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Is rocks on 3rd just bad map design? - Page 10

Forum Index > SC2 General
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Hulavuta
Profile Blog Joined December 2011
United States1252 Posts
January 01 2012 17:18 GMT
#181
I'm probably gonna get temp banned for this, but I just thought this picture was very appropriate for this thread.

[image loading]

User was temp banned for this post.
Done with Team Liquid for a while. Don't expect to find me here.
Gemini_19
Profile Joined June 2010
United States1258 Posts
January 01 2012 17:19 GMT
#182
On January 01 2012 15:48 Phobbers wrote:
Show nested quote +
On January 01 2012 15:45 Fred Flintstone wrote:
On January 01 2012 15:25 Jermstuddog wrote:
I think it would be considered fair to say that rocks blocking bases is considered anti-zerg and pro-terran. If I am overstepping on my assumption here, let me know.

As the game evolves, double expand openers are becoming more and more common for zerg, and many maps put zerg in a horrible position simply due to there being rocks.

For those who don't now, 3 hatch before pool was a common opener in BW, so it's not unrealistic to expect the same in SC2.

Is rocks on 3rd bad for SC2 in general? or am i just a biased zerg?


you're just a biased zerg. SC2 is not BW and rocks are there for a reason. if there are no rocks blocking the third, the zerg can way outmacro terran or protoss (mainly protoss) because of the larva inject mechanic.

Or, the toss can kinda just scout it, and you know punish the zerg for being greedy?


Or just take a quick 3rd of their own?
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
JackDragon
Profile Joined February 2011
525 Posts
January 01 2012 17:37 GMT
#183
On January 02 2012 02:19 Gemini_19 wrote:
Show nested quote +
On January 01 2012 15:48 Phobbers wrote:
On January 01 2012 15:45 Fred Flintstone wrote:
On January 01 2012 15:25 Jermstuddog wrote:
I think it would be considered fair to say that rocks blocking bases is considered anti-zerg and pro-terran. If I am overstepping on my assumption here, let me know.

As the game evolves, double expand openers are becoming more and more common for zerg, and many maps put zerg in a horrible position simply due to there being rocks.

For those who don't now, 3 hatch before pool was a common opener in BW, so it's not unrealistic to expect the same in SC2.

Is rocks on 3rd bad for SC2 in general? or am i just a biased zerg?


you're just a biased zerg. SC2 is not BW and rocks are there for a reason. if there are no rocks blocking the third, the zerg can way outmacro terran or protoss (mainly protoss) because of the larva inject mechanic.

Or, the toss can kinda just scout it, and you know punish the zerg for being greedy?


Or just take a quick 3rd of their own?


The point is that a quick thirdis way more beneficial for a zerg then a protoss. If you see a very quick third base your best bet is to try and punish because you will never get even economicaly while still staying safe if you take a quick third. Remember that a third hatch is 1 more unit producing structure for zerg while protoss only can build workesr from the nexus reducing the units and unit producing structures drastically. Rocks at the third on taldarim gives the protos the ability to punish if zerg go for a quick third at a more vulnurable position.
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
January 01 2012 17:59 GMT
#184
On January 02 2012 02:37 JackDragon wrote:
Show nested quote +
On January 02 2012 02:19 Gemini_19 wrote:
On January 01 2012 15:48 Phobbers wrote:
On January 01 2012 15:45 Fred Flintstone wrote:
On January 01 2012 15:25 Jermstuddog wrote:
I think it would be considered fair to say that rocks blocking bases is considered anti-zerg and pro-terran. If I am overstepping on my assumption here, let me know.

As the game evolves, double expand openers are becoming more and more common for zerg, and many maps put zerg in a horrible position simply due to there being rocks.

For those who don't now, 3 hatch before pool was a common opener in BW, so it's not unrealistic to expect the same in SC2.

Is rocks on 3rd bad for SC2 in general? or am i just a biased zerg?


you're just a biased zerg. SC2 is not BW and rocks are there for a reason. if there are no rocks blocking the third, the zerg can way outmacro terran or protoss (mainly protoss) because of the larva inject mechanic.

