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I think an ideal ratio would be something like 1/0.8/0.5
This is hard to implement, but it could be possible if we change worker AI somewhat. I belive that workers atm will stand still at a mineral patch and wait if another worker is currently mining it and there is no other worker waiting there (and there are no patches without assigned workers). This has the effect of making this second worker not waste any time trying to optimize where it mines - this optimization happens automatically once the worker pair gets into rythem. The AI also makes workers know how many patches there are being mined, so they will always spread ideally untill the second round is produced. If we instead made workers move to find new patches instead of waiting, this will lower the effectiveness of the second worker, allowing us to make workers slightly faster and make a third worker actually contribute to income.
Would this work, or am I just being silly right now?
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On August 26 2013 18:56 Hider wrote:Show nested quote +I'm not sure I am following you and I've made a mistake... First of all. A third worker on a patch in current Sbow eco should not give you any more mineral income at all. Theoretically that is... I've seen some test with very slight differences. Well I looked at the difference in the current Sbow econ between 2nd worker income and 3rd worker income, which currently is this; 0.5 - 0 = 0.5 If the difference is even larger (e.g. if it is 1/1/0.25 --> then its 0.75), then players will just be rewarded for taking even faster bases. This is the new suggested? This indeed is a drastic change, and will definitely require mineral income per path reduced from 8 to 7, and probably also just 8 mineral pathes in main and natural. But ofc it will make possible to take bases at a slower rate.
Again I am not understanding what you are trying to say. Are you looking at a single base or more bases? Are you looking at several workers mining off one one mineral patch? If you only have one mineral patch then there is no point in getting a third worker with the current eco. It will not add anything!
I did not change my system I just corrected an error. Like I said numbers can be tweaked. My most important point however, is that if you want the third worker to actually produce any income then the second worker will always double you income compared to having just one.
This is not the case in the current sbow eco. Sine the third adds noting the second adds less than the third. According to Kabels testing the relation between three workers on one patch is something like:
1/0.67/0
@ Zaphod
Making the second worker alwasy move to another location if one is taken (unless they are all taken..) could make the second less effective. It might be too much, and the second you get 16 then all will be "right" again... hmm... not sure. Could be tested.
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@December
You are my superhero. Please fly me to the moon. Your work looks amazing!
@Economy
Keep calculating, boys!
@Hiders suggested changes
Most of it sounds good. But the concern for me is still Stalker & Immortal. You now suggest new dmg values on both units. A potential new ability. And new stats has been suggested and tried for weeks/months. And yet we never reach a state where Protoss core units feel good and interesting enough vs the other races. It is the same dilemma over and over again.
Sooner or later will we probably finally find something good with the Immortal & Stalker. And if we find that, it will be more interesting than just the Dragoon. But how long shall we continue? 1 month? 5 months? When will it ever be good enough?
That is why I consider to just add the Dragoon. It will be easier to make it have better relationships with the other core units, since we can just look at BW. Then just make adjustements to the potential balance problems, for example, how will it work with Warp gate? (Late game tec, long warp in time, maybe not warped in at all? I am not even sure there is an animation to make Dragoons be warped in. You know this, December?)
The main problem IMO is mass Mutalisks. How can P deal with mass Mutalisks, especially when he must defend 4+ bases with clumsy Dragoons? Unlimited selection of Mutalisks can fly between bases easily. Mass Corsairs and mass Cannons is the only way to go? Mass Null Wards? (They will be fixed by XiA)
My list of top concerns: - Pathing/micro - Economy - Dragoon/Stalker/Immortal <- This is so fundamental for the rest of the relationships and the match-ups.
