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The Close Spawning Position [poll] - Page 22

Forum Index > SC2 General
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phiinix
Profile Blog Joined February 2011
United States1169 Posts
July 16 2011 16:46 GMT
#421
I think zergs should have to adapt their play style to the map, not just the usual macro style everyone expects of them. I think it would play playing on these maps a little more fun, but unfortunately all zergs seem to know how to do is all-in every time they get into these positions. As a terran I voted to remove close pos simply because it's super annoying when 100% of the credit for you winning against them in close pos is "map imbalance" and that it has nothing to do with your skill. When a zerg says "close pos is so hard" I feel for them, but when they say "ef this bs" it's frustrating.
skrotcyk
Profile Joined March 2011
Sweden432 Posts
July 16 2011 16:47 GMT
#422
On July 17 2011 01:37 Syntaxs wrote:
Off of these 3k voting guys are playing 2,3k Zerg? wow didnt thought that there are so many Zerg players are out there.


False, I'm protoss and i don't enjoy freewins so i voted yes? many of the "Yes" voters probably think the same way.
RedMosquito
Profile Joined September 2010
United States280 Posts
July 16 2011 16:56 GMT
#423
I dont think they should take close positions away. Currently most of the maps favor long drawn out macro games anyway and its nice to occasionally have some variety. I realize zergs feel that rushes are stronger which is true, but zerg also can scout easier with close spawns (overlord sacking) and can react accordingly. For instance if im playing as zerg close spawns i dont mind taking a later expansion if i can pressure early with roaches. This can actually mess up many conventional terran builds i see (reactor hellion, two rax marines ect.) Overall i think it adds variety to the game and i dont think its super imbalanced. It just requires different builds and a different play style.
Angry_Fetus
Profile Joined August 2010
Canada444 Posts
July 16 2011 17:03 GMT
#424
On July 17 2011 01:46 phiinix wrote:
I think zergs should have to adapt their play style to the map, not just the usual macro style everyone expects of them. I think it would play playing on these maps a little more fun, but unfortunately all zergs seem to know how to do is all-in every time they get into these positions. As a terran I voted to remove close pos simply because it's super annoying when 100% of the credit for you winning against them in close pos is "map imbalance" and that it has nothing to do with your skill. When a zerg says "close pos is so hard" I feel for them, but when they say "ef this bs" it's frustrating.


How about you play close positions metal/shattered as zerg for a while and try to "adapt". The only viable strat is to all-in, or at least end the game quickly unless the opponent is really bad. Hilarious how you're trying to tell zergs that they are doing it wrong when you clearly don't understand the position they are in.
Crescend1
Profile Joined November 2010
Poland108 Posts
July 16 2011 17:05 GMT
#425
You cant scout with ovies easier in close pos, in zvt you cant scout entirely if hes patrolling marines, in zvp you usually can scout due to 1 aa unit usually, so it gives alot of time. Close pos doesn't make it better at all, and close by air are way better for example. And some people don't see problem, that map dictates if you have to rush or not many times, if it's big tournament, and game is decided by starting positions, i think it's reall bad. Also macro game/rush game should be determined by players tactics (special of course;), mindgames, and gameplan, not "he's close pos, so he will probably die to timing/all in, guess i will just go and kill him". When i play offrace protoss, i feel close position makes zerg play by gamble, not by skill, cause protoss can be attacking/pressuring and defending at same time, distance is so small, you cant do anything reactively, you can't powerdrone and it needs additional defense just to not autolose. I don't think it's fair, same vice versa, if zerg is aggresive it gives him unfair advantage in close pos, but to lesser extend (protoss doesnt have to choose drones/army, so it's not so deadly if attack comes moment earlier)
UnitedKronos
Profile Blog Joined January 2011
139 Posts
July 16 2011 17:06 GMT
#426
I find them very annoying in ZvT. Agree.
Oh hai. ¯\_(ツ)_/¯
Dissonance23
Profile Joined September 2010
United States259 Posts
July 16 2011 17:09 GMT
#427
I voted yes, I don't enjoy free wins/losses based on map imbalance.
Ares[Effort] *
Profile Blog Joined February 2009
DEMACIA6550 Posts
July 16 2011 17:10 GMT
#428
On July 17 2011 01:46 phiinix wrote:
I think zergs should have to adapt their play style to the map, not just the usual macro style everyone expects of them. I think it would play playing on these maps a little more fun, but unfortunately all zergs seem to know how to do is all-in every time they get into these positions. As a terran I voted to remove close pos simply because it's super annoying when 100% of the credit for you winning against them in close pos is "map imbalance" and that it has nothing to do with your skill. When a zerg says "close pos is so hard" I feel for them, but when they say "ef this bs" it's frustrating.


Platinum? What do you mean adapt, you make 1 drone too many and you're dead, close spawns are pretty shit you try playing as zerg.

