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[SC2] Macromanagement in Starcraft II - Page 8

Forum Index > News
203 CommentsPost a Reply
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Boundz(DarKo)
Profile Joined March 2009
5311 Posts
September 12 2009 11:48 GMT
#141
This was a really interesting read, even for me who have not even been close to playing it. I've always loved TL's way of caring about our beloved child that is starcraft, now that child has become a man and a new kid will be born with SC2. I've got no doubt this will be fixed to the same balance as broodwar possesses, even if it will take a year or two with our help.
Freezard
Profile Blog Joined April 2007
Sweden1011 Posts
September 12 2009 11:56 GMT
#142
Nice article but I don't know why you guys take the beta so seriously lol... the game is nowhere near completion but I love you anyway.
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
September 12 2009 12:00 GMT
#143
On September 12 2009 20:56 Freezard wrote:
Nice article but I don't know why you guys take the beta so seriously lol... the game is nowhere near completion but I love you anyway.

How is it ever to be completed, then?
dcttr66
Profile Joined October 2003
United States555 Posts
September 12 2009 12:33 GMT
#144
i got about halfway through...i don't really agree about the part where you don't have a choice...just because using the resource gathering skills is kindof pointless if you've mined out the map already.
tedster
Profile Joined May 2009
984 Posts
September 12 2009 12:54 GMT
#145
On September 12 2009 21:33 dcttr66 wrote:
i got about halfway through...i don't really agree about the part where you don't have a choice...just because using the resource gathering skills is kindof pointless if you've mined out the map already.

Mining out a map happens incredibly rarely and by then the game has already been decided 95% of the time.
the last wcs commissioner
Sinedd
Profile Joined July 2008
Poland7052 Posts
September 12 2009 13:07 GMT
#146
epic banner and awesome article ;] i really enjoyed reading this
T H C makes ppl happy
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
September 12 2009 13:22 GMT
#147
On September 12 2009 21:54 tedster wrote:
Show nested quote +
On September 12 2009 21:33 dcttr66 wrote:
i got about halfway through...i don't really agree about the part where you don't have a choice...just because using the resource gathering skills is kindof pointless if you've mined out the map already.

Mining out a map happens incredibly rarely and by then the game has already been decided 95% of the time.

Source?
RoX.KIS.Craft
Profile Joined July 2009
Ukraine73 Posts
September 12 2009 13:57 GMT
#148
gosu
RoX.KIS.SC2 manager.
Spec
Profile Blog Joined July 2009
Taiwan931 Posts
September 12 2009 14:13 GMT
#149
:o Queen will only reign supreme until they release beta and we play 24/7 to break the game.
Zerg's turn to be imba please.
Eye for an eye make the world go blind - Gandhi
0neder
Profile Joined July 2009
United States3733 Posts
September 12 2009 14:46 GMT
#150
I have to say, if I imagine SC2 in current form w/out macro mechanics, I imagine a better game with more balance between micro and macro.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 12 2009 14:52 GMT
#151
On September 12 2009 23:46 0neder wrote:
I have to say, if I imagine SC2 in current form w/out macro mechanics, I imagine a better game with more balance between micro and macro.

By having close to no macro that would be balanced?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Aznleeman
Profile Joined November 2007
United States208 Posts
September 12 2009 14:54 GMT
#152
It took me around 4 minutes into reading the article until I understood what the banner actually meant. That's damn clever there Silversky...

Excellent article. It really helps clear up the macro mechanics and I hope the game will evolve because of it.
._.???
hyst.eric.al
Profile Blog Joined June 2009
United States2332 Posts
September 12 2009 15:06 GMT
#153
awesome article
since sc2's coming out in 2050 blizzard has plenty of time
Leta , BeSt, Calm fan forever! 김정우, I am sorry I ever lost faith in you.
JWD
Profile Blog Joined October 2007
United States12607 Posts
Last Edited: 2009-09-12 15:12:00
September 12 2009 15:08 GMT
#154
On September 12 2009 20:56 Freezard wrote:
Nice article but I don't know why you guys take the beta so seriously lol... the game is nowhere near completion but I love you anyway.

I've seen this argument a lot around SC2 threads lately, and it's completely broken. The logic seems to be that, because SC2 isn't finished, there's no point in heavily critiquing it. But the only reason you can assume that the finished product will be better than what's out today is because of the critique (and resulting improvement) the game will receive! Especially in cases like this, where Blizzard employees seem to be missing a crucial balance concept, the voice of third parties like TL motivates improvements in balance/gameplay.

