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The Close Spawning Position [poll] - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 28 Next All
Tatari
Profile Blog Joined January 2011
United States1179 Posts
June 16 2011 17:31 GMT
#321
No.

It removes certain strategies specifically for close positions. A good player should know how to deal with any and all situations when placed in them, right?
A fed jungler is no longer a jungler, but a terrorist.
Lodgeinator
Profile Joined March 2011
England8 Posts
June 16 2011 17:31 GMT
#322
I don't have a problem with close positions in general. Only with close positions on certain maps. Close by ground on metalopolis, slag pits, and shattered temple is bad


You say that you don't mind close positions but you agree that close positions on meta, slag and shattered are bad.
These are the three maps that zerg have the most problems on as they are the only maps in the ladder pool which have the chance of very close positions, putting zerg at a disadvantage.
[Silverflame]
Profile Joined March 2009
Germany640 Posts
June 16 2011 17:31 GMT
#323
Yes, and I am Terran...
Fav P Stork / Fav T Fantasy / Fav Z Hoejja
berr0n!
Profile Joined February 2011
Germany59 Posts
June 16 2011 17:33 GMT
#324
Miss you close positions QQ
agahamsorr0w
Profile Joined April 2011
Netherlands359 Posts
June 16 2011 17:33 GMT
#325
tbh 9 pool would be even better for zerg. I already do this alot vs toss and without close position i wouldnt even need to scout with drone. giving me an even bigger advantage.
Falcor
Profile Joined February 2010
Canada894 Posts
June 16 2011 17:34 GMT
#326
On June 17 2011 02:31 Tatari wrote:
No.

It removes certain strategies specifically for close positions. A good player should know how to deal with any and all situations when placed in them, right?


No it doesn't it just delays certain strategies. You can cheese in any position, just in close positions your opponent has to react 100% perfectly or they lose.
Zavior
Profile Joined August 2009
Finland753 Posts
June 16 2011 17:37 GMT
#327
On June 17 2011 02:31 Tatari wrote:
No.

It removes certain strategies specifically for close positions. A good player should know how to deal with any and all situations when placed in them, right?


What if, these positions allow for such strategies that while the players are of the highest level, the outcome of the match is decided solely on the positions that allow the other player to use a build that the other has no chance of stopping, even while perfectly scouted?
Konsume
Profile Joined February 2010
Canada466 Posts
June 16 2011 17:38 GMT
#328
Yes remove close position,

As zerg it means that you will have to win before the 3rd expand needs to kick in or you're basicaly dead! since there is no way you'll be able to defend the drops and the hidden pylons warpin. Also you're like WAYYYY more vulnerable to terrans and toss allins that are.... PRETTY STRONG!!

Oh and to all of those that says "No, no, don't remove my free wins, it's more diverse play style" they're all either toss or terran and most likely all cheezers!
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
imareaver3
Profile Joined June 2010
United States906 Posts
Last Edited: 2011-06-16 17:39:00
June 16 2011 17:38 GMT
#329
On June 17 2011 02:31 Tatari wrote:
No.

It removes certain strategies specifically for close positions. A good player should know how to deal with any and all situations when placed in them, right?



Sure. Then let's add "open base" maps, too, where your entire main is wide open and it's impossible to sim-city due to unbuildable terrain. Just to make sure that Terrans/Tosses can "adjust" to dealing with early Z aggression if they can't wall off.

Point is, sure, pro players need to adjust, but if a situation favors one player completely over another, then that's still unfair; one guy has to "adjust"more than the other in a setting that's supposed to be a fair test of skill.
Ravomat
Profile Joined September 2010
Germany422 Posts
Last Edited: 2011-06-16 17:45:34
June 16 2011 17:44 GMT
#330
On June 17 2011 02:31 Tatari wrote:
No.

It removes certain strategies specifically for close positions. A good player should know how to deal with any and all situations when placed in them, right?


This is probably the most arrogant post I've read in a while.

Do you know why people want close positions removed? Because you can't deal with certain situations if you're too close to your opponent. Close spawns are usually an all-in fest because there is no 3rd to take. You can't do anything if you're lacking options.


edit: typo
Konsume
Profile Joined February 2010
Canada466 Posts
June 16 2011 17:49 GMT
#331
On June 17 2011 02:38 imareaver3 wrote:
Show nested quote +
On June 17 2011 02:31 Tatari wrote:
No.

It removes certain strategies specifically for close positions. A good player should know how to deal with any and all situations when placed in them, right?



Sure. Then let's add "open base" maps, too, where your entire main is wide open and it's impossible to sim-city due to unbuildable terrain. Just to make sure that Terrans/Tosses can "adjust" to dealing with early Z aggression if they can't wall off.

Point is, sure, pro players need to adjust, but if a situation favors one player completely over another, then that's still unfair; one guy has to "adjust"more than the other in a setting that's supposed to be a fair test of skill.


I just couldn't agree more! this guy spoke the thruth!!
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
ODKStevez
Profile Joined February 2011
Ireland1225 Posts
June 16 2011 17:51 GMT
#332
No. Because a balanced map pool is something that the game needs in my opinion. Maps with short and long rush distances. And it's not like it happens every game.
Luppa <3
tsuxiit
Profile Joined July 2010
1305 Posts
June 16 2011 17:52 GMT
#333
Close positions meta ZvT is actually the worst part of playing this game. I hate it. It's like they put it in the game just to fuck with you.
Foreplay
Profile Joined May 2008
United States1154 Posts
June 16 2011 17:52 GMT
#334
The problem is the maps. 4 player maps should not have any positions that are that close. If they are going to keep maps like meta and temple than they absolutly need to take out close spawns though. It is completly broken for zerg.
Better than Pokebunny
Sinborn
Profile Blog Joined August 2010
United States275 Posts
June 16 2011 17:55 GMT
#335
Why isn't there a "ADD MORE ROCKS" option in this poll?
Gnax
Profile Joined June 2010
Sweden490 Posts
June 16 2011 17:55 GMT
#336
If you remove close pos. it only makes the game easier as you don't have to take rushes and cheese into account. You can just herp derp a greedy build every game.
Micket
Profile Joined April 2011
United Kingdom2163 Posts
June 16 2011 17:55 GMT
#337
Close positions = imba.
Cross positions = fair game.

If close positions was balanced, then I wouldn't mind it, even if strategy had to be diversified to account for it. But it's actually imba. No amount of creativity can allow the zerg to not be screwed royally on close positions. There is no 3rd!

TvZ cross positions Taldarim is not hugely Z favoured as you think, Terran just has to macro and drop harass. Taldarim is quite balanced any positions TvZ. Close metal is NOT.
Waking
Profile Joined October 2010
United States46 Posts
June 16 2011 18:00 GMT
#338
This poll is not about playstyle preference. Removing close spawns because you prefer cross spawns is not the issue here. The issue is whether close spawns are not balanced for zerg, and so should be removed.
Huludite
Profile Joined May 2011
21 Posts
June 16 2011 18:01 GMT
#339
Close positions are always interesting as many people over compensate and play blindly in many cases, resulting in exciting timings that test the intuitive capability of each player
arb
Profile Blog Joined April 2008
Noobville17921 Posts
June 16 2011 18:02 GMT
#340
On June 17 2011 02:31 Tatari wrote:
No.

It removes certain strategies specifically for close positions. A good player should know how to deal with any and all situations when placed in them, right?

It forces zerg to play an all in because theres no way to defend or do anything in time since its literally 1 mistake -> they're in your base and you lose

like i said ealrier in this thread,should be 100% removed
Artillery spawned from the forges of Hell
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