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[SC2] Macromanagement in Starcraft II - Page 6

Forum Index > News
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icystorage
Profile Blog Joined November 2008
Jollibee19350 Posts
September 12 2009 01:41 GMT
#101
very nice in depth write up thanks :D
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 12 2009 01:43 GMT
#102
On September 12 2009 10:40 Manifesto7 wrote:
Show nested quote +
On September 12 2009 10:35 Zato-1 wrote:
On September 12 2009 10:28 Conquest101 wrote:
On September 12 2009 10:20 Zato-1 wrote:
On September 12 2009 10:11 Conquest101 wrote:Also, don't forget that by the time you have another nexus + CC zerg will easily have a 2nd hatch + 2nd queen, thus only compounding the issue.

Wrong. Remember all those spare minerals T and P have? And that Z doesn't have? An expansion costs minerals. With minerals, you can get one. Without one, you don't. That simple.


Check the graph again please. At approx. 200+ secs zerg has 300 mineral's banked. What is a zerg going to do with those 300 minerals, assuming a macro build? Expand. What is a terran/protoss going to do? They CANNOT expand because they will DIE to lings. Remember, the zerg has a pool up. And all those injected larvae can build lings OR drones. However many CC's/Nexii the the opponent gets will not save them if they CAN'T build military units. Consequently, the toss/terran cannot invest in an expansion as early as the zerg can.

Read Karune's reply again. Although he misses the point of the question directed at him, he does bring up an interesting issue. Look at all the shit the Toss has to do to NOT OUTRIGHT DIE to a zerg all-in after a pool first/queen build. What if, in that situation, as many of the posters commented, the zerg didn't all in, and instead built drones, only building lings/hydras at the last second to fend off pressure from the toss. Do you see how behind the toss would be?

Sigh. All the Queen gives the Zerg is more production capacity, which can be emulated with barracks/CC or Gateways/Nexii.

Yes, Terran and Protoss have to get around to building those. And yet by balancing the building times and building costs, it's easy to give them a balanced production capacity. In fact, I suspect they have a balanced production capacity already, this game's been tested for months and months. Two days of testing by fans does not compare.


Then you have nothing to worry about then. Relax and wait for the beta.

Which is exactly what I'm doing.

That, and foolishly trying to fight off some forum fearmongering.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Conquest101
Profile Blog Joined February 2007
United States1395 Posts
Last Edited: 2009-09-12 01:46:36
September 12 2009 01:46 GMT
#103
On September 12 2009 10:35 Zato-1 wrote:
Show nested quote +
On September 12 2009 10:28 Conquest101 wrote:
On September 12 2009 10:20 Zato-1 wrote:
On September 12 2009 10:11 Conquest101 wrote:Also, don't forget that by the time you have another nexus + CC zerg will easily have a 2nd hatch + 2nd queen, thus only compounding the issue.

Wrong. Remember all those spare minerals T and P have? And that Z doesn't have? An expansion costs minerals. With minerals, you can get one. Without one, you don't. That simple.


Check the graph again please. At approx. 200+ secs zerg has 300 mineral's banked. What is a zerg going to do with those 300 minerals, assuming a macro build? Expand. What is a terran/protoss going to do? They CANNOT expand because they will DIE to lings. Remember, the zerg has a pool up. And all those injected larvae can build lings OR drones. However many CC's/Nexii the the opponent gets will not save them if they CAN'T build military units. Consequently, the toss/terran cannot invest in an expansion as early as the zerg can.

Read Karune's reply again. Although he misses the point of the question directed at him, he does bring up an interesting issue. Look at all the shit the Toss has to do to NOT OUTRIGHT DIE to a zerg all-in after a pool first/queen build. What if, in that situation, as many of the posters commented, the zerg didn't all in, and instead built drones, only building lings/hydras at the last second to fend off pressure from the toss. Do you see how behind the toss would be?

Sigh. All the Queen gives the Zerg is more production capacity, which can be emulated with barracks/CC or Gateways/Nexii.

Yes, Terran and Protoss have to get around to building those. And yet by balancing the building times and building costs, it's easy to give them a balanced production capacity. In fact, I suspect they have a balanced production capacity already, this game's been tested for months and months. Two days of testing by fans does not compare.


