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[Mod] Fixing the game again "More supply per Race" - Page 3

Forum Index > SC2 Maps & Custom Games
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jcroisdale
Profile Blog Joined October 2010
United States1543 Posts
March 07 2013 21:28 GMT
#41
A far bigger reason to not do this is alienation of players. When I first started playing 3 years ago, my computer would lag once any game got to 4+ bases vs 4+ bases. Many people do not play Sc2 because of the computer requirements, there just to demanding for some people. Now adding 50% more units on the field makes this an even bigger problem. Also Adding more supply is going to make things like spectating even more confusing for the player.
"I think bringing a toddler to a movie theater is a terrible idea. They are too young to understand what is happening it would be like giving your toddler acid. Bad idea." - Sinensis
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 07 2013 21:29 GMT
#42
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 07 2013 21:45 GMT
#43
On March 08 2013 04:48 SiskosGoatee wrote:
Show nested quote +
On March 08 2013 04:34 EatThePath wrote:
I'll just say, if the problem is supply cap, why have a supply cap? (I know there are reasons, but this is a thought experiment.)
My thoughts honestly, that's why if this becomes a attainable I'll raise it and raise it. There's a performance concern of course but tha'sit.

Show nested quote +
Without a cap, the game becomes cost efficiency on composition. Most bang for your buck unit to unit. Is it better to make two stalkers and a sentry, or a colossus? The game becomes a process of never building shitty units unless you have to, trying to only spend your money on worthwhile units. Eventually the proportion of early game shitty units is inconsequential.

So, this is like the composition wars we have now but worse.
Surely it's the inverse? As I detailed, because you only have 200 pop to work with people have been figuring out how to max on units which cost the least supply possible. Which is I believe why people have been massing infestors or ghosts in TvP lately. Both units just cost almost no supply so it basically becomes a contest of who can get the most expensive max by using only units that cost very little supply.

Well you also have to consider maps filling up with 400 supply of units like caustic said. And other things. But yeah, about the cap itself:

I was trying to say what others are saying in a different way, using your own thought. Which is that it's a process of composition tuning. This doesn't change even if you have no cap. It just changes what you buy with your money, because supply isn't a consideration other than adding a marginal cost for supply structures. E.g. a marauder actually costs 125/25 because he uses 25% of a depot.

The point is, adjusting or removing the cap doesn't alter the underlying gameplay, when the argument is really about Lalush's position, namely that the economic system doesn't reward map control and expansion like it did in BW, which allowed a strategic axis that is severely stunted or nonexistent in SC2. By taking more bases and getting better mining from your workers, you could throw away money as a strategy that didn't depend on already having a bank lead (real or virtual). This only happens in SC2 when one player has a substantial lead and wants to shut down options for the opponent, closing the lid on the game.


If anything, the "one fix" simple mod worth trying for an otherwise unaltered SC2 would be to use the worker bouncing script from SC2BW, because this addresses the max out 3 base problem from the roots.

The supply cap adjustment isn't totally ineffective, it just doesn't get at the problem really.
Comprehensive strategic intention: DNE
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 07 2013 22:00 GMT
#44
--- Nuked ---
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-03-07 22:08:50
March 07 2013 22:07 GMT
#45
On March 08 2013 06:45 EatThePath wrote:
Show nested quote +
On March 08 2013 04:48 SiskosGoatee wrote:
On March 08 2013 04:34 EatThePath wrote:
I'll just say, if the problem is supply cap, why have a supply cap? (I know there are reasons, but this is a thought experiment.)
My thoughts honestly, that's why if this becomes a attainable I'll raise it and raise it. There's a performance concern of course but tha'sit.

Without a cap, the game becomes cost efficiency on composition. Most bang for your buck unit to unit. Is it better to make two stalkers and a sentry, or a colossus? The game becomes a process of never building shitty units unless you have to, trying to only spend your money on worthwhile units. Eventually the proportion of early game shitty units is inconsequential.