Or, the toss can kinda just scout it, and you know punish the zerg for being greedy?


Or just take a quick 3rd of their own?


The point is that a quick thirdis way more beneficial for a zerg then a protoss. If you see a very quick third base your best bet is to try and punish because you will never get even economicaly while still staying safe if you take a quick third. Remember that a third hatch is 1 more unit producing structure for zerg while protoss only can build workesr from the nexus reducing the units and unit producing structures drastically. Rocks at the third on taldarim gives the protos the ability to punish if zerg go for a quick third at a more vulnurable position.



You're kidding right? Quick thirds for protoss are becoming more popular and are incredibly good. Obviously not at 4-5 minutes like zerg does, but taking an 8 minute 3rd is good as hell if you don't want to do a 2 base timing.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
January 01 2012 18:05 GMT
#185
On January 01 2012 17:07 Fyrewolf wrote:
Show nested quote +
On January 01 2012 16:54 mapleleafs791 wrote:
On January 01 2012 16:48 Fyrewolf wrote:
On January 01 2012 16:30 Nate.F wrote:
On January 01 2012 16:04 Fyrewolf wrote:
You are just a biased zerg, though as Antisocialmunky pointed out, rocks may be done a little too often. However, there should be a variety of maps, with both rocks and no rocks on them. Different maps are an extremely important part of the game and helps drive multiple diverse strategies. If there was only maps without rocks (or only maps with), that would be far worse for the game balance.

Rocks only make an expansion slightly more difficult to take(or rather, take a little more planning to take, it's really not harder if you start early), while not making it more difficult to hold. Map variety is an absolutely essential part of the game.

so by your logic due to need for map variance you should disadvantage a race, no matter how slightly?


I shouldn't dignify this with a response, since you are obviously so convinced rocks are "bad" that nothing will change your mind and you likely have little to add to this anymore, but I will anyway. I don't believe rocks at the third disadvantage any race over another. If you want a third there, start knocking them down earlier. Or take a different third, and actually try using strategy, like using mutalisks for map control and working the angles for counterattacks to keep him from really being able to do much about it. Rocks at the third only disadvantage certain build orders/strategies, not any race. And you should have to factor in the map into your strategy.


So a zerg opens 14/14 so they dont get blocked. or a zerg opens hatch first in zvt and the terran responts with a 1 rax expo. seeing as 2 base toss or terran is much better outside of the zerg hitting an all in timing what is the response? take my 3rd but oh wait rocks are on it.

Eco vs Eco openers with rocks on 3rds are complete bullshit especially with how much worse zerg units are at breaking down rocks. When i offrace rocks piss me off but no where near as much since i have a linear worker production rate in addition to units that can kill rocks much faster. Look at shattered temple, vs a Nexus first or 1 rax expand wtf is the safe late game option? all inning your opponent that's the safe option.

+ Show Spoiler +
Do gsl maps have rocks everywhere blocking expansions? nope but they dont cater to casual play


If you are just going to whine that you find the rocks annoying while obviously not reading the post or actually thinking of a way to deal with there being rocks at the third (instead of whining), then I really am not going to dignify that with a response.


Is that all you ever say? It is one of the most pompous replies one can give. Instead of indulging yourself in the minute pleasure you gain from such a derogatory response, say nothing at all.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Sabu113
Profile Blog Joined August 2009
United States11085 Posts
January 01 2012 18:09 GMT
#186
On January 02 2012 02:19 Gemini_19 wrote:
Show nested quote +
On January 01 2012 15:48 Phobbers wrote:
On January 01 2012 15:45 Fred Flintstone wrote:
On January 01 2012 15:25 Jermstuddog wrote:
I think it would be considered fair to say that rocks blocking bases is considered anti-zerg and pro-terran. If I am overstepping on my assumption here, let me know.

As the game evolves, double expand openers are becoming more and more common for zerg, and many maps put zerg in a horrible position simply due to there being rocks.

For those who don't now, 3 hatch before pool was a common opener in BW, so it's not unrealistic to expect the same in SC2.

