• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:48
CET 00:48
KST 08:48
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Anyone remember me from 2000s Bnet EAST server?
Tourneys
[Megathread] Daily Proleagues [BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1105 users

Maybe We're Looking At Deathballs Backwards - Page 2

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 Next All
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2012-11-12 14:16:32
November 12 2012 14:15 GMT
#21
not sure if you had such a great defenders advantage, they would want to attack

to encourage more aggression you may have to actually lessen the defender's advantage, but that could also just turn every game into base trades or games that end quickly

otherwise if the def adv is great, then both players who are lazy or just have lower APM won't find the incentive to attack a bunch, cus it's probably not going to do much, while he too can defend a lot easily
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Infernal_dream
Profile Joined September 2011
United States2359 Posts
November 12 2012 14:16 GMT
#22
On November 12 2012 23:08 Qwyn wrote:
It should not be dictated whether a unit be used defensively and offensively. A good unit can be used in BOTH situations effectively, precisely because it is designed well...

I really don't think deathballs will ever cease to exist in this game. We will only see players getting better at managing them to the point that they become nonexistant...

I'm not really sure what to think. I am disappointed with the lack of a lurker, but more than that I am angry at the damage system in SCII, which really doesn't make sense and makes units which SHOULD be strong (tanks) die easily to + damage to armored T1.5 units. The thing most people aren't getting here is that you CANNOT add all these things to the game. They may be good ideas...but the core of SC and these types of RTS games is SIMPLICITY. That is key. To have developed something simple from which many different situations can be derived (a unit which is effective in offense and defense) is brilliant.


99% of the time you want your units in a giant deathball. There's never going to be a point in time in which they're non existant unless blizzard does something about it. It's better to have a higher dps density and die faster compared to having a lower dps density and dying slower. Every fight in sc2 is a dps war. Who can kill the other army faster, and you do that faster by having your stuff in a tighter ball.
Vegro
Profile Joined November 2011
Germany19 Posts
Last Edited: 2012-11-12 15:21:32
November 12 2012 14:22 GMT
#23
I think one of the problems with deathball is, that there are so many units unable to function WITHOUT a deathball. Imagine a single colossus. Great right? It get sniped by a couple Maurauders, lings, Zealots.. There is no way this unit can be on its own. The same with A brood lord, or A tank. In BW the dmgoutput of a tank was massive.

Imagine the following: Dmg per "area" of units. If you have a deathball - you have the maximum dps per area. Why would you break it up? If you break it up the enemys damage per area will kill you because the same area with units outdps your smaller area of units split up. Just imagine a circle and a looooong line of units. The circle will kill the line without taking massive dmg.


Now imagine - just IMAGINE!!! for the sole purpose of demonstration a tank that make 200 splashdmg. Would you need 20 tanks to kill the enemy? No! You would maybe have like 2-3. Now what are you doing with the 17-18 tanks? You spread them over the map - getting control because the area the tank needs is able to dps evenly with an enemy deathball. Same with an HT who makes a 200 instastorm or instanuke for ghosts. You can spread it and have control because there is no REASON to keep them in you army. You are able to kill the enemy with fewer units because of SOME op units. This is how brood war was balanced.

Now if you wanna say: Aight dog, but that aint balanced na'mean?
I say: You are right my rapper friend!

But its only a reason of numbers. Imagine a tank that makes enough dps per area that it would be bad to just blindly go in - 80 damage, maybe 60 - same with storm. Make storm + 50dmg against massive. Now let us enjoy the broodlord stacks and 1-2 storms killing them. They will NEED to spread BUT the damage per area will get lower and lower... suddenly... omg... the broodlord is not that tough anymore because you need to create a line. What are you going to to with it? You built fewer BL. Now you have more supply again. Nydusplay - maybe ultra as tanks. Multiprong attacks - etc etc. Do you think on daybreak you are not willing to attack the enemy army because of the 20 spines 23 bl and 10 infestor?
No its the whole package - A psychological thread: The dps per area is MASSIVE! But if the Zerg would only have 19 bl, 9 infestors and 20 spines... you are just as fine as before. There is no mental change ala "Oh 2 BL less - lets head in, because the DPS per Area is still way bigger then everything you have. But now you have more supply to do damage on another point. Thats the problem with most "top zergs" who are not realizing the overcommitment of the "OP army" and why Life and stephano are so good. Stephano never overcommits on good units in the mid game (EXCEPT the "op" late game Brood/festor/spine).
His zvt builds are bases around a splash of infestor to help his army - not to overwhelm. (As seen in LoneStarClash) and we all now his Roach timings where none of the "OP" units are needed to finish an enemy.