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On August 26 2013 19:13 Zaphod Beeblebrox wrote: I think an ideal ratio would be something like 1/0.8/0.5
This is hard to implement, but it could be possible if we change worker AI somewhat. I belive that workers atm will stand still at a mineral patch and wait if another worker is currently mining it and there is no other worker waiting there (and there are no patches without assigned workers). This has the effect of making this second worker not waste any time trying to optimize where it mines - this optimization happens automatically once the worker pair gets into rythem. The AI also makes workers know how many patches there are being mined, so they will always spread ideally untill the second round is produced. If we instead made workers move to find new patches instead of waiting, this will lower the effectiveness of the second worker, allowing us to make workers slightly faster and make a third worker actually contribute to income.
Would this work, or am I just being silly right now? Nah, BW worker AI works kinda like that (but stupider).
Which means if you add a worker past 1 per patch you get a slow reduction per worker instead of just mattering if its second or third worker per patch. Assuming 12 workers on 12 patches 13'th worker adds something like 96%, 13'th 93%, 14'th 89% percent etc.
Default SC2 eco isn't terrible in terms of versatility. Main problem with it is that you make too much money. If you lower income by 1 default sc2 eco like FRB does, the game takes MUCH longer to start up. So that is why we are not using that. 8 or 7 per trip and longer mining time gives you an advantage that 1 worker per patch makes for a fast increase in your eco when getting a new base. Only problem is with smart ai it is really hard to get any advantage past 16 workers (assuming 8 patches).
@Xiphias If a worker runs to what he thinks is an empty patch but another worker already got there, he will waste time walking to it before targeting another empty mineral patch and so on.
This gives you that bounce of workers that you see in BW.
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@Dargoon Vs immortal / Stalker
I don't see the problem here. With Dec's immortal it should be no need to get the dragoon back into the picture. Stalker/Immortal works fine imo. Especially with new pathing / micro.
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And yet we never reach a state where Protoss core units feel good and interesting enough vs the other races. It is the same dilemma over and over again.
But what exactly have we done? Immortals have been UP vs mech ever since it was implemented (maybe there was a period with absorb where it was fine). If we had spent more time in the unit tester before adding it into the game, I think criticism would be quite different.
Further, the stalker + zealot domination problem vs zerg is also purely a probelm attributed to lack of time spent in the unit tester. What needs to happen is that we define the desired outcome, and then test and tweak untill we are there. Regardless of what units would be in the game, we will be in a mess with loss of complaints when balance is so flawed as it currently is now.
The main problem IMO is mass Mutalisks. How can P deal with mass Mutalisks, especially when he must defend 4+ bases with clumsy Dragoons? Unlimited selection of Mutalisks can fly between bases easily. Mass Corsairs and mass Cannons is the only way to go? Mass Null Wards? (They will be fixed by XiA)
Indeed. So the two factors to consider here (assuming stalker gets balanced in PvZ) is 1) Mass mutalisk PvZ that likely will be super frustrating/boring to play against for protoss without the blink stalker 2) The boringness of the blink stalker in TvP mech.
The former might be something that can be fixed by sentinel at robo and giving nullsphre a big buff vs mutalisks. The latter is IMO less of a issue if it only relates to TvP mech and if you can be offensive with all other units. But it will also be harder to fix it.
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@Hider
So the values you now suggested for the Immortal + Stalker have been properly tested in the unit tester and in the editor? You have set a desired outcome and you have tweaked those values so we now know this will be good? Or are your numbers just another blind suggestion?
A design related problem though can probably be fixed with a design related solutions.
Yes. And how is that solution?
Don´t get me wrong. I know you want the game to be as good as possible. But it is very time consuming for me to continue to do all this testing. (Yes, I do try it a lot in the editor before I upload it... But it is hard to isolate unit relationships like that, and it often feels different when used in a real game.)
So the thing I can do now is ask you all to do your testing. Try it in the editor. Try it in test maps. Help me find a solution. Otherwise I will probably aim for the Dragoon, just because it is much much easier.
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So the values you now suggested for the Immortal + Stalker have been properly tested in the unit tester and in the editor? You have set a desired outcome and you have tweaked those values so we now know this will be good? Or are your numbers just another blind suggestion?
