Consequences of a Larger Map Size - Page 7
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MoreFaSho
United States1427 Posts
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Nobu
Spain550 Posts
On January 19 2011 17:15 iEchoic wrote: Edit: as a sidenote, anyone who says "well you can expand and macro too" doesn't understand the way Starcraft 2 works. Namely, zerg can produce workers 3-5 times faster than you and that is impossible to compete with if you cannot apply sufficient pressure. Are you completly sure? As i written in other post, someone shown that with a 14/15 nexus vs 14/15 hatch, protoss would have more probes until a certain point, like 6-7 minutes. I think that everyone is scared just because the builds that you use right now seems to be garbage in that maps, but i dont think that anyone can talk about imbalances until protoss and terrans start figuring out macro BOs and bringing number about why the economy of Zerg is far superior. As I said for protoss, someone tested it out, and realized that a nexus first is even better than a hatch first, so just try with terran, maybe 14 CC 13 rax double orbital, I suxx at terran so i dont know, but I think that this needs a couple of weeks before saying that Zerg is OP in bigger maps, its indeed if you try to not proxy 2 rax, or make a timing push that works on steppes, its obviously not going to work on a map 3x bigger. (Im low/mid master league zerg and I know you are better than me so your point wasnt bad, but i think that macro BOs for T and P could be as powerful as the zerg ones) | ||
trm_
France4 Posts
+ Show Spoiler + On January 19 2011 18:36 [Eternal]Phoenix wrote: This is the kind of incorrect reasoning which leads to crappy balance/maps in the first place. I cannot disagree with the OP enough on this issue. OP: You say that zerg can pump drones all day in response to attacks and that these maps are zerg imbalanced. I'm going to show that that's completely 100% incorrect. First and foremost: -Your assumptions rest on the fact that zerg will outeco and outmacro T and P. -You believe that Z automatically wins in larger macro games where T and P cannot be super aggressive early -Your argument is entirely based on the idea that if T and P are aggressive that Z will have enough time to drone up to crush the attack. Lets tackle these 1 by 1 shall we: Zerg will outeco and outmacro T and P. WRONG! While zerg does have the ability to make large amounts of drones, it does not do so very well until 2 hatch/2 queen are out. In addition, zerg production is bursty, so while it seems like they can drone up a ton at once, in reality they're not droning up any more than a 5 hatch hydra build in BW would allow them to, it's just in large batches. Sure, perhaps if zerg made nothing but drones until 200 supply they'd get there way faster than T or P, but what good would that do them? Try something as P. Open nexus first and chrono nothing but probes constantly while setting up for whatever midgame play you have in mind. Go check at 10 minutes how many probes you have vs zerg's dronecount. This is what you can do as P on GSL maps, and you won't see zerg be vastly ahead from it. Here's another fact to consider. Zerg mines less minerals per base than T or P. Test it for yourself if you don't believe me, but a fully saturated Z base yields about 60-100 mineral per minutes less than protoss, and due to mule supersaturation terran 2 base is nearly even with Z 3 base. Once T gets a high yield 3rd, T economy soars to unmatchable heights! But, lets say that players eco really hard for fear of over-committing to an attack and losing an army needlessly. Zerg expands and gets as much tech as possible. T expands and builds up a massive tank count. P expands and techs up while building up caster energy. What happens next? Zerg automatically wins macro games vs T and P. WRONG! Zerg armies suck. This isn't anything new. Zerg is designed to be a swarm race of less efficient units, right? Wait... hold on! You're saying that lurkers being able to kill 10x their supply/cost in bio is inefficient? Defilers making a single ling capable of breaking a terran push is inefficient? Scourge being able to trade 25/75 for almost any air unit in the game is inefficient? People are not yet used to the fact that zerg lategame sucks. They are horribly inefficient and only rely on the enemy being unprepared. Every single zerg unit is awful at large scale engagements, and every single zerg unit is too costly for what it does, even at hive tech. This means zerg needs "more army" to go head to head with T and P. Lets look at the supply costs of zerg units though: Hydras, roach, mutas, infestors - all 2 food. Ultralisks and broodlords are 6 food a piece! Only zerglings and banelings are .5 food and are therefore reasonably food-efficient. Have you ever seen ling/bling do anything to mass tank or mass colossus? Storms and blue flame hellions? What about air? Zerg can't win games off ling/bling alone, but any other unit makes their maxed armies even weaker! What does this mean? In any engagement lategame, zerg has to have the bigger army, but a bigger