New Maps for Heart of the Swarm Balance Testing - Page 4
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saltis
159 Posts
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MidnightZL
Sweden203 Posts
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BananaJunkie
Denmark119 Posts
On October 24 2013 13:08 -NegativeZero- wrote: Map is too big, too many bases (20 wtf), and too easy to secure 3 bases. Just my thought! i believe this map will be a "Turtle Fest!" and will not give any interesting games Pro or not! But that´s just my opinion! | ||
Lorch
Germany3657 Posts
Other than that nice that they give you 3 maps for what was once a ptr.. | ||
Ramiz1989
12124 Posts
We may see some bad matches, but we also might see some cool ones where we have a ton of bases and fights all over the map. It looks a lot like Entombed Valley to me and I saw some amazing matches there. | ||
FeyFey
Germany10114 Posts
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Weavel
Finland9213 Posts
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Killmouse
Austria5700 Posts
On October 24 2013 17:48 Ramiz1989 wrote: I don't know, in my opinion people are overreacting to this map(in a negative way), I think that it will be cool. We may see some bad matches, but we also might see some cool ones where we have a ton of bases and fights all over the map. It looks a lot like Entombed Valley to me and I saw some amazing matches there. It's just the vocal minority , if u look at the poll most of the ppl are ok with that map and it's stated the map is not final, probaby more changes to come until wcs 2014 | ||
Qikz
United Kingdom12011 Posts
On October 24 2013 12:58 Waxangel wrote: that's not how four player maps work unless you're breaking the laws of timespace Actually it does work in SC2 purely because they put 4 bases on each corner :/ I just wish rather than updating Bel'shir that they'd just move on with something else. Also I really wish they'd have the back base as a mineral only, having 3 gas that easy is just so dumb and is the biggest issue with SC2. | ||
TAMinator
Australia2706 Posts
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Qikz
United Kingdom12011 Posts
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Cereb
Denmark3388 Posts
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Sissors
1395 Posts
On October 24 2013 18:19 Qikz wrote: Actually it does work in SC2 purely because they put 4 bases on each corner :/ I just wish rather than updating Bel'shir that they'd just move on with something else. Also I really wish they'd have the back base as a mineral only, having 3 gas that easy is just so dumb and is the biggest issue with SC2. Actually it doesn't work like that. For example if both players spawn bottom than the south-east players can drop way faster in the natural than the south-west player. If they truly wanted it to not offer advantages they should have never made it rotational symmetric, but instead normal symmetric (mirrored both on the x and y-axis). Then you there is no fixed spawning advantage. And then there is the random advantage, do you happen to scout in the correct direction or not. That can make a HUGE difference. Considering the size of the map in general that is really big here. Only thing to compensate for it is that it is so ridiculously easy to defend early aggression that scouting isn't important anyway. But really if they wanted a map which doesn't offer advantages depending on spawn position they did it really wrong. | ||
Qikz
United Kingdom12011 Posts
On October 24 2013 18:27 Sissors wrote: Actually it doesn't work like that. For example if both players spawn bottom than the south-east players can drop way faster in the natural than the south-west player. If they truly wanted it to not offer advantages they should have never made it rotational symmetric, but instead normal symmetric (mirrored both on the x and y-axis). Then you there is no fixed spawning advantage. And then there is the random advantage, do you happen to scout in the correct direction or not. That can make a HUGE difference. Considering the size of the map in general that is really big here. Only thing to compensate for it is that it is so ridiculously easy to defend early aggression that scouting isn't important anyway. But really if they wanted a map which doesn't offer advantages depending on spawn position they did it really wrong. I completely disagree. You say they can drop in the natural easier, but it means usually they'll have a smaller area to drop so you should be able to defend it much easier, but then if you're in the other position they can drop your main yes, but you can avoid the damage by good building placement and leaving some defending units. There's also the possibility to just not take your in base natural and wall off the one in your base to start with and take it as your third so you can leave/build defenses when you need to rather than at the beginning of the game. Expansion pattern makes a huge difference in defense but thanks to SC2 having such terrible maps since release we've never been able to see it thanks to people comstantly whining there's no easy third/fourth. There's zero issues with the fact you have to double scout, since if you want every map to be forced cross spawn, what's the point in even having anything outside of 2 player maps? What's wrong with it being possible to have cheeses somewhat more viable on the map and what's wrong with people being able to stop you scouting, especially on such a big map. Toss have observers, Zerg have overlords/seers and Terran have scan, which you don't even need an Academy for. It really isn't hard to scout in SC2 and it just means you can't blindly go 14CC or 15 Nexus or 13/14/15 Hatch blindly without a pool and that's a good thing. Build some god damn units to defend your bases rather than building 120 workers and hoping for the best. (yes I realise I'm exaggerating) | ||
Fjodorov
5007 Posts
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sctstarcraft
Poland22 Posts
The middle is all flat - I have mixed feelings about it, there ought to be at least a small place for terrain utilization. Pushing through the middle vs Zerg will be quite difficult. | ||
Qikz
United Kingdom12011 Posts
On October 24 2013 18:55 sctstarcraft wrote: I'd like to see a smaller gap between the natural and the ground next to it - some nice counter-macro techniques like blink or siege-tanks could be used to deny this ultra-defensive exp. The middle is all flat - I have mixed feelings about it, there ought to be at least a small place for terrain utilization. Pushing through the middle vs Zerg will be quite difficult. push just around the edge of the cross and it means you can utilise the chokes there to your benefit. | ||
PanzerElite
540 Posts
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TeeTS
Germany2762 Posts
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NeThZOR
South Africa7387 Posts
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