No I obviously haven't done that. My point is that more time needs to be done in the unit tester before patches are released, so we avoid scenarios where zealots rape speedhydras and where there is no reward for adding in stalkers. The basic unit relationships must work pretty well before the game can be fun to play.
If dragoon is added, then we need to see how it fare vs tanks, Vultures/marines/maurauders etc in large and small scales, w/ and without support. Severeal tests has to be made.
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If we model the Immortal mostly after the Dragoon we will have most of the interesting interactions the Dragoon had. Only problem then is the Stalker... I said it before, make it a tad more fragile and give it medium(?) armor type - then adress its mobility and ability to be agressive.
I like the idea of Stalkers working best in groups of 3-8 due to their supirior mobility to all other protoss units (maybe give a speed boost with blink). Being fragile they will avoid tanks, lurkers and big groups of units in general, but with strong attacks be brilliant at handling Mutalisks and opposing mobile hit squads in general.
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Yes. And how is that solution?
It definitely won't be easy, but please note that if balance of the stalker gets correct, then this issue will be less urgent than mutalisks vs dragoons. Further, now that we had specified the problem, then coming up with a "fun solution" is more likely to occur. If I knew how to use editor, I would try out various solutions in these two scenarios;
Scenario 1: 8-10 Blink stalkers vs 2-3 taks and a planetary (with maybe a couple of turrets/suply depots, spider mines). Scenario 2: 25-40 Blink stalkers vs correspondingly big group of tanks in a defensive location.
The desired result is here to find a way to improve the cost efficeincy in the first scenario that didn't change the results in the second scenario significantly. If I found something that worked, I would then make sure that it wouldn't completely break balance in other matchups/unit compositions.
But yes, it will likely be time consuming.
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On August 26 2013 19:59 Zaphod Beeblebrox wrote: If we model the Immortal mostly after the Dragoon we will have most of the interesting interactions the Dragoon had. Only problem then is the Stalker... I said it before, make it a tad more fragile and give it medium(?) armor type - then adress its mobility and ability to be agressive.
I like the idea of Stalkers working best in groups of 3-8 due to their supirior mobility to all other protoss units (maybe give a speed boost with blink). Being fragile they will avoid tanks, lurkers and big groups of units in general, but with strong attacks be brilliant at handling Mutalisks and opposing mobile hit squads in general.
Hmm normal/medium armor type. Interesting idea. Will make it be able to tank a bit better vs tanks. Prob not enough to make it good enough. If combined with a small tweak/buff to blink, then yes. With new econ mobility units receives an indirect nerf, so a blink buff wouldn't be break the game offensively. However, that is likely to also make them too good at defending harass.
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I did not change my system I just corrected an error. Like I said numbers can be tweaked. My most important point however, is that if you want the third worker to actually produce any income then the second worker will always double you income compared to having just one.
Why is this neccesary? Hasn't Sc2bw found a way to manipulate worker AI to make it more bw'ish?
@Dec
Does it take a lot of time to implement a new econ/worker AI into Sbow?
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so we avoid scenarios where zealots rape speedhydras and where there is no reward for adding in stalkers. The basic unit relationships must work pretty well before the game can be fun to play.
Speed Zealots are suppose to "rape" speed Hydras. (Unless Hydras have a critical number) Specify what unit relationsships are broken/works bad. Makes it easier to look at it.
If dragoon is added, then we need to see how it fare vs tanks, Vultures/marines/maurauders etc in large and small scales, w/ and without support. Severeal tests has to be made.
Yeah of course. But in that case I can look at the BW relationships. See how the relationships are there between Goon - Tank - Vulture - Hydra etc, and just steal it. Its a good foundation that works. It will probably need some minor tweaks to fit with the SC2 engine and with some other factors of the game.
The problem with Stalker + Immortal is that we do not have any foundation. SC2 values on those units do not fit in Starbow. (Stalker with Blink can not be strong vs armored units, since that destroys postional units like Tanks + Lurkers.) It is a much harder job to get this to fit well, and it requires testing, theorycrafting, testing, theorycrafting and more testing.
