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Is rocks on 3rd just bad map design? - Page 11

Forum Index > SC2 General
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kofman
Profile Joined August 2011
Andorra698 Posts
January 01 2012 19:15 GMT
#201
I dont understand how it is pro Terran and anti zerg. Zergs can just use the few zerglings they have in the early game to kill the rocks instead of just sitting around, while Terran can't send their units to kill the rocks until later because of the risk of getting all-ined. Zerg will have map control in the beginning and will be able to see any attack coming from a mile away. The rocks shouldn't be much of a problem, at least if Terran isn't going reactored hellion expand.
Shiori
Profile Blog Joined July 2011
3815 Posts
Last Edited: 2012-01-01 19:18:53
January 01 2012 19:18 GMT
#202
On January 02 2012 04:12 Let it Raine wrote:
Show nested quote +
On January 02 2012 03:52 Big J wrote:
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.


279 games in november. Assuming something like equal distribution (even though T is more popular) that gives us, like 93 games per MU to base a judgment on. Not nearly enough.
Let it Raine
Profile Joined August 2010
Canada1245 Posts
January 01 2012 19:29 GMT
#203
On January 02 2012 04:18 Shiori wrote:
Show nested quote +
On January 02 2012 04:12 Let it Raine wrote:
On January 02 2012 03:52 Big J wrote:
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.


279 games in november. Assuming something like equal distribution (even though T is more popular) that gives us, like 93 games per MU to base a judgment on. Not nearly enough.


oh wow, thanks i didn't realize that.

tlpd stats are worthless in my eyes, is all im trying to say.

are you happy knowing that protoss has 2 wins and 1 loss in the month of December because of a bo3 between Ira(p) and dana(z)? (one of countless examples)

Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
Big J
Profile Joined March 2011
Austria16289 Posts
January 01 2012 19:31 GMT
#204
On January 02 2012 04:12 Let it Raine wrote:
Show nested quote +
On January 02 2012 03:52 Big J wrote:
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.


not enough games in korea per month... i'm not gonna argue monthly trends based on those 50games stats.
tlpd stats are fine. enough data to judge based on them.
JackDragon
Profile Joined February 2011
525 Posts
January 01 2012 19:38 GMT
#205
On January 02 2012 02:59 Odal wrote:
Show nested quote +
On January 02 2012 02:37 JackDragon wrote:
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.


Ofcourse that depends on the map and how quick "fast third" is. A third on 8 min is fast indeed, but I would not say that it is very safe on all maps (Xelnaga, Metal, Shakuras, in my opinion). It is safe on others Antiga especially.I would however argue that a 8 min third for protoss is still a worse position for the protoss if a zerg takes a 4 min third. Especially since you have to abandon all pressure on the zerg letting him drone and tech up freely. I still think that rocks at the third on taldarim is an okay solution since they buffed the yield for the ladder map. On shattered it might be worse since the map is smaller and bases closer to your opponent, but I don't know how much that effects the zerg.
BeanerBurrito
Profile Joined December 2010
1010 Posts
January 01 2012 19:39 GMT
#206
Starcraft 1 didnt have rocks, Starcraft 2 had rocks in the slowed down nooby games to protect the new players from rushes, do we really still need rocks on maps? I feel like no rocks would be a lot better for solid strategy development on every map in sc2
What they say: "I'm gonna play support!" What they mean: "I'm gonna feed all game!"
Windd
Profile Joined May 2010
United States161 Posts
January 01 2012 19:43 GMT
#207
I'm fairly sure I've seen destructible rocks like mechanics used in SC:BW. There may be a problem with the way they are currently used in SC2 but I still think that they have a place in the game.
"I interviewed the sun, he said the future's lookin' bright, I interviewed the rain, he claimed the sun's truly an *******, I'was suposed to interview the snow today but of course he flaked, So I let my frigid demeanor teeter and take his vacant place" AR
MHT
Profile Joined August 2010
Sweden1026 Posts
January 01 2012 19:43 GMT
#208
Think it all depends on the map, it could be used as a tool to make maps more versatile. For instance make the map more zerg-friendly in other aspects and balance it out by placing rocks at the third. This way you can make maps balanced but in a different way so not all maps look the same.
Big J
Profile Joined March 2011
Austria16289 Posts
January 01 2012 19:43 GMT
#209
On January 02 2012 04:39 BeanerBurrito wrote:
Starcraft 1 didnt have rocks, Starcraft 2 had rocks in the slowed down nooby games to protect the new players from rushes, do we really still need rocks on maps? I feel like no rocks would be a lot better for solid strategy development on every map in sc2