So, please, don't post here just to say that TL is being too serious, or too good, or too thorough at its SC2 coverage.
✌
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
September 12 2009 15:17 GMT
#155
On September 12 2009 13:52 citi.zen wrote:

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? [1]

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. [2]


[1] It's not so much about scouting his base. It's that you are denying his scout and you can scout him as soon as he moves out. So if you move out, he has the time that it takes you to get to his base to respond and also increased capacity for response. If he moves, it will be difficult for you to scout it unless you have scouts well outside his base. This means you'll have less time to respond to him. It's this inequality in scouting that leads to the Zerg's advantage.

[2] The least you could do is carefully read the OP before making a statement like this. Of course the graph takes into account the other macro mechanics. I mean, he even drew a vertical line at the times in which they kick in.

On September 12 2009 13:57 integral wrote:
Show nested quote +
On September 12 2009 12:52 DefMatrixUltra wrote:
On September 12 2009 08:48 integral wrote:
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
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.


You make some very good points about things I ironically overlooked (and why I overlooked it) in a post about not misinterpreting the graphs, notably that zerg is spending faster than terran and protoss and this skews the graph. It's hard to extrapolate from the tail end of that graph whether dM/dt for zerg would be comparable to the terran and protoss curves, but after looking at it again I think that it would, plus it'd be pretty hard to argue that it wouldn't. [1]

Protoss' mineral mining rate w/mechanic is going to be 1.2x (not 1.25x, unless 6/5 is now 1.25... but I got the other math wrong so ) that of normal workers w/o mechanic, which as you point out falls significantly short of the advantage the zerg mechanic gives. [2]

I'd want to factor in build times and building costs to truly graph out a function dM/dt that included expansions, [3]

but as it stands I concede to the "zerg queen mechanic also enables faster economy" argument, which makes a few of my prior points invalid. (e.g. that there will be some theoretical intersect at which point the mining rate of protoss and terran would surpass that of the zerg -- and thus a point in the midgame where protoss and terran would reach a greater number of minerals mined overall. This still might happen in a real game due to other limits such as population cap and the typically limited number of mineral patches on starcraft maps, but there is no denying the current advantage zerg has both in theoretical expansion and production capabilities.)


edit: if the unit cost/effectiveness ratios are balanced, dM/dt is what needs to be emphasized and focused on in terms of economy balancing. Any significant imbalance in the dM/dt of unchecked expansion will have to be made up for with other gameplay aspects. [4]

edit two: clarity or lack thereof


[1] The theoretical and realistic models of the mechanic might collide and disagree at strange times. The thing about the model is that the constant 'C' becomes slightly smaller as you build more drones (because there is such a thing as oversaturation). At some point, having too many drones is not advantageous enough without having an expo to use them at.

Another point that makes a Zerg fall short of its theoretical maximum is that a Zerg's build is more optimized if he builds one type of unit at a time (this is generally true). So building a drone, then a ling, then a drone is usually not the most optimal way to do it. It'd be better to go drone drone ling instead (of course this is assuming the regular course of your build and not that you're being attacked at the moment and need emergency defense). So at some point when the Zerg decides to make an army, he will pretty much stop building drones altogether. Protoss and Terran will still be getting a fairly theoretically maximal output from their mechanics because they will rarely have to stop worker production.

However, I think in a realistic sense, the Zerg is able to reach the saturation required for his build earlier because of the larva mechanic. This allows him to switch production to something else (possibly a contain or a set of defensive units to cover an expansion [like a Terran would do in BW]). So it could be that because of the playstyles of the different races, Protoss or Terran might benefit more in minerals over time (simply because trying to follow closely to the theoretical model of the larva mechanic means not building enough units to cover expansions needed). Even if this is the case, the fact that Zerg has such a powerful and flexible early game really makes me think that a possible mineral advantage later on is pretty moot. Advantages early on tend to snowball in an RTS like SC (this is often called the slippery slope effect).

[2] You're right here. For someone reason I used 4-->5 instead of 5-->6. Maybe it was just too late or something.

[3] Doing this is actually a complete nightmare. It's much easier to talk about the ideal economy and then talk about the kinds of expenses that take away from ideal economy. To actually do this, you would need a specific build order and you would need to set up a differential equation for each milestone. So from 0 seconds to first supply depot, you'd solve the DE for one function. Then from that point to Barracks, you would solve another DE for another function. And you would do this many many times and add the results all up together by evaluating the functions along the time intervals to which they apply.

This becomes pretty much impossible after the first engagement with the enemy (unless you are doing it after the fact... though that's pointless because you could just look at the replay and see how many total minerals they had mined). You can't even loosely predict what an enemy will do or even the actual outcome of a single engagement so you definitely cannot predict it accurately enough to write out a model.

Also there are some problems you run into with using continuous math with these discrete things that will affect even a 100% accurate model.