But I do not say that the Dragoon must or will be added. I am just starting to seriously consider that solution, since there are so many problems connected to the Stalker + Immortal. (Even though Decembers new Immortal solution will help with some things at least.)
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Speed Zealots are suppose to "rape" speed Hydras. (Unless Hydras have a critical number)
Yeh but slow zealots rape double-upgraded hydras atm. I posted the results of the test yesterday. Also I can't find a single situation in early game/early midgame vs zerg where adding in stalkers is beneficial vs hydra/ling, and I tested several different mapy layouts with Danko.
Yeah of course. But in that case I can look at the BW relationships. See how the relationships are there between Goon - Tank - Vulture - Hydra etc, and just steal it. Its a good foundation that works. It will probably need some minor tweaks to fit with the SC2 engine and with some other factors of the game.
Yes with BW pathing you could. I think adjustments may need to be made though with a more Sc2'ish pathing.
But I do not say that the Dragoon must or will be added. I am just starting to seriously consider that solution, since there are so many problems connected to the Stalker + Immortal. (Even though Decembers new Immortal solution will help with some things at least.)
Yes and so do I, but I think we can't evalute the proper state of Immortal + Stalker objectively with the current balance. My plan would be this;
- Implement the suggested changes (besides the stalker ability yet). Obviously testing must be made to find the correct values for the stalker to make it balanced vs zerg and terran bio. - Over the next 1 month or so, make a few balance patches (because there will always be "minor" issues probably). - Test various solutions in the two scenarios for the blink stalker. - If a decent solution is found, then test it --> receive feedback --> if it doesn't work properly --> Plan B is the Dragoon. - If a decen't solution isn't found --> go straight to plan B.
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On August 26 2013 20:08 Hider wrote:Show nested quote +On August 26 2013 19:59 Zaphod Beeblebrox wrote: If we model the Immortal mostly after the Dragoon we will have most of the interesting interactions the Dragoon had. Only problem then is the Stalker... I said it before, make it a tad more fragile and give it medium(?) armor type - then adress its mobility and ability to be agressive.
I like the idea of Stalkers working best in groups of 3-8 due to their supirior mobility to all other protoss units (maybe give a speed boost with blink). Being fragile they will avoid tanks, lurkers and big groups of units in general, but with strong attacks be brilliant at handling Mutalisks and opposing mobile hit squads in general. Hmm normal/medium armor type. Interesting idea. Will make it be able to tank a bit better vs tanks. Prob not enough to make it good enough. If combined with a small tweak/buff to blink, then yes. With new econ mobility units receives an indirect nerf, so a blink buff wouldn't be break the game offensively. However, that is likely to also make them too good at defending harass.
That is why I also suggest nerfing their health - to make it really risky to build more than a hit squad of Stalkers.
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Default SC2 eco isn't terrible in terms of versatility. Main problem with it is that you make too much money.
mind explaining this? ---------------
a big flaw, of sc2 economy is the second worker - 1/1~/?
overall this means you rather have 16 workers on one base than 8workers spread on two bases (8min field) A reason additional bases is not taken for the minerals after the normal 3base is that supply = death or life. The normal is 65 workers on 3base, and if you take a 4th or 5th its for the gas purely.
One big reason for this is not the economy initself though, its that supply needs for your deathball
Ive said this before and i will say it again anyway: You have 16 workers Two bases 8 mineral fields on each
If the income encourage that you spread the workers out (eight on each base), this adds a good depth for gameplay
I feel this is very important!
