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On April 13 2010 01:53 HubertFelix wrote: It's harder for terran to take a base in the middle of the map so it's not a problem i think. It's also not very hard for a terran to lift into one of those bases at the start of the game due to there not being a rock blocking it every map.
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Sorry but having to only make 12 drones to fully saturate minerals instead of 20 is huge, can give you a massive boost very quickly. You're also immediately saving 400 minerals from drones, to further add to the 'bursty' feel of the income.
Pretty much what orb said is correct. Zerg/Protoss tend to expo more than terran so they have less workers.
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i think they should make it 8 patches, so there is actually reason for non-terran
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Aotearoa39261 Posts
I recall seeing somewhere that gold expansions favor Terran/Zerg far more than they do Protoss. I suppose for Zerg it's because they commit less workers per expansion thus gold expos give greater value per worker, and for Terran it's the MULE obviously. Protoss kinda get shafted on this one!
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On April 12 2010 18:36 roemy wrote: its not like we precisely count when we slide them over in the heat of battle.
I do...
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In a Day9 daily Day9 said many Terrans were lifting their CCs to high yield expos in the very beginning of a game, and often times they'd get an economic advantage in the midgame.
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Could be incorrect here, but I'm pretty sure high yield also allow you to return minerals at a much faster rate. So it's not just 7 versus 5, but 7 every X seconds instead of 5 every 2 * X seconds. (I'm not sure on the exact numbers, but that's the idea.)
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On April 13 2010 01:49 zealing wrote: just cause its got less patches doesn't mean its still not REALLY good to get. you get 20-30 workers on any normal base and yet 10-15 workers on them high yield minerals beat that. hummm but they don't... 16 regular workers = 12 rich. include a trio on each gas and we're looking at 22 at a regular expo = 18 at a rich one. anything beyond that is more or less wasted for both of them.
sure, rich minerals kick in immediately when starting from scratch, but the benefit falls off beyond 12. since everybody slides over, like..., 2+ rows of workers, it is little more than "just another expo"
On April 13 2010 02:29 kickinhead wrote:Show nested quote +On April 12 2010 18:36 roemy wrote: its not like we precisely count when we slide them over in the heat of battle. I do... well... you're from switzerland
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I really think they were implemented as an attempt to freshen game play when compared to BW. I believe they were purposefully made to be only slightly better, if at all, than regular minerals otherwise it would detract from the unit-micro oriented gameplay that it is now and transform it to Capture-The-Hill type games. It's true they are useful in limited circumstances, but this is what SC is all about, no super units, no unbeatable strategies, and no single mining philosophy.
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I think those expos should get at least one more point making them attractive than 4 less workers to saturate. My suggestions top 3: 3. Give them 8 patches. 2. Give them more minerals per patch, so they mine out slower. 1. Give them rich vespene geysers.
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Per worker, yellow minerals are way better. The maximum saturation is reached with less workers.
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8 patchs 5 mineral 6 patch 7 mineral
it feels like they all balance out. If that's the case:
What was the original point of it? gold patches should be something the PLAYERS themselves should be fighting over. it IS a gold patch of minerals....
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