• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:34
CEST 16:34
KST 23:34
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall8HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL44Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Esports World Cup 2025 - Final Player Roster How does the number of casters affect your enjoyment of esports? Weekly Cups (June 23-29): Reynor in world title form?
Tourneys
RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo) FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Help: rep cant save Flash Announces Hiatus From ASL BW General Discussion [ASL19] Finals Recap: Standing Tall
Tourneys
[Megathread] Daily Proleagues [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread [BSL20] ProLeague LB Final - Saturday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Trading/Investing Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 549 users

[D] SC2 - fewer bases, less macro - than BW?

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-05 00:25:45
July 04 2010 23:20 GMT
#1
On July 05 2010 07:15 shawster wrote:
once you get to a higher level i think this game will become more of a macro game again. right now it seems like 80% of my matches are 2base 3base rather then intense macro games. that's just because this game is new and timings haven't been mapped out.
I was thinking a lot about that too - why SC2 is so fewer bases compared to BW - and I think it has to do with having:
-- 2 more initial workers
-- 2 more mineral patches per base (so i thought; replace that with more workers to saturate the base)
-- 1 more gas per base (the return is the same, but you need again more workers for saturation)
-- high yield mineral bases in each official map

while the other costs in the game are fairly similar to BW, and the food cap is still 200/200. As a result actually we see people producing way too many workers very often, because they try to take as many bases as BW, but each base uses up almost doubled amount of workers. And the armies end up smaller. I think Blizzard have to think more about that, either increase the 200/200 food cap, so that it makes sense to want more bases, or reduce the resources per base, or something similar - because as of now it favors fewer bases, which makes the game variety lower.

Especially the quick economy start with 6 workers favors 1-base builds. I doubt that's the way to make the game entertaining, which was Blizzard's goal with these changes.

This is not new, but I went through a lot of old threads, and couldn't find a dedicated discussion about it. I'd like to know what others think about this issue.

Poll: Could SC2 benefit from increasing the food cap 200 to, say, 250?

Worth of consideration, could improve the game complexity. (32)
 
50%

SC2 could still match the macro scales of BW, if utilized optimally. (28)
 
44%

This won't increase base numbers and army sizes, other tweaking is needed (specify in reply). (4)
 
6%

64 total votes

Your vote: Could SC2 benefit from increasing the food cap 200 to, say, 250?

(Vote): Worth of consideration, could improve the game complexity.
(Vote): This won't increase base numbers and army sizes, other tweaking is needed (specify in reply).
(Vote): SC2 could still match the macro scales of BW, if utilized optimally.

If you stand next to my head, you can hear the ocean. - Day[9]
Khrane
Profile Joined April 2010
United States127 Posts
July 04 2010 23:28 GMT
#2
Didn't Starcraft 1 begin with mostly 1-base builds, too? It's really just that people aren't comfortable with holding everything off while going for an early expansion, and an earlier 3rd, etc...
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2010-07-04 23:32:41
July 04 2010 23:30 GMT
#3
The maps don't allow for long macro games and the maps that do are normally cheesed on. Add this to the fact that the game hasn't developed to the state BW is then you get a game with less big macro games. BW didn't start out having long macro games.

The game will change greatly in the coming years. Making changes now based on theories that really can't be proven isn't the way to evolve the game. Let evolution take place at it's proper pace then one can look at the game and evaluate like you are doing now.
shinosai
Profile Blog Joined April 2010
United States1577 Posts
July 04 2010 23:37 GMT
#4
I think having small maps was pretty intentional, at least at first. The game was very well balanced in the early game, but late game was very imbalanced early on. Things we've seen nerfed that have probably significantly balanced late game are roach nerfs, siege tank damage nerf, and colossi damage nerf.

Large maps will probably be added as the game goes on, but balancing larger armies is obviously going to be more difficult than balancing small armies. There's so many more possibilities when economy gets huge... it's difficult to see what is too strong and what is not.
Be versatile, know when to retreat, and carry a big gun.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
July 04 2010 23:42 GMT
#5
'-- 2 more mineral patches per base'
??????????????
most broodwar maps had 9-10 minerals at the starting base, all sc2 maps have only 8...

also, guysers only return 4 gas per trip, so it ends up about equal for 2 sc2 guysers = bw guyser.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-04 23:46:12
July 04 2010 23:42 GMT
#6
Don't you think that the clear superiority of having 1 SC2 base vs having 1 BW base, while the other costs and food caps are similar/same - plays the most crucial role?

