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The Close Spawning Position [poll] - Page 24

Forum Index > SC2 General
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Fredbrik
Profile Joined August 2010
Denmark28 Posts
July 16 2011 19:59 GMT
#461
I find it surprising that people are even suggesting that close positions are balanced in any way. Try playing ZvT on close positions at a high level, and you'll quickly notice how silly it is. Either you kill the terran with an all-in (which is very predictable and easy to prepare against) or the game gets to a point where you're both on 2 bases and the terran is leapfrogging tanks to your base without any way to stop it.

It's not like the terran needs to all-in himself at all (although all-ins are quite strong as well on close positions), because if he's able to establish a 2nd base and survive, he'll be in a formidable position. There's a reason why close positions are banned in pretty much every single tournament; they produce one-dimensional, imbalanced games. Try to think about how many good games you've seen that were on close positions. I personally can't think of a single one.

And how exactly do close positions create variety and force people to try other styles? Forcing people to all-in only limits the options available, whereas on maps with normal rush distance both macro and rushing are possible.

And last but not least, what makes people think that lower level players enjoy extremely short rush distances? Pretty much every time i hear low level players complain about something it is how much people cheese and rush in bronze.
kaisr
Profile Joined October 2007
Canada715 Posts
July 16 2011 20:03 GMT
#462
I dont think I ever lose close position vs zerg if I really don't want to. Sometimes it gets old and I decide not to all-in and its still too easy. Its pretty much the same but to much less of a degree vs protoss. So, yeh close rush distances is retarded
Trawler
Profile Joined September 2010
Sweden382 Posts
July 16 2011 20:04 GMT
#463
On July 17 2011 05:03 kaisr wrote:
I dont think I ever lose close position vs zerg if I really don't want to. Sometimes it gets old and I decide not to all-in and its still too easy. Its pretty much the same but to much less of a degree vs protoss. So, yeh close rush distances is retarded


This, I feel the same
Lobotomist
Profile Joined May 2010
United States1541 Posts
July 16 2011 20:07 GMT
#464
I dunno what the best way to make blizzard understand how horrible close positions are for zerg. You essentially HAVE to do a 1-2 base all-in. If the enemy has either the sense to make siege tanks or any skill at forcefields you almost always lose.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Mordoc
Profile Joined April 2011
United States162 Posts
July 16 2011 20:11 GMT
#465
I voted no. On maps like metalopolis I think close positions add some variety


We don't mind variety.

I think close positions on Typhon for example (even though it's a bad map in other ways) are perfectly fine, it's maps like Metal and Slag that are just retarded.

Theres a difference between playing differently, and forcing you to two bases and/or all-inning EVERY game.

That being said, simply disabling close spawns metal/etc is only a temporary solution, what needs be done is maps that are fair from the beginning; we don't want 10 different versions of the same map because blizzard thinks close spawns and walling off ramps are okay. And not just 4 player maps either. Two and three player maps (why not a 5 player map, or an 8 player 1v1 map?) would be great as well.
nemo14
Profile Joined January 2011
United States425 Posts
Last Edited: 2011-07-16 20:20:57
July 16 2011 20:19 GMT
#466
On July 17 2011 04:59 Fredbrik wrote:
And last but not least, what makes people think that lower level players enjoy extremely short rush distances? Pretty much every time i hear low level players complain about something it is how much people cheese and rush in bronze.

The ones who complain about getting cheesed all the time are an extremely vocal minority. At this point, most every active player in bronze league is either a career cheeser, portrait farmer, or rapidly on their way out.

Edit: Fixed quote.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
July 16 2011 21:23 GMT
#467
Voted no as a protoss. The ladder is, in my opinion, for training. I feel I learn a lot from the close position games, in terms of developing safe macro practices. It makes mistakes and builds much more pointed. Even if it is unfair, consider it like what swimmers do when training sometimes-they wear suits with extra drag to increase training load.


I don't think non-Zerg players realize how frustrating it is. Like, it's not fun. The game is simply not fun to play on close spawns. The only reason Zerg don't simply leave immediately is because they give a shit about ladder ranking. Personally, I scout on 9 vP to do a 3 roach rush on Metal/ST to see if close spawn so I can do the 13pool/12gas/15roach, or 14/14 into baneling bust if it's close. These rushes only take 5 minutes to decide the game for the 20% P/T doesn't scout, otherwise I'd autoleave every time.

I mean it's not fun. It's like actually miserable for Zerg on close spawn. Why would blizzard leave such frustrating map positions still in the game? I know Protoss and Terran think it may be good practice, but Zerg play on close spawn a lot. We already figured out it's imbalanced, it fucking sucks, and it's just not fun to play, and it's irritating. No one enjoys playing the game when you lose every single time on close spawn or only win against an opponent who wasn't worth your time in the first place.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
happyness
Profile Joined June 2010
United States2400 Posts
July 16 2011 21:49 GMT
#468
I play toss, and I don't like the close positions on meta and temple. Not just because of the early game, but because any possible third is far away. It just feels goofy and you can't have a long game.

