|
@Anihc Well if you think I am a bad player I rather give you the winrates. Thanks for so many answers, still seeking for more.
I have a lot of trouble defending my natural on Typhon Peaks in PvZ, I seek for replays and casts all the time, but even if some really excellent GM players play there, they end up loosing 70%. When they do not loose, they were able to make a timing push where zerg overdroned, but imo its nearly impossible to get the abbilty of the watch towers, I mean, he can easily send 6 zerglings there and pulling 5 back without loosing anything after killing a probe/zealot/stalker. And if you move out fully, he gets a great scout of your army and maybe of your tech if he sneaks in a zergling somehow (always make a zealot to block the entry ofc).
|
not a very big fan of the new maps tbh. but its prolly cause im not used to them. searing is quite cool though
|
Backwater Gulch Searing Crater Nezrim Crypt
|
you should make a poll, easier to watch overall result instead of reading every single post
|
These 2 maps for god damn sure:
Typhoon Peaks (PvZ: mass 2base low drone ling all-in can really deny expo here) Searing Crater (too many attack paths if u play vs terran / zerg if they break rocks )
|
I actually like all new maps ;>.
I personally vetoed Xel'Naga Caverns because I always get early pooled, proxy raxed or proxy gated. While I'm able to hold it off easily now, I just don't like it, it makes for uninteresting play xd.
I also have Typhon Peaks vetoed because ever since I first played on it I've disliked it ;/, no particular reason tbh.
|
The poll only allows you to vote once 
I vetoed Thypon, Searing and Backwater.
|
Yes I know, I wrote it into "Edit 2": "I don´t know how to make you able to veto 3 times" so click on your worst nightmare
|
So far I have backwater from last season and nerazim crypt mainly because I feel it's another map where your third is really hard to defend and even harder for Protoss. I am iffy about searing, everytime I have gone for a fast expand it automatically triggers an all in so I just blindy Prepare and so far have been successful vs all 3 rax and roach ling because of the tight choke makin sentries awesome at your natural. I find it easy to take a third and fourth once my natural is secure so it's kind of a trade off off a hard second but easier third. The other 2 new maps are great to go 1 gate fe or ffe or even nexus first if not close postions
|
i vetoed all the new maps bar searing crater, my logic is everyone will have searing crater vetoed so i might as well use it on another map, not that i have played many games on the new maps, but they all seem pretty difficult to take a 3rd and i am not a cheesy player (excluding pvp of course )
|
I think searing is a little better than everyone thinks right now. I agree that it can be bad for protoss. But it has a nutural and a 3rd that are easy to take (sometimes the 3rd is easier than your natural for your 1st base). You cannot really forge expand on it, but I have done a gasless gateway/forge fe vs zerg on it that was kind of cool. FF's are really awesome in the natural if your opponent gets out of position or tries to engage you through a choke, so sentry expand should be pretty good on this map. Thats just how I feel, its not one of the new maps that I would say is Protoss favored, but I don't think it favors any one race yet.
|
Maps don't matter that much as Toss like they do Zerg, it also depends massively on whether you're a macro toss or a timing attack Toss.
Veto Searing becuase it sucks.
|
i play protoss on my second account
all maps are suitable imo, you just have to scout early game and adjust your opening build
9 pylon scout every game
|
@Skyfish Well, if your enemy does not: 1. pull drones to destroy your probe sneaking through the mineral line to make him loosing mining time if he pulls 2. following your probe with early zerglings, following your probe with a drone
You can make it plant some nice proxy pylons all over the place and a secondary scout around the 5 minute mark (which I love to do), but usually especially on not wide open maps like taldarim altar, the second scout is not possible, and if zerglings secure the xel nagas tower (5-6) your stalker cant poke in to check for some roaches. So I nearly always play with Stargate which gives me a nice scout and denys all his vision, but I often get attacked at around the 6 minute mark, sometimes a few seconds later, and my first void ray is just going to pop-out, so I have only 1 zealot, 2-3 sentrys+2-3 cannons, which is really bad for me, since those roaches do heavy amout of damage to any buildings and can take out cannons quiet easily.
And hallucination, its a great spell, but you need 8 sentrys to be able to use it constantly and still have enough for force fields/guardian shield and 800 gas is really HUGE if you are a non-robo oriantated player, which loves to get fast high templar with storms or dt´s for early harrasment.
Also, you arguement "scout early" (and always) is a obvious arguement, I mean if you do this you know whats up, but e.g. on abyssal caverns (one of my fav. maps) you won´t be able to scout his attack, since the xel naga tower gives you no vision to the movement from him to your natural.
|
|
|
|