So, this is like the composition wars we have now but worse.
Surely it's the inverse? As I detailed, because you only have 200 pop to work with people have been figuring out how to max on units which cost the least supply possible. Which is I believe why people have been massing infestors or ghosts in TvP lately. Both units just cost almost no supply so it basically becomes a contest of who can get the most expensive max by using only units that cost very little supply.

Well you also have to consider maps filling up with 400 supply of units like caustic said. And other things. But yeah, about the cap itself:

I was trying to say what others are saying in a different way, using your own thought. Which is that it's a process of composition tuning. This doesn't change even if you have no cap. It just changes what you buy with your money, because supply isn't a consideration other than adding a marginal cost for supply structures. E.g. a marauder actually costs 125/25 because he uses 25% of a depot.

The point is, adjusting or removing the cap doesn't alter the underlying gameplay, when the argument is really about Lalush's position, namely that the economic system doesn't reward map control and expansion like it did in BW, which allowed a strategic axis that is severely stunted or nonexistent in SC2. By taking more bases and getting better mining from your workers, you could throw away money as a strategy that didn't depend on already having a bank lead (real or virtual). This only happens in SC2 when one player has a substantial lead and wants to shut down options for the opponent, closing the lid on the game.


If anything, the "one fix" simple mod worth trying for an otherwise unaltered SC2 would be to use the worker bouncing script from SC2BW, because this addresses the max out 3 base problem from the roots.

The supply cap adjustment isn't totally ineffective, it just doesn't get at the problem really.
Why not? If the pop cap is 300 then people will not max on 70 but say 120 workers and therefore require more than 3 bases to actually use those workers, it does the same thing without affecting the basics of the game. 120 workers on 3 bases is mad oversaturation.

A pop cap of 300 forces you to hold more than 3 bases, or at least gives te advantage to the player that does, that'sall.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2013-03-07 22:16:18
March 07 2013 22:12 GMT
#46
--- Nuked ---
moskonia
Profile Joined January 2011
Israel1448 Posts
March 07 2013 22:41 GMT
#47
Wow you guys likes to argue, I say we simply take a test? Someone make a map and lets play a few games, if you can still stay on 3 bases and win versus a 5 base player (like its possible in the current 200 max pop), then this does nothing and we can look at other ways to improve the game. Theorycrafting and bashing each other leads to nowhere, actual testing might lead to fun and exiting new discoveries!
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 07 2013 23:05 GMT
#48
Give me your EU charcode I guess, I'll make a version of cloud kingdom.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
moskonia
Profile Joined January 2011
Israel1448 Posts
March 07 2013 23:41 GMT
#49
Join the Melee Map Makers group
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 08 2013 01:36 GMT
#50
On March 08 2013 07:41 moskonia wrote:
Wow you guys likes to argue, I say we simply take a test? Someone make a map and lets play a few games, if you can still stay on 3 bases and win versus a 5 base player (like its possible in the current 200 max pop), then this does nothing and we can look at other ways to improve the game. Theorycrafting and bashing each other leads to nowhere, actual testing might lead to fun and exiting new discoveries!

All you're going to find is that there are new timings at 4 bases on the way to maxed out. The game won't fundamentally change at all. And you'll get clogged up battles on maps made for 200 supply. And zergs would suffer a lot on some maps for lack of a viable 5th and 6th base.
Comprehensive strategic intention: DNE
moskonia
Profile Joined January 2011
Israel1448 Posts
March 08 2013 02:36 GMT
#51
On March 08 2013 10:36 EatThePath wrote:
Show nested quote +
On March 08 2013 07:41 moskonia wrote:
Wow you guys likes to argue, I say we simply take a test? Someone make a map and lets play a few games, if you can still stay on 3 bases and win versus a 5 base player (like its possible in the current 200 max pop), then this does nothing and we can look at other ways to improve the game. Theorycrafting and bashing each other leads to nowhere, actual testing might lead to fun and exiting new discoveries!

