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The awkward third base - Page 3

Forum Index > SC2 General
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TSM
Profile Blog Joined June 2010
Great Britain584 Posts
January 07 2011 16:38 GMT
#41
ye for LT on close proz i fell pressured into ending on 2 base but close air not as much, nad on JB AHHHHHH FUUUCCCKKKK its impossible (i play zerg)
The person to smile when everything goes wrong has found someone to blame it on - arthur bloch **** tl:dr *user was banned for this post*
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
January 07 2011 16:40 GMT
#42
DQ third base is terrible not because of the ability to drop, lock people in their base etc, but because it's insanely positionally imbalanced.
HOLY CHECK!
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2011-01-07 16:50:57
January 07 2011 16:45 GMT
#43
On January 07 2011 22:35 ParasitJonte wrote:

Conclusion

The awkward third base is currently a major problem in starcraft2 that hasn't (as far as I know) really been mentioned except that some may think it included when they ask for bigger maps.


the balance team is a doing a shitty job (imo) is exactly because of that, just look at how strong is terran 2 base play - it is INSANE. obviously terran is the race they put most of the time/effort in development and try to load up a very hard/insane AI, all of them are revolving around the 2base play. the design team seems to think this game should focus on maximum 2base play.

why did i mention terran in my post at all?? because we all know P/Z cant have an effective army 200/200 army with 2bases.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
butchji
Profile Joined September 2009
Germany1531 Posts
January 07 2011 16:50 GMT
#44
Awkward.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
January 07 2011 16:51 GMT
#45
I thought this was a topic about reaching 3rd base with a girl for a minute, then I realized it was in SC2 General.

I personally don't understand the map structure of making a 3rd base so hard to take. Expanding should already be a risk, they shouldn't make it an even bigger risk by putting it withing 5 seconds of your enemy's natural. Even players in the GSL are cheesing even more than they would like to because macro games are hard to achieve for certain map/spawning locations.
Jaedong <3 HOOK'EM HORNS!
RaLakedaimon
Profile Joined August 2010
United States1564 Posts
January 07 2011 16:51 GMT
#46
I like the third base on lost temple and it seems pretty easy to take since its disconnected and in the middle so the enemy has to be dropping, in the air, or going through the front to get harrassment which seems reasonable to protect vs anything but that horrible close pos across spawn. I think that having destructible rocks is a nice add on to keep zerg players from expanding really quickly but honestly in general im not a huge fan of it. Nice topic though i think this is the reason many dont like the map pool on ladder, besides the fact that using the same maps for like a year is just stupid
universalwill
Profile Blog Joined August 2010
United States654 Posts
January 07 2011 16:55 GMT
#47
Yes, as a zerg player i find that the biggest hump to get over in a game is getting to that third base. blizzard really does not want games going beyond 2base, it's kind of disappointing.
Johnranger-123
Profile Blog Joined August 2009
United Kingdom341 Posts
January 07 2011 16:57 GMT
#48
On January 07 2011 23:27 Elefanto wrote:
people seem to forget something drastically between the difference in bases
at bw and starcraft 2.

in starcraft 2, it doesn't matter how many probes are mining until you reach full saturation.
if you want to take a 3. base, you would need around 60-70 probes to fully saturate it.

the starcraft 2 mineral / gas gathering system doesn't really support multi-basing.
also the 6 workers needed for gas.

if you want the additional income from a third base, you have to produce an obsurd amount of probes.
if you got 60-70 probes @ 3 bases, you got a fucking tiny army, especially if you have units like colossi (6 supply rofl wtf, or immortal 4)

it's not only the maps that have to change, also the mineral / gas gathering.
keep that in mind please.

