• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:10
CEST 04:10
KST 11:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro16 Preview Pt2: All Star6Team Liquid Map Contest #22 - The Finalists14[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced52026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid23
StarCraft 2
General
MaNa leaves Team Liquid Maestros of the Game 2 announced 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Team Liquid Map Contest #22 - The Finalists
Tourneys
GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament 2026 GSL Season 1 Qualifiers Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
[ASL21] Ro16 Preview Pt2: All Star ASL21 Strategy, Pimpest Plays Discussions Data needed BGH Auto Balance -> http://bghmmr.eu/ RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Ro16 Group C [ASL21] Ro16 Group B [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Dawn of War IV Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Battle Aces/David Kim RTS Megathread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1279 users

Analysis of Macro - Page 23

Forum Index > SC2 General
Post a Reply
Prev 1 21 22 23 All
Mojar
Profile Joined January 2011
Australia185 Posts
May 06 2011 02:18 GMT
#441
For some reason i had not read this post till now, but i will say that the underlying point of it is really coming out in today's play. Protoss and Terrans sitting on their 2-3 bases maxing out and just walking over 5-6 base Zergs. The extra bases provide no real benefit to the Zerg apart from slightly better production (as you are not going to be building more then 4-5 queens for the purpose of inject).
tosog
Profile Joined March 2011
64 Posts
May 06 2011 02:36 GMT
#442
On May 06 2011 11:18 Mojar wrote:
For some reason i had not read this post till now, but i will say that the underlying point of it is really coming out in today's play. Protoss and Terrans sitting on their 2-3 bases maxing out and just walking over 5-6 base Zergs. The extra bases provide no real benefit to the Zerg apart from slightly better production (as you are not going to be building more then 4-5 queens for the purpose of inject).

As a terran player, let me tell you about how much mech would absolutely be not viable if we had to start securing more than 3 bases.
Zerg can take all those bases because they are such a mobile race. If each base increased your income equally then Zerg would be quite overpowered in my theorycrafting opinion.
Frozenserpent
Profile Joined September 2007
United States143 Posts
May 06 2011 02:50 GMT
#443
On May 06 2011 11:36 tosog wrote:
Show nested quote +
On May 06 2011 11:18 Mojar wrote:
For some reason i had not read this post till now, but i will say that the underlying point of it is really coming out in today's play. Protoss and Terrans sitting on their 2-3 bases maxing out and just walking over 5-6 base Zergs. The extra bases provide no real benefit to the Zerg apart from slightly better production (as you are not going to be building more then 4-5 queens for the purpose of inject).

As a terran player, let me tell you about how much mech would absolutely be not viable if we had to start securing more than 3 bases.
Zerg can take all those bases because they are such a mobile race. If each base increased your income equally then Zerg would be quite overpowered in my theorycrafting opinion.


The thing is that the extra base doesn't increase your overall income at all.

Essentially, 70 workers on 3 bases will mine just as much as 70 workers on 6 bases.

What's the strength of mech? It's really strong in a straight-up fight, and it's really cost-efficient in such a fight.

What's the weakness? It gives up map control. But what if map control doesn't provide that much benefit because having >3 bases isn't as helpful? Doesn't seem like it is a good design.

Contrast this to BW where workers quickly get diminishing returns. Personally I think the curve of mining efficiency to # workers mining is quite nice in BW. Then, you get a bit of a boost in income solely for having more bases. It makes map control quite important.
MurdeR
Profile Joined May 2004
Argentina89 Posts
May 06 2011 02:52 GMT
#444
[image loading]

GREAT POST! Thanks a lot
Comunidad Argentina de SC2: www.latingamers.net
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
May 12 2011 19:59 GMT
#445
Just got around to reading this amazing post. It's absolutely true that BW is a better game to watch because the 4th/5th/Nth expansions matter so much more, this results in much more army on army conflict in the game as people try to expand / deny from start to finish. It also means you're more likely to see effective tactical plays like drops and army splits have a sharp impact as the whole game is more spread out. It's a real shame that so many games currently revolve around key 2 or 3 base attacks that 9 times out of 10 end up with not one real fight before and one player dead after.

As both a fan and a casual player, if there was a poll, i'd vote for 300 food now, balance concerns later.
But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
thurst0n
Profile Blog Joined December 2010
United States611 Posts
May 12 2011 21:56 GMT
#446
This is very very interesting. Thank you for all your effort and insight.

If you're looking for differant ways at looking at things, it seems another simple elegant solution to making the 3rd/4th/5th/6th base more important is to reduce the amount of minerals at each node.

This has been mentioned before I just want to elaborate some of my own thoughts. I do not claim this to be my original idea.