All you're going to find is that there are new timings at 4 bases on the way to maxed out. The game won't fundamentally change at all. And you'll get clogged up battles on maps made for 200 supply. And zergs would suffer a lot on some maps for lack of a viable 5th and 6th base.

How can you know? I really don't get it, you can theorycraft all you want, but until you actually try it you can't know if you are right. Personally I think that there are many ways for this to turn out, but you guys are discarding it only because sisko was the one who came up with it. I am not saying it will make the game any better, but I am just saying it should get a few trys before everyone says its no good.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 08 2013 03:24 GMT
#52
On March 08 2013 11:36 moskonia wrote:
Show nested quote +
On March 08 2013 10:36 EatThePath wrote:
On March 08 2013 07:41 moskonia wrote:
Wow you guys likes to argue, I say we simply take a test? Someone make a map and lets play a few games, if you can still stay on 3 bases and win versus a 5 base player (like its possible in the current 200 max pop), then this does nothing and we can look at other ways to improve the game. Theorycrafting and bashing each other leads to nowhere, actual testing might lead to fun and exiting new discoveries!

All you're going to find is that there are new timings at 4 bases on the way to maxed out. The game won't fundamentally change at all. And you'll get clogged up battles on maps made for 200 supply. And zergs would suffer a lot on some maps for lack of a viable 5th and 6th base.

How can you know? I really don't get it, you can theorycraft all you want, but until you actually try it you can't know if you are right. Personally I think that there are many ways for this to turn out, but you guys are discarding it only because sisko was the one who came up with it. I am not saying it will make the game any better, but I am just saying it should get a few trys before everyone says its no good.

Well, I'd love to see what happens and I'm open to being wrong, but this has been discussed about and thought about a lot before and set aside for good reasons. They might not be the end-all reasons, but they're good reasons. Siskos is just the latest one to bring it up in earnest.

If you want to know why it's easier to be confident about the theorycrafting, go the other direction. What if there was a 100 supply cap? Two base game where you take another base for gas sometimes (50 instead of 44 workers), probably involving lots of static defense if you're not terran (marines) while getting lots of upgrades and tech units, trading off tier 1 units with harass maneuvres when possible. Another composition game.
Comprehensive strategic intention: DNE
InfCereal
Profile Joined December 2011
Canada1759 Posts
March 08 2013 03:59 GMT
#53
I very briefly skimmed this thread, but everyone seems to be arguing about maxed armies.


Am I wrong in saying that without a supply cap, there's no such thing as a maxed army?
I see 200 supply as a goal. I attack when I get 200 supply. Sitting at 200 supply is detrimental to me. So, I hit 200 supply and I attack.

If there wasn't a supply cap, you'd no longer have that "Oh, well, better attack now" train of thought. I feel like if there was nothing tell you: "Hey, you can't do any better than this", then people would start attacking more often. They'd attack earlier, with smaller armies, trying to gain an advantage by keeping their opponent on low tech armies, while using that advantage to tech up themselves.


I'm sorry if that didn't make sense, I'm very inarticulate.
Cereal
moskonia
Profile Joined January 2011
Israel1448 Posts
March 08 2013 07:20 GMT
#54
On March 08 2013 12:24 EatThePath wrote:
Show nested quote +
On March 08 2013 11:36 moskonia wrote:
On March 08 2013 10:36 EatThePath wrote:
On March 08 2013 07:41 moskonia wrote:
Wow you guys likes to argue, I say we simply take a test? Someone make a map and lets play a few games, if you can still stay on 3 bases and win versus a 5 base player (like its possible in the current 200 max pop), then this does nothing and we can look at other ways to improve the game. Theorycrafting and bashing each other leads to nowhere, actual testing might lead to fun and exiting new discoveries!

All you're going to find is that there are new timings at 4 bases on the way to maxed out. The game won't fundamentally change at all. And you'll get clogged up battles on maps made for 200 supply. And zergs would suffer a lot on some maps for lack of a viable 5th and 6th base.

