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Analysis of Macro - Page 17

Forum Index > SC2 General
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Krehlmar
Profile Joined August 2010
Sweden1149 Posts
February 11 2011 08:44 GMT
#321
Wow someone who gets that SC2 is balanced one way, but maps are built another.

<3
My Comment Doesnt Matter Because No One Reads It
Sanguinarius
Profile Joined January 2010
United States3427 Posts
February 11 2011 10:43 GMT
#322
Excellent post, I am really interested to see how this will play out. Esp with the changes in map sizes.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
February 11 2011 12:15 GMT
#323
Great, great post. Confirms many of the feelings the game have been giving me and puts a name on it. Whenever I play zerg for fun I never ever feel save regardless of how many bases I have if I play protoss.

In broodwar if you had the map as zerg and your opponent had three bases max you felt really strong it was a HUGE lead to have twice as many bases.

But now if protoss has 50 probes and slowly gets maxed and moves out I know he could wipe my entire army and half of my bases and get a gold expand...

And when I play protoss for fun I always believe im going to die against terran until I have aoe against the marines.

When I play terran on these huge maps it feels very, very far to attack and I feel very pinned down by pylons and mutas on my side of the map
dandan23
Profile Joined October 2010
Malaysia101 Posts
February 11 2011 12:18 GMT
#324
So best mining perbase for zerg eco wise.. by idra etc...
was 18 drones..
now is it still 18
or 20 now ?

bump*
TeamLiquid Fighting!! =3
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
February 11 2011 12:41 GMT
#325
Or... make peon gather mineral a bit slower but more mineral so that income overall doesn't change with 1 worker, but having two peon or more on one patch give less mineral? ;X
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2011-02-11 14:15:59
February 11 2011 13:51 GMT
#326
Decreasing the number of mineral patches and maybe adding 1 or 2 gold patches sound much much better than 300 food.

It actually addresses the problem - rewarding faster expansions and higher base counts.

Edit:

To elaborate, the gold patches will give the initial boost in minerals vs worker count, but the reduction in mineral patches will make the graph flat faster. Both rewards taking more bases.

Arguments against 300 are already stated by mahnini.
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
zooalt
Profile Joined July 2010
104 Posts
February 11 2011 14:01 GMT
#327
I loved reading this.
Keep it up.
Some say I'm crazy, I guess I'll always be.
SugarBear
Profile Blog Joined June 2010
United States842 Posts
February 11 2011 14:23 GMT
#328
Thread is miss-titled. Should be "Analysis of Economy".
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
tgb
Profile Joined February 2011
10 Posts
February 11 2011 14:38 GMT
#329
Many of the suggestions in this thread have been centered around making SC2's minerals-to-worker graph more linear. Yet there are two competing considerations here. First is the positive effect of a more linear graph; cutting worker production early will hurt economy more than in the current diminishing-returns system, thus favoring builds that aren't cheeses or all-ins.

However, this is not the whole story! A linear mineral-to-worker graph means that expanding is *not* encouraged. 32 workers on one base will give the same minerals as 16 on each of two bases for a perfectly linear system. The current graph means that 16 workers on each of two bases is more than 32 workers on a single base since above 16 workers per base the mining rate drops off. If you wish to encourage expanding, we should not be making this graph linear. This means that worker AI shouldn't be messed with, mineral patches shouldn't be put in a straight line, and mining rates shouldn't be slowed down.

The less-than-linear graph might explain why early all-ins work surprisingly well, but they do not explain why expanding is underused. Of course, effective all-ins will scare people into not fast expanding, but expanding does indeed give an economic advantage - more so even than in BW.
thehighnotes
Profile Joined February 2011
Netherlands7 Posts
Last Edited: 2011-02-11 15:22:51
February 11 2011 15:21 GMT
#330
For how long does a fully saturated stretch of minerals last? I am new to SC2, but I know that this should be a factor in the question on the efficiency of expansions.