c&c has oil refineries, why doesnt sc2 have them?

i feel like no rocks would imbalance nearly every map we are playing right now and therefor a lot of strategies had to be questioned.
paintfive
Profile Joined September 2011
785 Posts
January 01 2012 19:44 GMT
#210
How come everyone complains about rocks but not gold expanisons? Those things are way harder to balance I think.
Haiq343
Profile Joined August 2011
United States2548 Posts
January 01 2012 19:45 GMT
#211
Not always having an easy third is fine. Game variety is a good thing, not every game needs to be a macro up and deathball each other, or deathball and whoever re-balls faster wins. It's not that rocks are brilliant, or should be used more, but they aren't inherently bad. Just because as a zerg you can't always take an easily defended third before investing into an army presence (that you then might use offensively) doesn't mean anything intrinsically. It can also require that army to be somewhere it might not otherwise be, opening attack avenues. Allowing taking the third to be a pivotal point in the game is reasonable sometimes. Perhaps overly common however.
I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. For knowledge is limited, whereas imagination encircles the world. -Einstein
xlava
Profile Blog Joined March 2011
United States676 Posts
January 01 2012 19:46 GMT
#212
I think its just a matter of Zergs being too greedy. Zergs have a HUGE buffer window versus a FFE or fast Terran expand. Just build like 10 lings, then mass drone. Plus, those lings are useful anyway, you can use them to pick off scouting forces and stalker pokes for example. I don't know why its such a big deal...
TyrionSC2
Profile Joined November 2010
United States411 Posts
January 01 2012 19:48 GMT
#213
Many zergs making a macro hatch before third now anyway.
We don't NEED a third before the 7 minute mark anyway.
If you're desperate to have it then just make a macro hatch next to the rocks, mine with the macro hatch till you kill the rocks, then make your real hatch.
ez.
Big J
Profile Joined March 2011
Austria16289 Posts
January 01 2012 19:54 GMT
#214
On January 02 2012 04:45 Haiq343 wrote:
Not always having an easy third is fine. Game variety is a good thing, not every game needs to be a macro up and deathball each other, or deathball and whoever re-balls faster wins. It's not that rocks are brilliant, or should be used more, but they aren't inherently bad. Just because as a zerg you can't always take an easily defended third before investing into an army presence (that you then might use offensively) doesn't mean anything intrinsically. It can also require that army to be somewhere it might not otherwise be, opening attack avenues. Allowing taking the third to be a pivotal point in the game is reasonable sometimes. Perhaps overly common however.


i agree. the one problem with this is that terran still can always go fast 3base, so rocks to block thirds should only be on maps that balance this t-advantage out in vP and vZ.
Like a Boss
Profile Joined January 2011
502 Posts
January 01 2012 20:02 GMT
#215
rocks on the 3rd are like advanced novice maps.
emc
Profile Joined September 2010
United States3088 Posts
January 02 2012 00:45 GMT
#216
I don't mind rocks on taldarim, but I hate them on shattered since you can't get a surround on the 3rd rocks very easily and is much more pro-terran since all their cheap units are ranged.

