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The Close Spawning Position [poll] - Page 18

Forum Index > SC2 General
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TigerKarl
Profile Joined November 2010
1757 Posts
June 16 2011 18:04 GMT
#341
a map that is fair in 66% and unfair in 33% is just a poorly designed map.
The game is about finding out who is the better player and not about finding out who has got some spawn position luck.
Konsume
Profile Joined February 2010
Canada466 Posts
June 16 2011 18:05 GMT
#342
On June 17 2011 02:55 Gnax wrote:
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.


we're not playing the same game! cheese happens even cross position...
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
June 16 2011 18:07 GMT
#343
On March 30 2011 08:26 FiWiFaKi wrote:
I want to ask, what difference does close or cross positions on shattered temple make in zvp? As a protoss I'll have a close pylon anyways. I'm personally really enjoy close positions so I'm againsts it... I think it's fine - Until you're top top masters a push arriving 5-10 seconds earlier would have killed you either way and it's way overdone.

If you have such a problem, don't play those maps.

That isn't the problem... The problem is expanding, tell me in close spawn shattered where you can take a safe third. Being forced into ridiculous 2 base all ins is not fun by any standard of the imagination.
~~~Liquid Fighting (SC2)~~~
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 16 2011 18:10 GMT
#344
On June 17 2011 03:07 Yamulo wrote:
Show nested quote +
On March 30 2011 08:26 FiWiFaKi wrote:
I want to ask, what difference does close or cross positions on shattered temple make in zvp? As a protoss I'll have a close pylon anyways. I'm personally really enjoy close positions so I'm againsts it... I think it's fine - Until you're top top masters a push arriving 5-10 seconds earlier would have killed you either way and it's way overdone.

If you have such a problem, don't play those maps.

That isn't the problem... The problem is expanding, tell me in close spawn shattered where you can take a safe third. Being forced into ridiculous 2 base all ins is not fun by any standard of the imagination.


Agreed. Also, if terran can take a third by going through the rocks next to the nature(bottom or top expasions), they can seige your natural. I have had more than one terran ninja an expasion up their before I noticed. I pretty much want to GG right after that happens.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
zawk9
Profile Joined March 2011
United States427 Posts
Last Edited: 2011-06-16 18:11:29
June 16 2011 18:10 GMT
#345
It seems pretty obvious that they should be removed. Tournaments realized this a long time ago and scrapped them.. As a result most cheeses and early aggression versus all the races now carries something of an actual risk.

Its likely Blizzard hasn't removed them yet because it would mess up win percentages in low/high masters... Unfortunately that essentially means that their using a coin flip to balance the different stages of the game. People ought to be more outraged at that, but for now the outcry isn't enough and Blizzard can keep dodging the question..
there's a bug in the new patch where the other player keeps killing all my dudes.. please nerf this
Wren
Profile Blog Joined February 2011
United States745 Posts
June 16 2011 18:11 GMT
#346
I think it's amazing that this thread is still going...

Jinro pretty much wrapped up the problem a long time ago, it's a matter of options.

Big maps allow for all kinds of play. You can still rush and use your all ins, as well as play macro games. There's no style of game eliminated by the map.

However, when you're at close position or on a tiny map, the map eliminates gameplay options. While it may or may not be imbalanced, it limits the options available to players.

That a map or positioning eliminates particular styles of play is enough to reject it.
We're here! We're queer! We don't want any more bears!
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
June 16 2011 18:13 GMT
#347
This will affect the end of the ladder season race (that will actually be of some importance this season).

I'd say 20%-30% of a good zerg player's total ladder losses are ones that would have been wins if close positions didn't exist.
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 16 2011 18:15 GMT
#348
On June 17 2011 03:11 Wren wrote:
I think it's amazing that this thread is still going...

Jinro pretty much wrapped up the problem a long time ago, it's a matter of options.

Big maps allow for all kinds of play. You can still rush and use your all ins, as well as play macro games. There's no style of game eliminated by the map.

