if the mech player managed to split the map he pretty much won the game. terran had the strongest late game army by a large margin. defender advantage was a big thing in broodwar however it didnt stop terran from attacking in late game to be cost effective anyway.
zerg always had the job to prevent the split map situation from happening against terran because of this. in result there would be natural incentive to constantly attack to fight over position and never sit back.
in starcraft 2 every race has a strong late game army and the defender advantage is pretty huge. whoever attacks in late game usually ends up losing the game.
One race having a stronger late game army in starcraft 2 is problematic
having this in starcraft 2 sounds imbalanced and we already been through WoL having zerg broodlord infestor army simply being stronger than protoss late game. the concept itself is not bad because it worked in broodwar but there are a few key reasons why this concept of design doesnt work well in staracraft 2.
1) the way economy works have been talked about a lot so i wont go into it too much in detail. basically mining from over 4 bases at a time doesnt give you an economical advantage where as in broodwar it was crucial for a player to keep expanding at a rapid rate. this created the dynamic of the terran player stretching out as much and as fast as possible while still being able to hold attacks. this allowed the zerg to find wholes in his defense and be successful by attacking to delay the terran. zerg could expand much more and waste more resources during this battle because he has a higher income.
the need for rapid expanding beyond 3 bases in starcraft 2 is not needed so zerg struggle to find the ways to be aggressive against a meching player.
2) the incentive to attack at all is lower because zerg isnt guaranteed death in a split map situation the same way they were in brood war. one could argue a spore crawler swarm host viper infestor army is just as strong as a mech late game army where attacking for either one of them means getting ineffective trades.
you can blame units like ravens, swarm hosts, siege tanks and broodlords all you want but i think the roots of the problems are at a much more basic level.
you watch proleague and think this is a minor issue because it almost never happens but in regions like europe this is not too uncommon that games end up with both players benefit from not attacking, or rather attacking means death.
im one of those guys who love mech and have been trying to make it work at many occasions, however because of the problems ive mentioned is a main reason why i dont like playing or watching it so much. i want mech to work but this is not the way i want it to play out.
i believe similar issues exists in every matchup in starcraft 2 and i think these problems will always be around and we will be reminded of them once in a while in games where split map games does happen.
i just wanted to share my view on why we see stalemates in starcraft 2 more often than broodwar and why turtle playstyles are much less action packed and uninteresting than they were in broodwar.