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The Close Spawning Position [poll] - Page 11

Forum Index > SC2 General
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Trawler
Profile Joined September 2010
Sweden382 Posts
May 03 2011 17:52 GMT
#201
Yes, close pos are imballenced
LittLeD
Profile Joined May 2010
Sweden7973 Posts
May 03 2011 17:54 GMT
#202
It also further eliminates luck in the game. I voted yes
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
May 03 2011 17:56 GMT
#203
On May 04 2011 02:38 vOdToasT wrote:
Show nested quote +
On May 04 2011 02:20 Anomandaris wrote:
Close position is nearly insta loss for toss against zerg and terran on metalopolis and slag pits.


Photon cannons, dude. If he goes roach bust or any type of timing attack, he fails because of the cannons. If he doesn't go roach bust, he fails anyway even though you made cannons after your 3 gate expand, because it's close positions.

I am a P and Z user, and every time I play as P in a PvZ in close positions, I feel bad for my opponent.


Hydra ling with creepway dude.
branflakes14
Profile Joined July 2010
2082 Posts
May 03 2011 17:58 GMT
#204
Rushes are far, far easier to scout in close positions. I'd rather stop a 6pool in close positions on Slag Pit a hundred times before facing it in a far spawn, just because I'd actually have time to react.
Derez
Profile Blog Joined January 2011
Netherlands6068 Posts
May 03 2011 18:02 GMT
#205
No,

Close spawns make for more dynamic games and for more diverse strategies (on the ladder). The weirdest (and often most fun and action packed) games for me are games where there is a close spawn.

I understand the need for it to be removed on a true, professional level, but ladder map balancing doesn't need the same requirements. I don't want to play the same game on the same map over and over, and I truly enjoy close positions and adapting my game on the fly to it.
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-05-03 18:05:04
May 03 2011 18:04 GMT
#206
On May 04 2011 02:58 branflakes14 wrote:
Rushes are far, far easier to scout in close positions. I'd rather stop a 6pool in close positions on Slag Pit a hundred times before facing it in a far spawn, just because I'd actually have time to react.


You are talking about obvous rushes, which are just few, but all other 1-2 base timing attacks / allins are very hard to scout no matter what spawn position.
You should never underestimate the predictability of stupidity
TimeSpiral
Profile Joined January 2011
United States1010 Posts
May 03 2011 18:05 GMT
#207
On May 04 2011 02:51 whatthefat wrote:
Show nested quote +
On May 04 2011 02:39 TimeSpiral wrote:
On May 04 2011 02:33 whatthefat wrote:
On May 04 2011 00:45 TimeSpiral wrote:
NO, but ...
TL:DR - On the ladder, no. L2p. For Esports? Sure. They are in it for the ratings, and viewers favor longer games, usually.


I don't see how not being able to take a third base is a l2p issue.


Huh?

I'm not following you on this one : /


In close spawns on Metalopolis or Shattered Temple, zerg's only chance for a third is a hidden expansion, which any good terran or protoss sniffs out in no time. Sure, it's not exactly easy for terran or protoss to take a third either, but expanding towards your opponent on those maps is not even a feasible option for zerg. Essentially the game is limited to 2 bases, which is incredibly restrictive for zerg.


Nah ... read my whole response.

Taking a 3rd as Zerg in close spawns is fine. Sure it's not the same as when you spawn far, but do you realize how far out of position Terran or Protoss have to go to take out a third when it's a main, or a natural main in the midgame versus Zerg?

It's not a secret expand, really. It is completely standard play for Zerg to take a far third when spawning close, and it creates a situation that can favor the Zerg going into late-mid and late game.

Your play-style might feel restricted to two bases in that scenario, but the game is certainly not.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 03 2011 18:07 GMT
#208
On March 30 2011 08:37 sureshot_ wrote:
NO! It adds a level of randomness to the game which is absolutely crucial. Taking away close spawning positions further promotes passive/macro style play. While that isn't bad, it's much more interesting to see a player be put into a position where macro play may not be the best option (and more challenging for the player). The game should be (and if its not now, will be) balanced to a point where all races are at an equal level for close spawn positions meaning that not a single race is at a disadvantage from the start.

So watching zerg especially die because the opponents army is on you before you know it is fun?