economy to reinforce faster. How? You can't do it. Zerg will automatically lose every single engagement if he tries to play with an 80 food army to get 120 drones to outmacro a terran with 70 scvs and 4 OCs spamming mules. What if zerg cuts drones to open up space for army. Well, then you have 150 food of zerg army and 50 drones. P and T might trade armies or even lose the first engagement, but you certainly won't have the money to instantly remake a 150 food army. Add that with zerg's inefficiency when attacking and you'll never beat a T or P who has some good backup defense (cannons/PFs/warpin/turrets) and some good production. The truth is that Protoss will never ever ever lose a lategame vs a zerg. All you have to do is get a brutal combo of archon/storm, gateway units, immortals, and voidrays. Heck, you can go for the allkill and get a mothership too, they work great! How is Z ever supposed to crack that ball, especially since you're basically running into neverending storms and zealots with warpin. P can instantly remax nonstop until he's at your main. Zerg can drone up to crush any midgame timing attacks by T or P. Perhaps this one is true. I will say that there is good reasoning which states that zerg should be able to handle any early/midgame aggression by T or P as long as they prepare right. Of course, isn't that ok? What makes T and P have to attack? Why would they attack? Could they not expand and play for lategame instead? Say you have a nice marine/tank midgame ball, and zerg is starting to drone his 3rd. How would you deal with this as a terran? You could opt to attack and try to kill him. You see that very often in GSL games, bnet games, games from all skill levels. It seems like a logical thing to do, and in some cases it might still be a good option. However, what if instead you used that army to secure map control, and took a nice juicy high yield base, just like Jinro did vs Idra on Jungle Basin. Now suddenly zerg is playing from behind again and either has to continue expanding to take the lead, eventually hitting the stage where they have too much eco to ever win a direct fight, or they have to attack, and attacking into PFs/siege tanks is nearly impossible. You're forcing zerg into a lose/lose by not attacking, but instead forcing army in case you do attack, and then using that map control to take more bases. It was ok for zerg to play the expand and eco game in BW because they had good lategame options, even borderline overpowered options. Plague, swarm, ultralisks, cracklings, superior mobility with ultraling, mass doom drops with swarm. Zerg lategame was the scariest thing for anyone to deal with in BW, not because they had so many units, but because their units were frighteningly strong. In SC2 when I see a hive, I just start making voidrays from 3 stargates and laugh my way to victory. There's nothing zerg can do lategame that scares me. So in the end, who benefits the most from these GSL maps? Is zerg truly overpowered because of spawn larva? I don't believe so. I think zerg is forced to play allins and aggression by their very nature, and I don't believe these larger maps help zerg do that. In fact, I would argue that Protoss is completely broken on these large maps, and terran plays perhaps a bit differently, but retains a lot of its strengths. Warpin is the only ability which ignores map distance. In effect, if you have pylons somewhere, you have an army there. Once lategame hits P can have upwards 12-20 or more warpgates. Sure, you saw that all the time in BW PvT, but remember that protoss had to walk those units across the map, and vs a T mech army they weren't very efficient either. With warpin storm how can gateway armies be thought of as weak? Zealot/templar is one of the scariest combos to deal with and you can stream it endlessly from any point on the map. Warpin also allows protoss to deal with any harass to far away expansions without dedicating units there. In effect, they don't need map control to defend harassment. In BW you had to spam cannons like crazy in order to avoid losing expansions, and even then, tanks and dark swarm meant you still needed map control. What about terran? Tanks are still the most fearsome unit in ground to ground combat. In large enough numbers, tanklines are virtually impenetrable by anything other than mass immortals. Tanks are immobile though, but PFs are not. PFs+turrets+ supply depot walls around said PFs offer an antiharassment power which is unrivaled. Terran can simply expand and use stationary defense to keep his expansions alive vs small attacks, and use his large tank-based army to deal with the larger army. Perhaps against protoss this isn't such a bad thing. After all, protoss has carriers, immortals, colossi, and can actually go head to head with the tank ball. What does zerg do? Nothing really. Broodlords in theory, but 1 viking and those broodlords will do nothing. How hard is it to park some vikings over a turret line? I haven't made a decision as to TvP on GSL maps. People seem to feel that protoss is too strong, and certainly I'm inclined to believe that, at least in