How can you know? I really don't get it, you can theorycraft all you want, but until you actually try it you can't know if you are right. Personally I think that there are many ways for this to turn out, but you guys are discarding it only because sisko was the one who came up with it. I am not saying it will make the game any better, but I am just saying it should get a few trys before everyone says its no good.

Well, I'd love to see what happens and I'm open to being wrong, but this has been discussed about and thought about a lot before and set aside for good reasons. They might not be the end-all reasons, but they're good reasons. Siskos is just the latest one to bring it up in earnest.

If you want to know why it's easier to be confident about the theorycrafting, go the other direction. What if there was a 100 supply cap? Two base game where you take another base for gas sometimes (50 instead of 44 workers), probably involving lots of static defense if you're not terran (marines) while getting lots of upgrades and tech units, trading off tier 1 units with harass maneuvres when possible. Another composition game.

Well even if it was brought up in the past already, unless there was actual testing all the discussions are irrelevant, it seems people here really likes to theorycraft, which is good and all but cannot replace actual testing.

Anyways about having a 100 supply cap, I doubt people would get 50 workers, I theorycraft that Protoss will be OP since in PvZ the Z cannot out macro the P with an early 3rd and P has the WG which makes for the fastest remax.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-03-08 07:44:00
March 08 2013 07:39 GMT
#55
Sorry, but I disagree with this though I get where you are coming from with this idea.
My intial thought is:
roaches and bio are going to be broken.
4-5base economy of zerg is going to be broken as well, because zerg just gets those bases so much faster if they want to.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 08 2013 07:45 GMT
#56
On March 08 2013 10:36 EatThePath wrote:
Show nested quote +
On March 08 2013 07:41 moskonia wrote:
Wow you guys likes to argue, I say we simply take a test? Someone make a map and lets play a few games, if you can still stay on 3 bases and win versus a 5 base player (like its possible in the current 200 max pop), then this does nothing and we can look at other ways to improve the game. Theorycrafting and bashing each other leads to nowhere, actual testing might lead to fun and exiting new discoveries!

All you're going to find is that there are new timings at 4 bases on the way to maxed out. The game won't fundamentally change at all. And you'll get clogged up battles on maps made for 200 supply. And zergs would suffer a lot on some maps for lack of a viable 5th and 6th base.
Of course the game won't fundamentally change at all, is that not the point of this solution with respect to FRB? The point is to make 3 base turtling a non viable strat without fundamentally changing anything thereby requiring the least amount of balance re-adjusting possible. Actually altering the mining behaviour of the map requires vast amounts of rebalancing.

Do you earnestly not concede that almost surely increasing the pop cap will make 3 base turtling a non viable strat?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-03-08 08:57:00
March 08 2013 08:56 GMT
#57
Yeah agreed, I don't see how anyone can argue that turtling would still happen as much. Anyone with half a brain can see that it wouldn't.

Would the change affect some other things negatively? That is the question. But it would certainly deal a blow to turtling and the deathball.. at least to some degree.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-03-08 09:14:44
March 08 2013 08:57 GMT
#58
On March 08 2013 16:45 SiskosGoatee wrote:
Show nested quote +
On March 08 2013 10:36 EatThePath wrote:
On March 08 2013 07:41 moskonia wrote:
Wow you guys likes to argue, I say we simply take a test? Someone make a map and lets play a few games, if you can still stay on 3 bases and win versus a 5 base player (like its possible in the current 200 max pop), then this does nothing and we can look at other ways to improve the game. Theorycrafting and bashing each other leads to nowhere, actual testing might lead to fun and exiting new discoveries!

All you're going to find is that there are new timings at 4 bases on the way to maxed out. The game won't fundamentally change at all. And you'll get clogged up battles on maps made for 200 supply. And zergs would suffer a lot on some maps for lack of a viable 5th and 6th base.
Of course the game won't fundamentally change at all, is that not the point of this solution with respect to FRB? The point is to make 3 base turtling a non viable strat without fundamentally changing anything thereby requiring the least amount of balance re-adjusting possible. Actually altering the mining behaviour of the map requires vast amounts of rebalancing.

