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Active: 8973 users

Terran AddOns placement

Forum Index > SC2 General
Post a Reply
SinO[Ob]
Profile Joined October 2010
France898 Posts
Last Edited: 2026-02-27 15:43:22
February 27 2026 15:24 GMT
#1
I was wondering why terrans addons are forced to be placed on the same spot everytime.
Would it be possible to have a change where, if the addon cannot be construct on his initial location, it just moves to another corner of the building? Or even make a possibilty for the player to choose where he want to place it.
Or is there a balance problem I don't see here? Because depending on the placement on the map for the terran player it can ease a lot some defenses/transitions, even having a better way to manage in-base buildings placements.


[image loading]
Stephano and Clem enjoyer
Cygnus
Profile Joined February 2004
United States853 Posts
February 28 2026 18:22 GMT
#2
I look at is as an asymmetrical reality of the game, yes is does effect how you need to approach walls from different locations however it is a consistent rule for all players and at this point I'll just call it charming.
Agh
Profile Blog Joined July 2010
United States1095 Posts
March 01 2026 16:06 GMT
#3
Because it's an unnecessary level of complexity that doesn't need to be there.
You'd have just as many people annoyed about the extra 2 actions + camera requirement to place the add-on.

No point in taking something simplistic and functional that works and tacking on the model, animations and "rotate" button that would be necessary
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
DarkPlasmaBall
Profile Blog Joined March 2010
United States46275 Posts
March 01 2026 17:02 GMT
#4
Terrans already have the most freedom with building placement (Zerg needs creep, Protoss needs pylon power), and Terrans do just fine by planning their base layout / chokepoints.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
OmniSkeptic
Profile Joined January 2021
Canada87 Posts
March 01 2026 22:52 GMT
#5
I have thought about this before but the addon system looks shockingly complicated in the editor and I really don't want to invest time into figuring that out when time is already limited and there are more important things to figure out
Mapmaker from Canada. “Be the change you wish to see in the cushions”.
lorenaziwz
Profile Joined March 2026
1 Post
Last Edited: 2026-03-13 11:35:39
March 12 2026 13:58 GMT
#6
On February 28 2026 00:24 SinO[Ob] wrote:
I was wondering why terrans addons are forced to be placed on the same spot everytime.
Would it be possible to have a change where, if the addon cannot be construct on his initial location, it just moves to another corner of the building? Or even make a possibilty for the player to choose where he want to place it.
Or is there a balance problem I don't see here? Visit https://goldenpokies.online/ to explore our newest offers. Because depending on the placement on the map for the terran player it can ease a lot some defenses/transitions, even having a better way to manage in-base buildings placements.


[image loading]


The fixed addon placement dates back to Brood War. It was a core part of Terran base building. Blizzard initially maintained it in SC2 to preserve that feel and strategic depth. They wanted Terran to feel distinct in its base building limitations. The rigid placement forces Terran players to plan their base layout carefully from the very beginning. It emphasizes macro mechanics (spending resources efficiently) and early scouting to anticipate attacks on those fixed points. The argument was that allowing free placement would reduce this pressure and make Terran too forgiving.
singamlottery
Profile Joined March 2026
1 Post
March 13 2026 04:18 GMT
#7
--- Nuked ---
aouncheemabwp5
Profile Joined March 2026
1 Post
March 13 2026 05:43 GMT
#8
--- Nuked ---
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