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A saturation-based discussion on workers' inherent intelli…

Forum Index > SC2 General
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spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
January 01 2010 13:01 GMT
#21
If min lines are saturated with 2 workers per patch, people won't make a lot more workers than that unless they are planning to expand soon. More workers means smaller army, after all. So killing workers will be just as effective as in SC1. Or, if your opponent oversaturated to be safe from harrass, you will be able to simply crush him with your larger army.
If you have a good reason to disagree with the above, please tell me. Thank you.
PunkSkeleton
Profile Joined January 2003
Poland226 Posts
January 01 2010 13:56 GMT
#22
Yes, workers are way smarter in SC2 than in SC.
Yes, it will change the income curve.
No, the number of optimal workers per patch won't be changed that much. That was why the reason behind reducing the minerals per trip to 5 but also reducing the "mining time" of this 5 minerals. They try to make travelling time to mining time ratio similar to that of SC1 which should keep income per worker similar to that of SC1. At least at certain number of workers...
JohannesH
Profile Joined September 2009
Finland1364 Posts
January 01 2010 13:58 GMT
#23
Well, even if raiding workers is harder its still totally viable thing to do. The % of your resources that go towards harassing forces might be smaller, but so should the opponents spending on defending against some harass.
If you have to ask, you don't know.
DeCoup
Profile Joined September 2006
Australia1933 Posts
January 01 2010 14:19 GMT
#24
Resource harass is not just limited to the effect of income. It also forces your opponent to spend his most valuable resource (time), as well as some of his military on removing the assult. Harass will be valuable regardless of saturation calculations.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Kimera757
Profile Joined August 2007
Canada129 Posts
January 01 2010 14:42 GMT
#25
On January 01 2010 20:58 Qikz wrote:
Show nested quote +
On January 01 2010 17:23 errol1001 wrote:
It's similar to MBS, I don't think I need to point out how much resistance that met. It makes total sense for them to improve on things like that, but it changes the gameplay. With MBS, that was considered bad enough that effort has been put in to counteract that change (macro mechanics). Anything needed here? Don't know. I can't say, but I can bring up the difference.


The thing is with MBS is you'll still have to seperate what you're building from because say for example you are going M&M. Marine/Marauder you won't want every single barracks building one or the other you'll still want a split. Kind of like how rax work now with Medic Marine.


No you won't. By pushing a hotkey, you only produce one unit at a time. It's not like in Warcraft III.
http://starcraft.wikia.com/wiki/StarCraft_Wiki ; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay.
wrags
Profile Blog Joined April 2008
United States379 Posts
Last Edited: 2010-01-01 15:19:29
January 01 2010 15:18 GMT
#26
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
January 01 2010 17:12 GMT
#27
As far as I know, the mining rate (i.e. how many minerals will a worker mine per second if you exclude travel time) is the same in Starcraft and Starcraft 2, so that means that workers in sc2 will spend 37.5% less time actually mining per trip (because they can only carry 5 instead of 8 minerals). Therefore, the actual number of workers needed on minerals will not be that much lower.

However, due to the improved AI, the income-saturation curve will look a lot differently.
In both games, you get very slight diminishing returns as long as the ratio of workers on minerals and number of mineral patches is less than 1 (since the distance from main building and the mineral patches varies slightly, so you can use the closer patches first). As the ratio approaches 2, you get moderate diminishing returns in sc1, every worker you add increases your income by less than the previous worker due to worker AI being very inefficient. Adding even more workers means severely diminishing returns.
In contrast, you get only slightly diminishing returns in sc2 when going from 1 worker per patch to 2, since the workers are a lot smarter. However at some point (probably between 2 and 2.5) you hit a brick wall and further workers will just be idle.

Due to this (and the fact that the current macro mechanics increase increase your mineral income (or save minerals in the case of the queen), but not your gas income), I predict that people will tend to expand earlier. Keep in mind though that playing aggressive requires less knowledge of the game, so while there is no relatively stable metagame, we will probably see less economy oriented play than we currently do in sc1.