Is rocks on 3rd bad for SC2 in general? or am i just a biased zerg?


you're just a biased zerg. SC2 is not BW and rocks are there for a reason. if there are no rocks blocking the third, the zerg can way outmacro terran or protoss (mainly protoss) because of the larva inject mechanic.

Or, the toss can kinda just scout it, and you know punish the zerg for being greedy?


Or just take a quick 3rd of their own?


Not really on either count. Punishing the third depends on the map and it imo more putting on pressure than punishing a third. Taking a quick third is pretty damn hard/ impossible on some maps without tech/ good placement of the third etc. Actually think maps without a rocked third are just poorly designed.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Candles
Profile Joined February 2011
United Kingdom103 Posts
January 01 2012 18:15 GMT
#187
Hmmm frankly I get annoyed when watching PvZ, when, the toss FFE and the Zerg double expands. It seems to take forever before either player can apply any kind of pressure. Inevitably the Toss will go stargate and the games just feel dull to watch and seemingly quite Zerg favoured.

For that reason I'm happy with 3rd rocks. I think it's the only matchup it matters in and I think it helps balance a currently Zerg favoured matchup.

Glurkenspurk
Profile Joined November 2010
United States1915 Posts
January 01 2012 18:18 GMT
#188
On January 02 2012 03:15 Candles wrote:
Hmmm frankly I get annoyed when watching PvZ, when, the toss FFE and the Zerg double expands. It seems to take forever before either player can apply any kind of pressure. Inevitably the Toss will go stargate and the games just feel dull to watch and seemingly quite Zerg favoured.

For that reason I'm happy with 3rd rocks. I think it's the only matchup it matters in and I think it helps balance a currently Zerg favoured matchup.



So map balance should be based on what people find most entertaining to watch? So I guess all maps should've been steppes of war when MKP was still playing super micro heavy 2 rax. If anything, quick 3rds make it more fun. You get to watch the zerg sit on the edge of being too greedy and trying to make just enough units to defend the almost inevitable 2 base pressure at the 3rd.
FoeHamr
Profile Joined December 2010
United States489 Posts
Last Edited: 2012-01-01 18:21:23
January 01 2012 18:19 GMT
#189
Its terrible, but its what blizzard forces down our throats.
Edit: I play zerg, so there is nothing more annoying than having to take my fourth as my third and my third as my fourth. Its pointless.
Big J
Profile Joined March 2011
Austria16289 Posts
January 01 2012 18:24 GMT
#190
On January 02 2012 03:09 Sabu113 wrote:
Show nested quote +
On January 02 2012 02:19 Gemini_19 wrote:
On January 01 2012 15:48 Phobbers wrote:
On January 01 2012 15:45 Fred Flintstone wrote:
On January 01 2012 15:25 Jermstuddog wrote:
I think it would be considered fair to say that rocks blocking bases is considered anti-zerg and pro-terran. If I am overstepping on my assumption here, let me know.

As the game evolves, double expand openers are becoming more and more common for zerg, and many maps put zerg in a horrible position simply due to there being rocks.

For those who don't now, 3 hatch before pool was a common opener in BW, so it's not unrealistic to expect the same in SC2.

Is rocks on 3rd bad for SC2 in general? or am i just a biased zerg?


you're just a biased zerg. SC2 is not BW and rocks are there for a reason. if there are no rocks blocking the third, the zerg can way outmacro terran or protoss (mainly protoss) because of the larva inject mechanic.

Or, the toss can kinda just scout it, and you know punish the zerg for being greedy?


Or just take a quick 3rd of their own?


Not really on either count. Punishing the third depends on the map and it imo more putting on pressure than punishing a third. Taking a quick third is pretty damn hard/ impossible on some maps without tech/ good placement of the third etc. Actually think maps without a rocked third are just poorly designed.

you mean like shakuras, antiga and daybreak? maps on which protoss can take a fast third against fast third zergs and therefore are some of the best PvZ maps right now?

rocks on TDA are fine, rocks on antiga would just plainly make ZvX impossible(not as if it was good for zerg right now, but still not superimba)
just a question of the map wether rocks are good (lead to balanced scenarios) or bad.
TBone-
Profile Blog Joined November 2010
United States2309 Posts
January 01 2012 18:27 GMT
#191
Well on Tal'darim, you can just expand do what would normally be your fourth and just go ling muta to defend it. And ling muta works just fine facing protoss and terran. No significant balance problems there and yeah, its annoying killing rocks to expand, but its not that big of a deal.

