• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:57
CEST 11:57
KST 18:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy13ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research6Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Weekly Cups (March 23-29): herO takes triple Aligulac acquired by REPLAYMAN.com/Stego Research Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Pros React To: SoulKey vs Ample BW General Discussion Build Order Practice Maps [ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E 🌍 Weekly Foreign Showmatches [ASL21] Ro24 Group B
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7573 users

Blizzard has the wrong idea with supply? - Page 3

Blogs > r_con
Post a Reply
Prev 1 2 3 All
Kukaracha
Profile Blog Joined February 2011
France1954 Posts
November 23 2011 19:51 GMT
#41
You're joking right?
I just played a TvZ on Xel and go overrun by a 2 basing Zerg who made nothing but Roaches, batches and batches of Roaches. Guess what? On such a short distance, there's no way you can deal with batches of 10 Roaches coming wave by wave once your mech army is gone. And you want them to be 1 pop?

Oh, and no-pop workers? So the Zerg can sit on a 100 workers and still make 200 Banes to raze everything?

Please, put more thought and content into that stuff and post it in the Strat forum. If you dare.
Le long pour l'un pour l'autre est court (le mot-à-mot du mot "amour").
itkovian
Profile Blog Joined March 2011
United States1763 Posts
November 23 2011 20:46 GMT
#42
On November 24 2011 00:36 Soleron wrote:
Maxed gameplay is so much more fun to watch because they can play with composition more, and remaxing means that just because you lose 1 battle doesn't mean the game is lost as in the early game.


Yes, this is a good point. If supply wasn't the limiting factor then we would see massive armies with no resources banked and it would come down to that one final battle, with no significant chance of reinforcement. I think we'd see a lot more passive deathball play which isn't really fun to watch. Now, when a player hits 200 it is an incentive to attack, since they don't want their opponent to cap as well and put them on even terms. But if they could just keep massing and massing there wouldn't be as much incentive to attack.
=)=
Arterial
Profile Blog Joined August 2010
Australia1039 Posts
November 23 2011 21:22 GMT
#43
I think possibly in the future, "normal" gas geysers might be removed in place with "rich" ones. Similar to BW, that way you only need 3 workers per base for gas saturation. Will mean more supply for army and a tiny bit less for workers (at least 18-24?).

So instead of 2x2500 gas geysers, just 1x5000, which mines at 8 instead of 4.
savior & jaedong
Newbistic
Profile Blog Joined August 2006
China2912 Posts
November 23 2011 23:50 GMT
#44
No....

StarCraft 2 has both economy and supply as limiting factors, simple as that. The supply limit forces you to attack once you're maxed out, otherwise you'll just be sitting around doing nothing. Blizzard might individually change the supplies of units for balance purposes, but their design principle based around a limited supply is solid. Removing the supply factor would remove a large amount of depth from the game.

Altering the supply really wouldn't do anything except fuck up the metagame for a few months until the pros get used to it. Then they're back to maxed armies at whatever limit and the status quo would be maintained again.

I know it "seems" like SC2's supply limit makes you field a smaller army vs other games that don't have supply limits, but in reality SC2 armies are actually larger overall compared to other games. This is because economy is accrued much faster in SC2 than other games that don't rely on supply. In most C&C games a 20 tank army is considered pretty huge, but in SC2 it's a common occurrence to have a mixed army of 40 gateway units running around.
Logic is Overrated
BamBam
Profile Blog Joined November 2009
745 Posts
November 24 2011 00:05 GMT
#45
On November 24 2011 08:50 Newbistic wrote:
No....

StarCraft 2 has both economy and supply as limiting factors, simple as that. The supply limit forces you to attack once you're maxed out, otherwise you'll just be sitting around doing nothing. Blizzard might individually change the supplies of units for balance purposes, but their design principle based around a limited supply is solid. Removing the supply factor would remove a large amount of depth from the game.

Altering the supply really wouldn't do anything except fuck up the metagame for a few months until the pros get used to it. Then they're back to maxed armies at whatever limit and the status quo would be maintained again.

I know it "seems" like SC2's supply limit makes you field a smaller army vs other games that don't have supply limits, but in reality SC2 armies are actually larger overall compared to other games. This is because economy is accrued much faster in SC2 than other games that don't rely on supply. In most C&C games a 20 tank army is considered pretty huge, but in SC2 it's a common occurrence to have a mixed army of 40 gateway units running around.


