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Potential Map Balance Changes Next Week - Page 3

Forum Index > SC2 General
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EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
February 02 2016 22:24 GMT
#41
What was that Broodwar map back in the old days that had a 2 geysers and 10 or 11 patch main? I really think something similar could be added for SC2, a 9 or 10 patch starting gold base with 3 geysers, would make for some very interesting, albeit probably imbalanced maps to play on. Add other map features to reduce all-ins off your initial super base if possible, I really think we need some drastic changes in the SC2 map pool.
[PkF] Wire
Profile Joined March 2013
France24211 Posts
February 02 2016 22:55 GMT
#42
Am I the only one to think the gold natural approach is very risky ?
chipmonklord17
Profile Joined February 2011
United States11944 Posts
February 02 2016 22:59 GMT
#43
On February 03 2016 07:55 [PkF] Wire wrote:
Am I the only one to think the gold natural approach is very risky ?


No I posted the same concern on the first page. I don't think this solves anything but switch from being Zerg favor to being Protoss/Terran favored. I don't know what it will do to PvT but I don't even think its a problem, unless you're sOs
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 02 2016 23:05 GMT
#44
On February 03 2016 07:55 [PkF] Wire wrote:
Am I the only one to think the gold natural approach is very risky ?


I think it will favour 2 base all-in play from non-zerg races.
wjat
Profile Joined August 2015
385 Posts
February 02 2016 23:16 GMT
#45
We needed changes... and they gave it to us... THANKS DK, ME HAPPY <3
itsMAHVELbaybee
Profile Joined October 2008
292 Posts
February 02 2016 23:16 GMT
#46
1) lift CC
2) land at natural
3) profit

Don't think its a good idea unless you do something about the natural ramp. At the moment it takes 3 buildings to block.
I am boss. -Minami-ke
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
February 03 2016 00:08 GMT
#47
map change is very important. more important than small unit changes
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
Lockenshade
Profile Joined January 2016
2 Posts
February 03 2016 00:50 GMT
#48
I still don't understand why they have maps that are so overwhelmingly favored to one race. That just makes competition a joke...
But at least they are trying to fix their stupidity...
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
February 06 2016 17:59 GMT
#49
On February 02 2016 16:46 ejozl wrote:
Show nested quote +
On February 02 2016 16:20 Beelzebub1 wrote:
Wanna know what was so "unique" about Overgrowth? It was simple and very balanced. What's wrong with just that?

It had the Gold that Zerg could take, even offensively with Spinecrawler rush. It had the behind the natural area where you can place Siege Tanks, Pylon to warp in and the likes. And it had no Blink area entering the main. It also had a very defensive 4th. I know what you mean though, it was a fine map, but for my liking it was in the map pool for way too long. It's really not up there as one of the best IMO.

Those were things that made interesting games, IMO
To ease another's heartache is to forget one's own - Lincoln
jpg06051992
Profile Joined July 2015
United States580 Posts
February 06 2016 18:06 GMT
#50
Has the actual balance patch been released yet?

And btw, I'm preparing my anus for these map selections that Blizzard is going to be handling. Not favoring standard maps in favor of maps like Ulrena and Prion? Oh man -___-

Wanna know what the interesting feature of Overgrowth was? It was that it was super balanced across the board and it became a standard because of it.
"SO MANY BANELINGS!"
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