Terran Add-Ons - Page 2
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Osmoses
Sweden5302 Posts
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Ketara
United States15065 Posts
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. | ||
Osmoses
Sweden5302 Posts
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. | ||
Williowa
129 Posts
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. | ||
Ketara
United States15065 Posts
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. | ||
DTown
United States428 Posts
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
Canada1324 Posts
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
883 Posts
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silencesc
United States464 Posts
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. | ||
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