That's where we'll have to agree to disagree than, I suppose. Unfortunately, Blizzard's responses have not inspired the kind of confidence in them you seem to possess. I am the first to hope that we are all wrong, and Blizzard does indeed have this balanced properly.

But just in case they don't, I feel this is a good thread.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2009-09-12 02:10:49
September 12 2009 02:10 GMT
#104
On September 12 2009 06:40 Lobbo wrote:

Is this true? But you need to save the energy to do so right?

I believe you can build more than 1 Queen, so each Hatch will have it's own dedicated Queen.

Oh ok, this thread expanded like crazy.
ModeratorNow I'm distant, dark in this anthrobeat
Manifesto7
Profile Blog Joined November 2002
Osaka27152 Posts
September 12 2009 02:12 GMT
#105
On September 12 2009 10:43 Zato-1 wrote:
Show nested quote +
On September 12 2009 10:40 Manifesto7 wrote:
On September 12 2009 10:35 Zato-1 wrote:
On September 12 2009 10:28 Conquest101 wrote:
On September 12 2009 10:20 Zato-1 wrote:
On September 12 2009 10:11 Conquest101 wrote:Also, don't forget that by the time you have another nexus + CC zerg will easily have a 2nd hatch + 2nd queen, thus only compounding the issue.

Wrong. Remember all those spare minerals T and P have? And that Z doesn't have? An expansion costs minerals. With minerals, you can get one. Without one, you don't. That simple.


Check the graph again please. At approx. 200+ secs zerg has 300 mineral's banked. What is a zerg going to do with those 300 minerals, assuming a macro build? Expand. What is a terran/protoss going to do? They CANNOT expand because they will DIE to lings. Remember, the zerg has a pool up. And all those injected larvae can build lings OR drones. However many CC's/Nexii the the opponent gets will not save them if they CAN'T build military units. Consequently, the toss/terran cannot invest in an expansion as early as the zerg can.

Read Karune's reply again. Although he misses the point of the question directed at him, he does bring up an interesting issue. Look at all the shit the Toss has to do to NOT OUTRIGHT DIE to a zerg all-in after a pool first/queen build. What if, in that situation, as many of the posters commented, the zerg didn't all in, and instead built drones, only building lings/hydras at the last second to fend off pressure from the toss. Do you see how behind the toss would be?

Sigh. All the Queen gives the Zerg is more production capacity, which can be emulated with barracks/CC or Gateways/Nexii.

Yes, Terran and Protoss have to get around to building those. And yet by balancing the building times and building costs, it's easy to give them a balanced production capacity. In fact, I suspect they have a balanced production capacity already, this game's been tested for months and months. Two days of testing by fans does not compare.


Then you have nothing to worry about then. Relax and wait for the beta.

Which is exactly what I'm doing.

That, and foolishly trying to fight off some forum fearmongering.


Yeah I once spent a day with a bucket throwing back the tide. Now I just move my blanket up to higher ground.
ModeratorGodfather
chongu
Profile Blog Joined February 2009
Malaysia2589 Posts
September 12 2009 03:09 GMT
#106
Niiiiiccceeeee : ) i would be interested to see karune respond to this
SC2 is to BW, what coke is to wine.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
September 12 2009 03:12 GMT
#107
On September 12 2009 06:28 Crunchums wrote:
Yay it has finally arrived
Can't wait for the beta...


4 months out man still a long wait.

+ Show Spoiler +
no idea when its coming out... SIGH
Hwaseung Oz fan for life. Swing out, always swing out.
MageKirby
Profile Joined July 2009
United States535 Posts
September 12 2009 03:41 GMT
#108
LOL best banner ever xD
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 12 2009 03:46 GMT
#109
On September 12 2009 10:35 Zato-1 wrote:
Show nested quote +
On September 12 2009 10:28 Conquest101 wrote:
On September 12 2009 10:20 Zato-1 wrote:
On September 12 2009 10:11 Conquest101 wrote:Also, don't forget that by the time you have another nexus + CC zerg will easily have a 2nd hatch + 2nd queen, thus only compounding the issue.

Wrong. Remember all those spare minerals T and P have? And that Z doesn't have? An expansion costs minerals. With minerals, you can get one. Without one, you don't. That simple.


