Topic FFE on Shattered Tempel and Tal'darim
Reflexive #777
Reflexive
In my opinion, these maps are biased in PvZ (in the favor of protoss), they can FFE without problem but zerg can't react by taking a fast third. I think the rocks on these maps should be removed ( on shattered, just the rocks to the normal expo should be removed).

The situation is just like in season 5, where xel'naga caverns was biased in favor of terran because they could get a pf on the gold and pretty much screw you over by mule'ing it ( gold bases should be removed too, IMHO)

Thoughts?
Toegrinder #907
Toegrinder
Shattered is going anyway so no problem there,

Tal darim, I think cause its so big, being able to take 3 bases fast would be too strong, hence the rocks.
Iksf #304
Iksf
Veto them.......
Timelog #850
Timelog
MVP - StarCraft II
Shattered is going anyway so no problem there,

Tal darim, I think cause its so big, being able to take 3 bases fast would be too strong, hence the rocks.


On the original gsl version there were no rocks at the third of Tal'Darim. To balance that the third only had 6 mineral patches and 1 gas.
MertoL #145
MertoL
Temple is ok I would even like if they returned the old version with island expands. I would like it more if they removed the rocks from the gold expand and make it regular minerals.
Byaka #860
Byaka
Edited by Byaka on 19/03/12 11:09 (GMT)
(on tal darim) make a third hatch next to the rocks. when u get units out u destroy those rocks and u'll make ur third. U'll have the macro hatch and some fast creepspread.
Timelog #850
Timelog
MVP - StarCraft II
19/03/2012 09:11Posted by Byaka
(on tal darim) make a third hatch next to the gold rocks. when u get units out u destroy those rocks and u'll make ur third. U'll have the macro hatch and some fast creep.


yup I agree with this. It's a solid way to expand, you can even begin mining before the rocks are destroyed, be it a bit slower.
McFly #302
McFly
Edited by McFly on 19/03/12 11:15 (GMT)
In my opinion, these maps are biased in PvZ (in the favor of protoss), they can FFE without problem but zerg can't react by taking a fast third. I think the rocks on these maps should be removed ( on shattered, just the rocks to the normal expo should be removed).

The situation is just like in season 5, where xel'naga caverns was biased in favor of terran because they could get a pf on the gold and pretty much screw you over by mule'ing it ( gold bases should be removed too, IMHO)

Thoughts?


I hate FFE on Shattered, too. It's downright insulting how anti-Zerg the destructible rocks are.

That said, you are in Bronze. And I'm pretty sure in Bronze you can outmacro a Toss 2-base to 2-base easily with a little bit more skill. I mean, I have been improving my macro bit by bit lately and now I can outmacro FFE Plat Tosses on even bases (unless the Toss is actually good, and most of them in Gold/Plat, well, are not. To put it mildly).

So instead of complaining about maps I'm pretty sure time would be well spent just by polishing your macro. Cause it's not the map and the inability to take an easy third that is losing you games, as much as you might hate to admit it. 95% of the blame is on you, if not more, and map imbalance won't really come into the equation for a long, long time.
turbulence #364
turbulence
It's really quite simple:

a) You're not supposed to be that greedy. You don't have a right to highly abusive greedy play the toss can't punish if the zerg defends correctly. And don't ccome with the "zerg must always be at least 1 base ahead bullcrap"

b) Give toss a break, they suffer quite a lot to get that nexus up as early as you get your n´hatch up. (tech)

c) The naturals on those maps are wide and harder to defend from 2base attacks than other maps' naturals

d) take your third somewhere else, zerg is after all the most mobile race

e)
19/03/2012 09:11Posted by Byaka
(on tal darim) make a third hatch next to the rocks. when u get units out u destroy those rocks and u'll make ur third. U'll have the macro hatch and some fast creepspread.
NuggetMaster #901
NuggetMaster
Shattered is going anyway so no problem there,

Tal darim, I think cause its so big, being able to take 3 bases fast would be too strong, hence the rocks.


On the original gsl version there were no rocks at the third of Tal'Darim. To balance that the third only had 6 mineral patches and 1 gas.

Blizzard I think said they would never do 6 mineral 1 gas, they want to keep everything 8/2

Prob why the rocks are there to compensate.
NuggetMaster #901
NuggetMaster
19/03/2012 19:54Posted by turbulence
And don't ccome with the "zerg must always be at least 1 base ahead bullcrap"

DONT GIVE ME A VALID EXCUSE!!!!




19/03/2012 08:24Posted by MertoL
Temple is ok I would even like if they returned the old version with island expands.

Get out
Tarkaan #864
Tarkaan
I like how some players try to tell other people how the game is "supposed" to be. turbulence, did you take part in creating this game or what? your ignorance gives me a headache.

On topic: If you want a fair macro game veto both maps. No reason to make macroing harder and more susceptible to a timing push if you can avoid it.
Accelerator #139
Accelerator
It's really quite simple:

a) You're not supposed to be that greedy. You don't have a right to highly abusive greedy play the toss can't punish if the zerg defends correctly. And don't ccome with the "zerg must always be at least 1 base ahead bullcrap"


"Most Zerg unit compositions are extremely cost-inefficient. Zerg strategies built around these compositions rely on using a stronger economy to outproduce the opponent. Therefore, Zerg is generally considered to need at least one more mining base than his/her opponent. "

From teamliquid wiki, just to inform stupid people who don't know what they're talking about.
Dollar #797
Dollar
Try doing stuff like these if you hate P to FFE http://imageshack.us/photo/my-images/13/screenshot2012032004234.jpg/
McFly #302
McFly
It's really quite simple:

a) You're not supposed to be that greedy. You don't have a right to highly abusive greedy play the toss can't punish if the zerg defends correctly. And don't ccome with the "zerg must always be at least 1 base ahead bullcrap"


"Most Zerg unit compositions are extremely cost-inefficient. Zerg strategies built around these compositions rely on using a stronger economy to outproduce the opponent. Therefore, Zerg is generally considered to need at least one more mining base than his/her opponent. "

From teamliquid wiki, just to inform stupid people who don't know what they're talking about.


You don't have the right to highly abusive greedy teamliquid wiki referencing Turbulence can't be bothered to check. And don't come with the "you need to actually understand the game to comment on it bullcrap".

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