Really? Truthfully close air or cross positions i dont feel bad about, but whenever i get close ground i just automatically lose hope since if the opponent isnt brain dead you're never going to win close positions 99% of the time
Artillery spawned from the forges of Hell
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
May 03 2011 18:10 GMT
#209
On May 04 2011 03:02 Derez wrote:
No,

Close spawns make for more dynamic games and for more diverse strategies (on the ladder). The weirdest (and often most fun and action packed) games for me are games where there is a close spawn.

I understand the need for it to be removed on a true, professional level, but ladder map balancing doesn't need the same requirements. I don't want to play the same game on the same map over and over, and I truly enjoy close positions and adapting my game on the fly to it.


If by dynamic you mean 1 base pvt/tvp/tvt and 2 base zerg trying to all in a protoss every game than yeah, it's awfully dynamic
get rich or die mining
TL+ Member
SolidusR
Profile Joined November 2010
United States217 Posts
May 03 2011 18:20 GMT
#210
Hmm, almost seems like a pattern here. Zerg tends to prefer not having close distances because it's ridiculously hard to scout/predict when you're going to be attacked, everyone else thinks it's great because it adds "dynamism". When a race's reactionary survival depends on knowledge of an attack before that attack actually arrives, it only makes for interesting strategies because the reactionary race is basically rolling the dice and hoping their opponent doesn't hard counter their all-in, all the while droning is a complete crapshoot so you can't try to race ahead in macro either.

I play every close position game the same way. All in and hope I don't get hard countered, one build per race. No dynamism, no interesting new unique strategy, just do what you can and pray that it works because you will not have the time to actually build an economy. Really fun : /
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
May 03 2011 18:26 GMT
#211
Current map pool yea it's needed on most of them. However in the future just don't make bad maps.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
May 03 2011 18:33 GMT
#212
The problem isn't close positions - it's a flaw with the races interactions that means that some races (Z) aren't viable in close position settings. It'd be better if Blizzard actually made the races more interesting and viable in a variety of situations, but we know their design philosophy doesn't leave a whole lot of room for that.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
This is Aru
Profile Joined August 2010
United States91 Posts
May 03 2011 18:39 GMT
#213
Eliminating close spawns is too easy. I am okay with different strategies being used depending on different spawning positions. If there currently exist no good strategies for a matchup/position, then that is on Blizzard to correct, and I feel we shouldn't let them take the easy out and just remove them altogether.
aka Kasaaz
Leporello
Profile Joined January 2011
United States2845 Posts
Last Edited: 2011-05-03 18:44:44
May 03 2011 18:43 GMT
#214
On May 04 2011 02:54 LittLeD wrote:
It also further eliminates luck in the game. I voted yes


This is my reasoning for voting yes as well. I don't mind close distances, but all the random spawns of the bigger maps are just throwing in an element of randomness and luck into the game that isn't helpful or needed. If you're against a real cheese-type player, your scout timing is crucial to be able to respond to a rush.

A good example would be White-Ra vs. MC in their final match at the last Dreamhack. White-Ra didn't know it wasn't the ladder version of Shakuras Plateau - that it had set spawns.
So he's randomly scouting each spawn location. Meanwhile MC scouts him straight away and places two proxy-gates with his probe. GG?
Big water
Mercadia
Profile Joined December 2010
United States257 Posts
May 03 2011 18:44 GMT
#215
On March 30 2011 08:56 kNyTTyM wrote:
Show nested quote +
On March 30 2011 08:37 sureshot_ wrote:
NO! It adds a level of randomness to the game which is absolutely crucial. Taking away close spawning positions further promotes passive/macro style play. While that isn't bad, it's much more interesting to see a player be put into a position where macro play may not be the best option (and more challenging for the player). The game should be (and if its not now, will be) balanced to a point where all races are at an equal level for close spawn positions meaning that not a single race is at a disadvantage from the start.


Close positions adds a dumb factor. If a rush is balanced on close positions, then it probably sucks horribly on far positions. If a rush is balanced on far positions, then it will be imbalanced close. That is just the way rushes work. Having a dynamic where a rush is slightly imbalanced on close position only kind of weak far positions is a ridiculous way to balance a matchup.

This remind me of TvP a few months ago. Statistics said it was a balanced matchup but majority of people agreed T>P early and P>T late. You had balanced stats but it was the stupidest state of game ever. Balance should generate equality throughout a whole game.