On July 17 2011 01:56 RedMosquito wrote:
I dont think they should take close positions away. Currently most of the maps favor long drawn out macro games anyway and its nice to occasionally have some variety. I realize zergs feel that rushes are stronger which is true, but zerg also can scout easier with close spawns (overlord sacking) and can react accordingly. For instance if im playing as zerg close spawns i dont mind taking a later expansion if i can pressure early with roaches. This can actually mess up many conventional terran builds i see (reactor hellion, two rax marines ect.) Overall i think it adds variety to the game and i dont think its super imbalanced. It just requires different builds and a different play style.


What league are you in? You've got be kidding me if you think its remotely close to balanced, you ever try playing macro game as zerg on close spawn, no? Well that's because you can't. And have some variety lol, you can have more variety if it's not close ground spawn.
Moderatorgold coin
MeeMeesiko
Profile Blog Joined March 2011
United States40 Posts
Last Edited: 2011-07-16 17:15:35
July 16 2011 17:11 GMT
#429
I am a "macro Terran" and have been since release, very very rarely rushing and instead playing with Greedy or Standard builds. I have lost many times to the same disadvantages of close positions that you are talking about here (Try Tank/Marine/Viking TvT close position on Shattered Temple sometimes). I don't feel that they should be removed. Removing elements of the game is a way to limit the actual playability of the maps. This would make the game inherently easier for some playstyles like mine and much harder for those nitpicky rush tactics that (believe it or not) HAVE a place in the game. Eliminating rush tactics entirely for the sake of simplicity is absolute BS.

I definitely think that the game would lose a lot of interesting playstyles if these were removed. They are not imbalanced; they are *strong*. Imbalanced mean that the vast majority of the time they will win the game or do damage no matter what preparations you've taken. Close positions are easily scouted and force all of us to change the way that we are playing the game. This is a good thing! Not to mention, there are literally only the two maps in the current Season 2 ladder pool that feature close positions anyways; Shattered Temple and Metalopolis, which us a good amount of variety. Shakuras Plateau has the close position spawns disabled, and the rest of the maps really don't have close positions like these maps do. It's just the way the game is and people need to figure out how to take advantage of them rather than bitch about losing because their opponents take advantage of them.

EDIT: Reading the post above me made me realize that Zerg feels themselves to be in a position where they can play a macro game every single game. This is true and it's right for the Zerg. But there are several "safe" macro builds for Zerg, Speedling Expand negates many early threats for their still very early expansion. Choose a different build to play on these particular maps if you feel that you're losing consistently.

Blaming imbalance for mistakes you yourself are making is a way to make sure you don't become an all-around solid player.
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
Last Edited: 2011-07-16 17:13:37
July 16 2011 17:11 GMT
#430
I think the data speaks for themselves. After many tournaments started using edited maps where you dont get close spawns, game quality has increased, and you get a more rounded set of races in the top of the brackets.

The kind of extreme close spawns where you literally just need to leapfrog two times with your siege tanks needs to be removed from the map pool.

Edit:
We should revisit this topic after the release of heart of the swarm. Maybe that expansion pack will give zerg the tools needed to play a fair solid game on extreme close spawns.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
Kammalleri
Profile Joined November 2010
Canada613 Posts
July 16 2011 17:22 GMT
#431
Even pvt sucks ass close spawn early mm push was much stronger and it's almost impossible to be cost effective against it.

I love macro games and I don't care what people say about protoss being advantaged in close spawn i any matchup. I like to be rewarded for good map awareness and good scouting, pvz if they decide to all in you notice it at your door same with pvp and pvt. At least cross spawn or close air you have time to react, if you played greedy and went probes and upgrads for a while you have tim to cut probe production and have 2 solid round of warp ins for the attack.

Close spawn just makes me want to all in cause they are retaded and not fun to play.
dhe95
Profile Blog Joined December 2008
United States1213 Posts
July 16 2011 17:27 GMT
#432
The problem with close positions isn't the rush, but instead the timing attacks. Close positions reduces the amount of time that the other player has to react, and the speed in which a player can walk to the other player's natural without any delay is ridiculous.

In SC2 with the improved movement AI, the attacker can simply walk into the other player's natural, rarely exposing his army to any attack. In BW, without a good movement AI, an army could be killed moving across the map, just since the movement AI caused units to spread out a lot more. As a result, players would have to watch their army and continuously keep it together, which does buy a small amount of time. But in SC2, the armies move in perfect formation, allowing the army to waltz across the map without worry.

This wouldn't be a problem if there were units that could stall a push. In BW, zerg had lurkers to stall marines, vultures would a protoss army from running around the map, and dragoons could easily pick off lone tanks. None of this exists in SC2. There is no unit that can actually cause a push to slow down. There is no unit that causes a timing push to stop for a moment in order to regroup and/or defend. Now, it would be easy to start complaining about how the unit changes caused this to happen, but that's irrelevant.

Now for everyone saying to simply scout better, scouting can be hard, if not impossible. Any player can easily hide their units and usually by the time even a good player notices a timing attack is coming, it can often be too late.

