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On April 23 2015 05:59 Penev wrote: Just to be sure: DH9 would mean the worker would mine 4+5 minerals/ trip (eww)? That's one way of doing it. Alternative is mining three times, and gathering 3minerals each time. DH 3x3 is actually available as a mod, if you want to try that one.
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Approximately how much more do ypu mine with two bases with 8 workers each over one base with 16 workers?
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On April 23 2015 23:10 thezanursic wrote: Approximately how much more do ypu mine with two bases with 8 workers each over one base with 16 workers? Standard: 0% DH 2x5 or DH 2x4: ~30% DH 3x3: ~16%
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Canada13379 Posts
On April 23 2015 22:28 BlackLilium wrote:Show nested quote +On April 23 2015 05:59 Penev wrote: Just to be sure: DH9 would mean the worker would mine 4+5 minerals/ trip (eww)? That's one way of doing it. Alternative is mining three times, and gathering 3minerals each time. DH 3x3 is actually available as a mod, if you want to try that one.
I'm actually working a similar 3x3 but with shorter overall mining time to compare to yours
Hoping to land somewhere in the middle with the income curve and "reward" for expanding since the differences in income as you go up in bases get relatively smaller over time 2 vs 3 3vs 4 etc 16% seems lowish. Hopefully I can find some middle ground in DH10 and the 3x3 DH9 
Bonus to DH9 in terms of how it looks VISUALLY is they create offset pairs so they look like they are paired but efficiency still drops.
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On April 23 2015 23:56 ZeromuS wrote:I'm actually working a similar 3x3 but with shorter overall mining time to compare to yours Looking forward to test it! Which parameter(s) are you tweaking? Hitting any new problems?
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Canada13379 Posts
On April 24 2015 00:13 BlackLilium wrote:Show nested quote +On April 23 2015 23:56 ZeromuS wrote:I'm actually working a similar 3x3 but with shorter overall mining time to compare to yours Looking forward to test it! Which parameter(s) are you tweaking? Hitting any new problems?
just harvest time for each trip right now havent touched the wait time.
Not sure if there are new problems i might have found one but decided to test a lot more first to ensure i know where its coming from.
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I played the mod a bit. If we're really meant to have expands all over the place, I think we need to make a LOT of tweaks. For example, I think that units are too fast in SC2 for that kind of gameplay. It's fine when you have your 3 bases on your side of the map, and your opponent has his 3 bases on his side of the map, and you need to cover a lot of ground fast between the 2 sides for the game not to be boring. But when there are more expands, they're bound to be closer to one another, action will happen not necessarily on one side or ther other, but maybe more in the outer expands or in the center of the map (which is good!) and I just find it too easy and fast to go from one base to another in the current settings. I don't know, maybe it was that way in BW too, but it felt like more work to hit a base, then hit another, probably a result of lesser pathfinding too.
In general, I guess you would have to make massive rebalancings, something Blizzard may not be willing to do.
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Units move about 30% faster in SC2 than they did in BW.
Pretty sure thats not correct. At least units get to one part of the map to another insanely fast in BW. The movement speed values of SC2bw doesn't reflect such a discrepancy either. E.g. with Vultures moving at 5.5 speed (or around that).
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I tried to create games with the mod but didn't succeed so far do I need to download anything?
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On April 24 2015 04:47 Hider wrote:Pretty sure thats not correct. At least units get to one part of the map to another insanely fast in BW. The movement speed values of SC2bw doesn't reflect such a discrepancy either. E.g. with Vultures moving at 5.5 speed (or around that). Yes, that's why I said that the pathfinding algorithm could have played a role in the apparent slower speed at which BW units evolve in their environment.
Edit: Otherwise, thanks guys for working on making propositions like these, I'm convinced that if Blizzard just listens a bit and tries to at least consider those, we'll have a better game.
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On April 24 2015 06:16 Barrin wrote:Show nested quote +On April 24 2015 05:43 SoulTendo wrote: I tried to create games with the mod but didn't succeed so far do I need to download anything? Did you follow the instructions in this or this post?
Thank you but I saw that my problem is that I don't have an Create with mod button on the maps i want to play. So I guess I cant use any mod.
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On April 24 2015 06:28 Barrin wrote:Show nested quote +On April 24 2015 06:23 ZenithM wrote:On April 24 2015 04:47 Hider wrote:Units move about 30% faster in SC2 than they did in BW. Pretty sure thats not correct. At least units get to one part of the map to another insanely fast in BW. The movement speed values of SC2bw doesn't reflect such a discrepancy either. E.g. with Vultures moving at 5.5 speed (or around that). Yes, that's why I said that the pathfinding algorithm could have played a role in the apparent slower speed at which BW units evolve in their environment. Edit: Otherwise, thanks guys for working on making propositions like these, I'm convinced that if Blizzard just listens a bit and tries to at least consider those, we'll have a better game. I tested direct horizontal values, which were not much different than the diagonal values. In fact they're probably the same; I might have done 250x252 or something for the diagonal. SC2 units are even faster than 30% more than BW units in light of any algorithm deficiencies. Would you agree that this would probably be good to slow some units down a bit? If so... that would imply rebalancing the whole game from this point on? :D
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edit: nvm need to play more games on it
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