lategame. However, T drop play is very strong on larger maps and as the expansion count rises so does the power of drop play. With 100% certainty I can conclude that PvZ is broken beyond fixing. TvZ is also very bad, though maybe not quite as bad as PvZ. Zerg lategame doesn't have the efficiency and flexibility it needs to. My ending comment will be that the GSL maps are the best thing that could happen to SC2. They show us the limitations and flaws in game design that the bad Blizzard maps were hiding since early beta. Because Blizzard chose awful maps to balance on, they have achieved awful balance on other maps. You cannot treat these two pillars separately. Maps and balance go hand in hand, and Blizzard chose to ignore that simple fact. At least this is a wake up call for them to fix SC2 for HotS. I agree with you. TvZ could also suffer from mass orbital or/and PFs. Imagine that you have enough orbital command and then expand with PFs, letting T take an expand for 6 foods (gaz). Then T can be with a 160+food army with 'easy to defend' expansion. T can even push with the OC making chokes (like banban on JB with the raxs ) while muling the PFs base. I'm not saying T ,P or Z will be imba , im saying there is a lot of solution to explore. Like the map control that would give DT PvZ or late game 300 food zerg army ( by 'extractor trick' with all drones with evo chambers ) with nydus network now viable or speedprism tactics or speed reaper commandos. But, all in all, I would love to see that kind of games in high level. | ||
ParasitJonte
Sweden1768 Posts
However, I don't see a problem with that as long as the game is balanced accordingly. You can't balance the game by the blizzard maps, that's just stupid. So bigger maps is not a problem. | ||
parn
France296 Posts
... I've read the 3-4 first pages of that thread, and i really think most of you got it wrong. The problem is that you're all focusing on the "size" of the map (100x100, 128x128, 140x140, etc ...) which is, in a way, totally secondary. Why is it secondary? Because you have a LOT of other even more important factors that must be taken into account: - Number of spawn locations - Ground distance between those - Flying distance between those (dealing with Colossus OPed mobility) (what about island maps? Dire Strait was cool) - Distance from main to expand - Distance from main/expand from third - Presence of cliffs near expo/main (lost temple expo style making the fast terran thor drop harass strong) - Number of chokes between 2 players main - Number / place of XN towers - Place / presence and hit points of rocks - Place / presence of gold expos - Geographical aspects of the map to make roach wall / FF more or less efficient - etc ... So there are a tons of factors available to design a good map, it has nothing to do with the "size" of the map, i mean, it's just another factor. First example that come into my mind: If you create a map with far spawn positions, you can make the expo position also far from the main so the Zerg cannot expo that easily. You can even put a cliff over the expo, so a zerg won't be able to drone up if he wants to be prepared for the drop thor above his natural, etc ... Second one Think about Scrap station, do you think that the map rely on its dimension? Early game the map is like an island map, then it slowly turns into a bloodbath map. Why are actual maps stupid? The close spawn positions of course, and even more the fact that the path between opponents base are really "clear", i mean it's like a straight line most of the time (Shakuras, Steppes, Metalopolis (not crossed), etc ...). The geographical strategy aspects are really poor, and I think that's why you have a lot of long (boring) games which end by a death ball vs death ball: most of the maps are like football fields. Why maps will never be balanced and should never be? Because I think that it's the concept of the map pool, and what makes the game even more interesting. You'll never have perfect balanced maps because it's already that hard to balance races, the problem is to produce a balanced map pool, with maps that are slightly terran/zerg/protoss favored. Right now i propose that the map creators make a list as the one i've started upper, define what those factors implies and work on new maps with it in mind. I have a lot of ideas but no skill with the Blizzard map building tool. This kind of action also need the support of the community, Team Liquid should help map makers to promote their work (organize tournament based on new maps, etc ...), because in my opinion, Blizzard just don't give a s... | ||
WhiteDog
France8650 Posts
