[SC2] Macromanagement in Starcraft II - Page 3
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Chill
Calgary25955 Posts
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GoAudio
Sweden400 Posts
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Eeeegor
Australia809 Posts
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MorroW
Sweden3522 Posts
nice article tho, gave me some positive insights of sc2 | ||
Scorch
Austria3371 Posts
That said, here's an idea to theorize over: What if inject larvae were a channeling spell? (That means the queen can't do anything else while injecting, like for example the archmage's blizzard spell in Warcraft 3) The result is that the queen can't chase scouts with her ranged attack while injecting. The opponent gets to keep his scout alive unless the zerg player foregoes injecting larvae for some time to go scout hunting. Would this help? If it doesn't, what if the queen's ground attack were melee? The effect is essentially the same, the scout lives longer and the opponent can adapt properly to what the zerg does. | ||
JiYan
United States3668 Posts
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stenole
Norway868 Posts
What I get as the main message of this article is that Blizzard need to assume that the game needs to be balanced (or balancable) at the highest level of play where both players use all factors of the game to their maximal potential, otherwise the game will fail. Tweeking the different races' macro mechanics will be a great challenge because of how it inevitably affects every other aspect of the game. | ||
Osmoses
Sweden5302 Posts
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Sharp-eYe
Canada642 Posts
Either way great article. | ||
Strayline
United States330 Posts
Furthermore, I think Zergs will get easier to read as time goes on and builds are a little more well-defined. People will count hatcheries and expansions and the timing of dens and such after the optimal paths for reaching certain timing windows with the maximum amount of units are discovered. Like: protoss knows what the signs of 5 hat hydra are but the signs that it's probably going to be hydras instead of mutas are kinda subtle... | ||
JWD
United States12607 Posts
On September 12 2009 07:39 Scorch wrote: I respect your effort and everything, but I don't think this article was necessary. If this is true, you really need to visit other community sites / the B.net forums more often. | ||
ghostWriter
United States3302 Posts
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QQplay
United States229 Posts
I hope SC2 is as balanced as SC:BW. | ||
drivec
United States354 Posts
but then again i bet the ppl that dont understand dont ready it all ether.. or havnt read hot_bids post | ||
freelander
Hungary4707 Posts
nice article. Could you run your excel stuff with 2 or 3 larvae ? (I mean injection) | ||
Pufftrees
2449 Posts
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Chill
Calgary25955 Posts
On September 12 2009 08:22 freelander wrote: Hey chill nice article. Could you run your excel stuff with 2 or 3 larvae ? (I mean injection) Sure, brb. 2 drone inject: 3 drone inject: | ||
tedster
984 Posts
Gives a lot more weight to the argument - i.e. how linear it seems to make the decision-making process and how there's virtually no choice, and it would take a pretty major change to inject choice back into the macro. One thing your graphs aren't taking into account, however, is how many troops P or T might be able to produce in the meantime. Those drone counts assume no other troops whatsoever, and while that is viable for a long period of time (since zerg can respond to 5 marines hitting their base by producing 10 lings at once) both T and P have excess minerals in your model they would be using for other production, and this could negatively effect Z's economy. It's obviously impossible to simulate this, but finding out how many marines T could produce before Z hits max saturation might be pretty important as well. | ||
d3_crescentia
United States4053 Posts
On September 12 2009 07:39 Scorch wrote:That said, here's an idea to theorize over: What if inject larvae were a channeling spell? (That means the queen can't do anything else while injecting, like for example the archmage's blizzard spell in Warcraft 3) The result is that the queen can't chase scouts with her ranged attack while injecting. The opponent gets to keep his scout alive unless the zerg player foregoes injecting larvae for some time to go scout hunting. Would this help? If it doesn't, what if the queen's ground attack were melee? The effect is essentially the same, the scout lives longer and the opponent can adapt properly to what the zerg does. it might help, but the pathfinding in SC2 is so far superior that you can just a-move with your first set of 6 lings and they'll kill the probe | ||
tedster
984 Posts
I still don't think simply forcing Z to choose their "injection troop" in advance will change much, however, since Z is looking to have an enormous scouting advantage over other races. With 25 seconds to spare, you could easily continue pumping drone larvae until the last possible second before dropping 5-7 eggs worth of lings as the opponent starts to get close. Not only that, the opponent is going to have to spend time near Z's base early game to "force zerg to play defensive", except that Z can produce an enormous quantity of lings out of nowhere and that spells death in an open field against a handful of troops. Problems, problems. | ||
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