Is rocks on 3rd just bad map design? - Page 9
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zul
Germany5427 Posts
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Markwerf
Netherlands3728 Posts
Quick third hatch can still be good though and rocks do hurt zerg more then other races. Rocks shouldn't have armor imo and should have a little less hitpoints, this way lings can kill rocks a bit easier. I think rocks now are always 2000hp with 1 armor which is just too sturdy for many maps, small rocks like 750hp no armor could be good imo especially for some golds. Gold itself tends to need rocks to be fair to avoid zerg being able to expand first to them. The rocks itself don't need to have so many hitpoints though, just a slight hurdle so you can't kill them superquick should be enough imo. | ||
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Purind
Canada3562 Posts
http://wiki.teamliquid.net/starcraft/index.php?title=File:Arkanoid.jpg&filetimestamp=20110627164356 Cocoons blocking all but 4 bases (and those 4 bases happen to be your spawn locations). Double rows of destructible buildings. Destructible buildings blocking every single possible path. Dustin Browder would looooove this map. In fact I'm shocked this isn't in the SC2 ladder pool. Only thing that would make it better is a gold expo in the middle of the map (you guessed it, blocked by destructible rocks) | ||
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CluEleSs_UK
United Kingdom583 Posts
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Zarahtra
Iceland4053 Posts
So yeah... depends a lot on the map and the 3rd. They shouldn't really need to block the 3rd, but blocking it can be used to limit the early game of the zerg on maps where terran/toss don't really have much chance of being aggressive. | ||
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drgonzhere
United States447 Posts
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llKenZyll
United States853 Posts
On January 01 2012 17:10 Let it Raine wrote: i two hatch before pool what is this post Ok, ill go try and hatch before pool and proceed to get cannon rushed | ||
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The Final Boss
United States1839 Posts
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Termit
Sweden3466 Posts
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scruffeh
England196 Posts
On January 01 2012 15:37 CecilSunkure wrote: I think rocks are just fuckin annoying. If something in a map is legitimately annoying me as a player, the design has failed at least for me. Gold minerals are kinda okay, would be more fine if there were rich vespene as well (protoss player) as what the hell am I ganna do with a shitload of Zealots? Drop my army's pop efficiency, that's what. Use the money to build extra gateways to reinforce quickly when you lose your maxed army? | ||
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Big J
Austria16289 Posts
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Randomaccount#77123
United States5003 Posts
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Thrombozyt
Germany1269 Posts
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? Based on not only this post but others as well, I'd say "Yes, sir. You are a biased Zerg." | ||
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mastergriggy
United States1312 Posts
On January 01 2012 15:32 Mrvoodoochild1 wrote: Are* rocks not is rocks. On January 01 2012 15:32 Mrvoodoochild1 wrote:Yes, you are a bias zerg. Maybe grammar isn't your speciality. On the topic of rocks, I think Blizzard intended them originally for one thing, but now just uses them in place of good map design. I don't think they are biased towards one race or another (zerg will have units out to destroy the rocks, not to mention there are two base strategies for Zerg as well). Finally, I think it would be much more interesting if there were some maps that didn't have rocks at all. | ||
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typedef struct
United States84 Posts
The game would be fine without them, but they don't hurt it. | ||
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VirgilSC2
United States6151 Posts
On January 02 2012 00:44 Lebzetu wrote: Ok, ill go try and hatch before pool and proceed to get cannon rushed .....what? I'm pretty sure Hatch before Pool is like the most common Zerg opener there is? "Two hatch before pool" a.k.a. Hatch First? I mean, I'm having such a hard time wrapping my head around your comments simply because they're so wrong I can't even begin to take you seriously. | ||
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brain_
United States812 Posts
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BlitzerSC
Italy8800 Posts
On January 02 2012 01:42 VirgilSC2 wrote: .....what? I'm pretty sure Hatch before Pool is like the most common Zerg opener there is? "Two hatch before pool" a.k.a. Hatch First? I mean, I'm having such a hard time wrapping my head around your comments simply because they're so wrong I can't even begin to take you seriously. AFAIK hatch before pool is common in TvZ but not in PvZ. | ||
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Durp
Canada3117 Posts
On January 02 2012 01:48 BlitzerSC wrote: AFAIK hatch before pool is common in TvZ but not in PvZ. Hatch before pool in ZvP leaves you pretty open to cannon denying your expo, as pylons can block off the position behind your natural, and a cannon can be used to deny the hatch. Forcing a zerg to cancel the natural is worth the pylon investment (you cancel the cannons as soon as hatch is canceled) I'm not a fan of destructible rocks. In theory they're neat, but when so few units can cause so much damage early in games, having to send my DPS units out (protoss here) from behind walls is scary, since I'm not risking sending my sentries with them. I really only see rocks having a purpose to block gold bases, which is a location that does not need to be easily accessible. | ||
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Nakas
United States148 Posts
On second thought, maybe making maps that eliminate balanced build options for specific races would be as lame as hell. | ||
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