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@decemberscalm: wow, nice job! ^^
On August 26 2013 17:40 Hider wrote: Anyway, I am gonna list up my suggested patch notes;
Protoss - Stalker damage increased from 14 vs normal to 16 vs normal. - Stalker receives new type of abilitiy that buffs blink in in the intended usage. It will likely need quite a bit of testing to make it feel right and balanced. - Reaver splash damage nerfed significantly. - Archon HP/shield reduced change from 10/300 to 140/140 which will make EMP less important/strong vs protoss, and this will make help seperate when you want to make HT's and when you want to make Archons, as I personally dislike that EMP's kinda counter both units. - Warp prism movement speed reduced from 3.75 to 3.2 Upgrade increases speed from 3.2 to 3.5
Zerg
- Dark Swarm replaces the Sc2 binding cloud with 75% range reduction. - Lurkers might neeed a small HP buff as new Immortals are quite strong. - Ultralisks might need a HP buff with Dark Swarm removal/nerf and immortal buff.
Terran - Turret cost increased from 100 minerals to 125 minerals (or damage further reduced). Turret works okay'ish at the moment vs zerg and protoss (as you don't want to overmake them), however with new economy I fear that instead of investing into additional expos, you will use the spare minerals on a faster turret wall off which will reduce action in all matchups. Given that Sentinel openings and warp prism openings have been nerfed a bit, this change seems fair for early game as well.
Buffing stalker damage and blink is playing with fire. If stalkers get better vs hydra then we will see blinktimings, no doubt about it, if the stalkerball is big enough lings wont do shit as they wont have the surface area, hydra's wont do shit because you can keep trading without losing stalkers, muta's obviously will not be the answer either => you're forced into a lot of lurkers => safeguard deals with that + you're really mobile, there are probably enough places on the map to go around the lurkers and surpass terrain unless we only have maps with chokes => map design limited. It will make stalker/reaver better, and i know you're not a fan of that. So in short, it will be really hard to not have any blinktimings be really good (and this usually means end of the game, if you can trade a bit to start, then it just snowballs out of control), especially because blink can't be too far in techtree because you need it to defend vs mutarushes. And second the possible maps that will be decent for starbow will be very narrow.
With reaver, watch out with this, you still pay money for each shot fired, even if it doesn't kill anything, we haven't seen the best splitting potential at all yet (remember when banelings used to be OP vs marines, then marineking showed what's what), especially because you don't need to split everything, only select the 2 units being targeted (you usually wont see more than 2 reavers) and sent them towards the enemy (or even load it into a medivac/overlord => scarab will miss and hit nothing, the more i think about it, the scarier this sounds to me, abusing dropmicro vs reaver.)
So toss gets archives and makes templar, now terran should get 2 different counter units vs archon and templar? I don't see the logic in this, you already need more emp's vs archon than you need vs ht. Also, if you let terran empblanket your army with vessels, then you probably deserved it. Counters: scout, storm, split, stalkers, warp prism (for ht), carriers and arbiters (statis).
A speed upgrade that adds less than 10% speed doesn't seem like something i'd pay for.
I also agree with the fact that blinding cloud counters siege tanks harder than dark swarm and i don't think it's a realistic spell for the defiler as well, its casting range would need to be too great for them to land anything without being instakilled by siegetanks first. On the other hand it would be too retardedly powerful on the viper. Rather nerf dark swarm with casting range and radius, making it less easy to cover whole areas with dark swarm and easier to snipe them.
About turret rings: again, if someone doesn't want to be dropped, he will make sure he doesn't get dropped by all means, what you aim for is some trigger that makes you unable to make more than X turrets per base. And anyway, as said before, if a player makes many turrets, change your plan and abuse the fact that he spent a lot of minerals on base defenses, even if it means it is 'less exciting'. Showing players what you are capable of if they over-invest in base defenses will make them stop doing so, the power is in your hands.
5B) With the current balance, protoss can just rape banshees by researching speed on Scouts, but if that ability is removed, he will instead prefer to mix in blink stalkers to try and defend vs the banshees.
6b) Assuming the protoss player stabilizies/kills the banshees with his stalkers, they become quite oboselete with current balance. However, with some kind of offensive small squad threat to them, they will be usefull for harassing relatively weakly defended outer expos. Thus they can now function as an anti deathball unit.
