On March 01 2011 21:48 sylverfyre wrote:
Delta Quadrant is supposed to be MEDIUM??? Because of all that airspace or something?
Delta Quadrant is supposed to be MEDIUM??? Because of all that airspace or something?
Yes, same goes for scrap station.
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Offhand
United States1869 Posts
March 02 2011 02:18 GMT
#1341
On March 01 2011 21:48 sylverfyre wrote: Show nested quote + On March 01 2011 11:08 Honeybadger wrote: On March 01 2011 09:53 eeniebear wrote: And that really is due to map size. In BW, the map sizes were forgiving. You could take the expo and not get immediately destroyed by an army that's 10 food up on yours. That's what's making SC2 such a crapshoot sometimes, the tiny map sizes. To quote you map tileset sizes. Scrap Station - Medium Xel'Naga Caverns - Small Backwater Gulch - Small Delta Quadrant - Medium Metalopolis - Small Slag Pits - Small Shattered Temple - Small Typhon Peaks - Medium. .... yep. Delta Quadrant is supposed to be MEDIUM??? Because of all that airspace or something? Yes, same goes for scrap station. | ||
Plus 1 Awesome
Canada9 Posts
March 02 2011 03:54 GMT
#1342
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phantaxx
United States201 Posts
March 02 2011 05:34 GMT
#1343
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rS.Sinatra
Canada785 Posts
March 02 2011 07:07 GMT
#1344
Yeah, its a little farther to get to your base, and there are destructable rocks there so they have to run by your main choke first, but you have to run by the main choke just to get to the natural on Gultch. Furthermore, if you are on either map, and they go to the natural without breaking the rocks, they are pretty sandwiched between your army and your natural... Just because you didn't build anything to defend your natural doesn't mean that the map is imbalanced. What? Do you expect to have a 150 food army vs a 4 gate when you 1 rax expand or something? | ||
Acrofales
Spain17856 Posts
March 02 2011 09:57 GMT
#1345
On March 02 2011 16:07 rS.Sinatra wrote: Just so its clear... your natural on Scrap Station is pretty much the same concept as the natural on Backwater Gultch... Yeah, its a little farther to get to your base, and there are destructable rocks there so they have to run by your main choke first, but you have to run by the main choke just to get to the natural on Gultch. Furthermore, if you are on either map, and they go to the natural without breaking the rocks, they are pretty sandwiched between your army and your natural... Just because you didn't build anything to defend your natural doesn't mean that the map is imbalanced. What? Do you expect to have a 150 food army vs a 4 gate when you 1 rax expand or something? How the hell is Scrap station similar to B. Gulch? Your natural is tucked away from your opponent and the backdoor is only accessible through the same path as your main. Furthermore you have a high ground platform which you can use to spot and even protect your rocks and path towards main. Secondly, the rocks on Scrap Station are quite a distance away from the mineral line, allowing you to run your workers out and to your main if you're really worried. On B. Gulch the rocks are your main path into the natural and if you're unlucky with spawns, the rocks are the shortest path even. The rocks lead right into your mineral line and if you station units to protect the nat then a push up the main ramp leaves your main un(der)protected. You might as well compare B. Gulch to Blistering Sands, because they use the same tileset... | ||
TENTHST
United States204 Posts
March 02 2011 10:00 GMT
#1346
on both slag pits and backwater, the natural expo is so far from the main's ramp that all early expo play is out the window. it tends to make the player focus more on 1 base pressure than any kind of immediate macro game. try defending both your natural and main from hellions as zerg... try 3 gate expanding against mass lings as protoss.... they are just too difficult, and higher level players are adjusting their builds for more all-in type games. but i thought blizzard said they wanted to get away from that........... wtf???? | ||
bokeevboke
Singapore1674 Posts
March 02 2011 10:17 GMT
#1347
GJ Blizzard. | ||
Natt
France253 Posts
March 02 2011 10:32 GMT
#1348
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sleepingdog
Austria6145 Posts
March 02 2011 14:07 GMT
#1349
Me toss I don't see how I could ever defend vs a terran on horizontal positions when he sieges his tanks up right beside my base. I have to attack through a small funnelled position, this is just utter bullcrap. But right now I think typhon peaks has great potential if you get rid of vertical spawning positions. | ||
Logo
United States7542 Posts
March 02 2011 15:03 GMT
#1350
1. To get by a Terran wall reliably I feel like I need to send an insanely early drone scout which eats into my economy. Do people just send the early scout or play blind? 2. Spawning x-positions gives you a 6-6:30 minute overlord sac (depending on how much you cut the corner) and you can only really come from 1 direction (if you scout horizontal then vertical you'll run into their ramp and see nothing as you get sniped). Also if you spawn vertical then it seems like you can't really get an overlord in at all except maybe if you move the first ovie vertically and to the other side of their base at the start. 3. There's just no safe place to place overlord except by the natural. So until mid-game where you can afford to lose some ovies it feels like you can't do anything with positioning them. With a 6+ minute sac I feel like it comes way too late to actually scout out strategies and it's usually unlikely that you can scout the difference between 1 port banshee, 2 port banshee, or factory play between drone scouts even if you get the drone in. Given the long distance it feels like you should be able to make some reactionary stuff or cuts to have a more general defense, but I don't know what it is. What do you guys think? | ||
Trentelshark
Canada385 Posts
March 02 2011 19:31 GMT
#1351
Looking at these maps, and some that were in ladder previously I keep seeing WC3 influence in them over and over again because they're gimicky with gimicky terrain, etc. | ||
Ownos
United States2147 Posts
March 02 2011 20:15 GMT
#1352
Removal of shakuras because it's "too plain"? Haha wow. | ||
Raiznhell
Canada786 Posts
March 04 2011 00:02 GMT
#1353
And with how slow Medivacs are drops are pretty well out of the question as most of the time when i try they end up getting picked off or causing insignificant damage. Like I just watched a Replay and Zerg had 4 bases at 62 food...HOW THE F!^%@#!^@%$ | ||
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