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Is rocks on 3rd just bad map design? - Page 7

Forum Index > SC2 General
Post a Reply
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ZenithM
Profile Joined February 2011
France15952 Posts
January 01 2012 11:47 GMT
#121
On January 01 2012 20:30 WarheadsByLink wrote:
I wouldn't mind rocks so much as a Z if they removed the armour on them ^^ Other races have early access to +bonus vs armoured but Zerg don't really get much (apart from spines / ultra IIRC). Early game you're realistically looking to kill rocks with lings which are incredibly slow to do so because of the armour. I've tried getting lots of early creep spread going so I can re-root a spine to the 3rd on tal darim to help break rocks but still that's a bit wonky =p


A bonus vs Armored is not as important as a high single burst damage output to minimize the armor effect (not the armor type, the armor value). DTs don't have any bonuses, but they will kill rocks fast. Roaches and Hydras kill rocks decently fast as well. The problem for zerg is that you must indeed produce those units to kill them, instead of droning (but once you get those units, you kill them fast, no problem). Your first set of lings is not enough.
psteeleneg
Profile Joined June 2011
48 Posts
January 01 2012 11:51 GMT
#122
It depends on the map. Big maps like taldarim shouldn't have rocks at the third, but a map like xelnaga cavern, I'm fine with rocks that block a third. But you can still get a fast 3rd by sneaking it at the 4th if you so please
Hardigan
Profile Joined June 2011
Switzerland1297 Posts
January 01 2012 11:53 GMT
#123
it should be like testbug. The rocks only blocks the minerals, not the expansion itself
Luppy1
Profile Joined June 2011
Singapore177 Posts
January 01 2012 11:55 GMT
#124
Yes, it's downright bad design imo. I feel that we can discuss about this for an entire year and blizzard wont even do anything about it. Does their CM even read the threads on TL?
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
January 01 2012 12:03 GMT
#125
The game is too fast if zerg gets a free third... With injects they are maxed at 8 minutes, BORING
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 01 2012 12:06 GMT
#126
rocks on the 3rd favor terran because you can build your CC before killing the rocks, this advantage can easily be avoided, if the rocks block the minerals and gas instead of the place where the nexus or hatch or cc will be. That way everyone can kill the rocks while building.
These sort of rocks are there to prevent a zerg from getting an expansion up without any units, which is on some maps quiet needed.
So these rocks are there to balance out the map.
Rocks themself have a nice armor, so that the t1 units do really bad against them. So if you want to clean rocks fast you would need the t1,5 units. But no one forces a mapmaker to use rocks, they could use 0 armor debris if they think it would be better for their map. just have to note those specialty in the loadingscreen.
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
January 01 2012 12:08 GMT
#127
I like the rocks for the third on the new twilight blizz map. Need moar rock placement like that.
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
January 01 2012 12:14 GMT
#128
On January 01 2012 21:06 FeyFey wrote:
rocks on the 3rd favor terran because you can build your CC before killing the rocks, this advantage can easily be avoided, if the rocks block the minerals and gas instead of the place where the nexus or hatch or cc will be. That way everyone can kill the rocks while building.
These sort of rocks are there to prevent a zerg from getting an expansion up without any units, which is on some maps quiet needed.
So these rocks are there to balance out the map.
Rocks themself have a nice armor, so that the t1 units do really bad against them. So if you want to clean rocks fast you would need the t1,5 units. But no one forces a mapmaker to use rocks, they could use 0 armor debris if they think it would be better for their map. just have to note those specialty in the loadingscreen.


I really like the idea of rocks blocking minerals and gas instead of the nexus location! Great idea.
secretary bird
Profile Joined September 2011
447 Posts
January 01 2012 12:33 GMT
#129
Its only a problem if Zerg struggles on a map with rocks at the third, as long as this is not the case I dont see any reason to change it.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
January 01 2012 12:41 GMT
#130
because of queens in sc2 zerg growth rate is a bit overboard. rocks slow down this a bit. especially on large maps, where attacking the zerg early on is more difficult, you need rocks to balance the map
21 is half the truth
Angel_
Profile Blog Joined December 2011
United States1617 Posts
January 01 2012 12:47 GMT
#131
Just cant wait, just cant wait, when the expansion hits, I'm gonna kill your natural, and BRING DESTRUCTIBLE ROCKS TO IT SO YOU CAN'T REBUILD!!!!! bahahahahahah ----seriously what did a rock do to the blizzard designers when they were little?
Kyhol
Profile Blog Joined October 2008
Canada2575 Posts
January 01 2012 12:52 GMT
#132
Killing rocks is easy brother, they don't even attack back. Put your apm to use.
It would be a completely different story if the loch ness monster was in place of every rock. GL getting your 3rd, nessy is beast.
Wishing you well.
Humposaurus
Profile Joined November 2011
Netherlands86 Posts
January 01 2012 12:56 GMT
#133
Just beat rocks with paper. Problem solved.
werynais
Profile Joined October 2010
Germany1780 Posts
January 01 2012 13:02 GMT
#134
Rocks are absolutely needed an some maps at the moment, stop being stupid please.
Dariusz
Profile Joined May 2011
Poland657 Posts
January 01 2012 13:09 GMT
#135
On January 01 2012 15:28 mastergriggy wrote:
I think the better question is are rocks really needed in starcraft 2 at all?


Rocks should be only on gold bases and certain pathways. This would fix so much problems. Zergs could take normal 3rd fast, and Terrans/Zergs couldnt abuse gold rushes anymore.
Darksoldierr
Profile Joined May 2010
Hungary2013 Posts
January 01 2012 13:10 GMT
#136
On January 01 2012 21:56 Humposaurus wrote:
Just beat rocks with paper. Problem solved.


You win the thread good sir
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
Sepi
Profile Joined September 2010
Finland231 Posts
January 01 2012 13:13 GMT
#137
This is funny, first nerfed all the close pos and now this is a problem? Think all the nerfs terran had since zerg have just buffed A LOT, so this whine isnt even needed. TDA and ST is only maps that blocks 3rd afaik. Dont be too bitch :D get over it.
♞live like a windrammer as you fuck ♞
winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
January 01 2012 13:15 GMT
#138
supply depot too
some protoss players use that depot for voidray charging

they should fix the ground not add an ugly thing.

plus: supply depot in Terminus RE is really good idea, (maybe antiga shipyard good too), but to abuse it in every map definely is not a good map design
Incredible Miracle
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
January 01 2012 13:20 GMT
#139
On January 01 2012 22:15 winthrop wrote:
supply depot too
some protoss players use that depot for voidray charging

they should fix the ground not add an ugly thing.

plus: supply depot in Terminus RE is really good idea, (maybe antiga shipyard good too), but to abuse it in every map definely is not a good map design


I think things like that go beyond map design into game design territory.
Micket
Profile Joined April 2011
United Kingdom2163 Posts
January 01 2012 13:27 GMT
#140
People talk about how Zerg getting a free third vs ffe toss or vs T made the map Zerg favoured, but statistics just aren't on your side. Shakuras is most definitely one of Zergs worst maps. Daybreak has fantastic balance, Brown took a 9 min Protoss third there. Metalopolis is Zerg favoured (except in Kr, where it is Terran favoured), but good T and P players still wont lose to a lesser Zerg there. 5th and 6th bases are incredibly easy to deny, and if e Terran takes 4 himself, he simply wins by denying these 2 bases.

Taldarim is pretty balanced, but the extremely open middle is very good for Zerg, which explains why Zerg is only slightly disadvantaged here due to rocks. With a free third, I think ZvT would be balanced and ZvP would be Zerg favoured.
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