The OP isn't saying to remove the supply >_>

What he is referring to is lowering the supply cost of units across the board so that you have more units to work with (and with more units, Id be willing to be we would see far more multi-prong attacks).

Honestly, I think the supply cap should of been raised the moment blizz decided to introduce 2 geysers and overall supply expensive units.
"two is way better than twice as one" - artosis
SpoR
Profile Blog Joined November 2010
United States1542 Posts
Last Edited: 2011-11-24 03:02:51
November 24 2011 03:00 GMT
#46
Only things I think to possibly consider are the immortals lowering to 3 and ultras to 4 or 5. Thors are going to be removed so dont need to worry about those. Collossus are essentially like a reaver and a shuttle combined so the supply is ok.

Everything else you mentioned is fine without supply changes. and making stuff like infestors and HT 1 supply is just silly.

The biggest supply issues are with zerg because now a base for zerg has far more workers and a queen per base when compared to bw where the units were cheaper and you had much less workers. Ghost emp/snipe rape on late game zerg wouldnt be as good if zerg freed up a bunch of economy tied up supply without losing that economy.
A man is what he thinks about all day long.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-11-24 11:40:20
November 24 2011 11:40 GMT
#47
On November 24 2011 04:51 Kukaracha wrote:
You're joking right?
I just played a TvZ on Xel and go overrun by a 2 basing Zerg who made nothing but Roaches, batches and batches of Roaches. Guess what? On such a short distance, there's no way you can deal with batches of 10 Roaches coming wave by wave once your mech army is gone. And you want them to be 1 pop?

Oh, and no-pop workers? So the Zerg can sit on a 100 workers and still make 200 Banes to raze everything?

Please, put more thought and content into that stuff and post it in the Strat forum. If you dare.


Um if Zerg is doing that then changing Roach to 1 supply doesn't make any difference, instead Roaches need to be weaker or cost more, that's the point of the thread. Supply only matters once you get to 200/200. And if you care about that then Thors/Marauders need to be less supply as well, thus balancing it out and making spawn larva less effective anyway.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
r_con
Profile Blog Joined May 2011
United States824 Posts
November 25 2011 04:52 GMT
#48
its a combination of things. more supply does NOT mean that you can make bigger deathballs.

deathballs are usually a protoss thing or mech thing. they are a product of limiting supply. It seems wierd to say that, but let me explain.

the way it work is because of this, in starcraft 2 you can only support 4 bases while still not dieing.

22 workers x 4 base = 88 workers

88 supply of econ. but realistically alot of protoss on get 3 base, and then max off that.

They get bases as their bases run out. and run around with their deathball. WHY push, if you can't get more shit. why expand, when it doesn't make your army bigger or better. the deathball happens because you have no reason to push. why risk losing your army? its not like my opponents 10 base is benefiting him that much more?

so lets use a simpler example 300 supply, rather than changing costs.

you can't get 300 supply that fast anymore. you cant sit your ass on 3 base anymore. the guy with 5 base can ACTUALLY get a bigger army than you, faster. your "deathball" will never happen, cause i can just overwhelm it because i can actually use my economy to crush your defensive style, cause you sat your ass down on 3 base, while i had 5, where i actually have supply to benefit from the 5 bases with constant attacks.

Deathballs did happen in broodwar by the way, but they were rare, because to get a deathball, your army had to be HUGE, this usually happened when people had exhausted the map of everything there was. you never saw 3 base deathballs, because 3 base wasn't enough to get a good 200/200 army, you had to have more bases, to get that BIG army, so thus, deathballs couldn't happen because you had to have your army spread out to defend all your bases.

Deathballs are caused by the ease and speed to get to a supply cap. that's what causes defensive play in late game, that also causes the composition wars in all matchups because you aren't allowed more of stuff, thats why people on 6 base can lose to people on 3 base because they microed well in one battle, or had a better composition. that can't happen if you increase the supply cap because your three base would just get overwhelmed and they would never reach the supply cap.
Flash Fan!
OmniEulogy
Profile Blog Joined July 2010
Canada6600 Posts
Last Edited: 2011-11-25 05:16:24
November 25 2011 05:13 GMT
#49
On November 25 2011 13:52 r_con wrote:
its a combination of things. more supply does NOT mean that you can make bigger deathballs.

deathballs are usually a protoss thing or mech thing. they are a product of limiting supply. It seems wierd to say that, but let me explain.

the way it work is because of this, in starcraft 2 you can only support 4 bases while still not dieing.