[4] This is one of the core aspects of BW to me. It's also the reason I find the Zerg so interesting because they have so much potential for economic advantage.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-09-12 18:02:39
September 12 2009 17:57 GMT
#156
On September 13 2009 00:08 JWD wrote:
Show nested quote +
On September 12 2009 20:56 Freezard wrote:
Nice article but I don't know why you guys take the beta so seriously lol... the game is nowhere near completion but I love you anyway.

I've seen this argument a lot around SC2 threads lately, and it's completely broken. The logic seems to be that, because SC2 isn't finished, there's no point in heavily critiquing it. But the only reason you can assume that the finished product will be better than what's out today is because of the critique (and resulting improvement) the game will receive! Especially in cases like this, where Blizzard employees seem to be missing a crucial balance concept, the voice of third parties like TL motivates improvements in balance/gameplay.

So, please, don't post here just to say that TL is being too serious, or too good, or too thorough at its SC2 coverage.

I disagree with this logic.

You see, I've been a WoW player for years- say what you will about that. In the past 18 months or so, there has been an unprecedented level of communication between the community and the WoW developers- or rather, between the community and one particular developer who's willingly taken the cross of extending communication channels with the community. This developer is known as Ghostcrawler.

Thanks to Ghostcrawler's candor, I've learned many details about how the Blizzard development process works. It's an iterative process- they try one build, if something doesn't work, they make a change and try another build, polishing until the final product shines. I also know that Blizzard is far more critical of its own work than the fans are. They have high standards, and it shows.

Now, where does the community come in? We offer feedback. We do not design the game, our voice is limited to an opinion. For better or for worse (and I think it's for the better), it's the game developers who have the final say on any and all decisions. Drama happens each and every day in the WoW forums- members of the community threaten to leave the game and stop paying their subscription fees all the time, there are strong emotions at play. All the time. At the end of the day, it means jack. All that matters are good arguments, presented in a concise and respectful manner. The game developers will give much, much more weight to that kind of argumentation than to the cries of the masses demanding justice for the perceived imbalance of 1-hatch queen. Game development is not a democracy.

Chill and Hot_Bid's articles were great. I'm sure they've been read, discussed, and duly considered by the Blizzard staff. Most everything beyond that is chaff. The devs are _not_ missing a crucial balance concept. They know the game far better than we do. They know the 1-hatch queen build much better than we do. I'm sure they won't be as good SC2 players as some of the folks in TL.net. However, it does not take an S class Brood Wars player to be an S class game developer. And Blizzard entertainment have proved to me that in the game industry, they are the S class game developers.

TL:DR; They know we think there's an issue with the 1-hatch queen build. I'm sure they appreciate the feedback. It's time to move on.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Sabu113
Profile Blog Joined August 2009
United States11047 Posts
September 12 2009 18:21 GMT
#157
Interesting Read. I suprised no ones commented on how zerg will be forced to expend the most psi to increase mineral gain and the macro elements of warpin and especially reactors are understated. Zerg will need this macro ability to match up in the midgame. Possibly a delayed queen would work best.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-09-12 19:34:16
September 12 2009 19:32 GMT
#158
On September 13 2009 00:17 DefMatrixUltra wrote:
[1] The theoretical and realistic models of the mechanic might collide and disagree at strange times. The thing about the model is that the constant 'C' becomes slightly smaller as you build more drones (because there is such a thing as oversaturation). At some point, having too many drones is not advantageous enough without having an expo to use them at.

Another point that makes a Zerg fall short of its theoretical maximum is that a Zerg's build is more optimized if he builds one type of unit at a time (this is generally true). So building a drone, then a ling, then a drone is usually not the most optimal way to do it. It'd be better to go drone drone ling instead (of course this is assuming the regular course of your build and not that you're being attacked at the moment and need emergency defense). So at some point when the Zerg decides to make an army, he will pretty much stop building drones altogether. Protoss and Terran will still be getting a fairly theoretically maximal output from their mechanics because they will rarely have to stop worker production.

However, I think in a realistic sense, the Zerg is able to reach the saturation required for his build earlier because of the larva mechanic. This allows him to switch production to something else (possibly a contain or a set of defensive units to cover an expansion [like a Terran would do in BW]). So it could be that because of the playstyles of the different races, Protoss or Terran might benefit more in minerals over time (simply because trying to follow closely to the theoretical model of the larva mechanic means not building enough units to cover expansions needed). Even if this is the case, the fact that Zerg has such a powerful and flexible early game really makes me think that a possible mineral advantage later on is pretty moot. Advantages early on tend to snowball in an RTS like SC (this is often called the slippery slope effect).

[2] You're right here. For someone reason I used 4-->5 instead of 5-->6. Maybe it was just too late or something.

[3] Doing this is actually a complete nightmare. It's much easier to talk about the ideal economy and then talk about the kinds of expenses that take away from ideal economy. To actually do this, you would need a specific build order and you would need to set up a differential equation for each milestone. So from 0 seconds to first supply depot, you'd solve the DE for one function. Then from that point to Barracks, you would solve another DE for another function. And you would do this many many times and add the results all up together by evaluating the functions along the time intervals to which they apply.

