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Season 3 Ladder Pool Updates - Page 26

Forum Index > SC2 General
1410 CommentsPost a Reply
Prev 1 24 25 26 27 28 71 Next
poundcakes
Profile Joined March 2011
Norway239 Posts
June 20 2011 21:33 GMT
#501
Bleh, so much worthless here. I might run out of veto's for the next pool.
The cur foretells the knell of parting day; The loafing herd winds slowly o'er the lea; The wise man homeward plods; I only stay to fiddle-faddle in a minor key.
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
June 20 2011 21:34 GMT
#502
On June 21 2011 06:30 aksfjh wrote:
Anybody want to elaborate why rocks are automatically a terrible abomination to maps?


1. Rocks usually block a choke point, choke points favor ranged units, which creates racial imbalance

2. Rocks usually block/stop 3rd expansions, which inhibits normal macro play: if you FE and you see opponent FE, a valid response is to take a quick 3rd... but blizz takes this option away with rocks

3. Rocks and side hallways encourage cheese, especially cheese using the terrain to be invincible vs early game tactics
Taiyoken
Profile Joined April 2011
Canada130 Posts
June 20 2011 21:34 GMT
#503
Pretty sure they will remove some of the lower rated maps that are here for next season, so your vetos shouldn't change at all really. At least I really hope they remove Delta Quad and Slag Pits.
KimJongChill
Profile Joined January 2011
United States6429 Posts
June 20 2011 21:34 GMT
#504
I think I will do an experiment where I will have two new accounts, and one will veto these three bad ones, while the other will veto taldarim, metal, and shakuras. I wonder how great the point disparity, or even league disparity between the two accounts will be...
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Papulatus
Profile Joined July 2010
United States669 Posts
June 20 2011 21:35 GMT
#505
All of these maps look TERRIBLE for Zerg. I'm losing faith that Zerg will ever be as good as Terran or Protoss. With a hard to take 3rd, Zerg is screwed. Add on that many of the gold bases are very viable 3rds for Terran and Protoss, I think that Zerg is just going to get EVEN WORSE if these new maps go live.

Lets just hope that they get changed significantly before they go live.
4 Corners in a day.
DensitY
Profile Joined November 2010
New Zealand74 Posts
June 20 2011 21:35 GMT
#506
On June 21 2011 06:30 aksfjh wrote:
Anybody want to elaborate why rocks are automatically a terrible abomination to maps?


Because it removes a strategic decision from players.

Lets use PvZ as an example. Lets say Protoss forge expands to get a secure second. Zerg now has 2 options, take a fast 3rd or ling/roach pressure/all-in to try and punish the Protoss. Rocks Often block 3rd expansions and in the above cases removes a strategic decision from Zerg and forces them into decision which can be blindly defended.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
June 20 2011 21:36 GMT
#507
regarding the 2v2 maps: the first one is fucking terrible, the 2nd one looks good.

dunno how they think putting a wide ramp and then a backdoor of another wide ramp into the main is a good idea balance wise
Yoshi Kirishima
Profile Blog Joined July 2009
United States10329 Posts
Last Edited: 2011-06-20 21:37:33
June 20 2011 21:36 GMT
#508
Why doesnt blizzard want their ladder to teach players to play properly?


You mean players should all learn how to play lategame games? There is no choice?

@Wren

That depends on the map. If you actually lose because the rocks are broken, it means you just took it too early.

Anyways, if they're doing a rush like a 4 gate, why would they kill the rocks? Heck I've never even see a pro 4 gate on Crevasse by killing the rocks. It's a friggin 4 gate, you warp in units.

Also, your example doesn't make sense because no one 4 gates when someone already has 3 bases going. On Crevasse you could take your natural outside instead of inside, but on Kerrigan's why would you take your third before your natural?

Because it removes a strategic decision from players.


Only if used badly.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
StarBrift
Profile Joined January 2008
Sweden1761 Posts
June 20 2011 21:37 GMT
#509
Rocks on maps are fine but NOT on expansions! Do they seriously not understand how zerg economy works? If you have to make 20 units early game instead of drones and you can't immediately use those to attack your opponent afterwards, you simply lose the game. No ands ifs or butts.
Viciousvx
Profile Joined December 2010
United States83 Posts
June 20 2011 21:38 GMT
#510
I wonder how these people still have jobs.
when literally none are used in professional gaming...
its amazing

Dustin Browder.....wow

I would like to say i'm thankful to the Real map making starcraft 2 community, whom on day one, will fix all these terrible maps....by creating new ones for better tournament play and experience.
it's Almost too Easy...
OurAllySucks
Profile Joined January 2011
United States7 Posts
June 20 2011 21:39 GMT
#511
On June 21 2011 06:30 aksfjh wrote:
Anybody want to elaborate why rocks are automatically a terrible abomination to maps?


rocks on their own aren't a terrible thing. testbug's use of rocks to block the xel nagas for instance is both inventive and an interesting gameplay mechanic.

