Interesting things you did with the main rocks, but to be honest, they never actually help or wound any player. They will probably help out in some rushes, but only just.
[edit:] another thing i am playing around with: destructable stones halfway blocking the main's ramp.they work like a normal wall off but unlike supply or rax they cannot be repaired by scv. once they are gone the Main's ramp is bigger than the usual ramps. what do you think? (you read it here first)
Hmmm, I've never even seen anybody try it like that. In theory, if you place the rocks a bit lower on the ramp so that the edge of their placement box is not the same as the edge of the ramp's placement restriction edge (as demonstrated on the image below) you would achieve a ramp that's hard to wall off but which still chokes large armies.
However, if you make it touch the edge, then the remaining gap is easy to wall off quickly and the scouting problem that s3rius mentioned would persist.
My suggestion is to increase the size of the main base ramp by 1. It'll make walling harder and allow players to sneak in a scout much easier. That'd get rid of the zerg's scouting problem, too.
It's also not really much of an imbalance. Terran learned to cope without a small choke. Protoss never really had a problem with it and Zerg can't wall anyway.
In that case the main resources would need to be moved further away from the ramp as they would make the base very vulnerable against rushes. If you also remove the statues that currently occupy the places where the main-to-3rd ramps used to be it would make it a lot easier to harass with reapers.
Hmm, I'd widen the 3rd expos by chipping some space from the mains. Also, they're too easy to defend like this. Just a few defensive structures are enough to sandwitch any force from either the middle or XN between them and the NAT defense. It was better when there was an additional passage from the GOLD.
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@Samro225am: Go
Interesting things you did with the main rocks, but to be honest, they never actually help or wound any player. They will probably help out in some rushes, but only just.
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@Samro225am: Go
Then make sure the rocks are high enough on the ramp.
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Hmmm, I've never even seen anybody try it like that. In theory, if you place the rocks a bit lower on the ramp so that the edge of their placement box is not the same as the edge of the ramp's placement restriction edge (as demonstrated on the image below) you would achieve a ramp that's hard to wall off but which still chokes large armies.
However, if you make it touch the edge, then the remaining gap is easy to wall off quickly and the scouting problem that s3rius mentioned would persist.
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In that case the main resources would need to be moved further away from the ramp as they would make the base very vulnerable against rushes. If you also remove the statues that currently occupy the places where the main-to-3rd ramps used to be it would make it a lot easier to harass with reapers.
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Hmm, I'd widen the 3rd expos by chipping some space from the mains. Also, they're too easy to defend like this. Just a few defensive structures are enough to sandwitch any force from either the middle or XN between them and the NAT defense. It was better when there was an additional passage from the GOLD.