22 workers x 4 base = 88 workers

88 supply of econ. but realistically alot of protoss on get 3 base, and then max off that.

They get bases as their bases run out. and run around with their deathball. WHY push, if you can't get more shit. why expand, when it doesn't make your army bigger or better. the deathball happens because you have no reason to push. why risk losing your army? its not like my opponents 10 base is benefiting him that much more?

so lets use a simpler example 300 supply, rather than changing costs.

you can't get 300 supply that fast anymore. you cant sit your ass on 3 base anymore. the guy with 5 base can ACTUALLY get a bigger army than you, faster. your "deathball" will never happen, cause i can just overwhelm it because i can actually use my economy to crush your defensive style, cause you sat your ass down on 3 base, while i had 5, where i actually have supply to benefit from the 5 bases with constant attacks.

Deathballs did happen in broodwar by the way, but they were rare, because to get a deathball, your army had to be HUGE, this usually happened when people had exhausted the map of everything there was. you never saw 3 base deathballs, because 3 base wasn't enough to get a good 200/200 army, you had to have more bases, to get that BIG army, so thus, deathballs couldn't happen because you had to have your army spread out to defend all your bases.

Deathballs are caused by the ease and speed to get to a supply cap. that's what causes defensive play in late game, that also causes the composition wars in all matchups because you aren't allowed more of stuff, thats why people on 6 base can lose to people on 3 base because they microed well in one battle, or had a better composition. that can't happen if you increase the supply cap because your three base would just get overwhelmed and they would never reach the supply cap.


Absolutely everything you were saying I was agreeing with right up till the whole broodwar 3 base never max out thing..... if I wasn't maxed out on 3 bases I was playing TERRIBLY that game... also do you remember the 160 supply 2 base Terran turtle 2/2 crawl across the map and laugh while taking every base along the way timing push? Zergs are exempt cause if they didn't have at least 3-4 bases idk how they were making units. Supply cap increase makes sense!

This!!!!! Should have been your opening blog post. Makes a lot more sense than randomly trying to rearrange supply costs. Players should be rewarded for having such a strong economic base! I don't know how many times I used to lose in season 1 PvP while being on 3 bases and have slightly larger supply than my 2 basing counterpart and lose due to 200/200 losing to his collosi while I was trying to figure out if I could play PvP without collo's.

Edit: I don't know if it came across but I STRONGLY agree with this as opposed to what you originally posted and I kinda attacked
LiquidDota Staff
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
Replay Cast
09:00
KungFu Cup 2026 Week 2
CranKy Ducklings76
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 122
ProTech118
StarCraft: Brood War
Bisu 1754
Flash 1204
Calm 341
actioN 282
Stork 214
EffOrt 173
Soma 167
PianO 152
Rush 141
Hyuk 133
[ Show more ]
Dewaltoss 112
Killer 70
Sharp 68
ToSsGirL 64
ggaemo 53
Soulkey 48
Shine 42
Shinee 33
scan(afreeca) 31
sSak 31
Hm[arnc] 23
soO 16
Noble 14
Terrorterran 11
yabsab 10
Sacsri 10
JulyZerg 9
Hyun 0
Dota 2
XaKoH 612
XcaliburYe452
canceldota165
League of Legends
Reynor50
Counter-Strike
olofmeister1486
shoxiejesuss769
byalli589
zeus83
Other Games
ceh9724
singsing658
Happy268
Sick190
crisheroes180
Organizations
Other Games
gamesdonequick524
StarCraft: Brood War
UltimateBattle 25
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 31
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1144
Upcoming Events
Afreeca Starleague
3m
BeSt vs Leta
Queen vs Jaedong
Afreeca ASL 820
StarCastTV_EN10
Kung Fu Cup
1h 3m
Replay Cast
14h 3m
The PondCast
1d
OSC
1d 14h
RSL Revival
2 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
2 days
RSL Revival
3 days
Maru vs MaxPax
BSL
3 days
RSL Revival
3 days
[ Show More ]
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL Season 20: Qualifier 1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.