However, when you're at close position or on a tiny map, the map eliminates gameplay options. While it may or may not be imbalanced, it limits the options available to players.

That a map or positioning eliminates particular styles of play is enough to reject it.


I agree. It also comes down to having many cases where the worse player comes out on top because of a coinflip with build orders. Ever try holding a 2rax as zerg on close positions? Even with a pool first it is impossible with anything standard and the terran player can win in this circumstance before the zerg's mid/late game talent comes into play.
I put the sexy in dyslexia.
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
June 16 2011 18:16 GMT
#349
I'm still surprised Blizzard has done nothing about this. I guess they take their 'we value variety of playstyles on ladder' pretty seriously. I assume those saying so have never played zerg in close positions with good enough opponents to abuse it.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
shr0ud
Profile Joined April 2011
Finland222 Posts
June 16 2011 18:32 GMT
#350
And terran is supposed to...macro? Against zerg?

Might aswell remove the race all together if blizzard is actually going to implement this.
Wren
Profile Blog Joined February 2011
United States745 Posts
June 16 2011 20:01 GMT
#351
On June 17 2011 03:32 shr0ud wrote:
And terran is supposed to...macro? Against zerg?

Might aswell remove the race all together if blizzard is actually going to implement this.

On anything but close-spawns, every strategy is available. If you're too scared to macro against a zerg, then do timings to your heart's content.

MMA hasn't lost a televised TvZ match yet, seems like it's a winnable macro game...
We're here! We're queer! We don't want any more bears!
Falcor
Profile Joined February 2010
Canada894 Posts
June 16 2011 20:02 GMT
#352
On June 17 2011 03:10 Plansix wrote:
Show nested quote +
On June 17 2011 03:07 Yamulo wrote:
On March 30 2011 08:26 FiWiFaKi wrote:
I want to ask, what difference does close or cross positions on shattered temple make in zvp? As a protoss I'll have a close pylon anyways. I'm personally really enjoy close positions so I'm againsts it... I think it's fine - Until you're top top masters a push arriving 5-10 seconds earlier would have killed you either way and it's way overdone.

If you have such a problem, don't play those maps.

That isn't the problem... The problem is expanding, tell me in close spawn shattered where you can take a safe third. Being forced into ridiculous 2 base all ins is not fun by any standard of the imagination.


Agreed. Also, if terran can take a third by going through the rocks next to the nature(bottom or top expasions), they can seige your natural. I have had more than one terran ninja an expasion up their before I noticed. I pretty much want to GG right after that happens.


Funny how on shakuras they thought it was imbalanced so they changed the map design....only to put in in a revised map..
DavidLindley
Profile Blog Joined April 2011
United States84 Posts
June 17 2011 00:11 GMT
#353
Absolutely not, it changes different elements of the game. For each map you need to be prepared for multiple different strategies. For example, there are 3 different possibilities for Metalopolis and I love that, it creates more of a difference between every match up.
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
June 17 2011 00:14 GMT
#354
Cheese will happen regardless, but close positions is basically a GG vs T who 2 rax's.
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
aksfjh
Profile Joined November 2010
United States4853 Posts
June 17 2011 00:29 GMT
#355
On June 17 2011 05:01 Wren wrote:
Show nested quote +
On June 17 2011 03:32 shr0ud wrote:
And terran is supposed to...macro? Against zerg?

Might aswell remove the race all together if blizzard is actually going to implement this.

On anything but close-spawns, every strategy is available. If you're too scared to macro against a zerg, then do timings to your heart's content.

MMA hasn't lost a televised TvZ match yet, seems like it's a winnable macro game...


MMA also consistently outplays his opponents. If I'm facing a gold Zerg, yes, I can outmacro them to hell and back. If I'm playing somebody roughly my skill level, it's much harder to out macro them. It becomes even harder when they realize I'm trying to macro up (since they just double their efforts and lol at my attempt).

