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Season 3 Ladder Map Update - Page 2

Forum Index > SC2 General
58 CommentsPost a Reply
Prev 1 2 3 Next All
Mozdk
Profile Joined October 2010
Denmark6989 Posts
July 23 2014 20:18 GMT
#21
Deadwing was a given. What exactly is wrong with Foxtrot?
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 23 2014 20:22 GMT
#22
Don't understand the foxtrot change.
~ ~ <°)))><~ ~ ~
Soke
Profile Joined September 2012
United States790 Posts
July 23 2014 20:23 GMT
#23
On July 24 2014 05:18 Mozdk wrote:
Deadwing was a given. What exactly is wrong with Foxtrot?

There was never vertical spawns to begin with, but horizontal spawns were completely different layouts of your base and your expansions, plus another few imbalances.

Thank you Blizzard, the changes were much needed.
Djsoke
leopardb
Profile Joined August 2012
Germany92 Posts
Last Edited: 2014-07-23 20:30:32
July 23 2014 20:29 GMT
#24
On July 24 2014 05:23 Soke wrote:
Show nested quote +
On July 24 2014 05:18 Mozdk wrote:
Deadwing was a given. What exactly is wrong with Foxtrot?

There was never vertical spawns to begin with, but horizontal spawns were completely different layouts of your base and your expansions, plus another few imbalances.

Thank you Blizzard, the changes were much needed.


Well that's exactly what was nice in foxtrot labs either you would spawn with a delayed third because of rocks or a dangerous natural for the same reason (rocks) and you knew there was a high chance the situation would be the opposite for your opponent. That made for quite a different way to play, but i must have missed something :/ if Blizzard changed it, it must have been really imba...
don't worry, be happy
Drake
Profile Joined October 2010
Germany6146 Posts
July 23 2014 20:30 GMT
#25
seeing some players XvT getting DEMOLISHED in pro games seems helped, it was unplayable vs tanks
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Drake
Profile Joined October 2010
Germany6146 Posts
July 23 2014 20:32 GMT
#26
On July 24 2014 05:18 Mozdk wrote:
Deadwing was a given. What exactly is wrong with Foxtrot?


On July 24 2014 05:22 TheFish7 wrote: Don't understand the foxtrot change.


As i heared in a few casts and said by a few pros this maps seems AMAZING on cross but near to broken on some spawns in some matchups.
i cant give much detail cause my skill is so bad xD but there was so many pros saying its even worse then deadwing that it has to be something
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
vult
Profile Blog Joined February 2012
United States9400 Posts
July 23 2014 20:36 GMT
#27
Well that is good that they changed these maps. It is unfortunate that some tournament games were effected beforehand by some of the imbalances.
I used to play random, but for you I play very specifically.
leopardb
Profile Joined August 2012
Germany92 Posts
July 23 2014 20:37 GMT
#28
Does somebody know when those changes will be in effect ? i'd hate to scout uselessly
don't worry, be happy
Survivor61316
Profile Joined July 2012
United States470 Posts
July 23 2014 20:39 GMT
#29
On July 24 2014 05:14 Faust852 wrote:
Show nested quote +
On July 24 2014 05:06 Survivor61316 wrote:
On July 24 2014 02:42 geokilla wrote:
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro

Doesn't work the same tho. All your tank will focus the same pack of baneling with quick shift rights clic on them. WM have a way sorter radius and there is no way to really focus manually each of them. + Tank are good to hold the Z army a couple of second so you have more time to split, while you have absolutly no holders with biomine.

If you dont stagger your tanks at all they will just fire on the same banelings and before they can shoot again the ling/bling will close on the army. The same goes for mines, you have to stagger them so that you can keep auto targeting as the banes come through. I'm not sure what you mean by tanks being good at holding the zerg army for a couple seconds; if by that you mean that it keeps the lings back for a couple seconds as they kill the tanks before going after the bio again, then mines do the same thing because Zergs generally send seers with their army the kill the mines while they pass through. If you mean that the damage and splash of tanks means that Zergs have to be ready to fully commit to the attack before launching it, then again, mines do the same thing because of their tremendous splash damage and damage output.