Check the graph again please. At approx. 200+ secs zerg has 300 mineral's banked. What is a zerg going to do with those 300 minerals, assuming a macro build? Expand. What is a terran/protoss going to do? They CANNOT expand because they will DIE to lings. Remember, the zerg has a pool up. And all those injected larvae can build lings OR drones. However many CC's/Nexii the the opponent gets will not save them if they CAN'T build military units. Consequently, the toss/terran cannot invest in an expansion as early as the zerg can.

Read Karune's reply again. Although he misses the point of the question directed at him, he does bring up an interesting issue. Look at all the shit the Toss has to do to NOT OUTRIGHT DIE to a zerg all-in after a pool first/queen build. What if, in that situation, as many of the posters commented, the zerg didn't all in, and instead built drones, only building lings/hydras at the last second to fend off pressure from the toss. Do you see how behind the toss would be?

Sigh. All the Queen gives the Zerg is more production capacity, which can be emulated with barracks/CC or Gateways/Nexii.

Yes, Terran and Protoss have to get around to building those. And yet by balancing the building times and building costs, it's easy to give them a balanced production capacity. In fact, I suspect they have a balanced production capacity already, this game's been tested for months and months. Two days of testing by fans does not compare.

Yeah, all it does is give more production capability. That's like nothing important, right? The T would have to go for a build like triple CC in his base into 4 barracks to get the same kind of a production as Z. And do those total at 150 or whatever minerals?
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
September 12 2009 03:52 GMT
#110
On September 12 2009 08:48 integral wrote:
Show nested quote +
On September 12 2009 06:38 Chill wrote:
On September 12 2009 06:34 integral wrote:
The graphs are interesting, I hope people interpret them appropriately. As you say, Zerg having fewer minerals at an arbitrary one-base saturation level is only due to their macro mechanic not raising the maximum rate of mining from a particular area. I think that could easily be misunderstood, especially in the context of "in the end, RTS strategies usually boil down to the simplest common factor - maximize resource production as quickly as possible." Those are pretty significant gaps for mineral count, after all, so zerg will have to leverage its early game advantage to make up the difference in theoretical maximums.

True, however, keep in mind that from this one hatchery and queen, Zerg essentially has 2 gateways and a nexus. If the model built 2 gateways and constant zealots, im sure the minerals would come a little more together.

What? You weren't producing zerglings, were you? Why would one race adding in combat unit production make an assessment of the economic potential of the races an even comparison? I understand that larva are equivalent to production buildings, but you were using your larva for drones, not zerglings, so I'm confused.

I'm not concerned with the model's accuracy, I'm fond of the saying that "all models are wrong, some are useful", but this model does seem to indicate that protoss and terran have the ability to have a stronger economy IF all they do is focus on workers and their macro mechanics -- which is of course, very unrealistic. Zerg reaches drone saturation earlier, as you point out, but why is that so critical if their economy at saturation is relatively worse than a protoss or terran's economy pre-saturation? [1]

Factor in production buildings and the other things terran and protoss would need to do to remain militarily (can military be adverbed?!) comparable and they might be more even, yes, but I do find it interesting. [2]

If my point stands and I'm not missing something, the main things to balance are (as you point out) the zerg's ability to 1. gain map control due to early unit production advantage and 2. fluidly switch between what they're producing, which are as far as I can tell the sole reasons why the queen mechanic is better -- NOT that the zerg can outmine the other two races in a "who can mine more minerals faster", as you suggested when you said
Show nested quote +
Further, in a straight-up macro war, you will never out macro a Zerg player who opens 13 pool into queen.


This is, of course, just looking at the numbers here. Though psi count and the other factors involved in macro might be higher for zerg initially, unless the ratio of terran/protoss buildings' and units' cost to zerg's buildings' and units' cost is worse than the ratio of their economic advantage, there simply must be an intersection at some point.

edited to make the last paragraph more confusing


This topic is brought up a lot after this post. I just chose to quote this particular one because it covers the topic well.

[1] I don't think the Zerg has worse economy, though. The reason Zerg has fewer minerals is because they have the ability to spend it faster on faster drones. If the Zerg graphs were extended over time to be closer to the other graphs - even if no additional drones were built - Zerg would likely catch up in minerals with the other two races. The horizontal axis is the time (obviously) and Zerg has a higher number of drones than the other two races. After the queen kicks in, they have a waaay higher number of drones.