tl;dr

It took me time and and brainwork to write it - do the same.
Feel soory for playing *Insert any Race*!
twiiistch
Profile Joined April 2012
Switzerland5 Posts
November 12 2012 14:25 GMT
#24
I don't understand why they do not add flags of the nationality of players while playing in competition. It adds information about the player.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
November 12 2012 16:08 GMT
#25
On November 12 2012 23:22 Vegro wrote:
I think one of the problems with deathball is, that there are so many units unable to function WITHOUT a deathball. Imagine a single colossus. Great right? It get sniped by a couple Maurauders, lings, Zealots.. There is no way this unit can be on its own. The same with A brood lord, or A tank. In BW the dmgoutput of a tank was massive.

Imagine the following: Dmg per "area" of units. If you have a deathball - you have the maximum dps per area. Why would you break it up? If you break it up the enemys damage per area will kill you because the same area with units outdps your smaller area of units split up. Just imagine a circle and a looooong line of units. The circle will kill the line without taking massive dmg.


Now imagine - just IMAGINE!!! for the sole purpose of demonstration a tank that make 200 splashdmg. Would you need 20 tanks to kill the enemy? No! You would maybe have like 2-3. Now what are you doing with the 17-18 tanks? You spread them over the map - getting control because the area the tank needs is able to dps evenly with an enemy deathball. Same with an HT who makes a 200 instastorm or instanuke for ghosts. You can spread it and have control because there is no REASON to keep them in you army. You are able to kill the enemy with fewer units because of SOME op units. This is how brood war was balanced.

Now if you wanna say: Aight dog, but that aint balanced na'mean?
I say: You are right my rapper friend!

But its only a reason of numbers. Imagine a tank that makes enough dps per area that it would be bad to just blindly go in - 80 damage, maybe 60 - same with storm. Make storm + 50dmg against massive. Now let us enjoy the broodlord stacks and 1-2 storms killing them. They will NEED to spread BUT the damage per area will get lower and lower... suddenly... omg... the broodlord is not that tough anymore because you need to create a line. What are you going to to with it? You built fewer BL. Now you have more supply again. Nydusplay - maybe ultra as tanks. Multiprong attacks - etc etc. Do you think on daybreak you are not willing to attack the enemy army because of the 20 spines 23 bl and 10 infestor?
No its the whole package - A psychological thread: The dps per area is MASSIVE! But if the Zerg would only have 19 bl, 9 infestors and 20 spines... you are just as fine as before. There is no mental change ala "Oh 2 BL less - lets head in, because the DPS per Area is still way bigger then everything you have. But now you have more supply to do damage on another point. Thats the problem with most "top zergs" who are not realizing the overcommitment of the "OP army" and why Life and stephano are so good. Stephano never overcommits on good units in the mid game (EXCEPT the "op" late game Brood/festor/spine).
His zvt builds are bases around a splash of infestor to help his army - not to overwhelm. (As seen in LoneStarClash) and we all now his Roach timings where none of the "OP" units are needed to finish an enemy.

tl;dr

It took me time and and brainwork to write it - do the same.


Wow this is a really nice post. Maybe you should post this on Bnet.

Back before WoL beta, (or during early...?) psy storm and such were nerfed a lot.

Even now EMP was nerfed.

They are balancing things to allow the deathball to happen... even tanks were nerfed.

I think this is the way to break up the deathball, by making spells more powerful. Then there would be a lot more tension/risk in going into a major fight. There would be more incentive to go for the safer, more harass style (but the game design needs to be sure to allow this with good harass units and ways to defend but not ways to defend 100% without being super rich or such).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Rabiator
Profile Joined March 2010
Germany3948 Posts
November 12 2012 16:22 GMT
#26
Super defensive units dont work for the simple reason: What happens if you get one of those units to the front of your enemys base? What happens if a Siege Tank with 5.000 hit points sieges an opponent? The same problem arises when you increase the damage output of units. So the solution CANT BE THE COMBAT VALUES (or any gimmicky spells, because you would need attention to use them and you dont have that all the time and everywhere and these spells could be used offensively as well).

The problem of the deathball is that it maximizes the damage output for a clump of infantry and this is not good, because it means that units die too fast and only young kids who train a lot can react properly in such situations.