This becomes pretty much impossible after the first engagement with the enemy (unless you are doing it after the fact... though that's pointless because you could just look at the replay and see how many total minerals they had mined). You can't even loosely predict what an enemy will do or even the actual outcome of a single engagement so you definitely cannot predict it accurately enough to write out a model.

Also there are some problems you run into with using continuous math with these discrete things that will affect even a 100% accurate model.

[4] This is one of the core aspects of BW to me. It's also the reason I find the Zerg so interesting because they have so much potential for economic advantage.


For [3], I was still in "expand-as-fast-as-possible" theory-mode, imagining a game where the objective is not to engage an opponent but to gather resources as fast as possible. I wouldn't want to write out an actual equation to model it, that'd be really difficult as you say, but I think it would be fairly easy to plot a few curves and do a relative comparison at various points in the game. I'd try out a few different maximum-economy build orders with each race and plot a rough curve of each and then compare them. This wouldn't make for a good mathematical model, of course, but it would include realistic factors such as mining base build time and cost, supply costs, pathing inefficiencies, etc. -- and the conclusions made and understanding gained from it would be a lot more tangible. Right now with real-game variables and parameters it's still not clear just how relatively advantageous zerg's mechanic can be in an economy race. A lot of it would be based on the map -- varying the number of mineral patches per expansion, number of minerals per patch, and the distance of base from mineral patch would all have a significant effect on such a race.

And, of course, the results of such a test will vary from build to build as everything gets tweaked. The beta will be an interesting process, for sure.
Freezard
Profile Blog Joined April 2007
Sweden1011 Posts
September 12 2009 19:44 GMT
#159
On September 13 2009 00:08 JWD wrote:
Show nested quote +
On September 12 2009 20:56 Freezard wrote:
Nice article but I don't know why you guys take the beta so seriously lol... the game is nowhere near completion but I love you anyway.

I've seen this argument a lot around SC2 threads lately, and it's completely broken. The logic seems to be that, because SC2 isn't finished, there's no point in heavily critiquing it. But the only reason you can assume that the finished product will be better than what's out today is because of the critique (and resulting improvement) the game will receive! Especially in cases like this, where Blizzard employees seem to be missing a crucial balance concept, the voice of third parties like TL motivates improvements in balance/gameplay.

So, please, don't post here just to say that TL is being too serious, or too good, or too thorough at its SC2 coverage.


I just remembered, this game isn't even in its beta stage yet. I respect TL.net's dedication to analyze the current build but how on earth are you supposed to tell what's balanced and not judging from some hours of gameplay of an alpha build at a few events? I'm pretty sure that when Blizzard put up all those PC:s at BlizzCon with SCII, balance testing wasn't the purpose of it but just to let people play for fun and test it out without looking at all the small details.

As the guy said above me said Blizzard have their iterative development process and we all know how they change their games dramatically every so often. I follow Diablo III closely and while it's not as far in development as SCII, it does look very playable and Blizzard could probably have released it in some months if they wanted to, yet they change stuff all the time. People whine like crazy at certain things with the game but the next thing you see is that that thing got replaced or revamped, just look at the class weapons or skills that constantly change (lol at people creating skill calculators).

For me it has been the same with SCII just it's even worse with a game like that - units are the main part of the game but they get removed or they get other attacks/spells or they can suddenly fly... how can anyone even TRY to understand the game when it constantly changes? How do you know Queens will even be in the final build?

My point is, why would Blizzard listen to critique from a few people's opinions already when the game isn't even ready to be tested yet? I thought the beta phase was the purpose of that since they will receive input from thousands of people who has tested the game far longer than what's possible on the event floors. However I did like to read the article because it's nice to know how the game is shaping up, I just stopped reading half-way through since it's so full of assumptions and lack of faith in the developers.
r4j2ill
Profile Blog Joined September 2009
Canada111 Posts
September 12 2009 20:46 GMT
#160
ok this is my thought into this conflict
Zergs will need to tone down their benefits with either the number of larvae injected, energy to do so, or a amazing secondary benefit that makes the choice very difficult between the two
For terrans ( i kno this is so strange) but they should alow scan sweep to go for the entire map. its a satelittle how can it not pick up the whole map its not that huge plus u are sacrificing 200 minerals for scouting 100% of the map and picking possible things that can win you the game. Think about it, you are walled in and wondering if the zerg is going all drones or hydras.... just get scan and you will kno what hes up to and counter. O ya they should make a good counter to hydras that can be gotten early game
The enemy of my enemy of my enemy is my enemy but his enemy is my friend ;D - r4j2ill
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