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Active: 1663 users

Ogaming present : OG 6 START

Forum Index > StarCraft 2 Tournaments
Post a Reply
AnossSc2
Profile Joined October 2016
France37 Posts
Last Edited: 2017-04-25 14:28:18
April 24 2017 15:49 GMT
#1
OGAMING PRESENT :


[image loading]



At Ogaming, we are many to think that the game was better with the 6 workers start, as HOTS was. This competition will be played on a Mod [Ogaming 6 collecteurs start] which modifies the number of collectors and the supply at the start of the game, not the rest of the balance.

As the reflection does on "A Eulogy for the Six Pool", or the "2017 GSLTV Project 2" with a base resources roll back as HOTS or some Youtube reflexion like this video, we want try and see what's happen with this kind of change.


Player announcement :



[image loading]



Groupe A


will be played on Tuesday 25 April, 8 PM CET


Groupe B

will be played on Wednesday 26 April, 8 PM CET


Semi Final and Final

will be played on Monday 1 May 8 PM CET




This will be casted by Ogaming in french on :

OgamingTV




MORE INFORMATION HERE :

http://challonge.com/OG6START

SC2 webTv manager for Ogaming / Commentator / Content creator
ByuuN
Profile Joined November 2016
Poland678 Posts
April 24 2017 18:48 GMT
#2
I prefer 12 worker start.
PtitDrogo
Profile Joined May 2011
France163 Posts
April 24 2017 19:25 GMT
#3
On April 25 2017 03:48 ByuuN wrote:
I prefer 12 worker start.


My man
Progamer
AnossSc2
Profile Joined October 2016
France37 Posts
Last Edited: 2017-04-24 19:31:52
April 24 2017 19:31 GMT
#4
On April 25 2017 03:48 ByuuN wrote:
I prefer 12 worker start.


It's hard to tell let's see after this competition if you still preferred with 12 workers start. We need to try first. All semi pro players who tried the mod liked it. And I'm talking about players who were not in favor of this return.
SC2 webTv manager for Ogaming / Commentator / Content creator
Ctone23
Profile Blog Joined December 2012
United States1839 Posts
April 24 2017 20:33 GMT
#5
Same resource count per base or going back to HOTS mineral count?
TL+ Member
AnossSc2
Profile Joined October 2016
France37 Posts
April 24 2017 21:50 GMT
#6
On April 25 2017 05:33 Ctone23 wrote:
Same resource count per base or going back to HOTS mineral count?


No, we don't change the ressource per base for the moment. I think it can be better but we only change the worker count for the moment.






SC2 webTv manager for Ogaming / Commentator / Content creator
WardiTV
Profile Joined September 2016
597 Posts
April 24 2017 23:37 GMT
#7
Possible to cast this in English? Didn't get replies on Skype
Commentator
AnossSc2
Profile Joined October 2016
France37 Posts
April 25 2017 01:38 GMT
#8
On April 25 2017 08:37 WardiTV wrote:
Possible to cast this in English? Didn't get replies on Skype


Yes, can you pm me your skype ?
SC2 webTv manager for Ogaming / Commentator / Content creator
opisska
Profile Blog Joined February 2011
Poland8852 Posts
April 25 2017 10:19 GMT
#9
On April 25 2017 06:50 AnossSc2 wrote:
Show nested quote +
On April 25 2017 05:33 Ctone23 wrote:
Same resource count per base or going back to HOTS mineral count?


No, we don't change the ressource per base for the moment. I think it can be better but we only change the worker count for the moment.



This is what I though of as well, you are actually taking away like 400 minerals from the main (for six workers and there is the need for extra supply, right?) on top of what LotV took.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
StraKo
Profile Joined February 2017
Germany96 Posts
April 25 2017 16:31 GMT
#10
I really hope you will add increased ressources per base to this mod. I personally believe that 6 worker start is better for the overall gameplay, but i also think that lotv's ressource count isn't optimal. I hope this is on your radar as well.

Anyways, good work, i will tune in. Also great player line up.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
April 25 2017 19:38 GMT
#11
On April 25 2017 19:19 opisska wrote:
Show nested quote +
On April 25 2017 06:50 AnossSc2 wrote:
On April 25 2017 05:33 Ctone23 wrote:
Same resource count per base or going back to HOTS mineral count?


No, we don't change the ressource per base for the moment. I think it can be better but we only change the worker count for the moment.



This is what I though of as well, you are actually taking away like 400 minerals from the main (for six workers and there is the need for extra supply, right?) on top of what LotV took.

good point
AnossSc2
Profile Joined October 2016
France37 Posts
April 26 2017 01:01 GMT
#12
On April 26 2017 01:31 StraKo wrote:
I really hope you will add increased ressources per base to this mod. I personally believe that 6 worker start is better for the overall gameplay, but i also think that lotv's ressource count isn't optimal. I hope this is on your radar as well.

Anyways, good work, i will tune in. Also great player line up.


Yo Strako !

Yes i will speak with VisionElf to roll back the mineral too, I keep you informed
SC2 webTv manager for Ogaming / Commentator / Content creator
StraKo
Profile Joined February 2017
Germany96 Posts
April 26 2017 10:19 GMT
#13
Thanks man

I think the tournament was a great success. BeastyQT wrote on twitter that he also prefers 6 worker start and that he thinks it's an improvement.
Wardi
Profile Blog Joined November 2011
England898 Posts
April 26 2017 10:50 GMT
#14
After yesterdays games the one thing that really struck me was how nice it was to not have fully saturated third bases coming up so quickly. Haven't really seen enough games to tell overall, but it's nice having a few minutes to actually get into the game and to build up instead of just throwing down a third nexus at 4 minutes off of one Stargate.