On January 20 2011 00:44 parn wrote: Not to flame but ... ... I've read the 3-4 first pages of that thread, and i really think most of you got it wrong. The problem is that you're all focusing on the "size" of the map (100x100, 128x128, 140x140, etc ...) which is, in a way, totally secondary. Why is it secondary? Because you have a LOT of other even more important factors that must be taken into account: - Number of spawn locations - Ground distance between those - Flying distance between those (dealing with Colossus OPed mobility) (what about island maps? Dire Strait was cool) - Distance from main to expand - Distance from main/expand from third - Presence of cliffs near expo/main (lost temple expo style making the fast terran thor drop harass strong) - Number of chokes between 2 players main - Number / place of XN towers - Place / presence and hit points of rocks - Place / presence of gold expos - Geographical aspects of the map to make roach wall / FF more or less efficient - etc ... So there are a tons of factors available to design a good map, it has nothing to do with the "size" of the map, i mean, it's just another factor. First example that come into my mind: If you create a map with far spawn positions, you can make the expo position also far from the main so the Zerg cannot expo that easily. You can even put a cliff over the expo, so a zerg won't be able to drone up if he wants to be prepared for the drop thor above his natural, etc ... Second one Think about Scrap station, do you think that the map rely on its dimension? Early game the map is like an island map, then it slowly turns into a bloodbath map. Why are actual maps stupid? The close spawn positions of course, and even more the fact that the path between opponents base are really "clear", i mean it's like a straight line most of the time (Shakuras, Steppes, Metalopolis (not crossed), etc ...). The geographical strategy aspects are really poor, and I think that's why you have a lot of long (boring) games which end by a death ball vs death ball: most of the maps are like football fields. Why maps will never be balanced and should never be? Because I think that it's the concept of the map pool, and what makes the game even more interesting. You'll never have perfect balanced maps because it's already that hard to balance races, the problem is to produce a balanced map pool, with maps that are slightly terran/zerg/protoss favored. Right now i propose that the map creators make a list as the one i've started upper, define what those factors implies and work on new maps with it in mind. I have a lot of ideas but no skill with the Blizzard map building tool. This kind of action also need the support of the community, Team Liquid should help map makers to promote their work (organize tournament based on new maps, etc ...), because in my opinion, Blizzard just don't give a s... Exactly. Thanks for explaining this in such a clear way. | ||
funcmode
Australia720 Posts
On January 20 2011 00:44 parn wrote: Not to flame but ... ... I've read the 3-4 first pages of that thread, and i really think most of you got it wrong. The problem is that you're all focusing on the "size" of the map (100x100, 128x128, 140x140, etc ...) which is, in a way, totally secondary. Why is it secondary? Because you have a LOT of other even more important factors that must be taken into account: - Number of spawn locations - Ground distance between those - Flying distance between those (dealing with Colossus OPed mobility) (what about island maps? Dire Strait was cool) - Distance from main to expand - Distance from main/expand from third - Presence of cliffs near expo/main (lost temple expo style making the fast terran thor drop harass strong) - Number of chokes between 2 players main - Number / place of XN towers - Place / presence and hit points of rocks - Place / presence of gold expos - Geographical aspects of the map to make roach wall / FF more or less efficient - etc ... So there are a tons of factors available to design a good map, it has nothing to do with the "size" of the map, i mean, it's just another factor. First example that come into my mind: If you create a map with far spawn positions, you can make the expo position also far from the main so the Zerg cannot expo that easily. You can even put a cliff over the expo, so a zerg won't be able to drone up if he wants to be prepared for the drop thor above his natural, etc ... Second one Think about Scrap station, do you think that the map rely on its dimension? Early game the map is like an island map, then it slowly turns into a bloodbath map. Why are actual maps stupid? The close spawn positions of course, and even more the fact that the path between opponents base are really "clear", i mean it's like a straight line most of the time (Shakuras, Steppes, Metalopolis (not crossed), etc ...). The geographical strategy aspects are really poor, and I think that's why you have a lot of long (boring) games which end by a death ball vs death ball: most of the maps are like football fields. Why maps will never be balanced and should never be? Because I think that it's the concept of the map pool, and what makes the game even more interesting. You'll never have perfect balanced maps because it's already that hard to balance races, the problem is to produce a balanced map pool, with maps that are slightly terran/zerg/protoss favored. Right now i propose that the map creators make a list as the one i've started upper, define what those factors implies and work on new maps with it in mind. I have a lot of ideas but no skill with the Blizzard map building tool. This kind of action also