If blizzard seriously wants to balance the game (regardless of what state the game is in now), you should have some kind of standard definable map distance that you base everything around. Close positions is adding an extra factor for balance when they can barely get it right in the first place.



Except some rushes just plain don't work cross and are balanced close position. Close position metal is fine as long as things like cross position Tal Darim exist. Winning TvX when X is anything other than T on cross Tal is ridiculously hard.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2011-05-03 18:47:08
May 03 2011 18:45 GMT
#216
On May 04 2011 02:56 Anomandaris wrote:
Show nested quote +
On May 04 2011 02:38 vOdToasT wrote:
On May 04 2011 02:20 Anomandaris wrote:
Close position is nearly insta loss for toss against zerg and terran on metalopolis and slag pits.


Photon cannons, dude. If he goes roach bust or any type of timing attack, he fails because of the cannons. If he doesn't go roach bust, he fails anyway even though you made cannons after your 3 gate expand, because it's close positions.

I am a P and Z user, and every time I play as P in a PvZ in close positions, I feel bad for my opponent.


Hydra ling with creepway dude.


I don't want to be mean, but if you lose to that, you're bad.
Hydra busts are extremely easy to see coming, and since you know it's coming, you can easily stop it by using all your chronoboosts on your warp gates and adding 6 cannons.You can make probes at the same time - he can't, so if you just survive you'll be ahead. Then you can take one of the third bases in between you and him, and easily defend it 'cause it's right next to your natural. You will also have built up probes so you can instantly saturate it.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
champy
Profile Joined January 2011
Sweden33 Posts
May 03 2011 19:22 GMT
#217
I voted no but I think the close positions need to be more balanced. To me its kinda cool that players can spawn in positions that promote a more aggressive playstyle.


Second that. A micro intense battle every now and again is both fun to play and to watch. If close position spawning is imbalanced it should be fixed, more games will either force zerg players to adapt and overcome or show that imbalance is actually the case.
Please enter the above text in the field to prove you are not a robot.
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
May 03 2011 19:24 GMT
#218
Shattered temple close spawn is fucking annoying because I can't time my spines to right before he attacks.
whatthefat
Profile Blog Joined August 2010
United States918 Posts
May 03 2011 19:26 GMT
#219
On May 04 2011 03:05 TimeSpiral wrote:
Show nested quote +
On May 04 2011 02:51 whatthefat wrote:
On May 04 2011 02:39 TimeSpiral wrote:
On May 04 2011 02:33 whatthefat wrote:
On May 04 2011 00:45 TimeSpiral wrote:
NO, but ...
TL:DR - On the ladder, no. L2p. For Esports? Sure. They are in it for the ratings, and viewers favor longer games, usually.


I don't see how not being able to take a third base is a l2p issue.


Huh?

I'm not following you on this one : /


In close spawns on Metalopolis or Shattered Temple, zerg's only chance for a third is a hidden expansion, which any good terran or protoss sniffs out in no time. Sure, it's not exactly easy for terran or protoss to take a third either, but expanding towards your opponent on those maps is not even a feasible option for zerg. Essentially the game is limited to 2 bases, which is incredibly restrictive for zerg.


Nah ... read my whole response.

Taking a 3rd as Zerg in close spawns is fine. Sure it's not the same as when you spawn far, but do you realize how far out of position Terran or Protoss have to go to take out a third when it's a main, or a natural main in the midgame versus Zerg?

It's not a secret expand, really. It is completely standard play for Zerg to take a far third when spawning close, and it creates a situation that can favor the Zerg going into late-mid and late game.

Your play-style might feel restricted to two bases in that scenario, but the game is certainly not.


I read it, and I disagree. I hear what you're saying about a distant third being theoretically advantageous to the player with better mobility (i.e., zerg usually). The problem IMO is that positionally this isn't viable.

[image loading]

Once terran or protoss take control of the circled region (e.g., with forward bunkers and tanks or a forward pylon), it is easy to send a couple of zealots or a drop to the hidden third. It is extremely difficult for zerg to then defend the third without becoming vulnerable to a push into the natural. In many cases it may not even be possible to reach the third by ground. To be honest, the only times this type of strategy has really worked out for me has been when the terran or protoss fails to consistently scout the map.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
narcissus
Profile Joined October 2010
Denmark53 Posts
May 03 2011 19:28 GMT
#220
I voted no, and why? because I play as terran...
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