and getting 60-70 probes isnt normal for you? wtf?
Ok Im sorry but this can't be right at all, do you just 2base until your main runs dry or something? you can hardly support a 200/200 army on two bases so I dont know why the army size would make a difference.
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
January 07 2011 17:02 GMT
#49
Lol. Sorry about the thread title hahahaha. Didn't think about girls and bases; we don't have that same jargon in Swedish :p. It's mostly just "did you get into her undies?".
Hello=)
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
Last Edited: 2011-01-07 17:04:52
January 07 2011 17:03 GMT
#50
On January 08 2011 01:14 Numy wrote:
Show nested quote +
On January 08 2011 01:09 LoLAdriankat wrote:
On January 07 2011 23:16 idonthinksobro wrote:
On January 07 2011 23:13 bonifaceviii wrote:
On January 07 2011 23:05 Jago wrote:
You are non "entitled" to a free and easy-to-defend third.

This is basically it right here.

Like it or not, Starcraft 2 seems to be designed for it to be comfortable to remain on two bases for a long time. A third is not a requirement anymore for any race as the game is currently.


have fun in the bronze league, or you play terran.

How cute. A new poster trying to be an elitist and contributing nothing.

It seems that Starcraft 2 is designed for long two base play. Have you guys watched the in-house Blizzard tournament finals that Day9 casted? That pretty much explains everything. Dayvie, balance designer and top 200 player, rarely takes a third and when he does, it's pretty late into the game.


You can't say "hey look at this player he doesn't do X thus the game is designed not to do X". That's ludicrous. In fact this is the most ridiculous argument I have ever heard.

What I said is only part of it. There's so much that leads me to speculate that this game was designed for mostly 2 base play. The maps and the AI's build orders are the biggest ones.

Btw, I know there are a lot of Zergs that think they need to have a 3rd base. 2 saturated bases on 3 hatches could keep up with 2 base Terran for a decent amount of time (of course you eventually have to take your third, but not as quickly as you think).
Fiel
Profile Joined March 2010
United States587 Posts
Last Edited: 2011-01-07 17:08:33
January 07 2011 17:08 GMT
#51
I don't see why you call LT from SC1 ("SC1") better than LT from SC2 ("SC2"). SC2 is invariably better.

- In SC1, your third is out in the middle of the map with no choke. In SC2, your third is on a peninsula. This makes it much easier to defend with siege tanks, spine crawlers, or photon cannons because you have less ground to cover.

- Not to mention that your third is a mineral only expansion in SC1.

- The only way for Zerg to take a third gas in SC1 is to get Lair and get drop tech. It's much easier to expand to the island expansions in SC2 due to the changes in Nydus worms. Also, Nydus worms can be used offensively much easier in SC2 compared to SC1, so it's almost always better to go Nydus anyway compared to overlord drop tech.

So, SC2 is better because your third is easier to defend, offers gas, and because it's easier for Zerg to take a third gas.
crms
Profile Joined February 2010
United States11933 Posts
January 07 2011 17:13 GMT
#52
it breaks my heart everytime i think about playing sc2 on BW style maps. I feel like the game could be 100x more fun.
http://i.imgur.com/fAUOr2c.png | Fighting games are great
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
Last Edited: 2011-01-07 17:16:05
January 07 2011 17:15 GMT
#53
I'm going to shamelessly steal from that other "map pool is killing SC2 barrrghlll" thread on the forum right now, because this is a very good point:

On January 07 2011 21:23 iEchoic wrote:
Show nested quote +
On January 07 2011 20:46 Adebisi wrote:
On January 07 2011 20:37 iEchoic wrote:
The problem is that the map size is very strongly tied to game balance, moreso than any RTS I've ever played in my life. This is because zerg can massively out-macro both other races when not pressured, and the ability to pressure decreases with larger map size.

If every map was as large or larger than shakuras plateau, Z would be horrendously OP. We actually kind of need stuff like DQ, LT, etc because they force the game to be balanced.

I'm not saying that it's a good thing, but it's a necessary evil and the game will need to be massively revamped before better maps are possible.

it just starts to feel like the spawn larva mechanic is almost impossible to balance around.