need the support of the community, Team Liquid should help map makers to promote their work (organize tournament based on new maps, etc ...), because in my opinion, Blizzard just don't give a s... You are of course correct. Most good mapmakers now take everything that you said and more into equation when making maps these days. But I'm fairly sure the OP always meant "large maps" as in "maps with long rush distances" and not maps with specific dimensions (I feel even more obliged to argue his case now since he just went and got himself banned for 2 days). Like I said in one of my previous posts, Steppes of War is technically a really big map, so of course the actual dimensions aren't really that important, it's the rush distance that this thread is really about. It just so happens, most larger maps tend to have longer rush distances. I just want to clarify I agree with you 100%, I'm just saying I think a lot of people took the OP out of context slightly. | ||
GypsyBeast
Canada630 Posts
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Sanasante
United States321 Posts
The main point I would like to convey is the distance between expansions. A map will not be overwhelmingly in zerg favor due to being large. A map will be zerg favored due to easily being able to defend all of his bases. | ||
Cheeselicker
United Kingdom78 Posts
Whether this is a good or bad thing is depends on how many BO1s you force players to play, I would assume. | ||
parn
France296 Posts
On January 20 2011 01:14 funcmode wrote: You are of course correct. Most good mapmakers now take everything that you said and more into equation when making maps these days. But I'm fairly sure the OP always meant "large maps" as in "maps with long rush distances" and not maps with specific dimensions (I feel even more obliged to argue his case now since he just went and got himself banned for 2 days). Like I said in one of my previous posts, Steppes of War is technically a really big map, so of course the actual dimensions aren't really that important, it's the rush distance that this thread is really about. It just so happens, most larger maps tend to have longer rush distances. I just want to clarify I agree with you 100%, I'm just saying I think a lot of people took the OP out of context slightly. Maybe "good" mapmakers do this, but not Blizzard mapmakers. I've checked your work and i really like the maps you've designed funcmode, you should really try to make them more popular, have you tried to talk about it with TL admins? Maybe you could write a thread about one of your map and try to organize matches (maybe small tournaments) between TL members, then post replays, etc ... I'd participate for sure. Or has it been already done? | ||
Poonchow
United States56 Posts
First of all, the OP was stating that rush distances can be too long, not "big = bad." I agree that the meta-game would need time to work out the possibilities of GSL maps for everyone to come to a definitive answer on whether these are too big, but it doesn't take much to say they are Zerg favored for the reasons discussed above. Instantly refilling 200/200 armies with different tech is far more likely (easier to achieve) the longer the rush distance. No amount of theorycrafting or metagame evolution is going to make these massive maps perfectly balanced, unless the basic race mechanics changed, which won't likely happen any time soon. Auir Gardens and Tal'darim are incredible large, with so many expansions that it effectively cripples play just as much as short-rush-distance maps do. Short rush maps are bad because it forces the game to be one-dimensional. You basically either have to execute, plan for, and / or defend an aggressive strategy in close positions, because the person is right outside your door and could attack before you have time to formulate a defense. When the maps are too big, the exact same thing happens but in the opposite way. The defending player is going to be extremely safe when sufficient scouting can spot an attack coming from miles away, has ample time to prepare for it, and instantly gains an advantage when it is repelled. There is a balance that can be achieved, which is apparent in maps like Xel'Naga, Shakuras (for the most part), and Metal diagonal-positions. These distances still allow for aggressive play, discourage cheesy all-ins, and favors the player who has the best economy and game sense, not necessarily the largest army or fanciest tech. | ||
neo_sporin
United States516 Posts