However the rocks on the blizzard maps always consist of something along the lines of blocking you from taking a third or granting your opponent an excess of attack paths if not defended. Those are both overly used and not interesting mechanics to begin with.
starmeat_
Profile Joined May 2011
105 Posts
June 20 2011 21:39 GMT
#512
When does Season 3 actually start?
Yoshi Kirishima
Profile Blog Joined July 2009
United States10329 Posts
June 20 2011 21:40 GMT
#513
On June 21 2011 06:37 StarBrift wrote:
Rocks on maps are fine but NOT on expansions! Do they seriously not understand how zerg economy works? If you have to make 20 units early game instead of drones and you can't immediately use those to attack your opponent afterwards, you simply lose the game. No ands ifs or butts.


Look at Xel'Naga, and tell me how that map is not fine.

But, if, if, but, rocks are used properly, there is no problem.

It's not like there is a rock on a natural. Only on thirds or other bases.

Are you expecting to be able to take 3 bases without making any army units at all?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
DensitY
Profile Joined November 2010
New Zealand74 Posts
June 20 2011 21:40 GMT
#514
On June 21 2011 06:36 Yoshi Kirishima wrote:
Show nested quote +
Because it removes a strategic decision from players.


Only if used badly.


My view is largely on rock usage over expansions, which I do consider "bad". Rocks to block attacking paths are different as they ofter a Strategic option.
Toadvine
Profile Joined November 2010
Poland2234 Posts
June 20 2011 21:41 GMT
#515
On June 21 2011 06:21 Yoshi Kirishima wrote:
they're not making rush maps so that rushes "are stronger", they're making them rush maps so that there is more pressure and aggression

ideally, it would be back and forth, low econ fighting, but humans make too many mistakes so it doesn't end up that way


It's not about human mistakes, this game just has completely out-of-whack interactions between the base units of various races. How is low-econ aggression supposed to work for Zerg if they are, by design (courtesy of David Kim @ Blizzcon), incapable of pressuring a one-basing player? How is the low eco thing supposed to work out if Terran has, by design, the highest 1 base income of all the races?

I wouldn't care about "rush maps" or whatever if these scenarios provided equal opportunity for all races, but they just don't.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Yoshi Kirishima
Profile Blog Joined July 2009
United States10329 Posts
June 20 2011 21:41 GMT
#516
On June 21 2011 06:38 Viciousvx wrote:
I wonder how these people still have jobs.
when literally none are used in professional gaming...
its amazing

Dustin Browder.....wow

I would like to say i'm thankful to the Real map making starcraft 2 community, whom on day one, will fix all these terrible maps....by creating new ones for better tournament play and experience.


Their goal is not to make maps for professional gaming

Dustin Browder... he's in charge of maps? How do we know?

Hey, half of all players are Bronze. Does it not make sense to make more "nooby" maps?

We'll still have the occasional GSL map in, so don't be too disappointed.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
wolfe
Profile Joined March 2010
United States761 Posts
Last Edited: 2011-06-20 21:43:57
June 20 2011 21:41 GMT
#517
On June 21 2011 06:36 Yoshi Kirishima wrote:
Show nested quote +
Why doesnt blizzard want their ladder to teach players to play properly?


You mean players should all learn how to play lategame games? There is no choice?

@Wren

That depends on the map. If you actually lose because the rocks are broken, it means you just took it too early.

Anyways, if they're doing a rush like a 4 gate, why would they kill the rocks? Heck I've never even see a pro 4 gate on Crevasse by killing the rocks. It's a friggin 4 gate, you warp in units.

Also, your example doesn't make sense because no one 4 gates when someone already has 3 bases going. On Crevasse you could take your natural outside instead of inside, but on Kerrigan's why would you take your third before your natural?

Show nested quote +
Because it removes a strategic decision from players.


Only if used badly.


Many people here would agree that if someone only knew how to 1 base all in or his definition of a late game was taking his natural he would be not be "playing properly".

What you don't seem to realize is that you cannot play long macro games on most of these maps hence limiting play styles while you CAN cheese and all-in on large macro maps hence promoting a variety of play styles. Thus, large macro maps > crappy small ones.

edit: Noobs have downvotes too so we dont need to have a majority of maps catered to them. Also, noobs can still have fun and dick around on large maps my friends can attest.
Swift as the wind, felt before noticed.
DrNo
Profile Joined February 2011
Denmark64 Posts
June 20 2011 21:42 GMT
#518
All I wanted was Terminus SE and Crevasse. Me sad
Roe
Profile Blog Joined June 2010
Canada6002 Posts
June 20 2011 21:43 GMT
#519
I notice they've added a lot of little ledges right next to bases that will be interesting to use
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
June 20 2011 21:44 GMT
#520
On June 21 2011 06:40 Yoshi Kirishima wrote:
Show nested quote +
On June 21 2011 06:37 StarBrift wrote:
Rocks on maps are fine but NOT on expansions! Do they seriously not understand how zerg economy works? If you have to make 20 units early game instead of drones and you can't immediately use those to attack your opponent afterwards, you simply lose the game. No ands ifs or butts.


Look at Xel'Naga, and tell me how that map is not fine.

But, if, if, but, rocks are used properly, there is no problem.

It's not like there is a rock on a natural. Only on thirds or other bases.

Are you expecting to be able to take 3 bases without making any army units at all?

against forge fast expand, making that many zerglings/teching to roaches and making roaches that early hurts you a ton

otherwise, you're right
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
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