+ Show Spoiler [So purely theoretically:] +


We want to know the number of minerals at time 't'. This has to do with the number of workers and the rate at which they gather.

The rate at which minerals increase ('dM/dt' if familiar with differential calculus) is the gathering rate (some constant 'k', the number of minerals gathered per second) times the number of workers (we'll say 'g' ). So it's just 'dM/dt = kg'. But 'g' is not constant (you build more over time).

So 'g' is some function that increases as 't' increases. Well, 'dg/dt' (the rate at which workers are built) is basically '1/b' where 'b' is the time it takes to build a drone (plus a bit more to factor in overlords and and a bit less to factor in larva and so on and so forth). For example, say that 'b' is 13 seconds. So you get '1/13' or 1 worker every 13 seconds.

So integrating 'dg/dt = 1/b', we get 'g=t/b'. So the number of workers at time 't' is the amount that's passed divided by the amount of time it takes to build a worker. Swell, this is all making sense so far.

So back to 'dM/dt = kg', we now can say 'dM/dt = kt/b = t(k/b) = tC' where 'C' is just whatever number 'k' is divided by whatever number 'b' is (it's just a constant, in other words. Integrating 'dM/dt = tC', we get 'M = (C/2)t^2'.

tldr Minerals are proportional to t^2 (the amount of time passed squared) with one hatchery.

So what happens when the queen kicks in? Well, the time it takes to build a drone is shorter, but more accurately, you can build more drones at the same time than you could before.

What happens to 'dg/dt' if we could double the speed of larva (basically like building a second hatchery)? Well, now you can build 2 drones every 13 seconds, so 'dg/dt = 2/b' so 'g=2t/b'.

So we plug that 'g' back into 'dM/dt = kg = k(2t/b) = t(2k/b) = 2C' and we integrate to get 'M = Ct^2' which is predictably twice the result we got earlier.

tldr So a queen used to make drones will multiply your total minerals by 2.5 times (when compared over the same amount of time with just a single hatchery). I find this interesting because the Protoss mechanic is only multiplying by 1.25 x number of nexuses whereas the Zerg mechanic (if only used for drones) is expansions x 2.5.

Now, these are total minerals mined, not stored in the bank [also this is a purely ideal economy building nothing but drones etc. and using continuous math is dangerous around discrete systems and so on disclaimer yada yada]. So your bank will not grow at this rate, only the total amount of mining you have done. The great thing about Zerg is that you can spend all of your money as fast as possible - and in Starcraft and most RTSs, the more total money you spend, the better your economy is functioning. Yes, the cost of all those drones so fast is expensive, but it will pay ridiculous dividends just seconds later after they all pop and start mining. Would a Terran turn down 2.5 times more SCV's if they had to pay the cost?


Because you can reach your optimal saturation (depends on your build, probably) faster, you can start your actual build sooner and with more money more quickly than the other races.

[2] The interesting thing about Zerg in SC is their ability to tech switch rapidly because they need only build one building and then can produce whatever unit up to their maximum capacity. This also has a side-effect of making their macro needs slightly cheaper (even with drone cost figured into buildings). SC2 makes this even more true because the 100 mineral queen is an early replacement for (1.5 x (300+50[+mining time])) ~525 minerals worth of buildings (in terms of production). The Zerg has so few expenses compared to Terran and Protoss in SC2. If a Terran wants to mass marines to counter zergling numbers, they have to invest in more barracks. A Zerg just needs the initial Spawning Pool, and 'saves' the money that the Terran spent throughout the game (though spending a bit of it on extra hatcheries).

So I would guess that in a realistic situation, the Zerg would be even better off than they appear in the graphs when compared to the Terran or Protoss. That kind of thing is difficult to say definitively, though. Different builds call for different cost patterns, of course.
citi.zen
Profile Joined April 2009
2509 Posts
September 12 2009 03:55 GMT
#111
Waw, this article is a bit shocking to me. I expected to be MORE persuaded of the Z dominance, yet I now have some serious doubts. A few quick thoughts:

1. The most surprising thing is how much more efficient P and T are at mining off of 1 base. This, as Zato-1 said above, should mean they can make many more gateways/racks earlier, without ever stopping worker production. Hey, all that extra cash has to go into something!

2. I view the theoretical race to 30 drones as largely irrelevant: Z will have to sacrifice some drone production to get other units in response to P/T (who have to spend that pile of cash).