I like variety, but the way close positions work on those maps is just weird and you are pretty much forced into a 1 or 2 base all in.
DannyJ
Profile Joined March 2010
United States5110 Posts
July 16 2011 21:56 GMT
#469
On July 17 2011 03:19 Voltaire wrote:
I voted no. On maps like metalopolis I think close positions add some variety.


You think you increase variety by essentially forcing players to 1 or 2 base all in?
GGruss
Profile Joined October 2009
Sweden121 Posts
July 16 2011 22:05 GMT
#470
No. People sometimes need to be forced into aggression, especially europe/NA.
kmh
Profile Joined November 2010
Finland351 Posts
Last Edited: 2011-07-17 03:02:48
July 17 2011 03:00 GMT
#471
Every serious competitive setting has already settled this. No serious competitive tournaments have any maps with ridiculous close positions - they no longer exist in tournament play. The community has spoken.

So what's left? The ladder. Why on earth should the ladder differ so markedly from competitive play? Hell, the ladder map-makers are ridiculously stupid. Remember when the map team removed shakuras to replace it with the so called "macro map" Slag Pits? That really tells you all you need to know about how much the map-makers at Blizzard understand the game.

It seems to me that those who wish to keep close positions understand the game just as well as the map-makers at Blizzard do. I.e., not at all.
Aookami
Profile Joined April 2011
Brazil64 Posts
Last Edited: 2011-07-17 03:19:30
July 17 2011 03:15 GMT
#472
Give zerg an early rush strong as 2 rax bunker rush or 2gate zealot rush, reduce spine crawler building time by 15 sec, narrow naturals on maps that have really close spawns, and the game is balanced.

The current state of the ladder forces players to go certain strategies, which makes the game too much "w/o variety(sry lack of vocabulary)" (like spawning close positions and rushing against a FE and insta winning, or falling behind in eco).
Giving players an insta-gg is not giving them more choices.
Brotoss hwaiting!
DivinitySC2
Profile Joined July 2011
United States244 Posts
July 17 2011 03:20 GMT
#473
No!, Just because it seems like most players think long macro games are more entertaining, this does not speak for everyone, I for one and many of my friends prefer shorter more micro intensive games, as I view macro games as boreing, (mainly because I am under the impression that even a computer can macro, why is it a big deal).
To Iterate is Human, to Recurse, Divine
oogieogie
Profile Joined June 2011
United States3657 Posts
July 17 2011 03:21 GMT
#474
I figure close spawning positions should be just like BW where they arn't as gamebreaking. (I could be wrong about this because i just barely started watching BW)
Mayor
Profile Blog Joined February 2011
United States472 Posts
July 17 2011 03:39 GMT
#475
I voted yes - not because I believe that it should be all macro games, but because of balance, it's just stupid to keep it in without making other changes to the zerg race/other races.
"You can be creative but I will crush it under the iron fist of my conservative play." - Liquid`Tyler
redFF
Profile Blog Joined November 2010
United States3910 Posts
July 17 2011 03:40 GMT
#476
On July 17 2011 12:20 DivinitySC2 wrote:
No!, Just because it seems like most players think long macro games are more entertaining, this does not speak for everyone, I for one and many of my friends prefer shorter more micro intensive games, as I view macro games as boreing, (mainly because I am under the impression that even a computer can macro, why is it a big deal).

...
Longer games are going to be more micro intensive than shorter games because you have more units.
Saicam
Profile Joined July 2011
262 Posts
July 17 2011 03:43 GMT
#477
its part of the game, cross spawn every map is stupid and boring
N3rV[Green]
Profile Blog Joined August 2009
United States1935 Posts
July 17 2011 03:50 GMT
#478
removing close postions is not making a 4 player map a 2 player map T.T

Where do people get that idea from? This is one of the best steps SC2 could possibly take.
Never fear the darkness, Bran. The strongest trees are rooted in the dark places of the earth. Darkness will be your cloak, your shield, your mother's milk. Darkness will make you strong.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
July 17 2011 07:47 GMT
#479
People who say they don't like macro games clearly don't play Zerg. You think every Zerg player likes macro games, and likes that the only way to play the race with any amount of skill instead of luck wants every game to be 20+ minutes long? It's just the only way to play the race, early game aggression by Zerg is easily scoutable (whereas T/P can deny early game scouting and it isn't as obvious as a bunch of units or lack of drones) and isn't nearly as strong as the other races.

Also higher league games tend to always be long anyways, as people tend not to straight up die to early game aggression anymore.

It's like you think that Zerg players a stuck up prissies who want every game to be based on a contest of skill and 20+ minutes long. No, it gets old sometimes, but Zerg doesn't have any choice at the moment. Hopefully HoTS will address this, as it's not really a balance issue but more of a design issue, but at the moment the only way to fix it is to remove broken maps. Any buff or nerf in the early game to the races at the moment would imbalance the game.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
July 17 2011 10:15 GMT
#480
I'm terran and I strongly dislike close spawns.

Favors close spawns= "i want the easier win because I don't think I can win consistently in longer games vs better players"

imo
I might be the minority on TL, but TL is the minority everywhere else.
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