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New sparkle looks better but protoss still gets the extra minerals if they want to. Not sure what to think about that. They should make that whole thing zerg only.
On March 04 2018 14:55 Terrorbladder wrote: Transistor 1.0 is also out, but there's only one change (reduced mineral from 749 to 499 in all mineral patches of the main base and natural). According to the author this is to reduce the number of marines that Terran could have late game against Zerg because Zerg can't handle it (lol)
lol
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I like the newest Sparkle. I think it gave Zerg another buff with the 3 mineral patches at the Zerg only gas. Zerg needs the hatchery already anyways. But Terran and Protoss have to sack 400 minerals to mine it.
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On March 04 2018 15:13 Alpha-NP- wrote: I like the newest Sparkle. I think it gave Zerg another buff with the 3 mineral patches at the Zerg only gas. Zerg needs the hatchery already anyways. But Terran and Protoss have to sack 400 minerals to mine it.
They could also start to long-distance mine it when they start to over-saturate their bases.
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As somebody who's not played on a map with a neutral lair before, what does this offer zerg? I assume that you put drones on it to mine/gas, but it doesn't give you larva/tech unlocks. So it's an extra 3 patches + gas for zerg without needing to make a hatchery to help them survive early game enough to get air units/nydus up?
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On March 04 2018 16:23 Wonk wrote: As somebody who's not played on a map with a neutral lair before, what does this offer zerg? I assume that you put drones on it to mine/gas, but it doesn't give you larva/tech unlocks. So it's an extra 3 patches + gas for zerg without needing to make a hatchery to help them survive early game enough to get air units/nydus up?
The Lair is there to make creep, it doesn't do anything else for Z. Zerg can build like normal while P or T can't build on creep.
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On March 04 2018 16:26 Ethelis wrote:Show nested quote +On March 04 2018 16:23 Wonk wrote: As somebody who's not played on a map with a neutral lair before, what does this offer zerg? I assume that you put drones on it to mine/gas, but it doesn't give you larva/tech unlocks. So it's an extra 3 patches + gas for zerg without needing to make a hatchery to help them survive early game enough to get air units/nydus up? The Lair is there to make creep, it doesn't do anything else for Z. Zerg can build like normal while P or T can't build on creep.
Is that it all it gives? I thought it would do something more advantageous in the early game, going from what i've seen of the ZvPs and ZvTs I've watched on sparkle.
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On March 04 2018 16:43 Wonk wrote:Show nested quote +On March 04 2018 16:26 Ethelis wrote:On March 04 2018 16:23 Wonk wrote: As somebody who's not played on a map with a neutral lair before, what does this offer zerg? I assume that you put drones on it to mine/gas, but it doesn't give you larva/tech unlocks. So it's an extra 3 patches + gas for zerg without needing to make a hatchery to help them survive early game enough to get air units/nydus up? The Lair is there to make creep, it doesn't do anything else for Z. Zerg can build like normal while P or T can't build on creep. Is that it all it gives? I thought it would do something more advantageous in the early game, going from what i've seen of the ZvPs and ZvTs I've watched on sparkle. Well, Zerg can now expand to the corner bases without drop again which seems to be problematic in the mid game vs mass sair.
They completely removed the middle base, too. So no more double gas as third for P.
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On March 04 2018 17:30 Cryoc wrote:Show nested quote +On March 04 2018 16:43 Wonk wrote:On March 04 2018 16:26 Ethelis wrote:On March 04 2018 16:23 Wonk wrote: As somebody who's not played on a map with a neutral lair before, what does this offer zerg? I assume that you put drones on it to mine/gas, but it doesn't give you larva/tech unlocks. So it's an extra 3 patches + gas for zerg without needing to make a hatchery to help them survive early game enough to get air units/nydus up? The Lair is there to make creep, it doesn't do anything else for Z. Zerg can build like normal while P or T can't build on creep. Is that it all it gives? I thought it would do something more advantageous in the early game, going from what i've seen of the ZvPs and ZvTs I've watched on sparkle. Well, Zerg can now expand to the corner bases without drop again which seems to be problematic in the mid game vs mass sair. They completely removed the middle base, too. So no more double gas as third for P.
Ah yes, I see now. Giving zerg an easier time taking one of the other mains instead of forcing them towards the middle is a nice improvement.
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On March 04 2018 15:13 Alpha-NP- wrote: I like the newest Sparkle. I think it gave Zerg another buff with the 3 mineral patches at the Zerg only gas. Zerg needs the hatchery already anyways. But Terran and Protoss have to sack 400 minerals to mine it. But on some positions you cannot build a Hatch in a location that allows for both efficient mineral and gas mining, as the Khaydarin Geyser can only be mined from the side…
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United Kingdom12021 Posts
On March 04 2018 18:22 Freakling wrote:Show nested quote +On March 04 2018 15:13 Alpha-NP- wrote: I like the newest Sparkle. I think it gave Zerg another buff with the 3 mineral patches at the Zerg only gas. Zerg needs the hatchery already anyways. But Terran and Protoss have to sack 400 minerals to mine it. But on some positions you cannot build a Hatch in a location that allows for both efficient mineral and gas mining, as the Khaydarin Geyser can only be mined from the side…
It's better than nothing, it's going to be hard to efficiently mine from a 3 patch base anyway. These are more a little bonus than anything else.
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can someone pls direct link me to the latest versions of sparkle and transistor? thx!
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On March 04 2018 16:23 Wonk wrote: As somebody who's not played on a map with a neutral lair before, what does this offer zerg? I assume that you put drones on it to mine/gas, but it doesn't give you larva/tech unlocks. So it's an extra 3 patches + gas for zerg without needing to make a hatchery to help them survive early game enough to get air units/nydus up? Zerg needs Nydus Canals in 1v1 anyways in ZvT and ZvP. So it gives Zerg a little buff on Islands. And also allows Zerg to Nydus expand.
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Almost looks like some one ripped off Blood and Iron.
What a fucked up map name…
No idea how you are supposed to stop a Terran timing push. Maybe by just drop harassing and expansing in the top?
Why they think it would be a good idea to add completely untested maps at short notice every time (Gold Rush turned out alright, but I really have my doubts about this one) instead of getting the most out of their open submissions; I don't get at all.
EDIT: And of course the ramps are buggy and mining looks fishy in many places…
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Wow. ASL really going for the odd maps this season.
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On March 14 2018 18:48 Freakling wrote:Almost looks like some one ripped off Blood and Iron. What a fucked up map name… No idea how you are supposed to stop a Terran timing push. Maybe by just drop harassing and expansing in the top? Why they think it would be a good idea to add completely untested maps at short notice every time (Gold Rush turned out alright, but I really have my doubts about this one) instead of getting the most out of their open submissions; I don't get at all.
Well, freshness of new map is also important issue, i think.
Nowadays, so many games are playing in streaming everyday.
I also agree with that it is too short to test maps, but it is not unfair.
Every player have same term of practicing new maps.
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It is not a matter of it being unfair to players because of limited testing time per se, but because with highly experimental concepts like this balance is a gamble at best and there's simply no chance to sort out the worst outliers before players have to play tournament games on them, especially given that they still haven't established any basic quality standards or debugging practices, so it is also on the players to sort out basic stuff like miner pathfinding issues. I very much appreciate Afreeca's willingness to err on the experimental side and thus giving the game a chance to move forward in meta (and providing entertaining games, hopefully), but look at the amount of changes Sparkles has undergone since its first iteration, and you get an idea how maps like this need to be handled properly.
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