PTR for 1.3.5 now available - Page 11
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XXXSmOke
United States1333 Posts
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Euronyme
Sweden3804 Posts
On July 12 2011 08:15 iCCup.Diamond wrote: Did they fix input limit reached yet? I think it's on their long list of things to implement. It's right under shared replay viewing and LAN. It's always something to look forward to, and I've heard rumours about it currently being worked on, and is planned to be implemented within the next 25-30 years. | ||
acrimoneyius
United States983 Posts
On July 12 2011 01:28 Wr3k wrote: Honestly I think infestor+bl being op is a crock. Look at Zenio vs Byun. GHOSTS. I hope they don't mess with too much, balance feels pretty good at the moment. I'm guessing itl just be some new maps + the linked regions & some minor changes like the the hellion icon. Oh yeah, that one game where he used ghosts and lost | ||
wolfe
United States761 Posts
On July 12 2011 08:47 acrimoneyius wrote: Oh yeah, that one game where he used ghosts and lost Because he had HORRIBLE positioning. Tanks unsieged and ghosts/bio in a ball against a wall as banelings rolled in. You guys need to learn to take into account what actually happened rather than simply. He had this, and he had this and he won, thus I conclude... fail. | ||
doomed
Australia420 Posts
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MooMooMugi
United States10531 Posts
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razy
Russian Federation899 Posts
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nvs.
Canada3609 Posts
On July 12 2011 09:03 MooMooMugi wrote: I remember Tastosis talking about the red flame picture, glad they finally fixed that xD Now to get Tastosis to talk about the maps. ^^ | ||
SnowK
United States245 Posts
Test1 Players spawn at roughly the 2, 5, 8, 11 o'clock positions. The main has a ton of surface area, with a small ramp leading down to a moderately sized choke and natural. The ramp is small so that walling off is easy (2 depot, 1 rax or other variations) and the choke at the natural looks smaller than Xel'naga Cavern's natural, but larger than Tal'darim Altar's natural, so walling off there will take some large structures to do. A unique feature about this map is the curve of Line of sight plants in front of the natural (They look like LOS plants anyway; they may be rocks). I want to try to tackle this later because it's not been seen before to my knowledge). The central area is really flat, except for 4 raised platforms with a Xel'naga tower on each. This is pretty awesome for Siege tanks. Additionally, there's plenty of air room along the perimeter of the map, but this will depend on where the map bounds are set in the editor, so it may actually be smaller than it appears. If there's a good amount of room, Banshee harassment and drop play will be good things to exercise on this map because of the ease of getting away. Large surface area in the main may increase the chance of finding a blind spot as well. Gold expansions at 12, 3, 6 and 9 positions are on low ground, have rocks blocking expanding, and the vespene geysers are placed such that they are vulnerable to air harass along the perimeter of the map. For cross positions, it will be interesting to see if any new strategy revolves around double gold expanding. Unlike other maps, they're really accessible for this spawn state, but this will probably develop like any other macro game. For close positions, the player that spawns counter-clockwise from the other player looks to have the advantage (e.g., P1 at 8, P2 at 5, P1 > P2), and I think part of this has to do with 1) your main having a large perpendicular area in relation to the other player for Air and drop harass, and low ground tank sieges, and 2) the path the disadvantaged player would have to take to move out towards the enemy is at risk of encountering a good arc setup. For some extra cheesiness, take a look at the shelf above the gold's mineral line, and you'll see that you should be able to siege from the low ground and hit the player's gas and closer portion of his mineral line. It may even be possible to place the tanks out of range of retaliation from the main, which would be really painful. It will require a spotter or a scan, but there is also some good air space nearby to spot from without much danger, so 1/1/1 with tanks and a spotter may be a strong build for close positions when you're in this advantage. Test2 This map looks really cool - the way it's setup and its aesthetics. Narrow ramp at the main, and wide ramp at the natural ala Backwater Gulch. On top of that, there is also an extra ramp nearby that gives an additional path up to your natural. They are close enough to be covered by one tank group, however. Walling at the natural will probably take 2 rax, 2 depot or something similar. A smaller, third ramp is opposite of the second ramp, but is protected by a row of destructible rocks. A spotter watching for an early break here will be critical if you don't wall your main off. Gold expansions are pretty exposed. There's high ground nearby, and air access to the gold mineral line, making it a pain to defend. One real interesting point is a small two-step cliff access to the main from the gold. Not only will this expose your main production buildings, but also your natural's mineral line. May want to try 1 Reaper FE for some sneaky scouting and harass. Later game, colossi may be able to use this to do some hit and running too. I also anticipate this little area will be a probable blind spot for less sim-city aware players, making them vulnerable to drops. There is also a plateau between the top and bottom spawn third bases, and if you happen to spawn in these positions, will definitely be a point of conflict for anyone trying to take a third there. You're probably better off taking the gold as a third. There are some LOS plants, but nothing too interesting. 