Yep, I've felt like this for a while. It's not necessarily impossible to be balanced, but you have to make a lot of concessions (like on maps) when one race's unbounded worker production is so far ahead of the others. The spawn larva mechanic means that very large maps will never be balanced.

Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2011-01-07 18:16:42
January 07 2011 17:20 GMT
#54
Please don't think I'm crying imba. Just something I think is valid to point out, is with the high mobility of zerg and creep spread that gives speed and vision to zerg. I feel the awkward 3rd affects them less. Zerg will always be taking bases sooner and this requires they have mobility to defend. However, the fact remains that in SC2 unlike BW, when the zerg is ahead by one base, you are behind. Typically, zerg will have some extra lings around that he can afford to have out of position clearing destructible rocks (they can get right back into position super fast). Playing against good macro zergs on maps such as lost temple can be very scary for me as protoss. Because I can't let them get that 3rd gold but if I pressure them and my army gets trapped and killed by speedling with roach,hydra, or muta. I probably don't have a chance unless they make some huge blunder . As Toss I have to rely on force fields in the early game to keep my army from getting trapped and killed. But when I take a 3rd base on lost temple, I have to hold the tower to be able to defend all the paths into my bases. FF is much less effective in the middle area of the map because there are so many angles to bypass them and if the zerg can afford to throw away a few lings and bait out my ff's. Which I feel I have to deploy most of the time, I won't be able to replace that energy fast enough for the real push and I can't make a push of my own at that point without the FF. Furthermore, it can be risky to have my army clearing the destructible rocks because the gold is an easy area to get trapped in, and difficult to stop them from rushing into my main while clearing them (since I'm relying of FF in early battles anyway). My response has been to play very cheesy and aggressively against zerg, simply because it gives me a higher chance of victory. I'd love to play a macro game every game. In these situations, I just haven't figured out how. As of late, I've been tying to use the forge fast expand in order to get that 2 base economy up sooner. Which has helped provide me with a larger force at the time when I want a 3rd. The downside is, when I forge FE, I sometimes have trouble dealing with muta harass because of all the crap I have to put in the way makes it hard for me to get from my main to my natural quickly, let alone defend it and be able to take a 3rd. I'm not saying there is anything wrong balance wise, just that I've been a bit stumped on how to handle this complex situation, except for going all in and not letting the game progress to that point. Many are going to say "make phoenix duh" but I can't blindly go phoenix and I have to have the robo units to supplement my gateway units. Especially vs hydra. Having zealots, stalkers, sentries, and phoenix is a hefty gas demand. None of these untis are very cost effective vs hydras. I've read plexa's pvz guide, but have been unable to really adhere to it. I would love any detailed advice any high level players could provide that would make me feel less awkward about this. Otherwise, I just keep forcing 4gates down zergs throats before they get there 2nd up. (They often BM me for this) It's actually quite effective, even when they have 4 spine crawlers. (You just have to wait till you have enough warp waves of units together and plenty of ff) Sorry zergs, but you're right, I'm bad at macro games against you and I can't figure out how to manage it specifically because of what the op has brought up.

Edit: I failed to mention that I also play terran, I don't feel nearly as awkward in TvZ on lost. Mainly because of cliff tank/thor harass, and defense of these positions. Also, I can make extra bunkers and salvage them if they become unnecessary later, or are just in the way. Also, the fact that so many terran units can be used for very effective harass. It is easier to keep the zerg in check and punish greed. (MM drops, thor/tank cliff drops, Hellions harass, banshee harass, viking overlord harass, even viking landing harass which has become less popular lately, raven harass ect) With stim marines, the low cost of missile turrets (with hi sec range and +2 armor available as well), thors and vikings great anti air range,Muta harass isn't nearly as scary or difficult to repel.
:)
mangoloid
Profile Joined September 2010
100 Posts
January 07 2011 17:25 GMT
#55
Blizz likes to say that they want a varied and interesting map pool, but this was the first thing I thought about when I heard that statement. The Blizz pool loves to punish expanding, and the majority of maps are set up to reward 1- and 2-base play. They do not want you to take third, and this is a huge problem with their map pool in my opinion.

