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Season 4 Ladder Map Pool: Voting Begins! - Page 27

Forum Index > SC2 General
1068 CommentsPost a Reply
Prev 1 25 26 27 28 29 54 Next
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
October 07 2014 12:23 GMT
#521
On October 07 2014 21:18 Big J wrote:
Show nested quote +
On October 07 2014 19:14 Meavis wrote:
On October 07 2014 19:03 Big J wrote:
On October 07 2014 18:22 Meavis wrote:
On October 07 2014 17:51 SatedSC2 wrote:
On October 07 2014 16:53 Meavis wrote:
pretty funny how this map is getting praised as if it has any less problems than the others, here begins the reaper/blink madness.

Yet despite the problems, it's still better than all of the current map-pool (except Overgrowth) as a HotS map

Of course that's not hard, given that Overgrowth is the only current map that isn't complete and utter trash.


wouldn't expect any different from you seeing as how protoss favored cloud kingdom is.

cloud kingdom is worse than any map in the current pool, even deadwing.


Nimbus.

For CK; if they remove the one or other set of rocks it might already be quite better, now that we do not need overpowered sentry builds anymore.


oh come on, you are not seriously considering nimbus to be worse than CK? all nimbus has is the inbase nat being somewhat exposed to drops, where cloud kingdom has huge blink/reaper surface area on the main, lot's of problematic chokes making normal engagements almost impossible.



non-cross on Nimbus is massively imbalanced. (In general I'm not a fan of rotational "symmetry" on 4p, because at that point we could as well just make assymetric maps to begin with, but that just as a sidenote)

The map is extremely turtly, near impossible to attack a 3rd base for Zerg. Meanwhile it is also incredibly hard to take a 4th base for Zerg. On top of that you put the extreme vulnerability of the natural to drops.
And that's 59% TvZ which is balanced compared to the 34% winrate for Protoss against Terran there.

Meanwhile all you say about CK is basically theorycraft about its HotS gameplay, while we know the map was extremely stable in WoL.

Let's be fair, you are both theory crafting. :p

Not saying that makes either of you wrong, but it's not much point in throwing that kind of accusations around, is there?
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
October 07 2014 12:28 GMT
#522
the thing is it's not extremely hard to tell a high blink/reaper surface area to the main is going to give problems, which is something unique to HotS, and therefor throwing in that it was stable in WoL irrelevant.
"Not you."
Big J
Profile Joined March 2011
Austria16289 Posts
October 07 2014 12:32 GMT
#523
On October 07 2014 21:23 Cascade wrote:
Show nested quote +
On October 07 2014 21:18 Big J wrote:
On October 07 2014 19:14 Meavis wrote:
On October 07 2014 19:03 Big J wrote:
On October 07 2014 18:22 Meavis wrote:
On October 07 2014 17:51 SatedSC2 wrote:
On October 07 2014 16:53 Meavis wrote:
pretty funny how this map is getting praised as if it has any less problems than the others, here begins the reaper/blink madness.

Yet despite the problems, it's still better than all of the current map-pool (except Overgrowth) as a HotS map

Of course that's not hard, given that Overgrowth is the only current map that isn't complete and utter trash.


wouldn't expect any different from you seeing as how protoss favored cloud kingdom is.

cloud kingdom is worse than any map in the current pool, even deadwing.


Nimbus.

For CK; if they remove the one or other set of rocks it might already be quite better, now that we do not need overpowered sentry builds anymore.


oh come on, you are not seriously considering nimbus to be worse than CK? all nimbus has is the inbase nat being somewhat exposed to drops, where cloud kingdom has huge blink/reaper surface area on the main, lot's of problematic chokes making normal engagements almost impossible.



non-cross on Nimbus is massively imbalanced. (In general I'm not a fan of rotational "symmetry" on 4p, because at that point we could as well just make assymetric maps to begin with, but that just as a sidenote)

The map is extremely turtly, near impossible to attack a 3rd base for Zerg. Meanwhile it is also incredibly hard to take a 4th base for Zerg. On top of that you put the extreme vulnerability of the natural to drops.
And that's 59% TvZ which is balanced compared to the 34% winrate for Protoss against Terran there.

Meanwhile all you say about CK is basically theorycraft about its HotS gameplay, while we know the map was extremely stable in WoL.

Let's be fair, you are both theory crafting. :p

Not saying that makes either of you wrong, but it's not much point in throwing that kind of accusations around, is there?


Wait, I'm basing my argument of actual gameplay in the last months. That's not theorycrafting.
For CK there is no actual gameplay, so it is theorycrafting.
Big J
Profile Joined March 2011
Austria16289 Posts
October 07 2014 12:34 GMT
#524
On October 07 2014 21:28 Meavis wrote:
the thing is it's not extremely hard to tell a high blink/reaper surface area to the main is going to give problems, which is something unique to HotS, and therefor throwing in that it was stable in WoL irrelevant.


yeah, but there have been quite some balance changes since the days of blink. And since it works out on KSS and Catallena, I don't see how blink would necessarily break CK.
Strong build? Sure.
Too strong for my liking? Sure!
Strong enough that it turns out imbalanced? Not so sure.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-10-07 12:47:14
October 07 2014 12:46 GMT
#525
the strength of blink builds is is instantly swapping between pressuring the main and natural, you can't quite do this on sejong and catallena, on cloud kingdom is takes much longer for units to walk from one place to another where as blink can just teleport around, it really depends on how much stalkers have to walk around outside of blinking.

on top of that both sejong and catallena have far less surface area, and the map plays out much more like how blink would play out on maps such as heavy rain and yeonsu.

