Incentives to move out on the Map - Page 4
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mcgavin
Canada47 Posts
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kickinhead
Switzerland2069 Posts
On May 10 2010 08:42 mcgavin wrote: I think that the reason why you don't see alot of people moving out of there base unless they plan to attack or expand is because the map pool is pretty limited and most map are either too small or too big. When it only takes 15-20 sec to reach your opponents natural, there is no insentive to take possition in the middle when you could just chill by your choke where your re-enforcement are closer. Otherwise, maps like desert oasis makes it very dangerous to venture out far in fear of counter attacks. There's a 50-50 chance your opponent will end up taking the other route and it just turns into an elimination race. All you need is 2-3 cheap unit in the middle to scout expos and towers. I don't think any map is too big and DO is o dangerous to move out cuz of the 2 different paths... | ||
Two_DoWn
United States13684 Posts
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stork4ever
United States1036 Posts
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me_viet
Australia1350 Posts
Or a T that pushes out with 4-5 Thors with mass Helions. Mind you, this can be done quite quickly so that the advantage of having extra bases hasn't kicked in yet. lol maybe i'm just noob but yea =S | ||
StayFrosty
Canada743 Posts
On May 04 2010 16:00 imBLIND wrote: what about scout towers? what about mineral patches that give more money? what about having buildable terrain on the map so people can proxy? how about winning the game? i don't think thats a reason to move out yet is it? You might wanna play more games if you haven't already. strong douchebaggery here | ||
Comeh
United States18918 Posts
...Because he is right? Honestly, those are three legit reasons. And its not like there wasn't turtling in scbw D: | ||
Darby.mcg
United States16 Posts
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kickinhead
Switzerland2069 Posts
On May 10 2010 14:37 Comeh wrote: ...Because he is right? Honestly, those are three legit reasons. And its not like there wasn't turtling in scbw D: And it's not like you understand the topic at all.... Plz ppl - read the post's before you start writing stuff we've discussed 10x before in this thread. It's not about expanding or getting single Units out on the Map, it's about constant movement and holding positions on the Map without necessarily attacking or expanding. | ||
KULA_u
Switzerland107 Posts
giving the player some real good incentives would really counteract this. watchtowers could be made more interesting (like only revealing the map in one direction, but farther.). High ground advantage HAS to come back. it is just so extremely sad, that all maps are basically flat with some minor obstacles. (high ground is either an extreme advantage or no advantage at all...) they improved the design possibilities with rocks, grass, watchtowers and yellow minerals, but just took away the most important thing in mapdesign: high ground. | ||
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