Analysis of Macro - Page 6
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Djeez
543 Posts
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Anomandaris
Afghanistan440 Posts
On February 10 2011 05:16 PJA wrote: Less mineral patches would worsen the problem described in OP, allowing players to cut workers even earlier without hurting their econ. Increasing the mineral patches would be more beneficial if lalush's theory is correct. I think the ebst idea is 8 mienral patches main, but 6 for other expos, | ||
CookieMaker
Canada880 Posts
On February 10 2011 02:38 pilsken wrote: Zerg point of view: I feel that this misses out one major factor: Gas. More expansions for zerg are usually not gotten for the minerals but most likely for more gas. Considering that the dream late-game composition is not 50 roaches, some lings and hydras but rather Broodlord-Infestor-Corrupter, i feel that gas is the limiting factor for zerg, as these super high tech units have a mineral:gas relation of 1:1 or worse, considering all the tech. Even great macro Zergs like Nestea and Idra (and certainly everyone else below their level) has in the mid game often a surplus in minerals as your only mineral-dump is the super larva-heavy Zergling or Eco (=Expansions + Drones). If i take a faster fourth or fifth base, it's not because i need the minerals, it's because i wanna go hive, i wanna mass Mutas, i wanna get upgrades and pump infestors. I usually have only 3-4 guys at the minerals and then 6 saturating the gas very fast, so i can steer away from Roaches/Lings, which become worse and worse as the P and T armys add their tech-choices (namely tanks and Collo/Storm). If there are tons of expansions, Zergs won't get ahead in minerals, but if i have 5 bases worth of gas, i can pump Mutas like Zerglings. After reading the OP, it is evident that the last timing window for zerg is not actually late-end game but rather is at the point where Toss needs to take/saturate their 3rd. Unless Zerg has raced ahead in economy and tech (and not died) and is at the point where they are able to "bank" both minerals AND gas (because in this scenario suiciding "maxed" armies is viable with enough injected hatcheries) then Zerg must do damage before Protoss can saturate a 3rd and reach the point where they can sustain a maxed army. | ||
Beef Noodles
United States937 Posts
![]() I'll say this: due to the differences in macro mechanics between the three races, maps (in my opinion) will be even harder to balance for every match up then they were in BW. I think tournaments should think about having different map pools for TvP ZvT PvZ because so many things that help one match up hurt the others. Of course I think that with more experimentation, we may find certain guidelines that allow for overall balanced maps, but the differences between mules, crono, and spawn larva make me think that will be REALLY hard. | ||
ParasitJonte
Sweden1768 Posts
The first intuitive feeling I got when I first started playing sc2 was that expanding was somehow being punished by not being rewarded. I didn't get the same kind of reward I got in brood war and me over-producing probes actually lead to my losing a lot of games. Nothing made sense to me. I kept producing probes and expected to win easily. Many times I would be on 3 bases and my opponent would be on 2. The game would progress 4-5 minutes and I was sure that the game was over (because in brood war it would have been!). Still, many times I would lose. And even now when the metagame has shifted from one-base builds to two-base and three-base builds it's pretty clear that getting a 4th-5th base prematurely doesn't do very much for you. Bah. I'm pretty depressed. The correlation between more probes and higher income needs to be at least linear. On some graphs it sort of looks logarithmic. That's a disaster! At this point I finally feel like I know why brood war is such a much better game. The economy management + the avoidance of super-units and super-spells. I want to play brood war again. | ||
oOOoOphidian
United States1402 Posts
However, I do feel that larger maps still help Zerg even against Protoss, as the idea of overkilling their power units and remaxing is much more plausible on farther positions. If you do that on close positions now it can mean you just lose to their leftovers while you wait for units to pop out. BTW, I'll mention that I really like the maps on the PTR and that it's worth considering those maps (even though they're mostly sized like Metalopolis and not as huge as the GSL maps) before further balance discussions come into play. | ||
soso.501
32 Posts
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Crushgroove
United States793 Posts
On February 10 2011 01:58 LaLuSh wrote: Introduction ![]() A picture is worth a thousand words. This is a phenomenal post. The articulation with which you outline your thoughts and concerns is refreshing, and the data with which you back them up is a shining example of what should be par for the excellent community here. Good work. | ||
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intrigue
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Washington, D.C9933 Posts
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Woony
Germany6657 Posts
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Sprouter
