Would island maps really be that imbalanced? - Page 3
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Whitewing
United States7483 Posts
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StarStruck
25339 Posts
All I'm saying, is there's probably a valid reason why Blizzard has stayed mum on them and the fact they edited such maps like Lost Temple to have semi-islands with rocks instead. I definitely think it works on some maps as an expansion for late game play as a lot of the action would revolve around it (if it ever gets to that point anyway; would have to be a really good map already). | ||
dignity
Canada908 Posts
On August 28 2011 14:22 sheaRZerg wrote: All expo landing positions would *have* to be initially blocked by rocks or minerals for Terran to not have an unfair macro advantage...and would have to wait for drops as would the other races I think besides that it would be interesting to see. If I had to guess I would say that it would favor Protoss at that point. Between Voidrays and phoenixes they seem like they would be the strongest in early air on air battles. I feel like zerg would probably be the weekest, just going on the rule of thumb that they are supposed to keep one base ahead...which would be impossible for a large amount of the early game. Nydus would be interesting for defending bases later on. I would actually be worried as terran as it got to late portions of the game, as they dont have warpgates or nydus to get defenses to bases later on. This would pretty much be the only time that destructible rocks were a good idea. | ||
Teim
Australia373 Posts
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tuho12345
4482 Posts
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Alzadar
Canada5005 Posts
On August 28 2011 14:33 Whitewing wrote: Terran would be so ridiculously strong on an island map as is. Their dropships heal, they're the only race that gets access to a legitimate flying spellcaster (mothership doesn't count), vikings have so much range and are the best anti-air air unit in general. They also just plain have the most air units in general. Well at least you aren't going on about lifting CCs... However I'm not sure your arguments are really that compelling. I don't really see how Medivacs being able to heal would be all that much more significant on island maps than it is on regular maps, and because your opponent would be anticipating drops, they might actually be less effective. The Raven isn't really a good harass unit and is easily killed if it has no supporting units, and there wouldn't be any supporting units if they're stuck on the home island. Part of the reason that makes Terran air strong is that it can pull back to the safety of a Marine ball if it is threatened, if that isn't available then Vikings, Banshees, Ravens, Medivacs and even Battlecruisers are all very vulnerable to enemy air, because they can't retreat. If you bring your Vikings close to the enemy and it turns out he has 2 more Phoenix than you, you will lose everything. | ||
Yoshi Kirishima
United States10147 Posts
there are so many things they can do to address these different things for each race, like neutral creep, rocks, no landing zone for CCs, etc etc. i'm sure it can be done but it will probably be hard i'd like to see one though xD | ||
MuteZephyr
Lithuania448 Posts
Seems to me zerg would have a MASSIVE advantage. A) Early game harass/cheese, every zerg's nightmare, would no longer be an issue. B) Terran have no answer for mutalisks except marines, and in certain situations thor. Note that both of these are ground units. To transport them across islands, they need to be carried in medivacs. Any zerg player worth his salt would have no issue cutting the terran's supply instantly should he move out. Protoss have phoenix which are good vs muta if in even quantities. Unfortunately zerg can mutas way way faster. C) Infestors can fungal dropships/prisms over air if not making mutas. D) Zerg have the only, albeit slow, early game air scouting unit. On maps with multiple spawns, zerg will be able to find their opponent first, and contain the surrounding airspace with mutas easily. E) Nydus worm. Somewhat expensive yes, but there is no chance you will lose your entire army because your transports are shot down. Plus, even if you do plan on drops, zerg have the most readily available dropship unit, only requiring one/two upgrades from a building they will have anyway. I don't think island maps would work at all. Protoss/terran would have one hell of a hard time just leaving their island. Yes turrets are good. But you can't attack with them. Protoss would have no chance. Terran could have a chance if they double CC after engi bay or something and double expanded. But a good zerg player will have a throng of mutas out soon enough and will shut down any dropships that venture out. A long starvation game will ensue where the zerg will win as the terran will be stuck on 3 bases without options to leave. That was pretty long TLDR: No, I think it would be a bad idea. And it's been discussed before anyway. :D | ||
Elwar
953 Posts
I agree with the consensus that it would probably favour Terran. Protoss would probably recieve the worst end of the stick, been the race most vulnerable to drops and not really having air units factor too heavily in the current metagame. But then again it could evolve new strategies for protoss to secure an island. So yeah worth a shot maybe, if its completely one-sided it can always be vetoed and then yanked at the next map rotation. | ||
Diamond
United States10796 Posts
I am down to put about any map in any tournament and have proved this. I won't touch island maps. | ||
synapse
China13814 Posts
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Wrongspeedy
United States1655 Posts
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barkles
United States285 Posts
On August 28 2011 14:46 MuteZephyr wrote: I don't know why people are saying terran would be OP... Seems to me zerg would have a MASSIVE advantage. A) Early game harass/cheese, every zerg's nightmare, would no longer be an issue. B) Terran have no answer for mutalisks except marines, and in certain situations thor. Note that both of these are ground units. To transport them across islands, they need to be carried in medivacs. Any zerg player worth his salt would have no issue cutting the terran's supply instantly should he move out. Protoss have phoenix which are good vs muta if in even quantities. Unfortunately zerg can mutas way way faster. C) Infestors can fungal dropships/prisms over air if not making mutas. D) Zerg have the only, albeit slow, early game air scouting unit. On maps with multiple spawns, zerg will be able to find their opponent first, and contain the surrounding airspace with mutas easily. E) Nydus worm. Somewhat expensive yes, but there is no chance you will lose your entire army because your transports are shot down. Plus, even if you do plan on drops, zerg have the most readily available dropship unit, only requiring one/two upgrades from a building they will have anyway. I don't think island maps would work at all. Protoss/terran would have one hell of a hard time just leaving their island. Yes turrets are good. But you can't attack with them. Protoss would have no chance. Terran could have a chance if they double CC after engi bay or something and double expanded. But a good zerg player will have a throng of mutas out soon enough and will shut down any dropships that venture out. A long starvation game will ensue where the zerg will win as the terran will be stuck on 3 bases without options to leave. That was pretty long TLDR: No, I think it would be a bad idea. And it's been discussed before anyway. :D +1 Mutalisks are the best all-purpose (ground damage, air damage, tech level, and cost) air unit in the game, and on island maps air units and drops reign supreme. Since zerg also have two ways to drop and generally are the most vulnerable to very early game all-ins on normal maps, my personal opinion is that zerg would benefit the most from an island map. | ||
GTPGlitch
5061 Posts
On August 28 2011 14:27 StarStruck wrote: A lot of us have seen it before. Some semi-island maps are fine, but that doesn't change the fact that zerg air units are a lot weaker to their counter-parts corruptors, blords, and mutas sure are weak | ||
T0fuuu
Australia2275 Posts
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halvorg
Norway717 Posts
To your idea, I see no point in playing island maps. They flip so much in the game upside down - and if I was to play a completely different type of map in Starcraft 2, it sure as hell wouldn't be an island map. | ||
Fiend13
Germany140 Posts
See the problem now? | ||
TheAmazombie
United States3714 Posts
I just think it needs to be tried more, especially with 2-3 base per island. | ||
PhiliBiRD
United States2643 Posts
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EMPaThy789
New Zealand878 Posts
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