I need ppls opinion on a defensive high ground on Melee maps?
Becouse am making a melee map with alot of open space to balances it out, but now i see that there aren't too much high ground and i thought about a Defensive High ground it looks like this : http://www.teamliquid.net/forum/viewmessage.php?topic_id=158290 < link to the picture.
I want to know if it is a good idea to make them in melee maps for the balance sake, i read/talked about if there are to much high ground it get OP for Terran, but on the other hand if there aren't some high ground then are terran UP.
That's why i ask about is it balanced to make Defensive High ground?
defensively starcraft 2 is built around choking. defensive high ground like you show is never used for blizzard because it makes protoss and terran very overpowered. terran defensively, protoss offensively. Early on terran will be able to exploit the cliff with seiges and reapers, decimating your army before you even reach them unless you have air units. protoss can effectively warp in behind your army and flank you that way due to pylon placement on the defensive high ground.
it is simply not done due to new mechanics. defenses are now all about chokes because with the removal of % chance to hit a unit at a different cliff level the only thing is about vision, which you will NEVER have unelss you bring air units.
tldr. don't do that, instead make cliffs that give terran an advantage over a choke point, not defending their main and natural. at the same time, the locations should benefit protoss because blinking up/down cliffs and using colossi will become an advantage.
zerg do not really favor cliff gameplay, so do not put cliffs defensively because then they suffer.
this allows you to get vision of the attackers or defenders, blocks land pathing, still gives cliff jumping units and air units a travel time benefit, while also defending your defensive structures from meele attackers like dark templar, zealots, banelings, and zerglings.
I think this is a much more balanced method, so long as you can go around the trench on one or both sides.
I need ppls opinion on a defensive high ground on Melee maps? Becouse am making a melee map with alot of open space to balances it out, but now i see that there aren't too much high ground and i thought about a Defensive High ground it looks like this : http://www.teamliquid.net/forum/viewmessage.php?topic_id=158290 < link to the picture.
Thanks (:
I'm not sure what you're asking here, to be fair. What do you want opinions on, how we like the small bit of raised ground? I dunno, it looks cool?
Ask yourself what you want to hear in response to this topic, then reword your question.
@Mozared: Go
I want to know if it is a good idea to make them in melee maps for the balance sake, i read/talked about if there are to much high ground it get OP for Terran, but on the other hand if there aren't some high ground then are terran UP.
That's why i ask about is it balanced to make Defensive High ground?
@Redknox1994: Go
defensively starcraft 2 is built around choking. defensive high ground like you show is never used for blizzard because it makes protoss and terran very overpowered. terran defensively, protoss offensively. Early on terran will be able to exploit the cliff with seiges and reapers, decimating your army before you even reach them unless you have air units. protoss can effectively warp in behind your army and flank you that way due to pylon placement on the defensive high ground.
it is simply not done due to new mechanics. defenses are now all about chokes because with the removal of % chance to hit a unit at a different cliff level the only thing is about vision, which you will NEVER have unelss you bring air units.
tldr. don't do that, instead make cliffs that give terran an advantage over a choke point, not defending their main and natural. at the same time, the locations should benefit protoss because blinking up/down cliffs and using colossi will become an advantage.
zerg do not really favor cliff gameplay, so do not put cliffs defensively because then they suffer.
@happy04: Go
Thank you for the reply (: Back to the board :D
@Redknox1994: Go
why not a defensive trench?
this allows you to get vision of the attackers or defenders, blocks land pathing, still gives cliff jumping units and air units a travel time benefit, while also defending your defensive structures from meele attackers like dark templar, zealots, banelings, and zerglings.
I think this is a much more balanced method, so long as you can go around the trench on one or both sides.
edit i needed to space the picture