Also because of the slower eco start you have more time to build up basic units. With 12 workers you can almost instantly go into some kind of powerful tech (think an Oracle in PvT) which hits when there are very few basic units from the Terran player. This is way more deadly than an Oracle coming in off of 6 workers when there is a better chance of being enough marines to deflect. Idk, just feels so much less cutting edge and one-mistake costs you int he early stages.
CommentatorOwner of WardiTV. Streamer, caster & event organizer. / / www.wardi.tv
Duckman
Profile Joined August 2009
United States158 Posts
May 01 2017 20:49 GMT
#15
As a spectator, these games take FOREVER and that is kind of annoying; while the big fights are somewhat entertaining, watching five 30+ minute games really stretches my attention span.
LDLCmiyako
Profile Joined May 2014
France25 Posts
May 01 2017 23:11 GMT
#16
As a spectator, these games take FOREVER and that is kind of annoying; while the big fights are somewhat entertaining, watching five 30+ minute games really stretches my attention span.


really? i loved the game, although i have to say i wonder if reynor wasn't a bit trolling, or making the game last longer against beastyqt. Some games he was way ahead before beastyqt gets his full defenses up, like that game on proxima after he crushed his first army, it's bio tank vs maxed zerg ultra, and he waits until he gets his up etc, but then beasty goes back to his defenssive style and the game takes forever.

Overall i love how "fast" the game are going with 6 workers, it's slower and make the game way more enjoyable, but i believe if this ever goes through an official patch, it will needs some design change to not end up with raven vs sh hydra viper bl every game. I'd love to see more tvp, and bio vs baneling muta play instead of zvz and roach rava vs camping terran on this mod.
AnossSc2
Profile Joined October 2016
France37 Posts
Last Edited: 2017-05-02 02:14:13
May 02 2017 02:13 GMT
#17
On May 02 2017 08:11 LDLCmiyako wrote:
Show nested quote +
As a spectator, these games take FOREVER and that is kind of annoying; while the big fights are somewhat entertaining, watching five 30+ minute games really stretches my attention span.


really? i loved the game, although i have to say i wonder if reynor wasn't a bit trolling, or making the game last longer against beastyqt. Some games he was way ahead before beastyqt gets his full defenses up, like that game on proxima after he crushed his first army, it's bio tank vs maxed zerg ultra, and he waits until he gets his up etc, but then beasty goes back to his defenssive style and the game takes forever.

Overall i love how "fast" the game are going with 6 workers, it's slower and make the game way more enjoyable, but i believe if this ever goes through an official patch, it will needs some design change to not end up with raven vs sh hydra viper bl every game. I'd love to see more tvp, and bio vs baneling muta play instead of zvz and roach rava vs camping terran on this mod.



Totally agree,

I love this kind of games, it remembered me all the good games we had in the past with HOTS. But now with new unit, we have a bunch of new possibility to access late game and manage it. I think Starcraft is better like this, BeastyQT vs Reynor was really awesome

We will continue this competition. Soon i give you some news
SC2 webTv manager for Ogaming / Commentator / Content creator
Wardi
Profile Blog Joined November 2011
England898 Posts
May 02 2017 13:35 GMT
#18
On May 02 2017 08:11 LDLCmiyako wrote:
Show nested quote +
As a spectator, these games take FOREVER and that is kind of annoying; while the big fights are somewhat entertaining, watching five 30+ minute games really stretches my attention span.


really? i loved the game, although i have to say i wonder if reynor wasn't a bit trolling, or making the game last longer against beastyqt. Some games he was way ahead before beastyqt gets his full defenses up, like that game on proxima after he crushed his first army, it's bio tank vs maxed zerg ultra, and he waits until he gets his up etc, but then beasty goes back to his defenssive style and the game takes forever.

Overall i love how "fast" the game are going with 6 workers, it's slower and make the game way more enjoyable, but i believe if this ever goes through an official patch, it will needs some design change to not end up with raven vs sh hydra viper bl every game. I'd love to see more tvp, and bio vs baneling muta play instead of zvz and roach rava vs camping terran on this mod.


Not sure whether I like the fact it is slower and the sections of the game (early/mid/late) feel more divided, or if I'm just enjoying the change from 12 workers. I think overall it is better.

Honestly I don't feel like the 6 worker start causes these late game scenarios, if you had put Beasty and Reynor on 12 worker starts then it probably goes in a similar way just maybe 5 minutes sooner. The first two games Beasty played mech which naturally creates long games vs Zerg, this has always been true because the best option for both players is not to rush in and kill but to play for their highest tech units.

As for the bio games, Reynor was ahead in G4 but the design of Proxima makes it extremely difficult to engage even when there are just a low number of Liberators up. There is only one choked pathway into a 4 base Terran unless you already have rocks down. It was the speed of Beastys Lib and Ghost tech which forced Reynor later game. It was similar in G5, only Reynor was able to utilize the larger map to his advantage to push in and take positions & fights (alongside a similar composition.)

Yes, the 6 workers slow down the game but as you go up to 2 & 3 bases, you still end up at points which you have in 12 worker start, just with slightly different set-ups. Don't think you can blame long games on this, but perhaps I'm wrong & would love to hear others reasoning if you think so.
CommentatorOwner of WardiTV. Streamer, caster & event organizer. / / www.wardi.tv
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