Another problem with map making is that Blizz made protos incredibly OP in certain positions. I think morrow mentioned that a good map needs a balance of open space and narrower passages. Too many choke points will cause protoss to dominate. [/QUOTE] i really feel like a hatchery should just cost 400 minerals. i mean come on, it can produce any unit and doubles as base lol. other race's home cost 400. zerg should cost the same. [/QUOTE] It does cost 400 50 - minerals for the drone 300 - for the hatchery building 50 - minerals to remake the drone that was just lost = 400 minerals total[/QUOTE] While I realize its a bit off topic to point this out, its one of my peeves when I see people use this math to say it costs zerg 400 for hatch. As a zerg player, I know it costs 350 to make a hatchery. In your scenario you actually are counting the drone twice. Either you make a drone to make a building OR you make a building and replace the drone to come out even. You do not make a drone to make a building then replace the drone to figure out the cost. Think of it this way, you start a game with 1 drones and 0 mineral. You mine to 350 and make your hatch. You now have enough to make 1 more drone. So to get from 1 drone and 1 hatch to 1 drone and 2 hatch (exactly 1 hatchery more than where you started) it has cost you 350 mineral. | ||
Treemonkeys
United States2082 Posts
I have never seen a ZvP/T game on lost temple/metalopolis with far positions or shakuras plateau where the game played out in an unbalanced way. I have seen plenty of the same matchups on close positions where zerg is basically a punching bag, but yeah the zerg still might be able to win or lose. It isn't a fun way to balance the game to have zerg forced to defend from everything in the early game while they have only two very weak options of retaliation in the early game - no more than it is good balance to have TvP favor terran in the early game and protoss in the late game. It's stupid. I really believe that terran and protoss can macro on completely equal terms with zerg even in the current state of the game, their biggest problem has been that they just haven't needed to. So we are only seeing the beginnings of macro ZvT/P being explored, and protoss is already quite powerful. ZvP is easily the most difficult matchup for zerg right now, strictly because of how a long macro game plays out. Terran on the other hand, had the mule. What does this do when terran takes many bases? It allows an exponential growth of mineral income. What does this have synergy with? The marine. A mineral only unit that is produced out of a mineral only structure which means the more expos you have with command centers, the more barracks you can have constantly pumping marines - easily enough to keep up with zerg larva production because of the fact that the marine can be cost effective to every single zerg unit, save the infestor with support. | ||
Boundless
Canada588 Posts
On January 20 2011 01:21 GypsyBeast wrote: this is sill the only reason why you people think that larger maps are zerg favoured is because zergs just have more expiriance and thus are better at macroing, im sure cheesy build will be created on larger maps to hold your guys hands. For example try a proxy CC so you can have quicker renforcement time on your SCV's when you are 2 rax allining. Lolwut. Please post constructively next time kthx. Disregarding the obvious troll, I have to say that I think that large maps will also favour Zerg/Protoss. I don't necessarily have a problem with the size of the maps, it's really the architecture, spawn distances, etc that really matter. If you made Lost Temple twice the size but made the cliff twice as high (thus units attacking from the bottom have an even smaller range), then Thor drops would be the most imba thing on the planet. The problem I have with the new GSL maps is that there are far too many chokes/forced maneuvers for armies to take. As a high diamond/low master skill level player, I find myself losing in the late game to Protoss way more often than I do on the ladder. I don't discount the possibility that my existing plans do not work well on those maps, but there are certain things in each matchup that cannot be avoided. Like day9 says, each race has constraints, no matter how you play them. Marines still get owned by Colossus, it doesn't matter how gosu your micro is. Mass mutas still lose to +2 Thors with marine support, no matter how good your magic boxing is. On those maps I find myself getting forced through a tiny tiny tiny choke where only 5 or so Marauders can fit through at one time, and there are 6 Colossus on the other side laughing as they each get 30 kills. Good forcefields (cough oGsMC cough) would even make this problem worse. I was extremely optimistic for Crossfire, a direct re-imaging of Peaks of Beakdu, one of my favourite BW maps. However, it's the exact same problem. Four bases are hidden behind one tiny choke, and I can just visualize playing TvT on that map.... Unsiege, move 3 inches forward, siege. Unsiege, move 4 inches back, siege. Make viking flowers. Rinse/repeat. Something needs to be done about the architecture of the maps, and soon. I think a good example of a properly designed area is the open part connecting the natural to the third/fourth/fifth on Shakuras Plateau (the best map in the pool, I'm sad it's gone). Very open, lots of drop/flank opportunities, doesn't really favour one unit composition over the other based on architecture alone. I'm all for putting some iCCup maps into the rotation, but I don't think Blizzard is ever going to go there. | ||
ToFCheckMate
Canada8 Posts
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Zacsafus
England255 Posts