The solution to breaking up the deathball [= any super tight infantry formation that is not necessarily round] is to loosen up the tight formation and to decrease the "dps per area for your own units". In other words: FORCED SPREADING of units instead of FORCED CLUMPING. A limit to the number of units in a control group AND a removal of economic/production speed boosts will help keeping the numbers of units low as well.
If you cant say what you're meaning, you can never mean what you're saying.
DuncanIdaho
Profile Blog Joined April 2010
United States465 Posts
November 12 2012 16:35 GMT
#27
I wonder if we made maps larger, like the 3 expos near the start area, but other expos far from both opponents, with a larger area to skirmish over, if this might not help? Essentially, it would reward players who have small contingents spread out at key positions, while hurting the slow deathball player, making him bounce back and forth to defend or simply go for the base trade, hopefully favoring the non-deathball player in the trade...

Idk, just a thought.
The spice must flow... Grammar lesson: "than" is used for quantity comparisons, "then" is used for chronological statements. The next forum user who says, "I'd do such and such, THAN I'd do such and such else," is gonna make me cry...
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
November 12 2012 16:37 GMT
#28
Actually it can be combat values. They just need to go the other way. Less damage and more health across the board. Now your full death ball - while it still beats my 3/4 death ball - takes long enough to do so that my 1/4 raiding force can achieve something and still get back to the fight before it's over.

Proof of this is in MLG dallas finals, game 4. Roach vs roach is high health and low DPS, making it possible to have rolling battles with reinforcements and multi pronged aggression.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
nottapro
Profile Joined August 2012
202 Posts
November 12 2012 17:17 GMT
#29

I think its mostly the maps, they are really badly designed. They are arcadey and over simplified.

Things like tight chokes, high ground, more complex bases, attack routes with advantages and disadvantages, can all make splitting up your units, forced or just more effective.
Whitewing
Profile Joined October 2010
United States7483 Posts
November 12 2012 17:25 GMT
#30
On October 13 2012 10:37 emc wrote:
rather than buffing units, buff static defense. But I don't think that's the right way to go either because then it's simply too easy to defend and we don't want that.

I've always thought the best method was simply changing the mining rate AND the amount of resources per base. However, the game is currently balanced around the current mining rate and # of resources per base. There were problems in 7m and 6m maps because the mining rate ratio for mins/gas was off base and needed actual changes from blizzard to make it solid.

People were hoping blizzard might address the # of resources per base in HotS, so maybe someone should go over to their forums and remind them.


You can't buff cannons because of the cannon rush, you can't buff bunkers because of the 2 rax bunker rush, and spines are already the strongest static defense because they can move and typically are used to form entire walls that slow push with the army.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Toasterbaked
Profile Blog Joined September 2011
United States160 Posts
Last Edited: 2012-11-12 17:28:16
November 12 2012 17:27 GMT
#31
On October 13 2012 08:54 BoX wrote:
I don't understand how this would work? These defensive units would be 3x tougher than attacking forces.. How? Building placement?

Would they not be 3x stronger than enemy forces when used offensively?

I'm a little confused o.O

BW tanks could be put on walled chokes and it would take rediculous amounts of dragoons and zealots to break 2-3 tanks and mines.
Aka lossmule.sky in east
Veratule
Profile Joined May 2010
United States105 Posts
Last Edited: 2012-11-12 18:45:57
November 12 2012 17:37 GMT
#32
There was an interesting mechanic in SC1. You cannot see up cliffs, but if an enemy attacks you from the high ground, then it becomes visible to you. If you attack it, you have a 30% chance to miss it as well. Just wanted to share sC1's mechanic. Anyway!

To take out the randomness, make it so units on the low ground deal 20% less damage to units on the high ground, per height map difference, rounded down. For example:

Stalker would deal 14 damage to a marauder on the high ground. 20% of 14 is 2.8, rounded down the marauder would take 12 damage. Stalker with +3 deals 17 damage, 20% is 3.4 down to 3, so the marauder would take 14 damage.

Immortal deals 65 damage per shot @ +3 to a tank, tank dies in 3 hits. Tank on high ground takes 65 - 13 = 52 damage. Tank dies in 4 hits (160hp).

We can scale the damage reduction so that maybe units like colossus don't suffer this penalty (makes more sense imo) and increase or decrease the % until we find a good balance. I do feel like 20% would be a great start.