I absolutely agree the game has to evolve, but at the same time SC1 started slowly with this growth, because people were inexperienced, while they come to SC2 with the BW experience, and they actually want to take more bases, but it ends up useless --> they would need larger food cap to utilize them properly. Even in top matches they sometimes take those 5-6 bases and they can't use them, because there's not enough food for so many miners and armies at 200/200.

On July 05 2010 08:42 Ftrunkz wrote:
'-- 2 more mineral patches per base'
??????????????
most broodwar maps had 9-10 minerals at the starting base, all sc2 maps have only 8...

also, guysers only return 4 gas per trip, so it ends up about equal for 2 sc2 guysers = bw guyser.
Oh, I'm totally ignorant then. For some reason I thought the map pool there is again with # of workers + 2 patches. Okay, then the comparison is probably wrong.
If you stand next to my head, you can hear the ocean. - Day[9]
Saracen
Profile Blog Joined December 2007
United States5139 Posts
Last Edited: 2010-07-04 23:46:32
July 04 2010 23:46 GMT
#7
First of all, each geyser only about half the gas you would get in SC:BW. So, really all that means is that you need twice the number of workers to get roughly the same amount of gas you used to be able to. Second, where are you getting "2 more mineral patches per base" from? Maybe you mean "SC2 has 0-2 (avg: 1) less mineral patches in the main?" Because then, you would be correct.

I don't really see what you're trying to argue or discuss here, but I don't think the above sits with your argument very well...
RanDoMSCPlaya
Profile Blog Joined July 2010
United States14 Posts
July 04 2010 23:53 GMT
#8
Well, one base play is easier to defend, and also the mineral was reduce from 8 in Bw to now 5 in SCII.
8+8+8=24 5+5+5+5+5=25...itll take about 3 trips in BW and 5 trips in SCII to get about the same minerals. So if u had 4 workers = 6 workers ...theyre just trying to increase more miners and make minerals work less...thougth more supply cap would enable for better games...i dont really want bigger supply cap because after all i am mentally retarded and have really bad late games. + My computer really sucks..so i don't know...u guys probably have awesome computers that support mapmaxx..but me and my friends dont
"To attack or not to attack, thats the REAL question"
figq
Profile Blog Joined May 2010
12519 Posts
July 04 2010 23:55 GMT
#9
The main thing: I noticed that the food cap 200/200 carried from BW doesn't suit SC2 that well, and relates to fewer bases or smaller armies. Because if there were to be as many saturated bases as in BW, and as bigger armies - the food required in SC2 would be larger (you need more workers). Which probably comes from:
On July 05 2010 08:46 Saracen wrote:
you need twice the number of workers to get roughly the same amount of gas you used to be able to
And there's a similar effect to mineral mining - you need more workers per base. Hence, lower maximum number of bases, because the food cap is the same.
If you stand next to my head, you can hear the ocean. - Day[9]
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 05 2010 00:01 GMT
#10
Even if you stay on one base..in general the amount of shit you can support off of said 1 base is generally the same imo

well atleast for toss i noticed 3 gates is max(with probe production)
you can squeeze 4 if you cut probes

might just be me though..
Artillery spawned from the forges of Hell
ReachTheSky
Profile Joined April 2010
United States3294 Posts
July 05 2010 00:30 GMT
#11
I sure hope that things don't go super macro based. Might as well just played fastest/zeroclutter if ur just looking to mass everygame ;P
TL+ Member
anarkin
Profile Joined June 2010
Hungary16 Posts
July 05 2010 00:32 GMT
#12
I wonder when people will start to realize, its not BW -- and finally stop comparing them

Could SC2 benefit from increasing the food cap 200 to, say, 250?

No, the army sizes during the late game are already huge
Najda
Profile Joined June 2010
United States3765 Posts
July 05 2010 00:39 GMT
#13
As time progresses, new maps will come out, new builds will be made, and people will be a lot more comfortable with the game. If SC2 follows in the footsteps of Brood War, there will consistantly be new maps that inspire new game mechanics. If you compare today's Brood War maps to the maps of when Brood War first came out, you will see that some maps now have protected 3rds, and an easy defendable natural, while in the beginning, some maps didn't have a gas at the natural.

