ;-)
www.mondaynightcrew.com
Normal
Please log in or register to reply.
Live Events Refresh
Online Event
16:00
PSC2L June 2025
CranKy Ducklings163
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 435
StarCraft: Brood War
Barracks 1616
EffOrt 1183
Mini 806
firebathero 450
actioN 445
zelot 277
BeSt 189
Larva 127
Mind 107
Hyun 80
[ Show more ]
Sharp 44
Shinee 41
Aegong 37
Sacsri 20
JulyZerg 18
ajuk12(nOOB) 17
Terrorterran 15
Shine 10
ivOry 3
Stormgate
BeoMulf160
Dota 2
syndereN916
League of Legends
Grubby4254
Dendi925
Counter-Strike
fl0m1572
Heroes of the Storm
Khaldor542
Other Games
Hui .300
B2W.Neo229
KnowMe142
Skadoodle122
Organizations
Other Games
gamesdonequick1690
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• LUISG 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3053
• WagamamaTV413
• Ler119
Other Games
• Shiphtur307
Upcoming Events
BSL 2v2 ProLeague S3
54m
Esports World Cup
1d 16h
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
2 days
Esports World Cup
3 days
Esports World Cup
4 days
CranKy Ducklings
5 days
BSL20 Non-Korean Champi…
5 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
6 days
BSL20 Non-Korean Champi…
6 days
Liquipedia Results

Completed

2025 ACS Season 2
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CC Div. A S7
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.