Do you earnestly not concede that almost surely increasing the pop cap will make 3 base turtling a non viable strat?

In an imaginary 300cap pro SC2 metagame on the maps we currenly have (I guess this is an accurate account of the present hypothetical?), the longterm would probably leave 3 base turtle behind. But...

At first you'd expect that since you can get 5 full bases that getting 66% more income than a 3baser would mean the 3baser has no chance. But it still takes time and investment to get 5 bases running, and still more time and investment to get the production to use that economy, and investment to defend those bases (cost of static defense, and cost of rebuilding units for fights, and the hit your composition takes due to both of those). Moreover, all the upgrades in the game can be got on 3-4 bases long before 5 bases fully kicks in, and as mentioned above the expander will be behind in tech/composition/production/something. So, I'm not sure about the math but I think a player could "turtle" on 3 bases and just dedicate themselves to producing a deathball. Even if the 5 base player maxes first, I doubt their army would win outright. It might lose outright. So I think, especially at first, 3 base would be perfectly viable. It might even be a mainstay for terrans who can make OCs for their supply and mule during the extra time it takes to get to 300/300.

However, I would assume that macro play would eventually dominate after timings were figured out, and more or less leave 3basers behind. Except for one thing, which is the maps. If it were played on the maps we have now, you'd never be able to 4 and 5 base. Why?

No one is going to "turtle" on 3 bases while their opponent takes a 4th and 5th. In that scenario, you're no longer stuck defending your 3 bases if your opponent is trying to invest further into things that aren't right-now-army. You're going to do a 3 base timing attack (if you don't want to expand too). It might not be quick, you might even let them get 4 bases running, or 5, but your goal is to win the game in one blow. This might be a killing sweep or just a base snipe with worker kills. If you have a better deathball and they wasted money on bases, workers, and production they can't use, you can easily play that lead into a win.



So with respect to FRB, I don't blame Barrin for taking this whole thread as a sleight because it comes off as a joke at best, no gratuitous disrespect intended. Neither this nor FRB maintains balance, but at least FRB admitted as much and specifically addressed maps as well, which is even more of a problem for higher supply cap.




On March 08 2013 17:56 Fatam wrote:
Yeah agreed, I don't see how anyone can argue that turtling would still happen as much. Anyone with half a brain can see that it wouldn't.

Would the change affect some other things negatively? That is the question. But it would certainly deal a blow to turtling and the deathball.. at least to some degree.

"To some degree."

I'll take this opportunity to illuminate how increased army size affects deathballs in combat. In the abstract, you can think of it as equivalent to increasing the radius of all units. It reduces the DPS density : map size ratio. Deathball play is all about delivering DPS on demand as well as possible, which depends on fluid pathing and packing a bunch of units together. Having more units sort of mitigates those things.

Then you have the feature that you have to defend more map locations (additional expansions sooner) which tends to pull armies apart as the defender splits off squads to handle harass and other attacker task forces.



Thinking more about this, it seems like a much better "quick fix" idea to try would be to make workers 0.5 or 0.75 supply. Then you can easily get 4 or 5 mining bases into a 200 supply game which otherwise has all the features of stock SC2. Maps don't need adjustment, other than larger building space for extra production (minor consideration). It would mess with some early timings but since you need units to attack and you can only build workers so fast anyway, I don't think it'd have world ending balance implications. Feel free to point out why this is stupid, everybody. ^^
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-03-08 09:12:49
March 08 2013 09:12 GMT
#59
On March 08 2013 17:57 EatThePath wrote:
Show nested quote +
On March 08 2013 16:45 SiskosGoatee wrote:
On March 08 2013 10:36 EatThePath wrote:
On March 08 2013 07:41 moskonia wrote:
Wow you guys likes to argue, I say we simply take a test? Someone make a map and lets play a few games, if you can still stay on 3 bases and win versus a 5 base player (like its possible in the current 200 max pop), then this does nothing and we can look at other ways to improve the game. Theorycrafting and bashing each other leads to nowhere, actual testing might lead to fun and exiting new discoveries!