4 small rows around the Xel'naga tower, and a curve at the ground-level gold entrance. Test3 Left and right half spawns are close by air (and I mean uncomfortably close!), with a moderate sized choke at the natural. This is a really similar setup to Shattered Temple or Metalopolis, but with a narrower choke at the natural. Ramps are small and easy to wall off. The spawns at 2 and 8 o'clock look like they have a wide open air space, while the 10 and 4 spawns seem closer to the map boundary and have less surface area to freely harass. The center has 4 narrow chokes, with two of them blocked by destructible rocks. The lone Xel'naga is on a very small piece of land, with gaps on the top and bottom of it. Like the curved LOS plants at the natural in Test1, this looks pretty unique. It looks like it will be hard to dislodge anyone entrenched at the tower because of the narrow chokes and restricted movement (hi2u tanks). To top it off, LOS plants are at the chokes closest to the tower, making ambushes a fun surprise. This map looks like a comfortable 2 base strategy map, seeing that there are no easy 3rds, and the no matter what 3rd base you take, it's going to be heavily vulnerable to either cliff fire and simply being too distant to readily respond with a defense if your army isn't sitting between the natural and third. For cross map spawns, control of the tower will be essential because of its defensibility. Melee units will have to take a long route to get to whomever's in the center, greatly reducing their effectiveness. The chokes look narrow enough that you could even wall off with two bunkers. Test4 Touted as the macro map, the spawns are very conducive to early defense. The main is two cliffs up, while the natural is 1 cliff up, and the third is also 1 cliff up. Most of the map is on the lowest ground. The ramp to the main is small, and the ramp to the natural is wide, but looks like 2 rax, 2 depot or something similar will wall it off. Destructible rocks block a ramp to the thirds, and it's pretty easy to approach once it's down, though you can still reach part of the path to the natural while defending this ramp. Two golds in the center that will probably never ever be taken because they are so bloody exposed. This map has a really similar layout to Shakuras Plateau, though there shouldn't be any spawn restrictions since ground distance is the same from spawn to spawn in a counter-clock wise direction. Like Test2, there are step-cliffs for reaper/colossus access. A wall of LOS smoke is also there, but it won't be too hard to put a spotter up. Mains are really vulnerable to takes sitting in the nearby third and using a spotter to hit the geyser and maybe part of the mineral line. Doesn't look like there will be much air space around the edges of the map, and the main is small enough to easily set up spotting, so drop and harass might be a little less effective than on the other maps. Unlike Test1, the player that spawns clockwise from another player will be a bit more vulnerable, i.e., P1 at 4:30 and P2 at 7:30, therefore P1 > P2. Reasoning being is that the third for P1 doesn't expand towards the opponent, and it's also not vulnerable to siege fire from the main. Final thoughts - It's hard to judge distance from pictures alone, so I might be wrong about some of the siege potential. - Two of these maps seem to have features specifically for cliff walkers, so that's kind of cool. - Overall, I'm really liking Test1 and Test2, but all of these maps have some new features we haven't dealt with before, so this is hopefully going to change up some strategies, or at the least, some positioning decisions. - See you in Season 3. :D | ||
Ribbon
United States5278 Posts
I think a lot of these maps aren't going to be as bad as TL is saying, though. | ||
Dusty
United States3359 Posts
+ Show Spoiler + The patch "enUS\Mods\Liberty.SC2Mod\enUS.SC2Assets\Assets\modeltextures.db" could not be applied. (MD5 mismatch: expected 0xA0B1F5E871CF48EE410526CBAF2C28B5, actual 0xD41D8CD98F00B204E9800998ECF8427E.)(PTCApply_BSDiff failed.) If this problem persists, you may be able to solve it by uninstalling and then reinstalling the game. If you are unable to correct this problem, please contact Blizzard Technical Support. (BNUpdate:TCApply) | ||
DooMDash
United States1015 Posts
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Skank
United States329 Posts
On a serious note, I'm really surprised blizzard hasn't undone some of the nerfs to reapers yet, such as build time. Nor has blizzard changed the overseer or done anything to make HSM on ravens worth anyone's time... will be waiting to see if blizzard adds any new changes into the PTR as time moves on. | ||
DooMDash
United States1015 Posts
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PhiliBiRD
United States2643 Posts
On July 12 2011 01:04 Pochtli wrote: It doesn't mean that the patch comes at the same time as the new season does, also it could be just a minor one without any big changes. 99% sure it will come out @ the same time. It would be inefficient to not do so. | ||
OhNoItsTheMunch
United States96 Posts
Rocks. Rocks everywhere. | ||
NATO
United States459 Posts
On July 12 2011 08:21 ShadeOfDraG wrote: This + Input Limit Reached fixed would be sweeeeeeeeeeeet ! . . . _ +0.9 | ||
A Wet Shamwow
United States1590 Posts
On July 12 2011 10:06 DooMDash wrote: 5 second faster reapers would be a dream come true. that would make me such a happy person | ||
Zealot Lord
Hong Kong740 Posts
On July 12 2011 08:08 willoc wrote: Now people are whining about blue flame hellions?!?!?! Wow. People will whine about anything. Actually if I'm not mistaken its been something thats been 'brought up' for quite a while now. people (even quite a few terrans) have been saying that the potential reward exceeds opportunity cost too greatly. But I have no idea how they can make hellions less powerful against mineral lines without making the unit itself useless in normal battles. | ||
DooMDash
United States1015 Posts
On July 12 2011 10:46 Zealot Lord wrote: Actually if I'm not mistaken its been something thats been 'brought up' for quite a while now. people (even quite a few terrans) have been saying that the potential reward exceeds opportunity cost too greatly. But I have no idea how they can make hellions less powerful against mineral lines without making the unit itself useless in normal battles. Make it a vulture. | ||
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