As for economy raids, they will probably be about as useful as they are now. On the one hand, losing workers in sc2 will affect your current income more strongly. But on the other hand, players will be able to replenish their workers faster. Zerg now have queens, which makes larvae less of a limiting factor, thus making Drones effectively cheaper. Terrans and Protoss will tend to have more CCs/Nexus (see above paragraph).
Or to be more precise: I predict that killing workers individually (e.g. with Mutas or DTs) will be less effective against zerg since they can replenish them more easily and since they will tend to have more workers per base. Killing drones with aoe/splash (e.g. storm drop) will be about as effective as before (you can replenish workers faster, but you also have more workers per base).
Against Terran and Protoss, killing workers individually will be more effective because the tendency to expand faster cannot offset the greater economic impact that every worker has in sc2. Aoe/splash based harassment will be less effective against Terran and Protoss because they will have less workers on minerals (and gas workers are not very good targets for aoe stuff) and they can replenish their workers slightly faster.

tl;dr version: Killing workers will still be important.
heroyi
Profile Blog Joined March 2009
United States1064 Posts
Last Edited: 2010-01-01 17:51:29
January 01 2010 17:48 GMT
#28
this could be interesting. this is just my theory but...

considering that you only need 9 patches x 2 workers= 18 workers for a saturated line. if more workers doesnt necessarily mean faster mining rate (equilibrium already reached) then we should expect player not pumping more at their main UNTIL they expo. as a result, players will start pumping workers in this timing where right before the expo is finished they will have made enough workers to transfer to the expo thus gain the expo benefit faster then before (instead in sc1 you could make 5 workers before expo finished, roughly from the timing).

so it seems a new window of opportunity will be present where it will have incentive for players to drop at a correct timing. and if enough damage is dealt, the players eco could be literally halted (no workers for expo and few at main) and they could take adv of low army count cause of player expo investment. hell this could help terran players significantly. if they time the drop, their timing for the push is extended longer

ehhh??

the numbers here are a bit of a guess/estimate

god i wish the reaver was here. fucking rape the eco so badly (at least in early and mayb mid)
wat wat in my pants
Tfact_rats
Profile Joined November 2009
175 Posts
January 01 2010 19:24 GMT
#29
Drunken.Jedi = genius
Dear lord would Blizzard really dumb down the game that much?? like in WC you have what.. like 5 miners and you're maxed? one of the best things about sc1 was the complex.. dare I say organic nature of balancing an economy. One thing to keep in mind through all this that I think Drunken made an allusion to and Heroyi touched on.. was it looks like you're probably going to be able to have more bases in the early to meta game. This means you're constantly going to be making workers to fully saturate those new expansions when they come online. thus you're going to have more workers on the field which takes up a big chunk of your 200 supply. in SC1 60-90 workers for late game (super general) but maybe it'll be around there too for SC2. in conclusion if you go for an econ/macro build you'll still probably be pumping workers in about the same fashion as you were in SC1.
3a4a5a6a7a8a3a4a5a6a7a8a
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
January 01 2010 19:59 GMT
#30
I'm more worried about early game worker phalanxes. Sure it's always a disadvantage to pull workers but if they can fight successfully rather easily (we've seen this a bit before) it may discourage rushing. I'm also concerned about Terran default blocking of ramps that Now are neither situational nor takes skill or knowledge. It really has a chance to mess up early game rushing. But that's a different story alltogether. In short, auto surround and Better pathing will make early game raiding and rushing more difficult I predict. Is this what we want?
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Qikz
Profile Blog Joined November 2009
United Kingdom12032 Posts
January 01 2010 20:21 GMT
#31
On January 02 2010 04:59 Knee_of_Justice wrote:
I'm more worried about early game worker phalanxes. Sure it's always a disadvantage to pull workers but if they can fight successfully rather easily (we've seen this a bit before) it may discourage rushing. I'm also concerned about Terran default blocking of ramps that Now are neither situational nor takes skill or knowledge. It really has a chance to mess up early game rushing. But that's a different story alltogether. In short, auto surround and Better pathing will make early game raiding and rushing more difficult I predict. Is this what we want?


I would say yes. I mean why wouldn't you want the workers themselves easier to handle so you just need to worry about the stratergy your macro and micro. Early game raiding should be harder. Atleast that's how I see it anyway.

The thing about Terrans blocking the ramps being situational is when you look at the game currently. Unless your someone with a sick gosu APM of like 400 it's much easier to just wall yourself in. There's no disadvantage to it what so ever so why wouldn't you wall? Unless of course you're doing 1 Rax FE against zerg.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
errol1001
Profile Joined April 2008
454 Posts
January 01 2010 21:08 GMT
#32
One thing that I have thought about is these situations in starcraft where a player gets pushed out of their natural. Obviously, this is bad, but we see players come back from this. The primary loss is probably making less workers and having one less gas though, I think. The mineral income loss isn't actually -that- bad since you have lots of extra workers on your main's minerals.