All you're going to find is that there are new timings at 4 bases on the way to maxed out. The game won't fundamentally change at all. And you'll get clogged up battles on maps made for 200 supply. And zergs would suffer a lot on some maps for lack of a viable 5th and 6th base.
Of course the game won't fundamentally change at all, is that not the point of this solution with respect to FRB? The point is to make 3 base turtling a non viable strat without fundamentally changing anything thereby requiring the least amount of balance re-adjusting possible. Actually altering the mining behaviour of the map requires vast amounts of rebalancing.

Do you earnestly not concede that almost surely increasing the pop cap will make 3 base turtling a non viable strat?

In an imaginary 300cap pro SC2 metagame on the maps we currenly have (I guess this is an accurate account of the present hypothetical?), the longterm would probably leave 3 base turtle behind. But...

At first you'd expect that since you can get 5 full bases that getting 66% more income than a 3baser would mean the 3baser has no chance. But it still takes time and investment to get 5 bases running, and still more time and investment to get the production to use that economy, and investment to defend those bases (cost of static defense, and cost of rebuilding units for fights, and the hit your composition takes due to both of those). Moreover, all the upgrades in the game can be got on 3-4 bases long before 5 bases fully kicks in, and as mentioned above the expander will be behind in tech/composition/production/something. So, I'm not sure about the math but I think a player could "turtle" on 3 bases and just dedicate themselves to producing a deathball. Even if the 5 base player maxes first, I doubt their army would win outright. It might lose outright. So I think, especially at first, 3 base would be perfectly viable. It might even be a mainstay for terrans who can make OCs for their supply and mule during the extra time it takes to get to 300/300.
Well, I'm going to test this with mosko sooner or later. I suppose he's going to turtle on 3 bases and we'll see how long it takes before I overtake him with my 5.

However, I would assume that macro play would eventually dominate after timings were figured out, and more or less leave 3basers behind. Except for one thing, which is the maps. If it were played on the maps we have now, you'd never be able to 4 and 5 base. Why?

No one is going to "turtle" on 3 bases while their opponent takes a 4th and 5th. In that scenario, you're no longer stuck defending your 3 bases if your opponent is trying to invest further into things that aren't right-now-army. You're going to do a 3 base timing attack (if you don't want to expand too). It might not be quick, you might even let them get 4 bases running, or 5, but your goal is to win the game in one blow. This might be a killing sweep or just a base snipe with worker kills. If you have a better deathball and they wasted money on bases, workers, and production they can't use, you can easily play that lead into a win.
That's the purpose, to force people to reach out and figure out how to defend 4-5 bases.


So with respect to FRB, I don't blame Barrin for taking this whole thread as a sleight because it comes off as a joke at best, no gratuitous disrespect intended. Neither this nor FRB maintains balance, but at least FRB admitted as much and specifically addressed maps as well, which is even more of a problem for higher supply cap.
I'm not claiming balance at all. All I'm saying is that this will accomplish roughly what FRB was set out to accomplish, force people to move beyond 3 bases, but without altering the early game. How much it will affect the balance of the lategame I can't tell. My hunch says it will favour Z but it can go a lot of ways. Maybe it will favour P because P will be able to mass warpin huge armies to defend those expos? Maybe it will favour P because they can spam planetaries everywhere as expos? Maybe it'll even be perfectly balanced, who knows?

What I will say however is that in effect this is what BW had with respect to SC2, a 300 pop cap limit because in BW units just take soooo much less supply if you compare them that you effectively end up with a 300 pop cap limit of sorts. While workers take the same supply, an SC2 worker is effectively worth 1.5 BW workers, take that in mind too.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
moskonia
Profile Joined January 2011
Israel1448 Posts
March 08 2013 10:04 GMT
#60
After reading some of what EatTheEarth said, I think you should also add 4-4 upgrades, as to be even with the increased supply cap.
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