United States1724 Posts
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Sewi
Germany1697 Posts
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idonthinksobro
3138 Posts
/E i would appreciate a graph of 2 saturated bases vs 2 orbitals just using mules | ||
Amanitar
Netherlands26 Posts
I cannot help but find a major contradiction in Blizzard’s conceptual outline of how the zerg race is supposed to be played in SC2 with what the game’s economical system actually allows for. Zerg are supposed to keep outexpanding, outmacroing and outproducing their opponents. Based on these data, the only way to secure a macro lead in SC2 seems to be by rushing to 3 fully saturated bases as quickly as humanly possible. The entire objective for zerg in SC2 seems to have been reduced to recklessly rushing to a macro lead as quickly, stupidly and foolishly as possible before the game caps the chance for any macro lead to develop. Will larger maps save Starcraft 2? ![]() This is an interesting question to pose with the new and giantly oversized maps GSL have introduced. I believe these large maps are an anti reaction to the volatile and unpredictable play that plagued “Blizzard-sized maps”. The unmanageable strategic extremes (due to unnamed factors that may or may not have been attempted to be explained in this article) on small and medium sized maps simply created the need for a party to step in and introduce a buffer zone for rushes and timing attacks. With that said: what will larger maps achieve apart from increasing rush distances? I would say absolutely nothing. What need do players have for 14 expansions in a game like Starcraft 2? Absolutely none. Zerg’s play will be centered around saturating 3 bases as quickly as possible and launching suicide attacks at the opponents’ thirds. Protoss’ play will be centered around camping and delaying until they’ve reached their invincible end game composition on 3+ bases. Terran’s play will… no idea. Large maps will simply and frankly favor the race that currently has the pleasure of being dominant when maxed out in a 3base vs. 3base late game situation. That race, as you’ll see, will be Protoss. And please don’t mistake this for whine; it’s merely stating what should be obvious. On the other end, the same maps will likely disfavor the previous most stable performing tournament race on blizzard-sized maps: Terran. With this however, I do not agree. From an economical point of view: Sure, hell yeah these maps aren't worth it, because 3base on a small map is equal to 3base on a large map. From a starcraft2 point of view: Bigger maps allow for more varied strategies and already are they solving a lot of "imbalances" (forgive me for using the word) in the game. Some maps were just plain bad to play on as certain races. On bigger maps it's easier to do, for example, a 300 food push against protoss as zerg. Because he has to walk way further all the way to your base, giving you more time to remax. This is just an example! In the end, I am still of the opinion that bigger maps are better for players that favor more bases. The small maps were just to constricting build-order/overall strategy wise. Steppes of War for example, when you had your 3rd base up (when this would actually happen, which was quite the rare thing) after there was this point you just HAD to all-in, because there was nothing more to mine. The end of the game was actually forced by the map, instead of by the players! (the way games are meant to end, one player dominating the other) //Amanitar | ||
pataphor
United States1 Post
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Manimal_pro
Romania991 Posts
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Numy
South Africa35471 Posts
On February 10 2011 05:48 intrigue wrote: very good post. the vague discomforts i had about the game are being addressed one by one on TL forums by people like you! are there custom maps with a 300 supply cap to test out? i really want to see how it feels, and how zerg fares with maxed armies in that situation. Yea I must say this article was really awesome. I must say it's a new look on the whole dynamics of the game and I think it's the right direction. I think there are maps out there or were with 300 supply cap. I can't link you though :< | ||
Bonham
Canada655 Posts
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retro-noob
110 Posts
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SubtleArt
2710 Posts
A week ago my friend sent me 2 of the GSL maps (Taldarim and terminus...sorry if I misspelled any of them) and this supply cap really became apparant. I couldn't wait to finally play the huge econ style that I feel suits me and that I grew accustomed to watching / playing brood war but again I had to refrain from making too workers or my army was too small, and it was basically pointless to have more than 3 and a half (usually 1 is half mined) bases because I simply couldn't saturate it all. I remember one game going up to 110 workers any my army felt painfully limited. Only problem I see with increasing the supply cap is it would require a lot of unit changes to balance and I'm not sure if Blizzard is willing to go back and put that much more work into it. | ||
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