Couple of that with the mass of tanks you need to be able to trade cost effectively on creep, the longer siege time, the longer build time, super fast mutas who can be wreaking havoc in your base and still be back for the fight if you take too long to engage (ie slowly leapfrogging tanks), then mines are clearly a superior choice to add to the army composition than tanks in virtually any given situation.
Liquid Fighting
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
July 23 2014 20:41 GMT
#30
they should get rid of 3 spawn maps.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-07-23 20:48:28
July 23 2014 20:44 GMT
#31
On July 24 2014 05:39 Survivor61316 wrote:
Show nested quote +
On July 24 2014 05:14 Faust852 wrote:
On July 24 2014 05:06 Survivor61316 wrote:
On July 24 2014 02:42 geokilla wrote:
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro

Doesn't work the same tho. All your tank will focus the same pack of baneling with quick shift rights clic on them. WM have a way sorter radius and there is no way to really focus manually each of them. + Tank are good to hold the Z army a couple of second so you have more time to split, while you have absolutly no holders with biomine.

+ Show Spoiler +
If you dont stagger your tanks at all they will just fire on the same banelings and before they can shoot again the ling/bling will close on the army. The same goes for mines, you have to stagger them so that you can keep auto targeting as the banes come through. I'm not sure what you mean by tanks being good at holding the zerg army for a couple seconds; if by that you mean that it keeps the lings back for a couple seconds as they kill the tanks before going after the bio again, then mines do the same thing because Zergs generally send seers with their army the kill the mines while they pass through. If you mean that the damage and splash of tanks means that Zergs have to be ready to fully commit to the attack before launching it, then again, mines do the same thing because of their tremendous splash damage and damage output.

Couple of that with the mass of tanks you need to be able to trade cost effectively on creep, the longer siege time, the longer build time, super fast mutas who can be wreaking havoc in your base and still be back for the fight if you take too long to engage (ie slowly leapfrogging tanks), then mines are clearly a superior choice to add to the army composition than tanks in virtually any given situation.

He was just saying that you can reliably focus fire banes with tanks, which is true.

You cannot reliably aim widow mines due to short range and lockon timer resetting every time you give them a new order. The most you can do in most cases is burrow / unburrow micro to prevent them from getting tripped by 1 or 2 sacrificial lings.
Survivor61316
Profile Joined July 2012
United States470 Posts
July 23 2014 20:48 GMT
#32
On July 24 2014 05:44 Genome852 wrote:
Show nested quote +
On July 24 2014 05:39 Survivor61316 wrote:
On July 24 2014 05:14 Faust852 wrote:
On July 24 2014 05:06 Survivor61316 wrote:
On July 24 2014 02:42 geokilla wrote:
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro

+ Show Spoiler +
Doesn't work the same tho. All your tank will focus the same pack of baneling with quick shift rights clic on them. WM have a way sorter radius and there is no way to really focus manually each of them. + Tank are good to hold the Z army a couple of second so you have more time to split, while you have absolutly no holders with biomine.

If you dont stagger your tanks at all they will just fire on the same banelings and before they can shoot again the ling/bling will close on the army. The same goes for mines, you have to stagger them so that you can keep auto targeting as the banes come through. I'm not sure what you mean by tanks being good at holding the zerg army for a couple seconds; if by that you mean that it keeps the lings back for a couple seconds as they kill the tanks before going after the bio again, then mines do the same thing because Zergs generally send seers with their army the kill the mines while they pass through. If you mean that the damage and splash of tanks means that Zergs have to be ready to fully commit to the attack before launching it, then again, mines do the same thing because of their tremendous splash damage and damage output.

Couple of that with the mass of tanks you need to be able to trade cost effectively on creep, the longer siege time, the longer build time, super fast mutas who can be wreaking havoc in your base and still be back for the fight if you take too long to engage (ie slowly leapfrogging tanks), then mines are clearly a superior choice to add to the army composition than tanks in virtually any given situation.

He was just saying that you can reliably focus fire banes with tanks, which is true.

You cannot reliably aim widow mines due to short range and lockon timer resetting every time you give them a new order. The most you can do in most cases is burrow / unburrow micro to prevent them from getting tripped by 1 or 2 sacrificial lings.

