If you propose to remove map-gen from "usual" TMM map pools wouldnt it be a step back in popularizing map-gen?
If you want to get additional queue(s) for people who prefer map-gen wouldn`t it look like "too much" map-gen? I mean, deselecting map-gen queue and than getting map-gen map might be a little frustrating.
P.S. With generated maps in all map pools and map-gen only weeks I doubt that people who dislike it still play TMM.
P.P.S. Of course it would be nice to have some additional "fun" queues but the only change so far was removing "4vs4 NS"
Posts made by M-R_N-B
IIRC none of those "King of DG" matches lasted long enough to enter gameender stage (idk if they are still watchable). It`s rather "communication&coordination" problem than "map problem". The whole appeal of gameender rush is the ability to play absolutely defencive with minimum communication.
As for other ways to delay their eco early enough you can:
- Snipe enemy miders (you need good miders to actually use that advantage)
- Nothabomb/artydrop/comdrop their eco/t3 air (you need anti scout measures and air help)
- Join t3 air and strat their coms/airgrid (don`t get nuked)
- Nuke (you need your team to harass them or you need to be fast)
- Use sera teleSACUs/cybran telemazer to kill smd/para (they need to be bad at teledef)
- Beat their weakened air (they teambuilt para) and snipe para/para owner
- Ahwassadrop at their para/com/smd (you need air cover, good aim and some t3 bombers to be sure)
Overall, you need to play through your team strength and communicate with your teammates.
IMO for the "t3 rush" player its usually better to actually rush t3. Even if your opponent doesn`t have t3 yet, enemy team can still go nothas/artydrops/comdrops/corsairs (most of those things are pretty hard to stop with t1 air).
Also, first t3 pgen will provide your team some free E which might be important if the "eco player" want to rush RAS upgrade. And if you feel safe&greedy you can always build mass storages connected to mexes.