I believe this type of balance/dynamic is a lot more fun, and rewards scouting/reacting/decisionmaking, harass, "fun micro" (rather than spamming) and anti-deathball play too a larger extent.
I will still take scouts over stalkers vs banshees any day, banshee can abuse terrain, bait out blinks, then you have to wait for blink cooldown, etc. While with the scout, i can just let it follow you so you actually never will be able to really harass anything. I don't know why you think chasing banshee's is "fun micro", just like defending vs muta, blinking in and out of bases correctly and scouting the movements so you don't get caught offguard at some angle and meanwhile try to scout what the enemy's next move is, is one of the harder non fun things to do. Look at WoL pvz, big mutaballs were one of the lamest things to see, toss couldn't move out unless he went for the baserace.
Yes this also means that at a certain point in the game you should mix in corsairs vs zerg (unless you already have other air-units that discourages zerg to go for muta's), you simply don't have the time to react when zerg makes a huge mutaswitch. This means you still wont see a different dynamic defending vs muta with stalker or dragoon. Once you're on 4 bases it doesn't matter if you have stalkers or dragoons, muta's are still much more mobile and do trade decently well with stalkers because they can clump up and pick their fights, you will never have 20 stalkers ready at each angle => corsairs are the only way to go.
Show nested quote +And yet we never reach a state where Protoss core units feel good and interesting enough vs the other races. It is the same dilemma over and over again.
But what exactly have we done? Immortals have been UP vs mech ever since it was implemented (maybe there was a period with absorb where it was fine). If we had spent more time in the unit tester before adding it into the game, I think criticism would be quite different. Further, the stalker + zealot domination problem vs zerg is also purely a probelm attributed to lack of time spent in the unit tester. What needs to happen is that we define the desired outcome, and then test and tweak untill we are there. Regardless of what units would be in the game, we will be in a mess with loss of complaints when balance is so flawed as it currently is now. Show nested quote +The main problem IMO is mass Mutalisks. How can P deal with mass Mutalisks, especially when he must defend 4+ bases with clumsy Dragoons? Unlimited selection of Mutalisks can fly between bases easily. Mass Corsairs and mass Cannons is the only way to go? Mass Null Wards? (They will be fixed by XiA)
Indeed. So the two factors to consider here (assuming stalker gets balanced in PvZ) is 1) Mass mutalisk PvZ that likely will be super frustrating/boring to play against for protoss without the blink stalker 2) The boringness of the blink stalker in TvP mech. The former might be something that can be fixed by sentinel at robo and giving nullsphre a big buff vs mutalisks. The latter is IMO less of a issue if it only relates to TvP mech and if you can be offensive with all other units. But it will also be harder to fix it.
Early zealot/stalker works because they both deal good enough with lings, the dragoon however is not good vs lings => clear weakness and with dec's awesome new attack system the zerg can micro his hydra's vs the zealots and chase dragoons with lings. You cannot give an extra ability to the stalker to be better vs small groups of tanks, then we are back at the problem where terran just died vs blink-openings, unless you require an extra upgrade that probable comes late enough for the P to choose better harassment options.
As i already covered, once the early mutaharassment is done, the stalker doesn't help any better than the dragoon, the stalker is no magical fix on this topic.
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Buffing stalker damage and blink is playing with fire. If stalkers get better vs hydra then we will see blinktimings, no doubt about it, if the stalkerball is big enough lings wont do shit as they wont have the surface area, hydra's wont do shit because you can keep trading without losing stalkers, muta's obviously will not be the answer either => you're forced into a lot of lurkers => safeguard deals with that + you're really mobile, there are probably enough places on the map to go around the lurkers and surpass terrain unless we only have maps with chokes => map design limited.
Well I don't think we ever were close to the stage where you could mass blink stalkers vs hydras. They have always been kinda bad vs them, and at the moment they just suck relative to zealots vs hydras. I think there is a middle ground. Sure if opponent chooses to mass blink stalkers, then you probably need lurkers, which IMO doesn't force reavers (if balanced correctly, this patch should be a nerf), but immortals (now that they are better).
