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Analysis of Macro - Page 6

Forum Index > SC2 General
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Djeez
Profile Blog Joined September 2010
543 Posts
February 09 2011 20:35 GMT
#101
Great 1000th post, but am I the only one that gets depressed reading stuff like that? It makes me believe this game won't be played anymore in 3 years.
''Watching steppes of war in the gsl would be like watching the dreamhack 1.6 finals start out on fy_iceworld. '' -red_b
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
February 09 2011 20:37 GMT
#102
On February 10 2011 05:16 PJA wrote:
Show nested quote +
On February 10 2011 04:44 SpaceYeti wrote:
What if bases simply had fewer mineral patches (i.e. 6 patches instead of 8)? I'm not suggesting that this is the fix, but I'm curious how this would change the expansion dynamics of the game.

If it does help, the plus is that it requires no changes to the game mechanics and just different maps.

I would love to see something like this in the simulations as it could really inform map makers decisions for making awesome maps.


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
Profile Blog Joined November 2010
Canada880 Posts
February 09 2011 20:38 GMT
#103
Really great read, but more on what this guy has said:

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.
Micro your Macro
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
Last Edited: 2011-02-09 20:41:45
February 09 2011 20:41 GMT
#104
The thought put into the OP AND the comments remind me of how intellectual and awesome BW threads were. Thank you TL

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
Profile Joined September 2004
Sweden1768 Posts
February 09 2011 20:42 GMT
#105
Wow. Really great OP.

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.
Hello=)
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
Last Edited: 2011-02-09 20:48:03
February 09 2011 20:44 GMT
#106
I used to think a higher supply cap would be good for the same reasons mentioned in the OP, but honestly now it only makes me think that it would help Protoss/Terran's super powerful units rather than really balance anything. Being able to have enough Colossus/Seige Tanks to one-shot any unit (like even say, Ultralisk) while still having an army to support is just never going to be balanced.

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.
Creator of sc2unmasked.com
soso.501
Profile Blog Joined September 2010
32 Posts
February 09 2011 20:46 GMT
#107
Very interesting read. It's obvious you put a lot of effort into it. I agree that increasing the supply cap seems like a good way to alter the game in such a way that would support more macro oriented play off many bases. I don't expect to see any changes of this magnitude before HotS though, but I'm definitely looking forward to what kind of changes will come with that. Hopefully more than just adding a unit or two.
Crushgroove
Profile Joined July 2010
United States793 Posts
Last Edited: 2011-02-09 21:09:25
February 09 2011 20:47 GMT
#108
On February 10 2011 01:58 LaLuSh wrote:
Introduction



[image loading][i]





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.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
February 09 2011 20:48 GMT
#109
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.
Moderatorsloppy little slug
Woony
Profile Blog Joined August 2010
Germany6657 Posts
February 09 2011 20:52 GMT
#110
I think one of the most interesting points in the post is that absurdly big maps will actually not 'save' Starcraft2 in it's current state, even though most people think like that.
Sprouter
Profile Joined December 2009
United States1724 Posts
February 09 2011 20:56 GMT
#111
thanks for writing this lalush. it really irons out some of the cognitive dissonance i've been feeling playing the game.
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
February 09 2011 20:58 GMT
#112
Very nice Thread! I had some of this thoughts too, actually. Having 5 bases with P like it was in BW doesnt make any sence anymore unless you are mined out on 2 bases ofc.

"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
idonthinksobro
Profile Joined December 2010
3138 Posts
Last Edited: 2011-02-09 21:08:37
February 09 2011 21:02 GMT
#113
wow that is an overwhelming OP, i think i have to read this whole thing at least 2 more times to fully understand everything. But the one graph shows at least one big problem with the current state of Sc2.

/E i would appreciate a graph of 2 saturated bases vs 2 orbitals just using mules
Amanitar
Profile Joined January 2011
Netherlands26 Posts
Last Edited: 2011-02-09 21:08:51
February 09 2011 21:04 GMT
#114
Great read! shed some light on interesting things.



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?


[image loading]



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
http://www.pown.it/5060 - Seriously. Awesome.
pataphor
Profile Joined February 2011
United States1 Post
February 09 2011 21:04 GMT
#115
lol. Genius, but is there a Cliff's Notes version? : /
Paul Avion
Manimal_pro
Profile Joined June 2010
Romania991 Posts
February 09 2011 21:08 GMT
#116
great read, please give lalush a star or something to acknowledge his work
If you like brood war, please go play brood war and stop whining about SC2
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
February 09 2011 21:18 GMT
#117
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
Profile Joined November 2010
Canada655 Posts
February 09 2011 21:19 GMT
#118
Gosh. An interesting and (mostly) clear comparison between the two games. I can tell LaLush put a lot of time and effort into it. So, thanks!
retro-noob
Profile Joined June 2010
110 Posts
February 09 2011 21:19 GMT
#119
One of the best posts I've seen analyzing the game. Cogent and not too much of a slog through numbers.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
February 09 2011 21:31 GMT
#120
I agree with the supply cap. As a Zerg I always found this slightly problematic even on the blizzard maps. When you fully saturate 4 bases it really cuts into your army count. Anyore than that and your roach hydra corruptor army just seems puny.

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.
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
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