So, agreed, 3rd base in LT is often awkward.
Smigi
Profile Joined April 2010
United States328 Posts
Last Edited: 2011-01-07 17:34:37
January 07 2011 17:33 GMT
#56
On January 08 2011 02:25 mangoloid wrote:
Blizz likes to say that they want a varied and interesting map pool, but this was the first thing I thought about when I heard that statement. The Blizz pool loves to punish expanding, and the majority of maps are set up to reward 1- and 2-base play. They do not want you to take third, and this is a huge problem with their map pool in my opinion.

So, agreed, 3rd base in LT is often awkward.


The 3rd is awkward.

For one, the cliff. Especially in ZvT. It literally kills the match-up on that map, period.
Also, close positions Lost Temple is almost as big of a joke as steppes of war. Close positions Lost Temple makes all-ins stupidly more effective then they already are in ALL match ups.

On top of that, the third gold expansion is NOT a gimmie. yes it has a tight choke, good for static defense and all. But First off, you need to kill off the rocks, secondly THE GOLD EXPANSION CAN BE HIT FROM BOTH CLIFFS THAT SURROUND IT.

A Thor can deny 2-3 of the mineral patches from the cliff
A High templar can storm the mineral line from the cliff
A Siege Tank straight up can attack the hatchery/nexus from the cliff.
and so forth..

Lost temple is not balanced size wise (close positions by ground), and it DOES have an awkward third.
Drone then Own
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
January 07 2011 17:36 GMT
#57
It's 'awkward' because it shouldn't be a free, easy to gaurd expo. That's why unless you gaurd me well on delta, I'm having 3 bases protected by tanks in almost the same spot for all base.

It's 'awkward' so you have to plan, and execute it, and know you can take it due to pressure, harassment, prior battle win

Never sleep on the hidden expo, or cross map expo. Can alter enemies build for the first bit it kicks in, and you roll through battles because they think you're on 1 base still

The map pool is spread. I can get a third easy as hell on say delta, and Steppes, xelnaga, and metalopolis. It's all dependent on how you play the map, really.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Comeh
Profile Blog Joined July 2008
United States18919 Posts
Last Edited: 2011-01-07 17:42:01
January 07 2011 17:41 GMT
#58
Unfortunately, a lot of the newer sc2 players don't understand that awkward really translates into "nearly impossible to defend against well executed build orders" or "Really only feasible of taking when you are ALREADY dramatically ahead and will win regardless".
This, unfortunately, lends to less exciting and diverse game play, making it more predictable and stale.
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decaf
Profile Joined October 2010
Austria1797 Posts
January 07 2011 17:44 GMT
#59
You should have made the poll race specific because I think that up to 90% of the yes-sayers are either toss or terran.
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2011-01-07 18:06:06
January 07 2011 17:59 GMT
#60
Terran player here & no I don't think it's a problem even on these maps that I think are all a bit too small. Just buy some time to set it up and try to position your army so you can go kill his natural and main if he attacks the third. If he doesn't attack it in time - instant PF and turtle a bit.

For some reason most people I play against don't like taking thirds so I'll usually have to postpone that a bit just to be safe. Or then it's a zerg who tries to take it super early just when I have my big tank/1-1 rine timing push ready -.-

You can take 3rd early when you are ahead enough early on but you really have to learn how to "sense" it.

But I kinda understand it being awkward for protoss early on.
Once stoned templars with dem gay daring amulets are out Protoss can take like every base on the map safely though so it's a tradeoff in a way.

I'm a scrub though so that's just how I feel, don't go thinking any of it is valid knowledge.
https://steamcommunity.com/id/*tlusernamehere*/
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