choke points & defenses

Discussion in 'StarCraft 2 Strategy Discussion' started by holyfield, Apr 12, 2010.

?

Defense structures in SC 2

  1. too strong, shoud be nerfed

    0 vote(s)
    0.0%
  2. somewhat strong should be nerfed slightly

    0 vote(s)
    0.0%
  3. are alright

    7 vote(s)
    46.7%
  4. are allright but only work becauseof the chokepoint design

    1 vote(s)
    6.7%
  5. should receive a slight buff

    5 vote(s)
    33.3%
  6. should receive a major buff

    2 vote(s)
    13.3%
  7. should get a redesign (more structures, abilities)...

    0 vote(s)
    0.0%

choke points & defenses

  1. holyfield

    holyfield New Member

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    What is your point of view of on the defensive capabilities of SC2 structures ?
    Espacially range, costs, upgrade capabilites usage in early, mid end endgame.
    Why are there no tier 2 or 3 defenses only the basic ?

    In my opinion the defensive capabilities of towers and structures are very weak compared to other games.
    Defense in sc2 only works beacuse of the map designs, choke points are the only thing to enable somekind of effective defense but due to unit design defenses are easily bypassed by air units and units like reapers or whatever. Air units compared to other games have plenty hitpoints and armor and they do not need to return to base to reload or something and AA structures have a very limited range compared to other games.

    So do you think the defenses are okay, too weak to strong or do you think that the defenses only work because of the map design and what would happen on maps with no choke points ?
     
    Last edited: Apr 12, 2010
  2. MeisterX

    MeisterX Hyperion

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    The idea in SC2 is to shift away from static defenses and force the player to fight on a more mobile battlefield.

    So except as a damage support home advantage, static defenses really aren't all that effective. It's supposed to be that way.
     
  3. holyfield

    holyfield New Member

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    in other games static defenses also only provide a boon to the defender, you cant really stop a huge army with just defenses but defenses seem to be stronger and a part of the thrill of the game is to analyse the defenses and overcome them (artillery, airstrikes, taking out power supplies ...) or take advantage in a weakness with a small team you somehow smuggle in.

    But in sc2 everything seems open to me but the chokepoints wich can be easily by passed, so is starcraft only favouring rushing and expanding players and no love for defensive players ?
     
  4. MeisterX

    MeisterX Hyperion

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    No, it's not that it favors the attacker, it's that you can't stay in your shell as long as you could in SC1 or in other games. It's still possible to turlte yourself but you'll need a much more responsive force to do it.

    For example, Terran. I play Terran for the most part and it would be considered a very "defensive" race but I hardly build any defensive structures at all. Maybe a bunker to counter Banelings or a couple Turrets if some Mutalisks show up. But other than that (and my Planetary Fortresses) I don't really invest in defensive structures because I'd rather have a more mobile force that is also capable of offensive damage if I'm able to beat off an attack.
     
  5. statikg

    statikg New Member

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    Defensive players lose in every rts game. Defenses are meant to defend against a couple of units like a muta/banshee/reaper rush or maybe to give you the means to defend yourself while fast expanding, and they are balanced nicely to do so. Games are supposed to be strategic and reactionary, your not supposed to be able to camp and go carriers every game.
     
  6. asdf

    asdf New Member

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    yup, defense in SC is more to ward off drops/sniping (i.e. running/dropping straight into the mineral line to take out some workers). they are very bad at "holding down the fort." if you could just mass up defensive structures, it would be a pure macro game- build your defenses, mine your minerals, then build your army.

    it's part of the starcraft playstyle: it helps prevent people from immediately blocking off their base and then teching up inside their little shell, and few (if any) buildings can be set-it-and-forget-it. it keeps the player on their toes, which is why SC has a better balance of micro and macro compared to other games.
     
  7. Subversion

    Subversion New Member

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    I think its great. It makes the game so much more exciting - it means that you have to be constantly aware of what's going on and be managing and building an army. You have to adjust your tech tree and your army according to what units are in the opposing force - you cant just mass generic structures that can handle everything.

    It makes Starcraft the fast-paced, complex and fiercely competitive game it is. I find turtling, 2 hour matches where the biggest unit wins extremely boring.
     
  8. Gandromidar

    Gandromidar New Member

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    I'm a major turtler in practically all RTS games, and I never lose...? As Protoss I simply have a wall of two - four rows of cannons around my base, and an attack team of scouts+carriers+arbiters. Easy win!
     
  9. asdf

    asdf New Member

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    stop playing money maps.
     
  10. FFenix

    FFenix New Member

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    Usually the main reason you get static defence is to stall for time. Non-mobile units, are units wasted as they sit there and do nothing. You get turrets to hold off any huge air threat so you can either tech for a counter, or move your "away" units back to base. Same for canons, spores, and crawlers.
     
  11. Gandromidar

    Gandromidar New Member

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    I don't generally play money maps? I still expand, I just have a big defense on my bases, because overall, I am a very defensive player.