The problem isn't the distance, but the time. With the lack of opportunity to stall the push in close positions, the only way to fix this problem is to remove close positions.
vaderseven
Profile Joined September 2008
United States2556 Posts
July 16 2011 17:31 GMT
#433
Close spawns being balanced or not is now a moot point as tournaments, of which the metagame arises, no longer use them. This leaves us with forced non standard ladder games that will never offer any insight that is valid in a tournament setting.

Add to that the fact that the only fun these maps offer is abusing imbalance.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
July 16 2011 17:33 GMT
#434
I voted yes and I am a protoss. I think it can really give a unfair advantage early game.
Flying, sOs, free, Light, Soulkey & ZerO
DannyJ
Profile Joined March 2010
United States5110 Posts
July 16 2011 17:36 GMT
#435
It's truly confusing why Blizzard insists on not fixing an issue that anyone above low platinum realizes is flat out unfair / pointless.
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
July 16 2011 17:40 GMT
#436
Zergs need to stop bitching about closed positions, they just have to accept that thier standard strategies won't work. From my experience in mid-masters, PvZ on closed positions shattered temple the spanishiwa no gas style can hold off any early aggression while droning up comfortably, and it transitions into a nearly unstoppable spine crawler/queen rush. You can't get colossus fast enough, void rays die to 5 or more queens, mass gateway style loses to transfuse on the spine crawlers and roaches. Cannon + building walloff gets picked off by spines.

I guess 5 gate robo/ immortal could do decently at stalling the inevitable push by picking off creep tumors and attempting to power trough the queen's transfuses by focus firing the spine crawlers and forcefielding away the roaches, but it leaves you really vulnerable to a hydralisk transition. It's tough, and by no means imbalanced
Kippers
Profile Joined April 2010
United Kingdom100 Posts
July 16 2011 17:40 GMT
#437
I voted yes, and im Terran & Zerg. I think that this of course should be a short term fix for the current maps where it affects the gameplay (Like Shattered Temple & Metalopolis) and hope that the maps keep improving to the point that different positions don't screw with the game balance.
Ares[Effort] *
Profile Blog Joined February 2009
DEMACIA6550 Posts
Last Edited: 2011-07-16 18:13:54
July 16 2011 17:47 GMT
#438
On July 17 2011 02:40 Jonas wrote:
Zergs need to stop bitching about closed positions, they just have to accept that thier standard strategies won't work. From my experience in mid-masters, PvZ on closed positions shattered temple the spanishiwa no gas style can hold off any early aggression while droning up comfortably, and it transitions into a nearly unstoppable spine crawler/queen rush. You can't get colossus fast enough, void rays die to 5 or more queens, mass gateway style loses to transfuse on the spine crawlers and roaches. Cannon + building walloff gets picked off by spines.

I guess 5 gate robo/ immortal could do decently at stalling the inevitable push by picking off creep tumors and attempting to power trough the queen's transfuses by focus firing the spine crawlers and forcefielding away the roaches, but it leaves you really vulnerable to a hydralisk transition. It's tough, and by no means imbalanced


How many points, link to profile please.
Moderatorgold coin
Dearion
Profile Joined September 2010
Denmark26 Posts
July 16 2011 17:52 GMT
#439
I think maps like Metalopolis and Shattered Temple are very great maps without the close position. They don't encourage rushes, but they don't discourage them either. They're still viable without being unstoppable. I see 2 rax with the 2nd rax being on lowground, then flying it up to your main is a very smart way to 2 rax (especially on close air) because it takes like no time to fly the rax back up.The maps also don't discourage macro games as it is possible to divide me maps. Easy accessible thirds (with no rocks) while still being relatively vulnerable to attacks is a big plus in my book. On the other hand I don't understand why maps like Delta Quadrant is still in the pool. Rocks everywhere and close positions. Just my thoughts on the subject.
Jayrod
Profile Joined August 2010
1820 Posts
July 16 2011 18:00 GMT
#440
On July 17 2011 02:47 Ares[Effort] wrote:
Show nested quote +
On July 17 2011 02:40 Jonas wrote:
Zergs need to stop bitching about closed positions, they just have to accept that thier standard strategies won't work. From my experience in mid-masters, PvZ on closed positions shattered temple the spanishiwa no gas style can hold off any early aggression while droning up comfortably, and it transitions into a nearly unstoppable spine crawler/queen rush. You can't get colossus fast enough, void rays die to 5 or more queens, mass gateway style loses to transfuse on the spine crawlers and roaches. Cannon + building walloff gets picked off by spines.

I guess 5 gate robo/ immortal could do decently at stalling the inevitable push by picking off creep tumors and attempting to power trough the queen's transfuses by focus firing the spine crawlers and forcefielding away the roaches, but it leaves you really vulnerable to a hydralisk transition. It's tough, and by no means imbalanced


What league are you in and how many points, link to profile please.

He says right in his post
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