TL;DR The meta game will change.
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-05 01:05:57
July 05 2010 00:50 GMT
#14
On July 05 2010 09:30 ReachTheSky wrote:
I sure hope that things don't go super macro based. Might as well just played fastest/zeroclutter if ur just looking to mass everygame ;P
On July 05 2010 09:32 anarkin wrote:
No, the army sizes during the late game are already huge
That's related to having fewer bases in the game - the armies look too big already, because they are clumped together at fewer points on the map. If there were more bases, the army would be at 3-4+ points at the same time, having multi-forked complex action, and those armies that now look huge at 200/200, would be divided enough to look smaller at 250/250 (as an example). That all comes from the number of bases.
On July 05 2010 09:39 Najda wrote:
new maps will come out
You compare with the BW evolution, which came from better maps with defensible bases, but now we start out with maps which have very well defensible and profitable bases, and that doesn't help much, because you just don't need to have so many of them at the same time, to be at the top productive capacity (miners-to-army) for your race. So: the problem isn't that you can't handle so many bases, but that you don't really need them. But yeah, one possible solution would be to gradually change the resources per base in the standard map pool.
If you stand next to my head, you can hear the ocean. - Day[9]
Agh
Profile Blog Joined July 2010
United States927 Posts
July 05 2010 06:46 GMT
#15
'fewer' bases only because static defense isnt god-mode like in was in broodwar. few sunkens could hold any amount of infantry push early in the game, which was dumb and why bw was a flawed game.


Combined with things like reavers, sieged tanks, lurkers + defense bases weren't easily steamrolled.



I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
ShoeFactory
Profile Blog Joined April 2010
United States186 Posts
Last Edited: 2010-07-05 07:00:38
July 05 2010 06:59 GMT
#16
I am thinking it is because of the saturation rate of a base.

SC2 saturates around 2.5 workers/patch.
SC1 saturates around 1.5 workers/patch.

This creates a greater incentive to expand.

Also, the pathing is better for SC2, so effective ground rush distance between bases is reduced, increasing the risk of expanding.

I think 25% miss chance on high ground and larger maps would benefit more defensive macro oriented play. I don't think we need to increase the supply cap, because that has little to do with the style of midgame play.
Roggay
Profile Joined April 2010
Switzerland6320 Posts
July 05 2010 12:06 GMT
#17
I really think it is mostly because of the map pool of the beta. They all are rather small compared to BW maps and less macro intensive. It is also because how the high-ground mechanic work (or doesn't work anymore...), it was easier in BW to sucessfully defend an expand without a gigantic army.
tmonet
Profile Joined January 2010
United States172 Posts
July 05 2010 12:40 GMT
#18
On July 05 2010 09:50 figq wrote:
Show nested quote +
On July 05 2010 09:30 ReachTheSky wrote:
I sure hope that things don't go super macro based. Might as well just played fastest/zeroclutter if ur just looking to mass everygame ;P
Show nested quote +
On July 05 2010 09:32 anarkin wrote:
No, the army sizes during the late game are already huge
That's related to having fewer bases in the game - the armies look too big already, because they are clumped together at fewer points on the map. If there were more bases, the army would be at 3-4+ points at the same time, having multi-forked complex action, and those armies that now look huge at 200/200, would be divided enough to look smaller at 250/250 (as an example). That all comes from the number of bases.
Show nested quote +
On July 05 2010 09:39 Najda wrote:
new maps will come out
You compare with the BW evolution, which came from better maps with defensible bases, but now we start out with maps which have very well defensible and profitable bases, and that doesn't help much, because you just don't need to have so many of them at the same time, to be at the top productive capacity (miners-to-army) for your race. So: the problem isn't that you can't handle so many bases, but that you don't really need them. But yeah, one possible solution would be to gradually change the resources per base in the standard map pool.