Personally I wanna see this type of balance; Zealots > lings. Zealots vs unupgraded hydras = depends on micro for both players (quite even). Hydras with ups > zealots Stalker + zealots = hydras (+lings) Stalkers with blink (+zealots) > hydras and fares okay'ish vs hydra + lings. Stalkers with blink (+zealots) < lurkers + hydra. Gateway units + immortals = lurker + hydra.
But the zerg has the advantage if toss stays on that composition all game long due to the mobility of drop play + threat of mutalisk tech switch, thus evenutally toss needs to add in AOE to become extra cost effective.
I will still take scouts over stalkers vs banshees any day, banshee can abuse terrain, bait out blinks, then you have to wait for blink cooldown, etc. While with the scout, i can just let it follow you so you actually never will be able to really harass anything. I don't know why you think chasing banshee's is "fun micro", just like defending vs muta, blinking in and out of bases correctly and scouting the movements so you don't get caught offguard at some angle and meanwhile try to scout what the enemy's next move is, is one of the harder non fun things to do. Look at WoL pvz, big mutaballs were one of the lamest things to see, toss couldn't move out unless he went for the baserace.
But well this is the exact type of harass where you can leave your base. You can run around the map with your main army, because your 10 stalkers alone can take care of that. I believe getting too many banshees isn't ideal (cus they aren't that good in battles), so I don't think you have to fear that you can't leave your base due to opponent massing 10+ banshees.
I think most people will enjoy this kind of light banshee harass play in the mid+ late game.
About turret rings: again, if someone doesn't want to be dropped, he will make sure he doesn't get dropped by all means, what you aim for is some trigger that makes you unable to make more than X turrets per base. And anyway, as said before, if a player makes many turrets, change your plan and abuse the fact that he spent a lot of minerals on base defenses, even if it means it is 'less exciting'. Showing players what you are capable of if they over-invest in base defenses will make them stop doing so, the power is in your hands.
New economy is an indirect buff to turtling. Since I thought the balance of turret rings prepatch was pretty good (it wasn't optimal to get it up too early), I think we should try to maintain that balance. The point is that while boring playstyles will always be optional, they shouldn't be the optimal way to play the game.
Early zealot/stalker works because they both deal good enough with lings, the dragoon however is not good vs lings => clear weakness and with dec's awesome new attack system the zerg can micro his hydra's vs the zealots and chase dragoons with lings.
Stalker sucks vs speedlings. Try it in the unit tester, its always better to get more zealots than stalkers vs lings.
You cannot give an extra ability to the stalker to be better vs small groups of tanks, then we are back at the problem where terran just died vs blink-openings, unless you require an extra upgrade that probable comes late enough for the P to choose better harassment options.
I think you can give it a mid/late game upgrade that buffs stalkers in lower numbers but doesn't reward mass blink stalker openings. Further, remember that blink stalkers will be indirectly nerfed with new econ as well. If they stay in the game with new econ, buffing them vs mech actually makes lots of sense.
I also agree with the fact that blinding cloud counters siege tanks harder than dark swarm and i don't think it's a realistic spell for the defiler as well, its casting range would need to be too great for them to land anything without being instakilled by siegetanks first.
I think if terran actually can target fire before binding cloud goes off --> That's fantastic. That creates uncertainty and rewards micro to the game, everything Dark Swarm doesn't. Obviously it shouldn't be easy, but I think we easily can adjust it so it feels balanced.
Ofc. that can be adjusted for Dark Swarm as well. You suggest lower casting range and radius, and I think they are both great things additions as well, and I support that if Dark Swarm stays.
