Mandatory protected natural for every map? - Page 3
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mishimaBeef
Canada2259 Posts
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Qwyn
United States2779 Posts
On February 21 2018 06:09 mishimaBeef wrote: could the ZvX issue be resolved by having a high hit point creep source at a 3rd base? or perhaps some sort of creep dynamic within the 2 base setup that affects income rate? That's a really interesting idea, but I think that Blizzard (and hence mapmakers, for the most part) are going to shy away from it because it's less elegant a solution than designing the map with an open natural (or some other design) in the first place (new/beginning players would be very confused, think about how long Blizzard waited before adding neutral depots/destructable rocks). Depending on how it is implemented it could be hard to balance, either giving Zerg players a huge advantage or end up being utterly useless. It's a very clever idea nonetheless. | ||
YourFavoriteTerran
33 Posts
On February 19 2018 21:31 kugHop wrote: Protoss would turtle into an unbeatable air army, Terran would turtle into an unbeatable mech army and Zerg would have zerglings run in circles around hatchery while broodlors and other siege units set up Zerg-Woodstock outside the opponents bases, this would just bring back the "good" old days of swarmhost sieges. Did you just say Terran and unbeatable mech army in the same sentence? Terran is down by 5-8% in every matchup at Grandmaster level. | ||
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