3. Z must expand to keep up economically. Yes, they have the ability/map control to do so, and yes, they can saturate quickly. Still, they must do it and still be ready in multiple locations for a variety of P and T timing pushes. Could be tricky.

4. Your "comparison" section gave me pause: T has an early mining edge, but in mid-late game P seems to get a HUGE advantage, as obelisks improve mining in saturated mineral lines. What does this mean for a PvT? Does T now need to out-expand the P in mid-game to keep up?

So many questions, so much excitement! Thanks Chill.
Aut viam inveniam, aut faciam.
Motiva
Profile Joined November 2007
United States1774 Posts
September 12 2009 04:00 GMT
#112
This was a really interesting read TY TL
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 12 2009 04:04 GMT
#113
On September 12 2009 12:46 Shikyo wrote:
Show nested quote +
On September 12 2009 10:35 Zato-1 wrote:
On September 12 2009 10:28 Conquest101 wrote:
On September 12 2009 10:20 Zato-1 wrote:
On September 12 2009 10:11 Conquest101 wrote:Also, don't forget that by the time you have another nexus + CC zerg will easily have a 2nd hatch + 2nd queen, thus only compounding the issue.

Wrong. Remember all those spare minerals T and P have? And that Z doesn't have? An expansion costs minerals. With minerals, you can get one. Without one, you don't. That simple.


Check the graph again please. At approx. 200+ secs zerg has 300 mineral's banked. What is a zerg going to do with those 300 minerals, assuming a macro build? Expand. What is a terran/protoss going to do? They CANNOT expand because they will DIE to lings. Remember, the zerg has a pool up. And all those injected larvae can build lings OR drones. However many CC's/Nexii the the opponent gets will not save them if they CAN'T build military units. Consequently, the toss/terran cannot invest in an expansion as early as the zerg can.

Read Karune's reply again. Although he misses the point of the question directed at him, he does bring up an interesting issue. Look at all the shit the Toss has to do to NOT OUTRIGHT DIE to a zerg all-in after a pool first/queen build. What if, in that situation, as many of the posters commented, the zerg didn't all in, and instead built drones, only building lings/hydras at the last second to fend off pressure from the toss. Do you see how behind the toss would be?

Sigh. All the Queen gives the Zerg is more production capacity, which can be emulated with barracks/CC or Gateways/Nexii.

Yes, Terran and Protoss have to get around to building those. And yet by balancing the building times and building costs, it's easy to give them a balanced production capacity. In fact, I suspect they have a balanced production capacity already, this game's been tested for months and months. Two days of testing by fans does not compare.

Yeah, all it does is give more production capability. That's like nothing important, right? The T would have to go for a build like triple CC in his base into 4 barracks to get the same kind of a production as Z. And do those total at 150 or whatever minerals?

I think you're overestimating the production capacity of 1-hatch queen.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
General Nuke Em
Profile Joined March 2008
United States680 Posts
Last Edited: 2009-09-12 04:19:39
September 12 2009 04:19 GMT
#114
No he's not. To get the flexibility of 1 hatch queen you pretty much would need triple CC and barracks. The problem isn't that he can mass workers or that he can mass units, its that he can potentially do both. People going double rax were getting absolutely steamrolled by a 1 hatch queen build.
251
Profile Blog Joined March 2008
United States1401 Posts
September 12 2009 04:26 GMT
#115
Thanks for writing this Chill. Good points all around, really does illustrate how Zerg compounds an advantage.

In the same line of thought though I don't see how people aren't freaking about Terran's mechanic as well - MULEs combined with reactors sounds like just as hellish production. Especially for the early/mid game - forget mass zergling production - marines are range, this army advantage compounds HARD, especially with tighter unit groupings. Marines literally turn into a ball now and they are even better.

Turn everything on the flip side and imagine Zerg trying to scout this. Overlords can't get in because they will get shot down by a minimal amount of marines no matter what. keep some marines on the ramp, some around the perimeter, and hide the big ball of death deep inside the base. At the right timing when Zerg is powering drones, just walk on in. Don't know if any amount of spine crawlers, queens, zerglings or even banelings (due to getting shot down before reaching ball) will stop a huge marine ball.