"quite some balance changes" is just a minor vision reduction on the MScore and a cost change on time warp.
"Not you."
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-10-07 13:03:36
October 07 2014 13:00 GMT
#526
On October 07 2014 21:46 Meavis wrote:
the strength of blink builds is is instantly swapping between pressuring the main and natural, you can't quite do this on sejong and catallena, on cloud kingdom is takes much longer for units to walk from one place to another where as blink can just teleport around, it really depends on how much stalkers have to walk around outside of blinking.

on top of that both sejong and catallena have far less surface area, and the map plays out much more like how blink would play out on maps such as heavy rain and yeonsu.

"quite some balance changes" is just a minor vision reduction on the MScore and a cost change on time warp.



On top of that we had quite a large buff to widow mines which does incredibly strengthen 1-1-1 openings which require a Protoss to have detection. In The_Dwf's article he specifically adressed that WM nerf was quite a factor in the occurence of blink builds, due to no early thread when going without detection for Protoss. The current widow mine is two times as strong against stalkers and as good as it ever was in terms of harassment.


yeah, and how broken was blink on Heavy Rain and Yeonsu really?
Terrans eventually adapted to it and blink builds were kind of a 50/50 build in terms of winrate. Similar to two rax or Sentry/Immortal against Zerg. Do I like those builds? Nope. But it's something you have to deal with for as long as blizzard doesn't fix the units/builds that actually cause these "imbalances".
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
October 07 2014 13:15 GMT
#527
DO NOT TALK about Heavy Rain AGAIN ! NEVER !
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
Boucot
Profile Blog Joined October 2011
France15997 Posts
October 08 2014 18:03 GMT
#528
Metalopolis is the second confirmed map.

Former SC2 writer for Millenium - twitter.com/Boucot
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2014-10-08 18:08:10
October 08 2014 18:06 GMT
#529
On October 09 2014 03:03 Boucot wrote:
Metalopolis is the second confirmed map.

https://twitter.com/StarCraft/status/519910226544193536


Oh fuck yes. I mean, it's not Steppes of War but it's getting closer
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Lorning *
Profile Blog Joined April 2011
Belgica34432 Posts
October 08 2014 18:08 GMT
#530
Perfect
Community News
TL+ Member
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
October 08 2014 18:13 GMT
#531
--- Nuked ---
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
October 08 2014 18:14 GMT
#532
OMG i fucking hate that map.
Head Coach Park: "They should buff tanks!"
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-10-08 18:18:28
October 08 2014 18:18 GMT
#533
On October 09 2014 03:08 Lorning wrote:
Perfect

…said the protoss cheeser ^^
Moderatorshe/her
TL+ Member
Swisslink
Profile Joined March 2011
2954 Posts
October 08 2014 18:18 GMT
#534
Uhm...
How was the ladder version of Metalopolis?
Have they ever disabled close positions on ladder, or was it only adjusted for the tournaments?

... because with close positions the map just sucked REALLY hard.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 08 2014 18:18 GMT
#535
On October 09 2014 03:18 Swisslink wrote:
Uhm...
How was the ladder version of Metalopolis?
Have they ever disabled close positions on ladder, or was it only adjusted for the tournaments?

... because with close positions the map just sucked REALLY hard.

I'm pretty sure they disabled close positions.
Moderatorshe/her
TL+ Member
Zzzapper
Profile Joined September 2011
1797 Posts
October 08 2014 18:20 GMT
#536
On October 09 2014 03:18 The_Templar wrote:
Show nested quote +
On October 09 2014 03:18 Swisslink wrote:
Uhm...
How was the ladder version of Metalopolis?
Have they ever disabled close positions on ladder, or was it only adjusted for the tournaments?

... because with close positions the map just sucked REALLY hard.

I'm pretty sure they disabled close positions.

Yup, close was turned off. Didn't it even go only cross in the end or am I rembering it wrong?
Swisslink
Profile Joined March 2011
2954 Posts
Last Edited: 2014-10-08 18:34:26
October 08 2014 18:23 GMT
#537
On October 09 2014 03:20 Zzzapper wrote:
Show nested quote +
On October 09 2014 03:18 The_Templar wrote:
On October 09 2014 03:18 Swisslink wrote:
Uhm...
How was the ladder version of Metalopolis?
Have they ever disabled close positions on ladder, or was it only adjusted for the tournaments?

... because with close positions the map just sucked REALLY hard.

I'm pretty sure they disabled close positions.

Yup, close was turned off. Didn't it even go only cross in the end or am I rembering it wrong?


Oh... there's a history on Liquipedia :-P

MLG Metalopolis
- No close spawn positions
- Neutral supply depot at ramp

NASL
- Cross position enforced
- Rocks at gold base

Ladder Season 4
- No close spawn positions

Still wondering which version they're gonna take. no "neutral supply depot" seems rather odd as well, nowadays.
WombaT
Profile Blog Joined May 2010
Northern Ireland26040 Posts
October 08 2014 18:29 GMT
#538
Seen some great games, will probably be terrible now but I would be happy to be proven wrong. There pretty much being 2 lanes that traverse the map will make Swarmhost play extremely strong potentially
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2014-10-08 18:36:31
October 08 2014 18:34 GMT
#539
Yes!!
Metalopolis~

Now Antiga Shipyard, and all shall be good.
T P Z sagi
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
October 08 2014 18:36 GMT
#540
On October 09 2014 03:29 Wombat_NI wrote:
Seen some great games, will probably be terrible now but I would be happy to be proven wrong. There pretty much being 2 lanes that traverse the map will make Swarmhost play extremely strong potentially

but then you got the airspace<3
The harder it becomes, the more you should focus on the basics.
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