The new team maps, and gold bases, 2v2 specifically

Ok so this will be a bit of a rant sorta, but i just dont get why the map creators went all out with the golds. On the 2v2 maps, half the naturals are golds, as well as some of the third expo positions on some of the maps. Look i get it that you get more minerals mineing faster, but why have them as naturals and third expos. Gold bases essentially have the same amount of rescourses as a reg base except your mining them faster but with 4 less workers. Now for terrans and toss this is honestly good for them it frees up workers for them to be building buildings and other stuff, especially with early game its a good thing for them. As for zerg tho, its really pointless to take golds. yeah you have 4 less workers but really what are those 4 workers gonna do for a zerg. the other problems ive seen with these golds is one most are blocked by rocks on 2v2 so you cant access them unless you long distance mine or you force out units to kill the rocks just to expand. In the early game this is a big huge hurt for the zerg on these maps, but as for toss and terran its an even bigger hurt especially since its the nats on most of the maps. On most of the maps from the previous map pools take the golds actually meant taking a risk on expanding there but with the added bonus’s of that risk, where as in this new map pool you gotta take the golds just to expand naturally. Also on the previous map pools golds were rare, it wasnt like everyone and the mother had a gold base, if you got one you got the boost it gave you and hopefully the opposing team didnt take the risk of grabbing the gold where as now everyone got a gold base, so your not really getting a boost over the other team, you know what i mean. Gold bases on the previous map also put you at risk of getting attacked at the random locations they were at, but now theres really no risk in taking golds since most are naturals now as well as third expo sites. one of the major issues with a gold is the upkeep and constant attention you have to place on these bases since they mine out faster, you gotta make sure you aint got workers staked up doing nothing. Have a few extra on a base aint bad, but when you mined out half the base in the first 5-7 min of the game this makes you pay more attention to it right at a time in the game where you should be focusing on attacking the other team or defending for that matter. So now at this point they are just more of problem then the regular mineral base. Golds already have more cons than pros on the regular maps but when you make them a natural and rock them off altogether it just makes you wonder what the map makers were actually thinking when they made them like this. They had to be smoking some pretty good stuff to think these were a good idea. The only reason i see behind all this is to mess with the players and make the match more interesting. Even when i sit here and partake in some really good shizznizzle i still cant understand the reason behind these, other than like i said to mess with the players and make the games more interesting. On a side note tho, for toss cannon rushers, these maps are a wet dream. start cannon out side the mains and you gonna win 60-70% of your games just cause they cant expand anywhere, 20% of those wins will be from people leaving the match not wanting to deal with it.

Paragraphs please. No one wants to read a wall of text that switches points without any breaks.

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This.

I’m not going to read through a literal wall of text.

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If you are using two-worker saturation, gold bases mine only 5% faster than standard bases, which is very minimal even if it’s the first base you grab (205% vs 200%). But that’s a huge difference at that point because each worker is worth that much more - letting you get ahead and build the next base sooner; which will be very important.
Secondarily, on a gold base, it’s more worthwhile to go above that saturation, since those an 18-worker rich base mines roughly 30% faster than a 16-worker blue base. That option is cool!

And… if you don’t see how this is symmetrical across races I dooon’t really see how to explain it. Each race benefits hugely from being able to have more resources in their pocket; to the point that I’d say it could be argued that the game boils down to it.

I agree that blocking them with rocks makes it unequal since Zerg building attackers that can clear the rocks very directly inhibits their economic growth unlike the other two.

Add to your analysis that having faster income allows you to get out of weird transitory moments faster, and pay attention that you’re being forced to expand - or, in other terms, spread yourself thin, which means the game goes to an interesting game state more quickly - namely, that you do not have to move armies into multiple players’ worth of defender’s advantage; making attacking more viable, and attacking is where the game “should” be - but from my play and watch experience, if you aren’t doing a paired timing attack, aggression is extremely punished and therefore awkward by the basic nature of base closeness.

I can easily see how the execution of this would end up as garbage or how it’d lead to silly rush problems, but I think it’s pretty clear where there’s a good idea there.

Haven’t played or absorbed much teams content in the last … something like eight months, though, so I can’t say anything useful.

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