They should just have written it so they never end construction on a side that will trap them.
03-29-2010, 07:40 AM
#11
They should just have written it so they never end construction on a side that will trap them.
03-29-2010, 08:20 AM
#12
03-29-2010, 08:27 AM
#13
Blizzard shouldn't make something that gives your workers a much greater chance of escape simply because someone keeps making a spot where your worker can get stuck. If it's so important to you, focus on where you put your buildings a little better. This only really has to do with Terran anyways, adding it to them would give them an advantage, and adding it to the Protoss and Zerg would just be pointless. In my book, this is just generally a bad idea. Although I support what SinsWage suggests.
03-29-2010, 10:49 AM
#14
yeah sure, why not blame the game for your stupid mistake of trapping a unit between a command center and a fusion core, when you could actually build with better placement.
Please, this thread is just a joke.
03-29-2010, 11:30 AM
#15
I disagree with this.
There's already a build grid checkbox in the gameplay options to facilitate better building placement. Also, building placement and avoiding a caged unit is a part of macro.
Someone minding where he places his buildings and/or microing a builder to avoid being stuck should be rewarded when playing against someone who doesn't.
Play Protoss? Look for the map Photon Cannon Tactics in the NA server!
03-29-2010, 12:30 PM
#16
The OP's idea doesn't really work for me. I think this is part of the game and building structures adequately is important. Besides, you can lift half of your buildings and borrow the one you make the most of.
On a related note, I've always thought that SCV movement should be less random. For example: have the unit spend 10% of construction time at each corner and cycle through them clockwise. That way you would know where the SCV ends up at the end of each building, and this would also make harassing less "random". Sometimes my SCV will just run in the middle of the building while other times it'll linger around the edges constantly, and be vulnerable. Things should be standardized and balanced afterwards.
Edit before people cry imba: This isn't about balance. You could integrate a "in the middle of the building" phase in the cycle, but the idea is to remove randomness as much as possible.
Last edited by Hammy; 03-29-2010 at 12:34 PM.
03-29-2010, 12:38 PM
#17
My friggin probes are always getting wedged between pylons and are unable to construct additional ones.
03-29-2010, 01:46 PM
#18
I disagree with this idea. What I do agree with is the escapability issue from harassment strategies. Perhaps we could add a nerf where the buildings deny such passage if enemy units are within the buildings site range.
I am a master tactician. It is my execution that keeps getting me killed.
03-29-2010, 03:20 PM
#19
This is what I was thinking. Not only does it allow easy escape for workers, but the design and layout of your base is part of the game. Being able to design a good base can lead to strategic advantages, while a poor design can lead to disadvantages, like getting your workers/units trapped![]()
03-29-2010, 04:14 PM
#20
No. You shouldn't just be able to walk through a structure. Can't baby the gameplay that much.