Though very well written, I can't help but imagine that OP implies an unintended immediate expanding, but in truth, expansions take place over time. I don't think this was accounted for judging by the data OP was building on, which was minerals gathered by 5 minutes, but if it were, I would not know what this would do to the analysis of OP

I believe someone else in this topic made the same argument, that the overall mineral gathering is not being accounted for. This seems rather crucial to the whole of OP's analysis, is it not?
Nipels
Profile Joined February 2011
United States1 Post
Last Edited: 2011-02-11 15:37:44
February 11 2011 15:30 GMT
#331
Could making Hatch's, Nexii, and CC's spawn further away from mineral patches help the problem? This would in essence make each expansion take more miners to saturate. You could leave the dead zone around gas the same so it would still take three miners to saturate the geyser. This would also affect the mule. Maybe this paired with less patches would encourage more expanding.
@
The goal of all of this should be making 4-5 bases with equal miners to someone with two bases give a larger advantage.
Burned
Gryffes
Profile Blog Joined March 2010
United Kingdom763 Posts
February 11 2011 15:38 GMT
#332
Going from 8 mineral patches to 4 blue 2 gold would be a much better solution, it makes 5 bases feel like 5 bases instead of it not mattering as long as you have 3 bases saturated.


Also, increasing double the time a mule is alive would be great, but halving the mining efficiency ( ie mules still give you the same amount of minerals/energy, but it takes longer to get ). It would increase the effectiveness of harass against them also.
www.youtube.com/gryffes - Random Gaming Videos.
NeWnAr
Profile Joined April 2010
Singapore231 Posts
February 11 2011 15:49 GMT
#333
It doesn't matter how far your base is from the minerals. They will still provide the same mine rate at saturation. Look at this from thr mineral patch POV. To be satursted only means to make sure when one worker finishes with one patch, it is immediately starts to be mined by another. Basically non-stop mineral outflow from the patch. Further worker move distance changes nothing since the minerals are still being mined at the same rate at saturation. Just that now u nid more workers to reach saturation cause ur workers waste more time on transportation, making each next drone arrive later than a closer base would allow.
Live For the Swarm!
revy
Profile Joined September 2009
United States1524 Posts
February 11 2011 15:50 GMT
#334
Well this helps to explain some of my success in the game, though it came about in an unintended manner.

Essentially I'm from BW (and enjoy watching BW more than SC2) and I wanted to incorporate Flash's strong 2 base vZ play into my SC2 game. What resulted was strong openings which kept me defended as I rushed to 2 bases, then added lots of production and played the 3rd denial game. This has worked out very well for me and based on your findings it seems like this is a good way to play the game.
Noxie
Profile Blog Joined April 2010
United States2227 Posts
February 11 2011 16:26 GMT
#335
Quality Post LaLush.

I dont think anything you have hit on is something blizzard has "overlooked" I think they are still trying to find the best solution.

It was a remarkable write up. You deserve a star! (=
teemh
Profile Joined May 2010
Canada120 Posts
Last Edited: 2011-02-11 17:26:29
February 11 2011 17:23 GMT
#336
Zerg specific but, has anyone ever put thought about making it so Hatcheries decrease actual supply (instead of increasing available space) by X? It would allow Zerg to drone a little more and keep up with T and P in the early game, and also rewards mass expansion in the late game.
wideye
Profile Joined June 2010
United States209 Posts
February 11 2011 18:15 GMT
#337
wow thanks for that. helps us noobs look at the game a little differently.
slim pickens
Motion
Profile Joined January 2010
Germany183 Posts
February 11 2011 18:38 GMT
#338
Very good spotlight, thanks for the awesome informations!
http://www.gentle-nerds.com
MaverickPL
Profile Joined January 2011
Poland28 Posts
February 11 2011 19:11 GMT
#339
That was a great read.

It would be great if Blizz would increase the supply cap to 300.

Do you think they will do it eventually ?
KissKiss
Profile Joined July 2010
United Kingdom136 Posts
February 11 2011 21:27 GMT
#340
One of the best articles I've ever read on Starcraft, Broodwar or otherwise. The last couple of paragraphs are really dead on. Its a shame blizzard balanced their game around maps nobody wanted to play.
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