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Analysis of Macro - Page 10

Forum Index > SC2 General
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rolfe
Profile Joined September 2010
United Kingdom1266 Posts
February 10 2011 02:12 GMT
#181
this is a fantastic post. i tend to think things won't be as hopeless for terran in these maps but i don't think my comment would be worth much so i shall leave it. the post also makes me worry for SC2s success before HoS can perhaps make some improvements.

I would be interested to know what the effects of reducing the amount of minerals brought back from every trip would mean? also how changing the number of starting workers would affect this? obviously an analysis of all the possible variations would be very time consuming but i do wonder if some combination of those two variables could achieve what we want from the game, also with map sizes being another variable. for that i mean greater potential for long games and greater incentive to expand and "cheesier" plays being more of a gamble and having greater potential to be scouted. i think what i state is wanted from the game is shared among the community and is relatively uncontroversial, i do think it would make the games better overall though
life will not be contained. Life breaks free, it expands to new territories and crashes through barriers, painfully, maybe even dangerously but there it is. Life finds a way
[Eternal]Phoenix
Profile Joined December 2010
United States333 Posts
February 10 2011 02:14 GMT
#182
I read the article in full and I cannot agree more.

There is almost NO benefit to taking more than 4 bases, and arguably more than 3, other than gas. Zerg needs something like 5 bases of gas to play their lategame units effectively. However, protoss and terran have pretty good mineral units - marines and zealots are great. It's a weird contradiction whereby it doesn't make sense for T or P to have tons of extra gas (unless you want mass high templar/sentry or mass ghost/tank/raven... lol.)

It's also very very true that the 3 base limiting factor means that once zerg gets to 75 drones on 3 bases there is absolutely no reason for them to continue expanding, and all they should do is make nonstop roach vs protoss (and I don't know what actually works vs terran) and just smash into them nonstop until they don't have enough money to hold your attacks and take additional bases. I almost feel like once it hits 3 base vs 3 base for zerg it's really really ugly in tvz or pvz because of this.

Likewise, the race that actually benefits from mass expanding is not zerg, but TERRAN. OCs and mules allow supply free mining, meaning terrans can spread 2 bases of scvs over 5 bases to get gas and supplementary minerals. Also, mined out bases still produce tons of income - either float the CC or use mules on another minline. It seems very counterintuitive that the race that's supposed to be the turtly race is actually best suited for mass expanding.

Perhaps it's a fault of the mining system too. 5 minerals per trip dramatically shifted saturation curves. What would happen if it was 8, 10, 12 or more?

It's definitely a problem I've noticed in my games. All I have to do is get to 3 bases as protoss and chill out getting a 200/200 death ball and upgrades. If I'm not constantly attacked by a zerg, it's over. VS terran, I just don't really have a reason to take more bases til I mine out, so I have no real pressure to gain map control over a large area. I can kinda turtle and get upgrades, HT, and carriers.

I don't think it's going to lead to very good gameplay in the future. Lalush - you are very right in saying it creates stagnation.
'environmental legislation is like cutting scvs to stop an imaginary allin that is never going to come, while your opponent ecos and expands continually'
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
February 10 2011 02:16 GMT
#183
This post is great and well written, but it's not taking into account the coming expansions that have the potential to change everything, Heart of the Swarm and Legacy of the Void.

You speculate on what the future of the game will be like if nothing is changed, but we know for a fact that there will be huge changes to the game at least twice, once for each expansion. Imagine if someone did an in-depth examination of the balance and mechanics of Starcraft before Brood War came out. They'd speculate a future very unlike how Brood War actually turned out.

Still, your information and speculation is interesting for the here and now. It's just unfortunately mostly going to be rendered useless with time. It'd be nice to see them up the supply cap in HotS though. That does seem like a very zergy thing for them to do in the Zerg expansion.
Chambo
Profile Joined May 2010
Brazil32 Posts
February 10 2011 02:17 GMT
#184
congrats.. this a huge article..

Abenson
Profile Blog Joined December 2009
Canada4122 Posts
February 10 2011 02:20 GMT
#185
Quality 1k post
Still reading lol
redFF
Profile Blog Joined November 2010
United States3910 Posts
February 10 2011 02:25 GMT
#186
amazing post, and it all makes sense. I'm kind of worried for this games future now lol.
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
February 10 2011 02:37 GMT
#187
I'd like to nominate this for post of the year, along with "Dan".

Cyanocyst
Profile Joined October 2010
2222 Posts
Last Edited: 2011-02-10 02:48:05
February 10 2011 02:39 GMT
#188
Wow Lalush, as a Zerg player myself i've personally liked your play and recognized you as one of the worlds Top Tier Zergs. However after reading this, well put constructed thread backed up by testing, really gives me a lot of respect for just how much you think about the game too.

