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Terran Add-Ons - Page 2

Forum Index > SC2 General
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Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
August 12 2010 12:30 GMT
#21
I too would very much like to choose the side the addon appears on, but I don't think it's gonna happen, it's not big enough of an issue for Blizzard to spend time and money on.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2010-08-12 17:17:50
August 12 2010 17:15 GMT
#22
On August 12 2010 19:47 qoiN wrote:
Zerg has this too, seeing as the larvae spawns "under" the hatchery, so if you spawn with minerals above the hatch your drones will have to travel a lot further than they would have to otherwise. Just deal with it, imo.


I didn't think of this, this also seems a little odd.

I'm not sure it's as big of a deal though, since it will only delay their mining time for one trip, whereas the add-on is there forevers.

Plus, the trade-off you get for the larva sitting around like that is when Marines are retarded and stand there shooting the larva for 10 seconds after the hatch blows up.

Sometimes if I know I'm going to win I sit there and let the larva tank my entire army, just because it's funny.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
August 12 2010 17:22 GMT
#23
On August 12 2010 19:47 qoiN wrote:
Zerg has this too, seeing as the larvae spawns "under" the hatchery, so if you spawn with minerals above the hatch your drones will have to travel a lot further than they would have to otherwise. Just deal with it, imo.

Yeah, no, being unable to properly wall off and drones taking another second to start mining is totally the same. Now without the condescending tone; being unable to properly wall off is not the same as having larvae spawn a second further away from the mineral line.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Williowa
Profile Joined April 2010
129 Posts
August 12 2010 17:27 GMT
#24
On August 12 2010 18:15 tarsier wrote:
you have to build a second supply depot anyway, so why not in the wall (and move your rax back to place tech lab)?

you could also complete wall with a bunker or put a tech lab on your second rax.



A second SD at the wall, why is that bad? Because my favorite thing to do in the entire game is to have a force that beats his initial defense back, then supply block the guy because he walled off with 2 or more supply depots and press the attack with him being unable to reinforce until his standing forces are killed off.

If you walled off with pylons I'd do the exact same thing.
It's A Zergling Lester
Ketara
Profile Blog Joined August 2010
United States15065 Posts
August 12 2010 17:32 GMT
#25
You also generally have to build the second supply depot a bit earlier than you want to finish the wall, which can delay your build order by 10 seconds or so.

Which is usually not a gamebreaking 10 seconds, but it's a big deal from time to time, and it feels silly that you may or may not lose 10 seconds based on where you spawn.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
DTown
Profile Blog Joined April 2010
United States428 Posts
August 12 2010 18:02 GMT
#26
I understand both sides of the argument. However, after thinking about it for a minute, I kind of like it how it is. Starcraft is a strategy game in which you have to adapt to your environment in order to be successful. While it may seem unfair that the person spawning at the upper-left position has a different environment as the person on the bottom-right, there is nobody forcing you to put your tech lab at the front of your base. It is a problem with an easy fix, don't pursue a strategy that is not well-suited to the environment you find yourself in.

Before I get flamed, I do not have incredibly strong feelings on this, and would probably support Blizz adding in the ability to choose sides, I just feel like on the margin its not a big deal.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
August 12 2010 18:38 GMT
#27
Map position isn't really supposed to be unimportant.

It's supposed to be a dynamic factor that you need to pay attention to and take advantage of. Terran add-ons are just one thing that helps reinforce this idea.
DemiSe
Profile Blog Joined May 2010
883 Posts
August 12 2010 18:49 GMT
#28
I think it's fine. It gives you a more intriguing view of the architecture of the terrans base. Correct placed buildings can/is be the difference between a win or a loss against a banelingbust.
Let's See Who's Stronger, Your Tricks, Or My Skills.
silencesc
Profile Joined July 2010
United States464 Posts
August 12 2010 19:02 GMT
#29
I kinda like this mechanic, If I'm going for stalkers and I see a tech lab, I'm going to go for it first. It just makes more sense. Terran players should learn to either use the building without an addon (Day[9] talks about this OFTEN) or just not make a barracks in the wall. A really good wall-in is a bunker and two supply depots. Thant said, if you see a two gate or banelings, you probably wont want to get a fast tech lab anyway...so it getting sniped by blings or zealots is really just your fault for not scouting a proxy gate or bling bust.

Late and mid game, however, it really isn't a problem as you've probably expanded by then and have a sizeable force. If they break the tech lab at that point, it's pretty much gg anyway. I played terran in beta, and I experimented with different wall ins vs early agression, and honestly the best thing was bunker/rax/depot and slowly tech to tanks as pressure allows. It stopped everything.
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
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