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SC2SEA.com - Starcraft 2 SEA eSports Community Site > Starcraft 2 Discussion > Starcraft 2 General Discussion > Limited Liftoff time for Terran
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Unread Fri, 20th-May-2011, 1:02 PM BnetId: illmatic. 202  Race: Location: Melbourne, Australia  Total Posts Made: 6 # 21
fatbuddah
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Originally Posted by ke_ivan View Post
I propose that terran command centers can land on burrowed stuff and squash zerglings upon landing! :P
LOL that would be kouta
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Unread Fri, 20th-May-2011, 4:20 PM Who's Who:   BnetId: 703  Race: Clan: eve  Location: Bangkok, Thailand  Total Posts Made: 118 # 22
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I don't even get the problem with flying buildings and in any case it adds an extra dimension to the game, which makes it a ton more fun. The fact that it's gay some people fly into the corner and wait doesn't mean you should cut options of skilled players.
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Unread Tue, 24th-May-2011, 2:56 PM BnetId: PraiseB.939  Race: Location: PraiseB  Total Posts Made: 15 # 23
PraiseB
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But it can be very frustrating in the low leagues rolling someone who's banked a crap load of minerals only to stash command centres left & right.
I've had games go on for 40 minutes longer than they should of because of this.
So as a terran player I'd actually like to see this, but perhaps 10 minutes instead of 60 seconds just so ass hats can't float buildings around indefinably.
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Unread Tue, 24th-May-2011, 3:07 PM BnetId: cruxis.312  Race: Location: Blue Mountains  Total Posts Made: 465 # 24
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Just build air units.....
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Unread Tue, 24th-May-2011, 3:44 PM Who's Who:   BnetId: 703  Race: Clan: eve  Location: Bangkok, Thailand  Total Posts Made: 118 # 25
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just make vikings they can both land and rape air... there no way anyone can survive for 10 minutes in a corner of a map with just a CC when you make 10 vikings

there are however times when floating buildings will be raped that were in key positions such as hoovering over a 4th expansion or so, so meh bad idea
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Unread Sun, 11th-Nov-2012, 2:42 AM BnetId: Luckyshyt.243  Race: Clan: ETL  Location: Singapore  Total Posts Made: 6 # 26
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i think that there should be a mechanic whereby Terran's buildings can start to have that "timer" once all their CCs are gone. i have no issue with flying buildings for scouting/swapping, it's part of terran's mechanics. however, what i do despise is the "unfair" aspect that Terran can lift just 1 building, never land it, n they just leave 1 banshee to kill what ever remains of a non-Terran opponent(especially zerg, since zerg has no air units to hunt down the floating buildings until lair tech).
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Unread Sun, 11th-Nov-2012, 4:58 AM BnetId: [fray]FLuX.195  Race: Clan: mGG  Location: Dunedin, New Zealand  Total Posts Made: 860 # 27
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Unread Sun, 11th-Nov-2012, 6:58 AM BnetId: sRDream.460  Race: Clan: sR  Location: Sydney, Australia  Total Posts Made: 179 # 28
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Nah doesn't seem like a good idea to me because it's been like this since SC1 Vanilla if they added a timer we wouldn't see really awesome games where players become creative with their buildings like WCS Oceania where Yoon used his buildings against Mafia

Makes me curious why we can't lift Engineer Bay anymore :/
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Unread Sun, 11th-Nov-2012, 7:12 AM Who's Who:   BnetId: mGGNemesis. 653  BattleTag: 14350  Race: Clan: mGG  Location: Singapore  Total Posts Made: 1,822 # 29
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Sometimes I would get frustrated with terrans being able to hide and float their buildings in the corner and then go afk. Then we would have this exact discussion that terrans should have limited air time. Maybe 5 mins....
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Unread Sun, 11th-Nov-2012, 7:33 AM BnetId: TANom#6220  Race: Clan: TA  Total Posts Made: 368 # 30
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Sorry guys but I just had to...
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<3... I laughed -WAY- too hard at this.
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Awesome !
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hehehehehhee :P
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