This will not effect the amount of economy(Minerals per Minute) you have at early stages of the game, saturation requirements (workers per patch/base) remain the same; it only shortens the amount of time you can sit on 1 base, or 2 base before getting that 3rd base.
If you happen to get your 3rd base early you will mine out of your main sooner than in the current maps.

I'm no SC Guru, but I feel that the game should focus around expanding and having map control safely against all-in timings. After an all-in you should be punished since you haven't expanded, but in the current state it seems to me you can all in a few times before your main base runs out, not to mention 2 base timings..

I may be way off base (no pun intended) in the previous paragraph I'd love to hear more discussion about decreasing minerals in each node to force more expansions earlier and at every stage of the game, forcing you to have better map control. Perhaps it's just better in theory or in my own head.

Perhaps just expansions have less minerals per node?
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
dave333
Profile Joined August 2010
United States915 Posts
May 12 2011 22:16 GMT
#447
Whatever happened to half or mineral only expansions? Another factor to 3base play is that there are usually you have 3 full expansions available to you, which is easily enough to cover for a while. Instead of having rocks at full expansions, just have an open half expansion that one can take for safety, or risk going for a bigger third.

theliman2000
Profile Joined August 2010
United States45 Posts
May 15 2011 03:26 GMT
#448
swedish people are so amazing
zodde
Profile Joined October 2010
Sweden1908 Posts
May 15 2011 04:57 GMT
#449
Very interesting read, even if I'm not playing the game seriously enough anymore to really be able to add much to the discussion. :D

Good job LaLush!
ArchDC
Profile Joined May 2011
Malaysia1996 Posts
September 16 2011 19:10 GMT
#450
I just read this thanks to whatthefat's post.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=266019

This is a really good article and was there a follow-up? Plenty of people (myself included) have posted about how SC2 does not feel like BW (the fights feel less epic, less things are going on n battles last so much shorter). I thought this was due to camera size (everything is a lot smaller and players see a bigger piece of the map on the screen), lower mechanical ceiling (you can practically send an entire army forward w one click).

Due to the article, it is clearer that it is also because there is less incentive to have more than 3 bases operating at one time (another lower mechanical ceiling) given both income and supply cap.

I second the notion that Blizzard should increase supply to 300 and re-figure out balancing through new units and patching of old units through HoTs and the protoss expansion. This will also bring back the feel of having bigger armies fighting all over the map for longer periods of time which makes for much more epic games when two highly skilled players go at it.
figq
Profile Blog Joined May 2010
12519 Posts
September 16 2011 22:20 GMT
#451
Maybe the Korean Weekly / ESV could introduce maps with 300 cap; they are the frontrunners of map experimentation on progaming level, and first started introducing larger and macro-friendly maps.
If you stand next to my head, you can hear the ocean. - Day[9]
JuTo
Profile Joined December 2010
United States30 Posts
September 19 2011 02:44 GMT
#452
well written article, not only entertaining, but educational. and it looks like you did your research.
plus you managed to keep my attention for the WHOLE article, which is an accomplishment hahaha. well done
"Roach/Immortal is pretty good against Stalkers"
Prev 1 21 22 23 All
Please log in or register to reply.
Live Events Refresh
RSL Revival
02:00
Season 5 Americas Qualifier
CranKy Ducklings20
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft355
SpeCial 139
RuFF_SC2 102
Nina 94
ROOTCatZ 19
StarCraft: Brood War
GuemChi 6328
Artosis 642
Mind 24
Dota 2
monkeys_forever845
NeuroSwarm35
Counter-Strike
fl0m1749
minikerr10
Other Games
summit1g11363
C9.Mang0521
JimRising 520
hungrybox431
Day[9].tv355
Trikslyr176
Maynarde115
Organizations
Other Games
gamesdonequick1028
BasetradeTV344
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH216
• CranKy Ducklings SOOP4
• Mapu4
• LaughNgamezSOOP
• sooper7s
• Migwel
• IndyKCrew
• Kozan
• intothetv
• AfreecaTV YouTube
StarCraft: Brood War
• Azhi_Dahaki22
• RayReign 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1674
• Day9tv355
Upcoming Events
GSL
5h 50m
Afreeca Starleague
7h 50m
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
8h 50m
RSL Revival
1d 7h
Replay Cast
1d 21h
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Map Contest Tou…
2 days
CranKy Ducklings
2 days
Escore
3 days
[ Show More ]
RSL Revival
3 days
WardiTV Map Contest Tou…
4 days
Universe Titan Cup
4 days
Rogue vs Percival
Ladder Legends
4 days
uThermal 2v2 Circuit
4 days
BSL
4 days
Sparkling Tuna Cup
5 days
WardiTV Map Contest Tou…
5 days
Ladder Legends
5 days
BSL
5 days
Replay Cast
5 days
Replay Cast
6 days
Wardi Open
6 days
Monday Night Weeklies
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-20
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.