To me, this sounds so ridiculously cost efficient that its no wonder in all the battle reports and games I've seen so far, you just haven't seen tech races with terran or large late game macro wars. It's Marines and Marauders getting pumped and winning at that stage. Granted I have nothing to base this off of except observation, I haven't yet had chance to play, and yeah beta blah blah, but just wanted to contribute to the discussion with my thoughts. Maybe someone can make a graph of how quickly marine production can escalate in the early-mid game.
"If you can chill..........then chill."
Manifesto7
Profile Blog Joined November 2002
Osaka27152 Posts
September 12 2009 04:31 GMT
#116
Turn everything on the flip side and imagine Zerg trying to scout this. Overlords can't get in because they will get shot down by a minimal amount of marines no matter what. keep some marines on the ramp, some around the perimeter, and hide the big ball of death deep inside the base. At the right timing when Zerg is powering drones, just walk on in. Don't know if any amount of spine crawlers, queens, zerglings or even banelings (due to getting shot down before reaching ball) will stop a huge marine ball.

To me, this sounds so ridiculously cost efficient that its no wonder in all the battle reports and games I've seen so far, you just haven't seen tech races with terran or large late game macro wars. It's Marines and Marauders getting pumped and winning at that stage. Granted I have nothing to base this off of except observation, I haven't yet had chance to play, and yeah beta blah blah, but just wanted to contribute to the discussion with my thoughts. Maybe someone can make a graph of how quickly marine production can escalate in the early-mid game.


Yeah I was wondering about this as well. It seemed like that is why zerg teched to ultras so quickly, to try and deal with this massive force, but I don't know how you can get numbers up in time.
ModeratorGodfather
ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
September 12 2009 04:33 GMT
#117
Really well thought out Chill, like you say, I love all of the macro mechanics, I just think they need some stat tweaking for balance. I also agree that using a macro mechanic should be a bit more of a commitment and not just a "bonus" to every race.
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-09-12 04:45:53
September 12 2009 04:39 GMT
#118
On September 12 2009 13:19 General Nuke Em wrote:
No he's not. To get the flexibility of 1 hatch queen you pretty much would need triple CC and barracks. The problem isn't that he can mass workers or that he can mass units, its that he can potentially do both. People going double rax were getting absolutely steamrolled by a 1 hatch queen build.

Okay now you're being plain ridiculous. 1-hatch queen gives you the the equivalent of 2 hatcheries worth of larvae from Brood Wars. You're saying that to compete against a Zerg with two hatcheries, Terran needs three bases and four Barracks. I think you forgot to mention that to fend off the massive onslaught of a Zerg with two hatcheries, Terran would also need a couple science vessels and a fleet of Battlecruisers, I mean the zerg might make hydras with those larvae!
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
September 12 2009 04:46 GMT
#119
It took me a few seconds to get the banner haha.

Nice analysis. I'm glad you're confident Blizzard will make changes, because I already find TvZ in SC hard ~_~
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
citi.zen
Profile Joined April 2009
2509 Posts
September 12 2009 04:52 GMT
#120
On September 12 2009 05:40 Chill wrote:
The more I've thought about it, the more I think this economic acceleration won't matter for any race but Zerg. You can support a ridiculous army off of one base in Starcraft II. For example, you can support 4 barracks with reactors off one base if you get the MULE quickly enough. Think about that. That's 8 barracks in constant marine production. That's a lot of marines. However, if you are able to scout 3 barracks with reactor addons, you know what's coming. If you see marines being rallied 8 at at time, you know what's happening.

The problem, as mentioned, is that Zerg don't have to show anything. Two hatcheries and a queen - That's enough to go anywhere in 7 minute from an all-in attack with 30 hydralisks, to pushing 60 supply in drones. When Zerglings are coming 28 at a time, and suddenly they stop, you can predict that Zerg has switched over to drone production again, but it's already too late for you to adapt.


The real question is what is T sacrificing by making 4 racks and marines? The Z has NO CHOICE but to stop making (some?) drones, while the T presumably continues to pump scvs non-stop.

I am also not convinced you can scout the T that easily after the first rack is complete. They probably want to rush to mule anyway, and then make the rest of the racks, or whatever else they choose. By then no OL will be in their base, correct?

By the way, the charts show mining efficiency without mule/obelisk, correct? Accounting for those would make the minerals disparity wider in favor of P/T, and much more imperative for Z to expand to keep up.
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