Lets see if all this is enough to bring P/Z on pair with T...
Makes a lot of sense, considering how much P/Z rely on gass more then T. Should help...
Forum Index > SC2 General |
Gotmog
Serbia899 Posts
Lets see if all this is enough to bring P/Z on pair with T... Makes a lot of sense, considering how much P/Z rely on gass more then T. Should help... | ||
ZeroCartin
Costa Rica2390 Posts
| ||
joyeaux
United States169 Posts
On October 28 2011 02:07 Daralii wrote: Winter Bel'shir sounds pretty neat. Much love for snow maps. I assume the removal of golds is due to the recent trend of Z early expanding to them and then just turtling before overwhelming their opponent. No, because zergs take their naturals as their second base, and if they expand to a gold "early" they aren't mined out at their main yet. A zerg on 3+ bases is limited by GAS in creating a bigger army of the appropriate composition, not MINERALS, so the gold base doesn't help that much. Terrans happily continue making mineral heavy units like marauders, hellions, and marines, on top of benefiting more from the gold base than any other race because of mules. Beyond that, the gold is often in a vulnerable location that T can hold more easily than other races because they have planetary fortresses. | ||
TeeTS
Germany2762 Posts
| ||
weedhydra
28 Posts
| ||
Doso
Germany769 Posts
| ||
Stipulation
United States587 Posts
On October 28 2011 02:52 Klystron wrote: As a zerg player Calm before the Storm is somewhat concerning. Rocks at the 3rd and 4th are going to make it really hard for Z to secure a 3rd unless they decide to pull a funday monday and expand ot the other half of the map. Another issue that I see is crossroads in front of the nat. It looks like it is going to be pretty easy to contain someone to their little pocket. I actually think that it wouldn't be a bad idea to have a backdoor path from the 4th to the third. You could use that to either harass a third, better secure a 4th, or sneak units out to get a flank or counter attack. I feel sorry for Zerg on here. Where exactly is zerg supposed to fight? I do approve of making muta/drop difficult though. | ||
MrMotionPicture
United States4327 Posts
| ||
Bayyne
United States1967 Posts
On October 28 2011 05:01 Doso wrote: Antiga Shipyard cross only - if the map wasn't bight enough already *sigh* The map has positional imbalances if you don't spawn cross positions, i.e. one of the player's third base is MORE exposed than the other's. This is a necessary change. | ||
Adebisi
Canada1637 Posts
| ||
price
United States297 Posts
On October 28 2011 04:57 joyeaux wrote: Show nested quote + On October 28 2011 02:07 Daralii wrote: Winter Bel'shir sounds pretty neat. Much love for snow maps. I assume the removal of golds is due to the recent trend of Z early expanding to them and then just turtling before overwhelming their opponent. No, because zergs take their naturals as their second base, and if they expand to a gold "early" they aren't mined out at their main yet. A zerg on 3+ bases is limited by GAS in creating a bigger army of the appropriate composition, not MINERALS, so the gold base doesn't help that much. Terrans happily continue making mineral heavy units like marauders, hellions, and marines, on top of benefiting more from the gold base than any other race because of mules. Beyond that, the gold is often in a vulnerable location that T can hold more easily than other races because they have planetary fortresses. I can see a few exceptions to this in early ling/roach-heavy rushes. It's ludicrous how many units you can get out for ling/roach timings if you take an early gold (even if you are in a dangerous spot against early pressure build). Clearly though they are experimenting to see how gold mineral patches affect code S racial composition ... | ||
Clank
United States548 Posts
| ||
oOOoOphidian
United States1402 Posts
| ||
meep
United States1699 Posts
| ||
namste
Finland2292 Posts
| ||
Deshkar
Singapore1244 Posts
| ||
Dbla08
United States211 Posts
| ||
Treadmill
Canada2833 Posts
| ||
Geovu
Estonia1344 Posts
3 super easy bases that make a triangle so drops are less effective, esp on main. Then they slapped on the 4 extra bases from Luna's third and called it a day. I approve of this map def. It looks basically like an evolution of what Tal' Darim Altar originally tried to accomplish, except more in Protoss' favor and less in Terrans' due to easy bases that are not hard to defend from drops. Once you take a third on Tal'Darim you are basically asking Terran to drop you lol. | ||
sjschmidt93
United States2518 Posts
| ||
| ||
StarCraft 2 StarCraft: Brood War Dota 2 Counter-Strike Heroes of the Storm Other Games summit1g6370 Grubby2778 Beastyqt976 B2W.Neo265 Hui .205 syndereN175 QueenE157 TKL 143 Khaldor62 FunKaTv 60 PiGStarcraft33 ZombieGrub27 EmSc Tv 21 Chillindude15 trigger5 Organizations StarCraft 2 Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • MindelVK 28 StarCraft: Brood War• Reevou 7 • Kozan • Laughngamez YouTube • sooper7s • AfreecaTV YouTube • intothetv • Migwel • IndyKCrew • LaughNgamezSOOP League of Legends Other Games |
The PondCast
BSL: GosuLeague
Julia vs cavapoo
Kakan vs UltrA
CranKy Ducklings
Korean StarCraft League
SOOP
Bunny vs Zoun
Master's Coliseum
Master's Coliseum
Wardi Open
Sparkling Tuna Cup
|
|