Anyway, have a great day TL
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
November 12 2012 18:03 GMT
#33
There weren't "Deathballs" in BW because you could only hotkey 12 units. The only ways to get rid of this type of unit control is to make splash units deal friendly fire or to reduce control group sizes (which would essentially render protoss and zerg impotent since its something they haven't had to worry about - barring storm & lol, imagine banelings with friendly fire). Changing the "clumpy" pathing won't do very much but modify the size of the deathball and changing unit damage values for better or worse won't do a damn thing either. Personally, I don't think deathball type armies are a bad thing. If your deathball can only be in one place then I only have to avoid it and kill your buildings.
twitch.tv/duttroach
Hider
Profile Blog Joined May 2010
Denmark9408 Posts
November 12 2012 18:26 GMT
#34
OP is right. Though, it's not "we". But blizzard who are doing things backwards. It's still better than nothing, but they are not fixing fundemental problems.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
November 12 2012 18:34 GMT
#35
I think this is quite easy to solve.
The only way to achieve stronger defense is to have something that is immobile and has splash damage.
Of the 3 races, Terran has it best.

-Planetary Fortrress
-Tanks
-Widow Mines.

The splash damage ensures that a small group of defending units can take on a much larger crowd.


I'm actually kind of sad that neither Terrans or Zergs have these reliable options.

moo...for DRG
Grendel
Profile Joined November 2010
Belgium126 Posts
November 12 2012 18:36 GMT
#36
Even with a change like that, Immortals would still simply roll over Siege Tanks. Fixing the deathball is not 'just' doing this or that.
summerloud
Profile Joined March 2010
Austria1201 Posts
November 12 2012 19:06 GMT
#37
its not about units being better defensely. its about units that deal huge splash damage and can deal a lot of damage even when unsupported - this is what breaks up deathballs

we need more units that deal burst splash damage and instantly deal a lot of damage, like high templars or seeker missiles

we do not need more units that deal splash damage continusly over a longer period, because those get stronger when massed, like colossi

Ameisenmann
Profile Joined April 2012
Albania296 Posts
Last Edited: 2012-11-12 19:34:47
November 12 2012 19:31 GMT
#38
On November 12 2012 23:22 Vegro wrote:
I think one of the problems with deathball is, that there are so many units unable to function WITHOUT a deathball. Imagine a single colossus. Great right? It get sniped by a couple Maurauders, lings, Zealots.. There is no way this unit can be on its own. The same with A brood lord, or A tank. In BW the dmgoutput of a tank was massive.

Imagine the following: Dmg per "area" of units. If you have a deathball - you have the maximum dps per area. Why would you break it up? If you break it up the enemys damage per area will kill you because the same area with units outdps your smaller area of units split up. Just imagine a circle and a looooong line of units. The circle will kill the line without taking massive dmg.


Now imagine - just IMAGINE!!! for the sole purpose of demonstration a tank that make 200 splashdmg. Would you need 20 tanks to kill the enemy? No! You would maybe have like 2-3. Now what are you doing with the 17-18 tanks? You spread them over the map - getting control because the area the tank needs is able to dps evenly with an enemy deathball. Same with an HT who makes a 200 instastorm or instanuke for ghosts. You can spread it and have control because there is no REASON to keep them in you army. You are able to kill the enemy with fewer units because of SOME op units. This is how brood war was balanced.

Now if you wanna say: Aight dog, but that aint balanced na'mean?
I say: You are right my rapper friend!

But its only a reason of numbers. Imagine a tank that makes enough dps per area that it would be bad to just blindly go in - 80 damage, maybe 60 - same with storm. Make storm + 50dmg against massive. Now let us enjoy the broodlord stacks and 1-2 storms killing them. They will NEED to spread BUT the damage per area will get lower and lower... suddenly... omg... the broodlord is not that tough anymore because you need to create a line. What are you going to to with it? You built fewer BL. Now you have more supply again. Nydusplay - maybe ultra as tanks. Multiprong attacks - etc etc. Do you think on daybreak you are not willing to attack the enemy army because of the 20 spines 23 bl and 10 infestor?
No its the whole package - A psychological thread: The dps per area is MASSIVE! But if the Zerg would only have 19 bl, 9 infestors and 20 spines... you are just as fine as before. There is no mental change ala "Oh 2 BL less - lets head in, because the DPS per Area is still way bigger then everything you have. But now you have more supply to do damage on another point. Thats the problem with most "top zergs" who are not realizing the overcommitment of the "OP army" and why Life and stephano are so good. Stephano never overcommits on good units in the mid game (EXCEPT the "op" late game Brood/festor/spine).
His zvt builds are bases around a splash of infestor to help his army - not to overwhelm. (As seen in LoneStarClash) and we all now his Roach timings where none of the "OP" units are needed to finish an enemy.

tl;dr

It took me time and and brainwork to write it - do the same.

