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- >nothing wrong with having rushes and being able to defend against them
- Yes there is. Rushes are not played on the same field as the rest of the game, they are a feature you can use that completely change what the match plays like
- for the sake of an early victory by the side that suceeds.
- The only thing rushes do is place burden of knowledge on top of new players that gotta prepare against weird tactics they don't expect because they are not that intuitive.
- Why would you hamper your economy by buildings Barracks right away and start producing troops in the beginning with barely an economy at all?
- Surely that will harm your late game?
- Oh wait, there's not gonna be a late game, alright...
- Either they suceed and the match ends right there with a victory for the rusher or they don't and the massive waste of resources will cost him a victory later on
- in most cases as he will be competing against a player that is in a better position to control the map, reducing the match from 20-30 minute into a 5 min one.
- And if they are viable at all, they invalidate most content from the game.
- Why waste your time making anything other than Zerglings or Zealots and rushing your oponent if that can win you the game?
- Why try any of the advanced units when mobbing the basic troops gets you a victory much faster?
- Rushes are a subgame that veterans force the new players to play because they don't know the rules (notice how veterans don't try it that often against other veterans)
- A subgame that invalidates 80% of the content in the game and turns a fun match with battles all over the map with different units
- into a single battle with the most basic and boring troops right at the start.
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