In cross positions, Terran is forced to play behind for the most part. You remove close spawns, you also unbalance a fairly balanced game. The only reason tournaments get away with it is because of the initial absence of Zerg pros back at release. Look MLG which had good race distribution among pros, which ended up with an OVERWHELMING majority of Zergs in the top placements. MLG has some of the most macro-oriented maps, eliminating close positions and reducing cheese against Zerg. I guess it paid of for them in the end.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2011-06-17 00:37:45
June 17 2011 00:35 GMT
#356
I still don't get why zergs think close pos PvZ is that bad. Being able to creep up to your opponents base and do incredibly strong timing pushes with hydra's for example really doesn't make it that.
Close position TvZ is just horrible though and for that reason alone the close spawning option should be removed.

Ideally the maps could be balanced regardless of base distance but that's simply not true, just like zerg is favored on some of the huge maps T is just insanely favored on the small ones. Removing them from the map pool or altering them is very important imo because such a map completely skews the statistics blizzard might have on balance.
birdkicker
Profile Blog Joined August 2010
United States752 Posts
June 17 2011 00:38 GMT
#357
On June 17 2011 09:29 aksfjh wrote:
Show nested quote +
On June 17 2011 05:01 Wren wrote:
On June 17 2011 03:32 shr0ud wrote:
And terran is supposed to...macro? Against zerg?

Might aswell remove the race all together if blizzard is actually going to implement this.

On anything but close-spawns, every strategy is available. If you're too scared to macro against a zerg, then do timings to your heart's content.

MMA hasn't lost a televised TvZ match yet, seems like it's a winnable macro game...


MMA also consistently outplays his opponents.


O yea good point. Terrans should never have to outplay their opponents.
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
June 17 2011 01:07 GMT
#358
How is this even being discussed? Ignoring how one dimensional and predictable it makes games, close spawns are completely imbalanced against Zerg. They should be removed for that reason alone.
Dodge arrows
Xorphene
Profile Joined January 2011
United Kingdom492 Posts
June 17 2011 01:59 GMT
#359
On June 17 2011 03:32 shr0ud wrote:
And terran is supposed to...macro? Against zerg?

Might aswell remove the race all together if blizzard is actually going to implement this.


Drop dem Mules, brohan!

Close Metal is shortest rush distance in SC2. In ZvT it's absolute bullshit and any player who claims otherwise is in denial (or plays Terran).
T: Polt, Fantasy, Flash, Jjakji. P: HerO, Rain, Grubby, SoS. Z: Jaedong, Scarlett, Snute, Life. Casters: ToD, Apollo, MrBitter, Artosis, Day[9].
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2011-06-17 04:05:09
June 17 2011 04:01 GMT
#360
On June 17 2011 03:15 Soluhwin wrote:
Show nested quote +
On June 17 2011 03:11 Wren wrote:
I think it's amazing that this thread is still going...

Jinro pretty much wrapped up the problem a long time ago, it's a matter of options.

Big maps allow for all kinds of play. You can still rush and use your all ins, as well as play macro games. There's no style of game eliminated by the map.

However, when you're at close position or on a tiny map, the map eliminates gameplay options. While it may or may not be imbalanced, it limits the options available to players.

That a map or positioning eliminates particular styles of play is enough to reject it.


I agree. It also comes down to having many cases where the worse player comes out on top because of a coinflip with build orders. Ever try holding a 2rax as zerg on close positions? Even with a pool first it is impossible with anything standard and the terran player can win in this circumstance before the zerg's mid/late game talent comes into play.


You mean it is unreasonable for a Zerg to be forced to pool first and cut economy to rush for Spinecrawler and Baneling/roach defence to survive marine pressure that a Terran can expand behind? Pfft...

That being said, close position PvZ isn't really all that different than far position PvZ with perhaps the exception of two gate pressure but most toss' FE these days, and fourgate is identical regardless of positions.
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