This is a really good post. I think the general "nerf everything" attitude that plagues SC2 since the beginning has a lot to do with how the game developed into it's current state. The weaker a single unit is, the more does it rely on being in a big ball of units, because otherwise it won't do shit. (obvious I know)

And if there are no individually very strong units, there's no way a smaller army can handle a bigger one. Instead the smaller army will just get steamrolled with minimal damage dealt to the bigger one.
Patate
Profile Joined January 2011
Canada441 Posts
Last Edited: 2012-11-12 19:54:29
November 12 2012 19:51 GMT
#39
Actually, the reason why people turtle in this game is that 3 base mining is WAY enough for any production.. more than that is just:
1. more chances of getting dropped
2. more supply for workers, so less for units


Less income per base, and less worker/max supply (whatever the way), is the way to go. That alone will not break the deathball, but it will make up for a way more dynamic early to late-midgame.

I played the 6m1g mod a few months ago, and while the game is not balanced for this kind of gameplay, it rendered OBSOLETE any kind of non-cheesy 1 base play (1-1-1, 4gate, etc..). It also made the game way more dynamic: with less units, we tried harassing the numerous bases in order to gain an advantage in the long run.

This is the main thing that has to be changed. The income per base right now is way too high: there is absolutely no reason why I should be going for a 4th base as a protoss... in pvt for example, it would only make me vulnerable to drops.

Edit: I'd also like to add that the gas should be a limited ressource. Mass High Templar or Infestor play should not be available (without seriously affecting the whole army's composition) until a 5th base. You want to reward macro? do that. Right now, we don't really have macro.. we have sitting on 3 bases and waiting to be maxed. Very rarely did players get maxed in BW, because contains were common, and so were harassments.

Dead game.
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2012-11-12 19:56:27
November 12 2012 19:55 GMT
#40
On November 13 2012 04:51 Patate wrote:
Actually, the reason why people turtle in this game is that 3 base mining is WAY enough for any production.. more than that is just:
1. more chances of getting dropped
2. more supply for workers, so less for units


Less income per base, and less worker/max supply (whatever the way), is the way to go. That alone will not break the deathball, but it will make up for a way more dynamic early to late-midgame.

I played the 6m1g mod a few months ago, and while the game is not balanced for this kind of gameplay, it rendered OBSOLETE any kind of non-cheesy 1 base play (1-1-1, 4gate, etc..). It also made the game way more dynamic: with less units, we tried harassing the numerous bases in order to gain an advantage in the long run.

This is the main thing that has to be changed. The income per base right now is way too high: there is absolutely no reason why I should be going for a 4th base as a protoss... in pvt for example, it would only make me vulnerable to drops.

Edit: I'd also like to add that the gas should be a limited ressource. Mass High Templar or Infestor play should not be available (without seriously affecting the whole army's composition) until a 5th base. You want to reward macro? do that. Right now, we don't really have macro.. we have sitting on 3 bases and waiting to be maxed. Very rarely did players get maxed in BW, because contains were common, and so were harassments.



i would love to see maps get bigger, have more bases, and decrease the amount of mineral patches

however, instead of only having one gas, i would make gas mining slower. i like the strategic option of when to build your 1st and 2nd gas, adds depth to the game

also, it would help to raise the supply cap a little or make certain units cost less supply

hell, i ll even throw a crazy idea in there without thinking it through: what if workers only cost 1/2 supply each?
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 12h 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft470
elazer 134
StarCraft: Brood War
Artosis 494
910 63
Yoon 14
Dota 2
febbydoto76
League of Legends
C9.Mang0155
Super Smash Bros
hungrybox705
Mew2King68
AZ_Axe46
Other Games
tarik_tv3961
Grubby3385
FrodaN1666
mouzStarbuck465
shahzam454
Maynarde161
XaKoH 137
ViBE40
Organizations
Other Games
BasetradeTV62
StarCraft 2
angryscii 34
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• RyuSc2 57
• Hupsaiya 47
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• XenOsky 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22494
Other Games
• imaqtpie1837
Upcoming Events
WardiTV Invitational
12h 12m
Gerald vs YoungYakov
Spirit vs MaNa
SHIN vs Percival
Creator vs Scarlett
Replay Cast
1d 9h
WardiTV Invitational
1d 12h
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
3 days
Sparkling Tuna Cup
4 days
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
5 days
Wardi Open
5 days
Liquipedia Results

Completed

Proleague 2025-12-22
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.