I think you're making some interesting points here. Having a lot of bases in SC2 is often somewhat detrimental due to the food used on workers. It doesn't matter if you can replenish your army incredibly quickly if the max size you can make it is half the size of your opponent's (he's going to roll you with practically no losses), especially if he can just roll around the map and take advantage of wide chokes to maximize his numerical advantage. In BW, this was somewhat negated due to a number of factors: more bases increasing the need for army spreading and mobility (as figg noted), and powerful defensive units for all races. SC2, however, encourages players to expand a bit less, resulting in more games where huge armies run straight at each other, the player with more units coming out hugely on top due to ai-smart targeting and focus fire. Some of the more important defensive spells, like spider mines, dark swarm, d-matrix, and plague have been removed completely, reducing the ability of a small force to defend against a large one. The spells that were added in their stead are often situational and easily countered, like force field, frustratingly ineffective against large numbers of units, like point defense drone or guardian shield, or weak and somewhat difficult to tech to, like hunter seeker missile. Ranged anti-ground aoe seems more and more like the only way to hold against an opponent with a larger army, and tanks, banelings, and colossai seem somewhat more counterable than their sc1 counterparts. This isn't because the units are worse at their roles than the BW version, but instead because air units, which they can't hit, are incredibly more effective at killing them. These differences reduce the value of a smaller food army vs a larger one, thereby limiting the effectiveness of choosing to field a faster-replenishing small army vs a slower replenishing big one.

I think the idea of making multiple expansions more attractive by reducing the number of workers / expansion is great. I don't think it's the only reason we fewer bases than BW, though, and a visit to some of the other issues would certainly be interesting.
wp | moe moe kyun!~~~ ♥
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 05 2010 13:12 GMT
#19
I like the idea of increasing the food cap maybe even to 300. Mostly not because I'm worried about one base or two base strats but in sc2 the pathing is so much more better so that even 200 food armies can go up ramps in matter of seconds.
Also chokes aren't that big of a deal than they used to be.
Qw4z1
Profile Joined April 2008
Sweden55 Posts
July 05 2010 13:31 GMT
#20
I like the idea of increasing the food cap but I believe th one/two base plays comes largely from unites being more mobile in sc2 compared to bw. And I'm not just talking about "cliff walking" with collossii/reaper/stalker but, as someone already stated, it's much easier moving a big army up a ramp.
I actually went back and played through the brood war campaign and found myself constantly banging my keyboard in frustration over dragoons trying to walk around a cliff instead of up a ramp.. =P
"All these new players are really thin skinned" - IdrA
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 26m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 638
Lowko423
ProTech67
StarCraft: Brood War
Britney 46678
Rain 4330
Sea 3510
Jaedong 2108
EffOrt 1398
ZerO 626
BeSt 464
Stork 410
actioN 267
ToSsGirL 239
[ Show more ]
Snow 216
Mong 183
Light 160
hero 110
Shinee 76
Sharp 66
Pusan 52
Mind 51
sSak 48
Rush 41
Sea.KH 39
Nal_rA 24
Terrorterran 22
PianO 21
Noble 20
GoRush 14
yabsab 11
Sacsri 11
ajuk12(nOOB) 11
sorry 10
soO 9
SilentControl 9
JulyZerg 8
IntoTheRainbow 7
zelot 4
scan(afreeca) 2
Dota 2
qojqva3916
XcaliburYe480
Counter-Strike
markeloff324
byalli271
edward63
kRYSTAL_32
Super Smash Bros
Mew2King133
Other Games
hiko1076
DeMusliM717
crisheroes344
Happy288
ArmadaUGS107
KnowMe65
QueenE38
ZerO(Twitch)20
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 69
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis7408
• TFBlade909
Upcoming Events
WardiTV European League
1h 26m
ByuN vs NightPhoenix
HeRoMaRinE vs HiGhDrA
Krystianer vs sebesdes
MaxPax vs Babymarine
SKillous vs Mixu
ShoWTimE vs MaNa
Replay Cast
9h 26m
RSL Revival
19h 26m
herO vs SHIN
Reynor vs Cure
OSC
22h 26m
WardiTV European League
1d 1h
Scarlett vs Percival
Jumy vs ArT
YoungYakov vs Shameless
uThermal vs Fjant
Nicoract vs goblin
Harstem vs Gerald
FEL
1d 1h
Korean StarCraft League
1d 12h
CranKy Ducklings
1d 19h
RSL Revival
1d 19h
FEL
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
RSL Revival
2 days
FEL
2 days
BSL: ProLeague
3 days
Dewalt vs Bonyth
Replay Cast
4 days
Replay Cast
4 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.