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Canada13379 Posts
Hi Everybody!
Thanks so much for showing your continued support TL's extension mod and thoughts on the economy of SC2!
To further our goals of collecting data for presentation to Blizzard I am making this thread to make it clear to everyone that an extension mod does exist! I will also include directions on how to use the mod.
What is the mod?
The Double Harvest extension mod seeks to remove worker pairing by changing the way workers harvest minerals. Workers will collect minerals two times in one trip for you. This means they return 10 minerals for every trip they make to the mineral line from the nexus.
By removing worker pairing players are heavily rewarded for expanding more often and spreading their workers out as much as possible.
Using the Extension Mod
Currently extension mods are not enabled for use in LotV. This section will guide you through how to use the Extension Mod in HotS. It is available on ALL REGIONS
- Step One: On the SC2 Home Screen click "custom games"
- Step Two: Under "Browse Maps" find the map you wish to play!
- Step Three: After finding your map choose it then click "create with mod"
- Step Four: Search Double Harvesting (TeamLiquid Model) by ZeromuS
- Step Five: Hit Create Game
Collecting the Data
Save your replays and email them to the following link with whatever comments you would like to make
LegacyEconomyTest@gmail.com
Quick Tips
Early game is going to be similar to HotS, early early build order doesn't change too much
Spread your workers as evenly as possible! As soon as free mineral patches are available put at least 8 workers on that new base and watch as your income rises!
Don't cut at 8 workers! While the workers work best alone, if you cut at 8 workers and your opponent doesn't you will be very behind in economy keep that in mind!
Remember 16 workers in DH is almost as good as 16 workers in HotS! The goal isn't to make 8 workers "the norm" rather that spreading workers gives you major gains! So unless you have 6 or 7 bases you better have more than 8 workers on each mineral line if you want to have a reasonable income 
Make Extra PRODUCTION. If you dont make extra production as you spread out across the map you will find it very very hard to keep up.
Control the opponent! If your opponent is out expanding you, well, you're gonna have to keep them honest and keep them from outpacing you as much as possible
Also don't forget to join the in game group: Double Harvest. I made one on NA and someone else made one on EU. If you want to play on SEA or KR just make the group for us and let me know.
HAVE FUN!
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Awesome work, hopefully we can get blizz to make positive change
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thanks for all the work you've put into ^^
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Really interested to test these changes out, specifically relating to the reduced mineral patches that mine out quicker. Can't wait to get off work!!
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Thank you. I will try it out.;D
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how is that different from starting with more workers as in lotv?
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your Country52797 Posts
I might try to find some time for this even though it's exam time for me.
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Awesome, I will play the shit out of this in the upcoming weekend! If we wanted to make the early game start slower, say as fast as current HotS, then we could, in theory, just reduce the number of minerals mined per trip to compensate, right?
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If anyone wants to play a few games (diamond+) add me ingame , Alphard#224 on eu
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Been playing the extension mod since the original article was released and I gotta say the change just feels right. Expanding feels more worthwhile and I can still do tech builds if I wish. The fact that players are rewarded for what they do rather than punished for what they didn't do is great. After playing with both the DH and the LotV economy models, I have to say DH is the better model.
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I look forward to trying this mod out, I read the whole article you published earlier in the month and have been dying to test it.
I'm only a high silver - high gold (I'm fairly inactive so I can't say for sure where I sit), would it be of any use for me to send replays of my games to you? If so, you should know that I am not currently placed in a league - would it be preferable if I were so that it showed up on the replay screen?
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Wanna see high some level games on this.
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On April 23 2015 01:32 Wildmoon wrote: Wanna see high some level games on this.
I believe there is a LycanLeague with DH coming up soon!
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Canada13379 Posts
On April 23 2015 01:30 Snakeb1te wrote: I look forward to trying this mod out, I read the whole article you published earlier in the month and have been dying to test it.
I'm only a high silver - high gold (I'm fairly inactive so I can't say for sure where I sit), would it be of any use for me to send replays of my games to you? If so, you should know that I am not currently placed in a league - would it be preferable if I were so that it showed up on the replay screen?
Do whatever man just try and have fun and share your experiences
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All I want that the producing units are slower in sc2 in general. Income per minute are too fast or all units are too cheap in WoL and HotS. I am not a fan that you can produce 30-60 army-supply per minute in midgame already. I played first game without reading your tips. I just wanted to test a Stephano 11min maxroaches. However I changed my build at 7th min (ingame) to maxHydras just for fun. I had 200/200 maxhydras with 1-1 upgrades and range upgrade at 13min with wrong gas timing, I could have hit 200/200 a lot earlier.
My first impression is that this promotes more "surface without depth" and "sit until 200/200". You know that the path time from your base to opponents base has unchanged, this means your opponent can have a bigger army if you come to him because of DH.
Again, I only played one game.
Edit: My 2nd game now, just fined my maxHydras build. At 12:37 I had 200/200 + range upgrade done. At 13min I would have 2-2 and speed upgrade done too and I see alot potential. I highly doubt it makes more action faced game, rather a economical war game.
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Canada13379 Posts
On April 23 2015 02:12 Dingodile wrote: All I want that the producing units are slower in sc2 in general. Income per minute are too fast or all units are too cheap in WoL and HotS. I am not a fan that you can produce 30-60 army-supply per minute in midgame already. I played first game without reading your tips. I just wanted to test a Stephano 11min maxroaches. However I changed my build at 7th min (ingame) to maxHydras just for fun. I had 200/200 maxhydras with 1-1 upgrades and range upgrade at 13min with wrong gas timing, I could have hit 200/200 a lot earlier.
My first impression is that this promotes more "surface without depth" and "sit until 200/200". You know that the path time from your base to opponents base has unchanged, this means your opponent can have a bigger army if you come to him because of DH.
Again, I only played one game.
the issue of dropping income is another discussion entirely sadly. That itself would take much much more balancing. Though i would hope that if this is a direction blizz wants they will look into it for the future.
I would also think that even if you can hit 200/200 hydras at 13 or 12 minutes, your opponent will also have an army and income to handle that. Its not quite a vacuum game where just because you can rush 200 quickly that it means you auto win the game.
At its core we just want to show that removing worker pairing is a good direction and simply massing one unit as quickly as possible is something you could do in any economic model.
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Can I ask why this thread is in the LotV forum if the mod can only be played in HotS?
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Canada13379 Posts
On April 23 2015 02:20 Tenks wrote: Can I ask why this thread is in the LotV forum if the mod can only be played in HotS?
All the other discussion is happening with regards to LotV but good point, it might be worth moving. I'll ask others what they think
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