Only way i see the islands working out right now is dropship heavy terran play vs protoss after he walled himself in in his natural and avoiding the middle (like on outsider) or in the late game after the other bases are taken.
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Bakuryu
Germany1065 Posts
Only way i see the islands working out right now is dropship heavy terran play vs protoss after he walled himself in in his natural and avoiding the middle (like on outsider) or in the late game after the other bases are taken. | ||
Freakling
Germany1525 Posts
"Alternative islands" is pretty much what these are, but actually a much safer version of it, when you think about it. You do not actually need to have total map control and be able to move halfway across the map into enemy's territory to defend it, all you need is the ability to move out of your natural. Jade is a bad example for comparison, as Jade is actually a very low-resource map (at least for a (4) map) and the lowered geysers are just the result of a subsequent balance update (Jade 1.0 has full geysers). You should think more in terms of other maps with surplus/safe-to-take geysers: - FS/Andromeda (central expansions are only ~3k/2k respectively) - Troy (everything but mains and nats is only 2k) - God's Garden (backdoor geyser is only 2k, front is only 4k) - Dante's Peak SE (everything but mains and nats is only 2.5k) I can understand your concern from a Zerg perspective, though, as these islands (and islands in general on any map, I think) aren't really attractive for a Zerg to take early on (unless you get drop tech to go for some lurker lift/drop anyway) and you'll probably always opt for another nat, main or neutral ground third. It's another story for T/P, though. | ||
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