Also work on your argument more before posting a new thread. Your first argument was just wrong in the fact that zerg can just expand somewheres else and your second argument is bringing in a whole different game.
Eve online FC, lover of all competition
Grampz
Profile Joined November 2010
United States2147 Posts
January 01 2012 18:29 GMT
#192
Rocks NEED to be in place for gold minerals so you can't just rush to the gold base. But gold base + rocks both need to be out of the game imho
EdStruction
Profile Joined April 2011
Germany15 Posts
January 01 2012 18:30 GMT
#193
i think rocks on the third should have less armor than they do now

Rocks still are a way to stop zerg from playing very fast 2 expansions but are still able to get destroyed by lings a little bit faster

I think that would do the trick
FoeHamr
Profile Joined December 2010
United States489 Posts
Last Edited: 2012-01-01 18:38:37
January 01 2012 18:36 GMT
#194
On January 01 2012 15:25 Jermstuddog wrote:
I think it would be considered fair to say that rocks blocking bases is considered anti-zerg and pro-terran. If I am overstepping on my assumption here, let me know.

As the game evolves, double expand openers are becoming more and more common for zerg, and many maps put zerg in a horrible position simply due to there being rocks.

For those who don't now, 3 hatch before pool was a common opener in BW, so it's not unrealistic to expect the same in SC2.

Is rocks on 3rd bad for SC2 in general? or am i just a biased zerg?

If you go 3 hatch before pool, you just kinda die to any form of early aggression. Maybe on some really big maps it might work - like Alter if there were no rocks, but its really risky. SC2 is just a different game than BW. Honestly the rocks are just an annoyance. I just take my third elsewhere at the same time.
Edit: Well you might not instantly die. Maybe if a toss does a FFE and you blindly go for a 3 bases before pool it might work. Same for a terran doing a helion opening and double expanding off that, but the fact is your basically doing it blind and there is so much shit that can kill you, its just better to go hatch->pool.
Candles
Profile Joined February 2011
United Kingdom103 Posts
January 01 2012 18:37 GMT
#195
On January 02 2012 03:18 Odal wrote:
Show nested quote +
On January 02 2012 03:15 Candles wrote:
Hmmm frankly I get annoyed when watching PvZ, when, the toss FFE and the Zerg double expands. It seems to take forever before either player can apply any kind of pressure. Inevitably the Toss will go stargate and the games just feel dull to watch and seemingly quite Zerg favoured.

For that reason I'm happy with 3rd rocks. I think it's the only matchup it matters in and I think it helps balance a currently Zerg favoured matchup.



So map balance should be based on what people find most entertaining to watch? So I guess all maps should've been steppes of war when MKP was still playing super micro heavy 2 rax. If anything, quick 3rds make it more fun. You get to watch the zerg sit on the edge of being too greedy and trying to make just enough units to defend the almost inevitable 2 base pressure at the 3rd.


Well as I already said I think it's very difficult for Toss to punish a zerg that takes a quick 3rd when they FFE and I think we can all agree that balances races is something maps are there to do. PvZ is undoubtedly Zerg favoured at the highest level at the moment and I think two of the main issues are quick 3rds in response to FFE and Mutalisks.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
January 01 2012 18:44 GMT
#196
Blocking expansions with rocks is bad game design imo.

