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SC2BW Weekly $100 - Page 7
Forum Index > StarCraft 2 Tournaments |
MorroW
Sweden3522 Posts
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Master of DalK
Canada1797 Posts
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Bommes
Germany1226 Posts
I discovered it a little late though, I don't know if there were more viewers early on. | ||
Master of DalK
Canada1797 Posts
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LaLuSh
Sweden2358 Posts
Gnight for now, will look at the feedback tomorrow and set up the next tournament then. Thanks to Connor for jumping in with short notice to cast with me. And thanks to MasterDalk for helping to set it up and the VOD help ![]() | ||
MorowZ
Canada56 Posts
On February 10 2013 10:02 FabledIntegral wrote: Can you change how long it takes them to mine at the crystals? I've been thinking about the appropriate fix for a while now, as I'm sure Mavervck has too, and I don't think it would be quite that easy. Changing the mining time at the crystals would probably distort how mining is supposed to scale with additional workers at the patches. One possible fix would be to slow down SCVs and drones to the right proportions, but only when assigned to a mineral patch/geyser. This would create the desired effects, because the lost mining efficiency would stem from the longer trip the worker takes to the command center and back (and not from longer mining at the patch). But still, this might create problems for people when they are scouting/moving by clicking mineral patches. The other workers would overrun them. Long distance mining would be a mess. And the "fix" may not work as well for all mineral patch configurations. If anyone has any ideas as to how to best fix this problem, I'd love to hear them! | ||
FabledIntegral
United States9232 Posts
On February 10 2013 16:01 Tarzul wrote: I've been thinking about the appropriate fix for a while now, as I'm sure Mavervck has too, and I don't think it would be quite that easy. Changing the mining time at the crystals would probably distort how mining is supposed to scale with additional workers at the patches. One possible fix would be to slow down SCVs and drones to the right proportions, but only when assigned to a mineral patch/geyser. This would create the desired effects, because the lost mining efficiency would stem from the longer trip the worker takes to the command center and back (and not from longer mining at the patch). But still, this might create problems for people when they are scouting/moving by clicking mineral patches. The other workers would overrun them. Long distance mining would be a mess. And the "fix" may not work as well for all mineral patch configurations. If anyone has any ideas as to how to best fix this problem, I'd love to hear them! Could you somehow make it so when the workers actually return the minerals, it causes a slight delay before they turn around and return to mine? This way the only time it would be relevant would be as it's returning the cargo, right before it's actually returned, or something like that. And while longer mining times would indeed possibly distort saturation/additional workers, the effects would probably be minimal and towards the closer to the desired effect than other changes you suggested, no? Sure, it might still be different, but I don't htink it needs to be perfect. Is it possible to have an effect where when an SCV carries a crystal, it experiences a temporary slowdown (like conc in SC2, but maybe at 90% speed instead of 50%) for like 1-2 seconds, then returns to normal speed? | ||
MavercK
Australia2181 Posts
this is also a fairly nice nerf to the scv. since it was semi-broken in it's current state. i'll continue testing these values and see how they go. i posted an image in this thread. http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316¤tpage=211#4206 | ||
MorowZ
Canada56 Posts
My only concern is that the configuration you used to tweak the numbers could be a bit off. That mineral patch looks really close to the base (I'm assuming it's at the minimum distance). If it is indeed closer to the base than the "average" mineral patch is on any given map, then the numbers you obtained from your test could underestimate the actual differences in acceleration you need to modify. This is because the acceleration effect wears off over longer distances. Also, I have no idea how accurate the rates posted on that liquipedia page are. Let's hope to christ they're reasonable ![]() | ||
LRM)TechnicS
Bulgaria1565 Posts
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JustPassingBy
10776 Posts
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nimdil
Poland3747 Posts
![]() I hope there will be some replays/vods to watch ![]() | ||
Dirtyharry
Germany171 Posts
On February 11 2013 03:29 nimdil wrote: I updated Weekly #1 on Liquipedia. I allowed myself to make the bracket more compact. Sad that so many players didn't play or had problems (down to 23 from at least 34 I think + Adelscott didn't play) ![]() I hope there will be some replays/vods to watch ![]() I just wanted to mention that i lost the game vs WZP and WZP played Morrow. The braket was a bit buggy. Don't want stolen fame ![]() | ||
Master of DalK
Canada1797 Posts
On February 11 2013 03:29 nimdil wrote: I updated Weekly #1 on Liquipedia. I allowed myself to make the bracket more compact. Sad that so many players didn't play or had problems (down to 23 from at least 34 I think + Adelscott didn't play) ![]() I hope there will be some replays/vods to watch ![]() There was a Liquipedia? ;o | ||
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nimdil
Poland3747 Posts
On February 11 2013 05:28 Dirtyharry wrote: I just wanted to mention that i lost the game vs WZP and WZP played Morrow. The braket was a bit buggy. Don't want stolen fame ![]() OK so can someone check this: http://www.teamliquid.net/tournaments/admin/?action=bracket&id=3500 It clearly says WZP didn't play MorroW and I based LP brackets on this. Are there any other issues with that bracket? @Master I prepared rag-tag LP article after I read announcement, then I did cleaning up and today I added #1 section. I will try to continue to keep up with your progress. ![]() | ||
HolydaKing
21253 Posts
On February 11 2013 06:07 nimdil wrote: OK so can someone check this: http://www.teamliquid.net/tournaments/admin/?action=bracket&id=3500 It clearly says WZP didn't play MorroW and I based LP brackets on this. Are there any other issues with that bracket? @Master I prepared rag-tag LP article after I read announcement, then I did cleaning up and today I added #1 section. I will try to continue to keep up with your progress. ![]() Me too, i like watching BW and with the spectator settings of SC2 it's even better. Beasty vs Arthur was really really good. | ||
MavercK
Australia2181 Posts
On February 11 2013 06:07 nimdil wrote: OK so can someone check this: http://www.teamliquid.net/tournaments/admin/?action=bracket&id=3500 It clearly says WZP didn't play MorroW and I based LP brackets on this. Are there any other issues with that bracket? @Master I prepared rag-tag LP article after I read announcement, then I did cleaning up and today I added #1 section. I will try to continue to keep up with your progress. ![]() there was something wrong with the bracket in that regard, basically it had dirtyharry already advance without playing wzp, wzp and dirtyharry played, wzp being the winner who then played morrow. not sure what happened with the bracket however. | ||
LaLuSh
Sweden2358 Posts
I advanced everyone without an opponent in the ro16 too quickly and didn't notice wzp still lagged behind. Apologized to both players. Could have manually fixed it later on if it would have been necessary, but at the time I just didn't notice/understand what was amiss. I'll let it stand as it is right now, I don't want to touch it and risk screwing it up more =) | ||
rift
1819 Posts
oh and is terran music possible? shuffle on a media player if not ingame. the game sounds were sort of hard to hear behind the casting. | ||
MavercK
Australia2181 Posts
On February 11 2013 09:19 rift wrote: lalush could you turn off healthbars/unit groups and turn on death animations for obs? ty! and thanks for casting i dont know if you noticed but i reduced the size of health/mana bars in sc2bw. was it still annoying? just curious. | ||
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