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Analysis of Macro - Page 17
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Krehlmar
Sweden1149 Posts
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Sanguinarius
United States3427 Posts
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Patriot.dlk
Sweden5462 Posts
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
Malaysia101 Posts
was 18 drones.. now is it still 18 or 20 now ? bump* | ||
WhiteDog
France8650 Posts
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JieXian
Malaysia4677 Posts
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. | ||
zooalt
104 Posts
Keep it up. | ||
SugarBear
United States842 Posts
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tgb
10 Posts
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
Netherlands7 Posts
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
United States1 Post
@ The goal of all of this should be making 4-5 bases with equal miners to someone with two bases give a larger advantage. | ||
Gryffes
United Kingdom763 Posts
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. | ||
NeWnAr
Singapore231 Posts
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revy
United States1524 Posts
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
United States2227 Posts
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
Canada120 Posts
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wideye
United States209 Posts
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Motion
Germany183 Posts
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MaverickPL
Poland28 Posts
It would be great if Blizz would increase the supply cap to 300. Do you think they will do it eventually ? | ||
KissKiss
United Kingdom136 Posts
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