But on taldarim I feel like the rocks actually slow the terran down because if the terran is playing especially smart they can sneak in a 3rd command center pretty quickly because of mules and the rocks just slows that down. For example in the blizzard cup, MMA was able to take quick 3rds on maps like antiga shipyard but on taldarim the zerg can get a 3rd in many different naturals since the map is so big and terran isn't the most mobile race.
emc
Profile Joined September 2010
United States3088 Posts
January 02 2012 00:49 GMT
#217
On January 02 2012 04:39 BeanerBurrito wrote:
Starcraft 1 didnt have rocks, Starcraft 2 had rocks in the slowed down nooby games to protect the new players from rushes, do we really still need rocks on maps? I feel like no rocks would be a lot better for solid strategy development on every map in sc2


actually there were pro maps that did have rocks, they just looked like minerals and you needed a worker to remove them. They added strategy and made for exciting matches. I'm not saying SC2 rocks do anything like that, but they kind of fulfilled that function on blistering sands with a secondary base entrance but it wasn't nearly as elegant. It was mostly "i have a bigger army and can destroy your rocks quicker so now you must play defensive", but it's the same concept.
alpinefpOPP
Profile Blog Joined June 2011
United States134 Posts
January 02 2012 00:51 GMT
#218
rocks may not be as bad if they dropped some hit point on them i understand why theyre there but they are almost too punishing sometimes
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
Last Edited: 2012-01-02 02:11:54
January 02 2012 02:04 GMT
#219
On January 01 2012 15:35 MorroW wrote:
its bad for gameplay and balance


I think we need to add a very particular caveat to this statement.

IMO, it is bad for gameplay and balance when gold bases don't exist.

When gold bases exist, rocks not at the gold 3rd means Zerg can get too far ahead of protoss. A perfect example was the ESV Korean Weekly. On many of the maps, every time Protoss went for a FFE, the Zerg would go for a fast third at the gold. Which put them much much further ahead of most protoss players. This was especially bad on Katrina AE, where there is a expo in behind the main and then a gold 3rd not too far from the main ramp. Zergs would take the gold first, use the gold mineral boost to get their fourth abnormally quickly and make additional drones and spines.

When gold bases don't exist rocks are bad for gameplay and balance I agree. But as long as gold bases exist they need to be either really far away/in a bad position or have rocks on them simply for the P/Z matchup.

Not trying to be a dick or anything with this post to MorroW but I think it needs to be said. Gold bases first, rocks on thirds second. Rocks on Blue thirds are especially stupid though (im looking at you tal'darim)

On January 02 2012 09:45 emc wrote:
I don't mind rocks on taldarim, but I hate them on shattered since you can't get a surround on the 3rd rocks very easily and is much more pro-terran since all their cheap units are ranged.

But on taldarim I feel like the rocks actually slow the terran down because if the terran is playing especially smart they can sneak in a 3rd command center pretty quickly because of mules and the rocks just slows that down. For example in the blizzard cup, MMA was able to take quick 3rds on maps like antiga shipyard but on taldarim the zerg can get a 3rd in many different naturals since the map is so big and terran isn't the most mobile race.


As a protoss player I hate the rocks on the third on tal darim. I can either apply pressure to the Zerg at a reasonable timing or I can destroy the rocks at my third. Its hard to apply pressure and expand. I can't do a 4 gate void ray pressure off FFE and expand behind it vs. Z. I also can't do a 4 gate off 1 gate FE and expand behind it vs. T.

I can't easily take the pocket fourth adjacent to my natural as my third. Its too far away by ground to easily defend if I try for a faster third, it provides poor options for sim city, and it expands towards the opponent 1/3rd of the time (rotational symmetry and all that jazz). While the rock covered third isn't super easy to defend if the opponent goes for air like muta or heavy drop play, it does provide me with a good sim city option vs Z, it also doesn't expand towards the opponent and the distance between nat and 3rd by ground (defending ground attacks) is not too far.

More and more i feel like downvoting Tal'Darim as toss and this whole hard to take fast third is making me come closer to actually doing it.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Greenei
Profile Joined November 2011
Germany1754 Posts
January 02 2012 02:06 GMT
#220
Taldarim without rocks is a complete horror for TvZ. Just because its good for Terran doesn't mean, that the map then favors terran, it just makes it more even.
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