Hi!
After a long time I decided to start laddering again this season. I play Zerg pretty much exclusively, and I’ve been wondering about this new map in particular. The slowing fields through the middle just scream anti-zerg for me. The elevated areas in-between these slowing fields seem like the best staging areas a T or P army could wish for. Since these are elevated even from the sides, it’s pretty much impossible to take on an army in this spot, and the whole map seems to be geared towards nullifying the mobility that Zerg usually relies on so much.
Though I never play terran I tired an 1v1 TvT on this map just to see how much these areas can help a siege tank backed army, and holy ****, it was so one-sided whenever the other guy tried to attack my army there… I would set up there repeatedly and he would just be totally unable to do anything about it.
Right now I have that map selected as unwanted in my roster, but what are your thoughts on it? Do you see it in a different way?
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It was the first try. Those slowing-fields should be used exclusively on Zerg-favored maps in order to balance them. Using those fields on a balanced map causes those maps to move the balance in Zerg-disfavor…
Though true that they slow-down indiscriminately all races, it is also an undenyable fact than in the melee department the Race configuration is Z>P>T.
So the impact also is Z>P>T.
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It’s just the path we’ve been going down. Blizzard doesn’t really worry about Zerg for patches anymore. The maps have gotten so large at this point, everyone gets 3-4 bases for essentially free meaning Zergs lose expansion/econ advantage too but nobody cares.
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Thats debatable. Remember, the more bases you have, the more zergs scale. The larger the map is, the stronger a zerg tends to be, especially if you have good creep spread because of how quickly they can move to reinforce. I could see it being problematic for Z against protoss with warp in though.
Its no more true. On the big map T and P uses TJ and Recall. So they easilly kill 1-2 bases and go home. Also harrasing isnt possible for zerg anymore, due PF+repair and Canon+Batery. As zerg you need at least 10+ supply (roach, ling, muta, sh) to do dmg, but late game its problem. On other hand group of Chargelots or 10 rines do the job pretty well.
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Lol, wut? The bigger a map is, the more ZERG FAVORED it is. Everyone knows that.
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I have literally a 90% win rate on that map. It is an excellent map for Zerg and you are doing something terribly wrong if you think otherwise. For example, one of the things that makes bio tank pushes so difficult to deal with is that they will Siege and then stim forward and start pounding a hatchery and anytime you try to attack their bio they will kite backwards into the tank fire. Their favorite spot to do this is generally at a choke point but the only choke points have these fields that slow units down.
Zerg’s macro benefit comes from the explosion that can come off quick saturation of multiple bases. It’s why Zerg units tend to be squishier, the expectation is to have a macro advantage so that Zerg can afford to be inefficient in trades. With the progression of maps and the design improvements of other races to be more mobile, now everybody gets basically 3 free bases – which is the point at which the marginal benefit of extra bases starts to tank.
Edit: Had to cut off early for work. The reason I like to propose going back to earlier map size (like late WoL) is because a lot more time is spent on 2 base, trying to get to 3 base. 6 gases is when late game really hits.