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On August 26 2013 22:47 Foxxan wrote:Show nested quote +Default SC2 eco isn't terrible in terms of versatility. Main problem with it is that you make too much money. mind explaining this? --------------- a big flaw, of sc2 economy is the second worker - 1/1~/? overall this means you rather have 16 workers on one base than 8workers spread on two bases (8min field) A reason additional bases is not taken for the minerals after the normal 3base is that supply = death or life. The normal is 65 workers on 3base, and if you take a 4th or 5th its for the gas purely. One big reason for this is not the economy initself though, its that supply needs for your deathball Ive said this before and i will say it again anyway: You have 16 workers Two bases 8 mineral fields on each If the income encourage that you spread the workers out (eight on each base), this adds a good depth for gameplay I feel this is very important! You are right about its flaws. But with SBOW economy you've got no income curve. It is 100% when you add first worker per patch. Second worker is always something like 64%. No third worker. Always 1:.64.
With SC2 eco, once you reach 16 workers (yes you are correct, first two workers are 1:1) then you get a curve. Each worker brings less and less money. Optimal saturation for SC2 is roughly 24. Third worker brings less and less each one you add.
This is similar to how in BW, past 1 per patch each added worker adds less and less each time, but you can still over saturate. You cannot over saturate in Starbow. Most you can do is make sure you've got 1 worker per patch, and then add on top of that.
edit:
@Economy
Me and Xiphias have tried out many different methods. Nothing works for what we want due to smart pathing.
Unless I can find anything better I am pretty sure we will need to resort to worker bounce to improve the economy. We played with tons of different methods. If you have a third worker able to mine, the second worker is always 100% efficient. (SC2) If you have a second worker mining under 100% efficiency, the third worker cannot mine. (Starbow). We played with harvesters that delay before returning their money, still no good.
This method looked interesting. They experiment with different distances for the mineral fields to give different efficiency levels. I don't think I can properly test it when they don't have an explanation on how to set it up. http://www.teamliquid.net/forum/viewmessage.php?topic_id=393800
So in summary, worker bounce seems the way to go for now.
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On August 26 2013 23:25 decemberscalm wrote:Show nested quote +On August 26 2013 22:47 Foxxan wrote:Default SC2 eco isn't terrible in terms of versatility. Main problem with it is that you make too much money. mind explaining this? --------------- a big flaw, of sc2 economy is the second worker - 1/1~/? overall this means you rather have 16 workers on one base than 8workers spread on two bases (8min field) A reason additional bases is not taken for the minerals after the normal 3base is that supply = death or life. The normal is 65 workers on 3base, and if you take a 4th or 5th its for the gas purely. One big reason for this is not the economy initself though, its that supply needs for your deathball Ive said this before and i will say it again anyway: You have 16 workers Two bases 8 mineral fields on each If the income encourage that you spread the workers out (eight on each base), this adds a good depth for gameplay I feel this is very important! You are right about its flaws. But with SBOW economy you've got no income curve. It is 100% when you add first worker per patch. Second worker is always something like 64%. No third worker. Always 1:.64. With SC2 eco, once you reach 16 workers (yes you are correct, first two workers are 1:1) then you get a curve. Each worker brings less and less money. Optimal saturation for SC2 is roughly 24. Third worker brings less and less each one you add. This is similar to how in BW, past 1 per patch each added worker adds less and less each time, but you can still over saturate. You cannot over saturate in Starbow. Most you can do is make sure you've got 1 worker per patch, and then add on top of that. edit: @Economy Me and Xiphias have tried out many different methods. Nothing works for what we want due to smart pathing. Unless I can find anything better I am pretty sure we will need to resort to worker bounce to improve the economy. We played with tons of different methods. If you have a third worker able to mine, the second worker is always 100% efficient. (SC2) If you have a second worker mining under 100% efficiency, the third worker cannot mine. (Starbow). We played with harvesters that delay before returning their money, still no good. This method looked interesting. They experiment with different distances for the mineral fields to give different efficiency levels. I don't think I can properly test it when they don't have an explanation on how to set it up. http://www.teamliquid.net/forum/viewmessage.php?topic_id=393800So in summary, worker bounce seems the way to go for now.
Is there any downside to worker bounce? (sounds a bit like you would rather have used a different method).
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