Starcraft 2 units: a cost-effectiveness analysis. - Page 8
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kochanfe
Micronesia1338 Posts
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kochanfe
Micronesia1338 Posts
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Bajoli
Netherlands3 Posts
On December 04 2014 10:50 brickrd wrote: i have no idea why this was necroed but some of the 2010 theorycrafting about how units work is absolutely hysterical and a 10/10 gold read Well guess what.. Cost effectiveness of races and units will be the number one issue in legacy of the void... The economic changes ar huge: 12 workers to start with and there are 33% less minerals/ gas on the map. | ||
TelecoM
United States10645 Posts
On December 09 2014 09:21 Bajoli wrote: Well guess what.. Cost effectiveness of races and units will be the number one issue in legacy of the void... The economic changes ar huge: 12 workers to start with and there are 33% less minerals/ gas on the map. So I understand the math and what you are saying here, but wouldn't it make more sense to wait for the beta / early release of the LotV game before actually trying to perform calculations? | ||
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Plexa
Aotearoa39261 Posts
On December 09 2014 10:14 GGzerG wrote: So I understand the math and what you are saying here, but wouldn't it make more sense to wait for the beta / early release of the LotV game before actually trying to perform calculations? Why yes, yes it would | ||
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