Is start location affects PvP match balance ?
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Moataz
Egypt267 Posts
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kogeT
Poland2029 Posts
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Freakling
Germany1526 Posts
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Moataz
Egypt267 Posts
On November 12 2018 20:52 Freakling wrote: Players also tend to adapt to it in various ways, placing buildings next to their resource depot to push the spawn position around or to alter worker pathfinding, or by using the Larva-stop-glitch as Zerg. Never heard about this ![]() | ||
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BisuDagger
Bisutopia19158 Posts
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jello_biafra
United Kingdom6632 Posts
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Yanokabo
268 Posts
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ArmadA[NaS]
United States346 Posts
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Moataz
Egypt267 Posts
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Moataz
Egypt267 Posts
On November 13 2018 07:10 f10eqq wrote: You know there's a simple questions, simple answers thread in the strategy section... Yes I know, but I thought that this question is slightly complex to get an incisive answer for it. I did a quick test for 5mins, once minerals left to Nexus/CC, and once right to it, the left minerals wasn't showing a great advantage (< 50 minerals more than right), so strangely, I think it's trivial and not a notable advantage. | ||
castleeMg
Canada757 Posts
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mierin
United States4943 Posts
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Moataz
Egypt267 Posts
On November 13 2018 08:07 castleeMg wrote: yes it affects the balance of any match-up if you play on a map like luna and spawn in a location with less efficient mining than your opponent, you're at a disadvantage. not a game breaking disadvantage but enough that its unfair and chances are if you are at even skill with that opponent and played that opponent 50 times you would lose the bo50 series. i dont understand how you can make a thread claiming to of revolutionized the way people are going to macro with your program, then ask questions like this. I shouldn't be a Pro gamer to be able to make a tool that could help a Pro gamer, should I ? I didn't claim that any tool could "revolutionized the way people are going to macro", this tool just tells you there is level up, modern standards than the previous era, but it's up to you to revolutionize the way you're playing, not me, not the tool. And if you give it a shot, it won't shot you. Not to go off topic, you know the appropriate topic to discuss this. On November 13 2018 11:01 mierin wrote: I wish I could see your username and not remember nonsense threads such as your 9 psi nexus and the "macro" tool that says people should just make workers no matter what the circumstance. It's tainted at this point. You're mixing things, I wasn't talking for no reason, castleeMg and you reopened the topic. Again, Not to go off topic, you know the appropriate topic to discuss this. | ||
Moataz
Egypt267 Posts
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Whatson
United States5356 Posts
On November 13 2018 07:24 Moataz wrote: Yes I know, but I thought that this question is slightly complex to get an incisive answer for it. I did a quick test for 5mins, once minerals left to Nexus/CC, and once right to it, the left minerals wasn't showing a great advantage (< 50 minerals more than right), so strangely, I think it's trivial and not a notable advantage. Did you really think that if it was a big difference players wouldn't have noticed and mentioned it...? It's obvious that discrepancies like these have been thoroughly tested beforehand. | ||
Jealous
10099 Posts
On November 13 2018 11:33 Moataz wrote: I shouldn't be a Pro gamer to be able to make a tool that could help a Pro gamer, should I ? Moataz is the gift that keeps on giving. | ||
Moataz
Egypt267 Posts
On November 13 2018 12:43 Whatson wrote: Did you really think that if it was a big difference players wouldn't have noticed and mentioned it...? It's obvious that discrepancies like these have been thoroughly tested beforehand. Not all players have the same knowledge about the game, I have few, but I don't think there is a problem in discussing your/my knowledge. Not for nothing, not for long, I just hope I'll be rewarded someday. (not from humans) BTW what're your motivations for doing good things or helping people in life? | ||
Freakling
Germany1526 Posts
On November 13 2018 12:43 Whatson wrote: Did you really think that if it was a big difference players wouldn't have noticed and mentioned it...? It's obvious that discrepancies like these have been thoroughly tested beforehand. And this is where you probably err. Significant differences in mining rates (higher one-digit percentages for minerals and up to 20% for gas), even between mains, have gone undetected (or at least unaccounted for) for vast stretches of time… | ||
Chef
10810 Posts
There are some maps which use doodads or neutral units to make the workers spawn closer to the minerals to improve fairness. Freakling more than anyone else is very particular about testing the fairness of mineral placements, which he's written extensively about because non-intuitively, you can't just mirror mineral placements and I think even duplicating them can have some issues. Brood War has some issues like that which will never be fixed, and they can be kinda hard to pin down. Accelerations and deceleration of workers when mining is particularly weird. Like white going first in chess, it's kind of weirdly part of the game. A part of me thinks Brood War might look very different if workers mined consistently and efficiently. Their inefficiency and redundancy is almost a nerf on the advantage gained from killing a worker. Brood War is a messy game that can't be played perfectly, and these problems are kind of thematic with that. The extreme expression of that of course being the original Blizzard maps that came with the game. Still, I think if Remastered had tried to fix the mining issues and made it easier for people to make fair maps, it wouldn't have been a bad thing ![]() | ||
castleeMg
Canada757 Posts
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