Thoughts on the 3 base cap
+ Show Spoiler +
With that said you raise a lot of interesting points. Most interesting of which is the comparison of income with 3 base vs 6 base. Given that by that point having twice the bases only seems to yield minimal advantages, which as you stated is a huge disadvantage for Zerg.

In fact its actually ironic that i read this thread today. I was watching the GSL Team league, there was a match on Crevasse between an IM protoss, and Kyrix. The Protoss happened to be very passive and just turtled and teched to a ultimate composition off of 2 base, before expanding to a 3rd to support his tech. Kyrix contrary to his style tried to play macro and went to 3 base fast and 4th right on time. However got stagnant and didn't expand again. I remember personally saying in my mind. " No Kyrix, 4 bases isn't enough on this map. Especially vs a 3 base Protoss. You need to have up at about 6 bases to be ahead."

However apparently that is an incorrect statement more bases wouldn't have helped, or at least as much as they should have. I'm not saying Kyrix played optimally, he did a lot of things wrong, he didn't tech far enough, got stuck with mostly lair units. Though there was a strong perception in my mind that he didnt expand enough. Though that must not have been necessarily a factor.

One thing that i would like to point out is normally i'm gas starved as Zerg during late game. While i'm not any good at this game, i feel like most Zerg seem to get limited mostly by their gas income late game. (i could be wrong) Obviously the ability of not being able to have significantly better efficiency on more than 3 bases is a troublesome thought. Though gas income should still give at least a decent incentive for Zerg's to expand a bit more late game.


Thoughts on 300 food cap
+ Show Spoiler +
Lastly i do feel that Zerg would benefit from a 300 food supply cap a bit. Right now when you think about it Zergs normally have the smallest (food) late game army. While the apparent ideal number of workers is 75 for all races generally Protoss see to stop around 65-70 or so same with Terran. Zerg a lot of times go up to 80 or even 85. Whether it is a mistake or not is not the point, this is just what i typically see when watching pro replays.

Assuming these are the average number of workers per race has late game. Then respectively the late game supply of max armies for their respective races races should be T/P: 135 Z: 112. Zerg army supply isn't that low simply because of drone counts, you have to remember that Zergs macro mechanic costs 2 supply per queen. In this example i assumed Zerg would have 4 queens. Also it should be noted that while its not popular yet, Terran SHOULD be sacrificing a portion of their scvs late game, build more extra orbitals and be more dependent on mules for their mineral income for a greater max.

Personally i feel that, a 300 food supply cap would help zerg at least a bit due to the fact it minimizes the effect of queens taking up supply during the late game. Also Allows Zerg's power units to have more mass fodder units. It seems one of the problems Zergs have is they try to get too many busting units such as ultras and Broodlords although don't have enough supporting units for back up. With a bigger supply cap Zergs wouldn't have to be so careful about overcommitment to busting units.

I feel as though 300 food cap would help Zerg, however im not sure if would make a difference to the point of balancing the game.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
enigamI
Profile Joined May 2010
Canada385 Posts
February 10 2011 02:41 GMT
#189
incredibly interesting post. The benefit of long distance mining is very practical, thank you for pointing that out during your analysis.
Though my experience is only as a mid diamond terran player, I have felt as though however many bases I have, if a protoss or zerg player has three (all mining) bases, I am not at any advantage. There have been several games where I've lost with a 5 to 3 base or similar advantage, and felt that I was not particularly out played. The concept that 3 fully saturated bases is close to optimal would explain that.

Regardless of whether or not the conclusions drawn from your research prove correct, thanks for taking the time to do this research and share your thoughts with us!

Klystron
Profile Joined March 2010
United States99 Posts
February 10 2011 02:44 GMT
#190
Wow, excellent post, well thought out and well supported.

I would like to see a graph with mining data vs number of harvesters for 1 base, 2 base, 3 base, and 5 maybe 6 base all on the same graph.


On the 300 food cap. It wouldn't be hard to publish remakes of say the GSL maps, or the current Blizzard ladder maps with a 300 food cap limit. People could test this rather easily and see what comes of it.
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2011-02-10 02:49:56
February 10 2011 02:48 GMT
#191
Nerf macro mechanics, that doesn't require changing the AI.

Also, this is probably why Blizzard is reluctant to make bigger maps. Maybe they don't want people to realize that SC2 might not be the macro game BW was with over 3 bases. I hope not though. I think if the maps are big enough, we should be fine. *crosses fingers*
Meteora.GB
Profile Blog Joined January 2011
Canada2479 Posts
February 10 2011 02:49 GMT
#192
I always thought that 200 supply was alright, but when now I'm starting to lean to having higher supply cap to encourage more bases.

Great analysis anyways.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
February 10 2011 02:51 GMT
#193
A really nice article, I feel like a learned a lot and would play zerg differently knowing that going an early 4th more or less useless.