I see the ebay upgrades other than infantry upgrades coming into use alot more as even tho some extra armor and range on turrets helps it wont stop the mutas but its worth i try eh? | ||
Polatrite
United States135 Posts
On January 19 2011 14:20 Nobu wrote: I dont think bigger maps are so Zerg favored as people is saying, in fact, I would dare to say thay it favors Protoss playes that tends to macro even more. IIRC, there was a thread about probe/drone production when Guinea Pig's build started floating around, and someone tested it, and protoss with full chrono without cutting probes could make more probes than a zerg just droning, so i think that if protoss start playing nexus firsts builds, that arent that risky, because the longer rush distances, and the wall-ins/artificial chokes that they can make, they can stay at par with Zergs On January 19 2011 14:38 ThrowRaper wrote: Isn't the time to get max on just harvestors/supply/expansions like within a minute (game time) of each race you can do a bo thing for that? Also... just because other races don't at the moment play macro games (protoss / terran) doesn't mean they can't The difference between Zerg and Protoss/Terran has nothing to do with DRONE ECONOMY. That is not the problem! Sure, Protoss and Terran can also do pure macro builds and macro up just about as quick as Zerg - the problem is the Zerg ARMY ECONOMY that allows the Zerg to immediately switch from producing 12~ drones in 45 seconds to producing 11 army units in the same amount of time. While Zerg units ARE less cost effective than Protoss or Terran units, there is not magnitude of difference, definitely not even close to a 2:1 cost effectiveness ratio. This means that once both players have "droned up" to say, 64 workers and decide to begin mass building units, the Zerg merely begins PRODUCING his 20~ larva army immediately, to be ready to go within 30-50 seconds. The Protoss or Terran, however, in order to produce the equivalent of a 20 larva army should be outfitted with at minimum half a dozen Barracks/Gateways as well as several higher tech buildings, 1-2 Robo/Factory or a 1/1 split. Essentially the problem is that P/T requires lots of unit producing structures in order to fabricate their army, whereas the Zerg just need two investments: Queen and appropriate tech building. There are some other sinks in place (like Lair/Hive cost) however those sinks don't add up to 200/100~ per advanced production building, or 600 for four primary production buildings. So essentially the entire problem boils down to Zerg being able to flip from economy to army with extremely strong production capabilities (generally 12-20 units per cycle or better on 2-4 base), whereas Protoss and Terran SACRIFICE these army production capabilities in order to utilize their economical fast builds, then once the economy is built still require another two cycles to build the production facilities (generally 55-60 seconds~), and can still suffer from an inferior total production capability. | ||
andrewlt
United States7702 Posts
If it's imbalanced then Blizzard just needs to rebalance. I would rather they balance the game for 128x128 all the way to 160x160 on the new GSL maps rather than the current ones they have which are too limiting for pros. | ||
[Eternal]Phoenix
United States333 Posts
On January 20 2011 01:55 Poonchow wrote: Auir Gardens and Tal'darim are incredible large, with so many expansions that it effectively cripples play just as much as short-rush-distance maps do. Short rush maps are bad because it forces the game to be one-dimensional. You basically either have to execute, plan for, and / or defend an aggressive strategy in close positions, because the person is right outside your door and could attack before you have time to formulate a defense. When the maps are too big, the exact same thing happens but in the opposite way. The defending player is going to be extremely safe when sufficient scouting can spot an attack coming from miles away, has ample time to prepare for it, and instantly gains an advantage when it is repelled. I do agree. There are definitely maps which can be "too large". Keep in mind, in starcraft 2 is monumentally easier to get a maxed army on 2 bases, and 3 bases yields a maxed army very quickly. High supply units (colossi, thors, roach) and macro mechanics are what make the large amount of expansions on maps like Auir Gardens unnecessary from an economical standpoint. However, I would not say they are too large, since you have to have adequate choices of which expansion to take, and there should be multiple expanding patterns so games are not 1 dimensional. Perhaps there are too many choices, but that's not a fault of size, it's a fault of geometry. People need to look at maps and envision how games play out on them. They need to see expansion patterns, paths of attack, ways to harass, ways to defend. I don't even think some of the GSL maps are well designed in that aspect. P.S. I'm more than willing to play some games vs zergs on these GSL maps on stream or whatever. If you agree with the OP I'll prove to you that ZvP is impossible. | ||
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