But destructible rocks (and collapsable rocks) are a good idea for opening and closing new paths. I like them when they're used that way. Only when it's balanced, of course.
Pazuzu
Profile Joined July 2011
United States632 Posts
Last Edited: 2012-01-01 18:45:25
January 01 2012 18:44 GMT
#197
On January 02 2012 03:30 EdStruction wrote:
i think rocks on the third should have less armor than they do now

Rocks still are a way to stop zerg from playing very fast 2 expansions but are still able to get destroyed by lings a little bit faster

I think that would do the trick


I agree just lessening the health/armor would help tremendously. Someone much earlier mentioned how zergs vT always go ling infestor/ling muta etc before taking a third, but that seems to be because of the base situation. Since the terran goes for a timing push right before the zerg is able to take a third in a reasonable amount of time, that pushes the zerg towards a two base style opener. If there were third bases that are as easy to take as the natural, it would certainly open up the door for new development (though I can't say whether or not that would affect the match up etc, ill leave that up for discussion), and certainly push towards more macro games which is what as spectators people want more.
"It is because intuition is sometimes right, that we don't know what to do with it"
Big J
Profile Joined March 2011
Austria16289 Posts
January 01 2012 18:52 GMT
#198
On January 02 2012 03:37 Candles wrote:
Show nested quote +
On January 02 2012 03:18 Odal wrote:
On January 02 2012 03:15 Candles wrote:
Hmmm frankly I get annoyed when watching PvZ, when, the toss FFE and the Zerg double expands. It seems to take forever before either player can apply any kind of pressure. Inevitably the Toss will go stargate and the games just feel dull to watch and seemingly quite Zerg favoured.

For that reason I'm happy with 3rd rocks. I think it's the only matchup it matters in and I think it helps balance a currently Zerg favoured matchup.



So map balance should be based on what people find most entertaining to watch? So I guess all maps should've been steppes of war when MKP was still playing super micro heavy 2 rax. If anything, quick 3rds make it more fun. You get to watch the zerg sit on the edge of being too greedy and trying to make just enough units to defend the almost inevitable 2 base pressure at the 3rd.


Well as I already said I think it's very difficult for Toss to punish a zerg that takes a quick 3rd when they FFE and I think we can all agree that balances races is something maps are there to do. PvZ is undoubtedly Zerg favoured at the highest level at the moment and I think two of the main issues are quick 3rds in response to FFE and Mutalisks.

the winrates are Z 54:46 P as far as i know for november (waiting for december stats)
and yes it is impossible to punish a zerg for a fast third as 2base toss by attacking.
however harassment and fast thirds as P are having a huge impact on ZvP right now.
LXR
Profile Joined June 2011
357 Posts
January 01 2012 19:08 GMT
#199
I don't think it's that big of a deal to just build a round of units to clear the rocks.
Let it Raine
Profile Joined August 2010
Canada1245 Posts
January 01 2012 19:12 GMT
#200
On January 02 2012 03:52 Big J wrote:
Show nested quote +
On January 02 2012 03:37 Candles wrote:
On January 02 2012 03:18 Odal wrote:
On January 02 2012 03:15 Candles wrote:
Hmmm frankly I get annoyed when watching PvZ, when, the toss FFE and the Zerg double expands. It seems to take forever before either player can apply any kind of pressure. Inevitably the Toss will go stargate and the games just feel dull to watch and seemingly quite Zerg favoured.

For that reason I'm happy with 3rd rocks. I think it's the only matchup it matters in and I think it helps balance a currently Zerg favoured matchup.



So map balance should be based on what people find most entertaining to watch? So I guess all maps should've been steppes of war when MKP was still playing super micro heavy 2 rax. If anything, quick 3rds make it more fun. You get to watch the zerg sit on the edge of being too greedy and trying to make just enough units to defend the almost inevitable 2 base pressure at the 3rd.


Well as I already said I think it's very difficult for Toss to punish a zerg that takes a quick 3rd when they FFE and I think we can all agree that balances races is something maps are there to do. PvZ is undoubtedly Zerg favoured at the highest level at the moment and I think two of the main issues are quick 3rds in response to FFE and Mutalisks.

the winrates are Z 54:46 P as far as i know for november (waiting for december stats)
and yes it is impossible to punish a zerg for a fast third as 2base toss by attacking.
however harassment and fast thirds as P are having a huge impact on ZvP right now.


http://i.imgur.com/OcoyL.png

ps. dont quote the tlpd stats as facts for balance

when a large amount (or maybe even a majority) of the games are between two unknown players/ 1 pro vs 1 unknown and very rarely is it two top pros versus each other.

Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
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