On a side, tank AI, worker AI, and moving shot can all be quite easily be done in the galaxy editor. (I guess you know some of this already but I might mention it anyway)

You can increase the time a worker spends mining minerals as well as how long they take before they return, and interestingly enough scvs start to become confused the same way as they did in BW, the issue is that workers return at such an optimal timing in relation to the distance between CC and minerals. Another thing is that workers also have deceleration, but not in SC2, again if you add deceleration they should slow down before mining the patch which also confuses them a bit.

Mutalisk micro requires 2 weapons, a moving shot one and a stopped shot one. Either one is disabled by a "isMoving" validator. A mutalisk can't turn and shoot when moving, and has to stop first, unless the angle is right in which it can moving shot. This can be done without triggers.

Tank AI is the easiest, just make it shoot a super fast [invisible] projectile.

I honestly have no idea why blizzard doesn't at least want to try these things on PTR.


Again great article.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
DocM
Profile Blog Joined June 2010
United States212 Posts
February 10 2011 03:14 GMT
#194
I absolutely adore everything about this OP.
I dont like the idea of a 300 food army simply because of proportions. Giving more food for more workers doesn't mean that it will be used for workers. It could easily lead to 225 food armies (with 75 probes).
I like the idea of slowing down the mining time or decreasing the minerals as long as the mule doesnt get imbalanced in the process. This way expansion is encouraged without changing army size or frame rate.
I wouldnt mind 225 or 250 i suppose.
Akill_
Profile Joined November 2008
United Kingdom80 Posts
February 10 2011 03:19 GMT
#195
On February 10 2011 11:16 TedJustice wrote:
This post is great and well written, but it's not taking into account the coming expansions that have the potential to change everything, Heart of the Swarm and Legacy of the Void.

You speculate on what the future of the game will be like if nothing is changed, but we know for a fact that there will be huge changes to the game at least twice, once for each expansion. Imagine if someone did an in-depth examination of the balance and mechanics of Starcraft before Brood War came out. They'd speculate a future very unlike how Brood War actually turned out.

Still, your information and speculation is interesting for the here and now. It's just unfortunately mostly going to be rendered useless with time. It'd be nice to see them up the supply cap in HotS though. That does seem like a very zergy thing for them to do in the Zerg expansion.


op: well written post i heartily agree to.

tedjustice: this issue the op has highlighted relates only to the framework the game is based upon, expansions can only possibly bring about new units/tech, not change the basis of the game. Expansions will not solve this issue.

in my own experiences i often feel taking a 3rd base is necessary only to prolong mining from more than one base. Otherwise taking a 3rd only really happens after armies clash. There is so much aggresion from alot of armies from all portions of the game that it doesnt feel viable to take a 3rd and be able to defend unless you are mirroring your opponants intentions. (if he decides tobe aggresive either he drags you into a slug fest or you outright beat him and take the game-sealing third)
Lobotomist
Profile Joined May 2010
United States1541 Posts
February 10 2011 03:22 GMT
#196
So really, you can't really secure an advantage by being 4-base vs 3-base? Verrrrrry interesting. Looking at the current state of ZvP, this makes sense. Zerg, once they have 3 bases up (fully saturated, running), are pretty much at their strongest. If Protoss can secure a third, it will probably get ugly for the zerg player, as they will be forced to deal with maxed stalker/collosus/voidray/sentry. If the zerg player can deny the third, the protoss will almost certainly lose, as the zerg can crush his army many times over.

Hmmm. How defensible do the thirds in the new GSTL maps look?
Teching to hive too quickly isn't just a risk: it's an ultrarisk
DCWasabi
Profile Joined December 2010
United States368 Posts
February 10 2011 03:30 GMT
#197
Somebody needs to get this post into the hands of the Blizzard top brass.

Very well done.
"Time flies like the wind. Fruit flies like a banana." -Groucho Marx
Fedor
Profile Joined January 2011
United States42 Posts
February 10 2011 03:33 GMT
#198
Somebody is a protoss fan.
Xandos
Profile Joined August 2010
16 Posts
February 10 2011 03:38 GMT
#199
On February 10 2011 12:30 DCWasabi wrote:
Somebody needs to get this post into the hands of the Blizzard top brass.

Very well done.
My thoughts exactly. Post on SC2 forums and everyone here can bump it :D
LunarC
Profile Blog Joined October 2009
United States1186 Posts
February 10 2011 03:48 GMT
#200
They just need to design critical units to be balanced around micro. That will make the critical units effective early on and be more difficult to use as you need to devote more attention to them later in the game. This means that Blizzard needs to make some critical changes to the armor system and some critical changes to how units deal damage and especially how units PATH.
REEBUH!!!
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