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Thread: Karune explains how T or P counter 1hatch queen.

  1. #11

    Default Re: Karune explains how T or P counter 1hatch queen.

    This really dances around the issue, they shouldn't of tried to answer that question.
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  2. #12

    Default Re: Karune explains how T or P counter 1hatch queen.

    Honestly, as I said on TL.NET.. I don't believe the question needs answering right now. We are talking about something that likely can and will be fixed with the tweaking of unit attributes, cost(Energy and Resources), and build time.

    The article on TL.NET was a good one, but balancing should come after beta starts, when more people have the ability to test things and blizzard gets a much better idea on what needs to be fixed and how it needs to be fixed.
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  3. #13
    Crota's Avatar Junior Member
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    Default Re: Karune explains how T or P counter 1hatch queen.

    Quote Originally Posted by Santrega View Post
    Honestly, as I said on TL.NET.. I don't believe the question needs answering right now. We are talking about something that likely can and will be fixed with the tweaking of unit attributes, cost(Energy and Resources), and build time.

    The article on TL.NET was a good one, but balancing should come after beta starts, when more people have the ability to test things and blizzard gets a much better idea on what needs to be fixed and how it needs to be fixed.
    I know what you are saying and that balacing should come after the beta, my concern is that Karune stated the way to handle this tactic was to fight at the tight choke and use LOS. However, if this is Blizzard's answer to a viable strategy, it will severly limit the number of maps that can be produced by the public. As some of the best SC maps are not made by Blizzard, we will most likely see maps made by the community that need Down ramps outside of Mains and chokes otherwise Zerg will by to strong in the early game.


    I guess my concern is more of a design standpoint for maps. Does Blizzard believe that all mains will have a choke point and/or a down ramp?

  4. #14

    Default Re: Karune explains how T or P counter 1hatch queen.

    Well stopping the build was only half the problem. I think it could be done somewhat easily without a ramp.


    The problem is you dont know that its coming really, if you know there going to try to break you with hydras then you can easily stop it, the problem is queen stops your scouting probe and so do lings with new pathing. Theres nothing you can do to see what hes producing...so he could just make infinte drones and take a big lead that way etcetc.tectc.


    I agree though that i hope they don't plan on making every map with a small choke + ramp.
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  5. #15

    Default Re: Karune explains how T or P counter 1hatch queen.

    I don't believe the question needs answering right now. We are talking about something that likely can and will be fixed with the tweaking of unit attributes, cost(Energy and Resources), and build time.
    If it is found to be broken at all. Which is what Beta is for. And which is why people getting concerned about these issues is silly.

    Now, if it's still broken after 6 months of beta, we can talk. But I'd expect Blizzard to want to at least put it through 2 weeks of beta before attempting to change it.

    Does Blizzard believe that all mains will have a choke point and/or a down ramp?
    Do you know of a well-balanced SC1 map that didn't have a choke leading to the main base?
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  6. #16

    Default Re: Karune explains how T or P counter 1hatch queen.

    What really bothers me about this is that they expect everyone who's not Zerg to wall in. =S I don't like that idea at all, a main reason I don't play Terran is because I don't like walling in..
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  7. #17

    Default Re: Karune explains how T or P counter 1hatch queen.

    Quote Originally Posted by supersonic View Post
    What really bothers me about this is that they expect everyone who's not Zerg to wall in. =S I don't like that idea at all, a main reason I don't play Terran is because I don't like walling in..
    But thats how SC1 is. Nicol has a point. Most if competitive maps feature choke points at the main. I never saw anyone complain that Reapers meant your main has to have cliffs. Even with these features map makers will still find new things to keep maps interesting.

  8. #18
    Pandonetho's Avatar SC:L Addict
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    Default Re: Karune explains how T or P counter 1hatch queen.

    I just hope that the game is balanced enough for maps that aren't all high ground start locations with a ramp.

    Blue storm is an amazing map and I saw boxer pull off a very smart strategy on that map... but it's not balanced at all. Zerg rapes on that map.

  9. #19

    Default Re: Karune explains how T or P counter 1hatch queen.

    Quote Originally Posted by Pandonetho View Post
    I just hope that the game is balanced enough for maps that aren't all high ground start locations with a ramp.

    Blue storm is an amazing map and I saw boxer pull off a very smart strategy on that map... but it's not balanced at all. Zerg rapes on that map.
    I just don't want to have to feel like I HAVE to wall every game, even when I'm not Terran.
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    Scratch: No I'm not.
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  10. #20
    trace wm
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    Default Re: Karune explains how T or P counter 1hatch queen.

    aye, but with burrowing supply depots why wouldn't you wall in your choke every game?

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