What if, on the other hand, your mineral income immediately gets cut about in half, and those extra workers are useless in your base? Will we see people even try to retreat to their main, or will they always just pull the workers to try to push the enemy out - because if they don't, they might as well gg?
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
January 01 2010 22:48 GMT
#33
On January 02 2010 05:21 Qikz wrote:
Show nested quote +
On January 02 2010 04:59 Knee_of_Justice wrote:
I'm more worried about early game worker phalanxes. Sure it's always a disadvantage to pull workers but if they can fight successfully rather easily (we've seen this a bit before) it may discourage rushing. I'm also concerned about Terran default blocking of ramps that Now are neither situational nor takes skill or knowledge. It really has a chance to mess up early game rushing. But that's a different story alltogether. In short, auto surround and Better pathing will make early game raiding and rushing more difficult I predict. Is this what we want?


I would say yes. I mean why wouldn't you want the workers themselves easier to handle so you just need to worry about the stratergy your macro and micro. Early game raiding should be harder. Atleast that's how I see it anyway.

The thing about Terrans blocking the ramps being situational is when you look at the game currently. Unless your someone with a sick gosu APM of like 400 it's much easier to just wall yourself in. There's no disadvantage to it what so ever so why wouldn't you wall? Unless of course you're doing 1 Rax FE against zerg.


Its not inherently bad, but i guess it will make games last into midgame more easily. Of course no one likes being zergling or zealot rushed, but its still a strategy. This completely nullifies that type of quick harass especially against terrans.

Again, not neccessarily inherently bad, but it is something to consider during balance: people have bitched about almost every aspect of the game, and here is a development that threatens the ability to do the legendary zergling rush and no one is complaining or even a little nostalgic?

Im definitely not suggesting stupid workers, but i think that sending in a zealot and expecting it to take out half the mineral line will be a lot harder than in SC. Good players probably will be able to just micro their probes so they never or rarely die against lone units or small groups of them.

Also, in SC, when you blocked your ramp, you had to consider that zerglings could still get through. Now they cant. Every building blocks perfectly now, which will have a huge effect on zerg with all their short range/melee units, but also zealots, archons and larger units like tanks, thors and ultras.



Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Qikz
Profile Blog Joined November 2009
United Kingdom12032 Posts
January 01 2010 23:16 GMT
#34
Hm. The only thing I can think about is if you knew how to block your ramp especially walling you had to know how to do it properly to stop zerglings coming in.

The buildings don't build any faster so 4 pool will still be effective even 9 pool as there is no way the wall will be finished by that point. Even if they block with SCVs then it'll just be how it is now. It's not as if workers have more health.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
DeCoup
Profile Joined September 2006
Australia1933 Posts
January 02 2010 04:44 GMT
#35
It will also be easier to defend your workers because they block enemy movement path without hindering their mining path, but your units can path thru your harvesting workers.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
phyvo
Profile Blog Joined April 2009
United States5635 Posts
January 02 2010 05:35 GMT
#36
Yeah, I guess that strikes me as a little silly. No need to rush a bunker against a 4-pool, just run your marines around in your mineral line... reminds me of those fail banelings from the ZvP battle report.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Attritive
Profile Joined December 2009
United States68 Posts
January 02 2010 05:39 GMT
#37
Make workers die faster to certain enemy types?
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
January 02 2010 15:20 GMT
#38
My point is that small Zerg rushes won't be as effective because workers now have auto surround and don't suck at their pathing which means they are easier to micro. I like to think of them as a single unit doing a damage multiplier attack: with 10 workers you are doing 10*5 damage Which isn't shabby! They still are weak but en masse they will proly be able to take lings. If anything they should just lessen their attacks.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
January 04 2010 18:03 GMT
#39
The worker harrass was always SOOOOOO amazingly exciting to watch. Zerglings zipping back and forth, dodging military units and killing workers due to thier superior manuverability. Mabye they can turn off auto sorround for workers, I mean they arnt meant to fight, why should they know how XD.
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
January 04 2010 18:27 GMT
#40
What you have to keep in mind though, is that SC2's equivalent to 9 pool is probably going to be 10 pool, 10 ovie, 13 queen, which should get the first batch of zerglings out slightly faster, while having better production capabilities and more flexibility than a 10 hatch, 9 pool.
This really more than makes up for better worker AI.

However, it's true that 6/7 pool will probably be a lot less viable in sc2 than 4/5 pool is in Broodwar, but I don't think that's a bad thing. 4/5 pool very often leads to a build order win or a build order loss, which are bad for a competitive game.
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