Yeah its definitely way easier with tanks, no doubt. But mines are still a way better unit so it doesn't really make sense to play marine tank regardless of that.
Liquid Fighting
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
July 23 2014 20:51 GMT
#33
Ah, pity. I enjoyed horizontal spawns on Foxtrot...
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
[PkF] Wire
Profile Joined March 2013
France24192 Posts
Last Edited: 2014-07-23 22:11:13
July 23 2014 21:13 GMT
#34
At last, at last. While you're at it, you could fix the numerous colossi glitches of Foxtrot Labs (ask Uvantak if you want him to show you how to do it).

It's good though because it shows Blizzard is more and more enclined to answering community and pro scene feedback. I take it as a really positive sign.
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
Last Edited: 2014-07-23 23:11:48
July 23 2014 23:11 GMT
#35
Doesnt seem to be in effect on EU yet. I just had a game with horizontal spawns on deathwing.
Sajaki
Profile Joined June 2011
Canada1135 Posts
July 23 2014 23:41 GMT
#36
On July 24 2014 08:11 SpikeStarcraft wrote:
Doesnt seem to be in effect on EU yet. I just had a game with horizontal spawns on deathwing.


They're getting clumped with the widowmine/thor/timewarp patch.
Inno pls...
JessicaSc2
Profile Joined February 2014
Poland123 Posts
July 24 2014 00:57 GMT
#37
who needs variety anyway...
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 24 2014 01:10 GMT
#38
On July 24 2014 05:39 Survivor61316 wrote:
Show nested quote +
On July 24 2014 05:14 Faust852 wrote:
On July 24 2014 05:06 Survivor61316 wrote:
On July 24 2014 02:42 geokilla wrote:
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro

Doesn't work the same tho. All your tank will focus the same pack of baneling with quick shift rights clic on them. WM have a way sorter radius and there is no way to really focus manually each of them. + Tank are good to hold the Z army a couple of second so you have more time to split, while you have absolutly no holders with biomine.

If you dont stagger your tanks at all they will just fire on the same banelings and before they can shoot again the ling/bling will close on the army. The same goes for mines, you have to stagger them so that you can keep auto targeting as the banes come through. I'm not sure what you mean by tanks being good at holding the zerg army for a couple seconds; if by that you mean that it keeps the lings back for a couple seconds as they kill the tanks before going after the bio again, then mines do the same thing because Zergs generally send seers with their army the kill the mines while they pass through. If you mean that the damage and splash of tanks means that Zergs have to be ready to fully commit to the attack before launching it, then again, mines do the same thing because of their tremendous splash damage and damage output.

Couple of that with the mass of tanks you need to be able to trade cost effectively on creep, the longer siege time, the longer build time, super fast mutas who can be wreaking havoc in your base and still be back for the fight if you take too long to engage (ie slowly leapfrogging tanks), then mines are clearly a superior choice to add to the army composition than tanks in virtually any given situation.


Tanks don't do overkill, so if you shiftclic 4/5 banelings, they will probably all be dead.
[PkF] Wire
Profile Joined March 2013
France24192 Posts
Last Edited: 2014-07-24 01:47:49
July 24 2014 01:44 GMT
#39
On July 24 2014 09:57 JessicaSc2 wrote:
who needs variety anyway...


Please Jessica, I know it must be painful to be told "your map as it stood was not suited for competitive play", like it must be painful for the mother of a mentally crippled child to be told the truth by a physician, but balance and gameplay issues on horizontal spawns were blatant. Variety is welcome but must not come at the price of a fair competitive environment.
JessicaSc2
Profile Joined February 2014
Poland123 Posts
July 24 2014 02:02 GMT
#40
On July 24 2014 10:44 [PkF] Wire wrote:
Show nested quote +
On July 24 2014 09:57 JessicaSc2 wrote:
who needs variety anyway...


Please Jessica, I know it must be painful to be told "your map as it stood was not suited for competitive play", like it must be painful for the mother of a mentally crippled child to be told the truth by a physician, but balance and gameplay issues on horizontal spawns were blatant. Variety is welcome but must not come at the price of a fair competitive environment.


So blatant that no one noticed them until the map got on ladder? Please.

The only map that has been reasonably decent for terran now has been thoroughly nerfed because some zergs cannot adapt.
Sigh.
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