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Analysis of Macro - Page 7

Forum Index > SC2 General
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iloevrsg
Profile Joined October 2009
128 Posts
February 09 2011 21:32 GMT
#121
such a great article, it only proves that zerg is totally broken in this game.

User was warned for this post
Eschaton
Profile Joined May 2010
United States1245 Posts
February 09 2011 21:33 GMT
#122
This is a great post, for me it solidifies a lot of the ideas I've been forming about how the # of bases affect each race.

I disagree however, with your argument that an increased supply cap would be better for the game. The current goal of every zerg is the "300 food push" where through instant remaxing you can have a larger army than the T or P opponent via attrition of his forces, whose 200 food army is just stronger than yours. Can you imagine allowing a Protoss army with Colossus and Void Ray another 100 food? A supply cap of 300 would only make this worse, when the strength per unit is greater for T and P, and you would need MORE than 1.5 the food (and thus more than 1.5 the bases) to take on the army as the needed food differential is probably exponential in form. This seems very ironic, that a larger supply cap would should favor the "macro" race simply would not.
QuestSeekers
Profile Joined April 2010
United States39 Posts
Last Edited: 2011-02-09 21:48:04
February 09 2011 21:35 GMT
#123
It seems like the proposed solution; increasing the supply cap, would not impact the balance issue with Terran MULEs. Namely, that off one base Terran has significantly more minerals than any other race (if you are not forcing him to scan). Minerals that can be used to produce some of the most efficient DPS machines (or should I say Marines) in the game.

Also, great post, and I want to hear your thoughts on Zerg.

EDIT: I would also like to hear Lalush's response to questions/critiques like Eschaton's ^ (above)
strategy is distinct from tactics; tactics is concerned with the conduct of an engagement, while strategy is concerned with how different engagements are linked.
imbecile
Profile Joined October 2009
563 Posts
February 09 2011 21:39 GMT
#124
Now this post confirms something that I suspected since before the game came out, and always played accordingly: There is no point in having more than 3 mining bases.

So while bigger maps won't fix the economy side of the game, they might do something about the strategic side. Warp ins and nydus are much more powerful on large maps, while big army balls are much less powerful. Army movement and positioning becomes the focus. Scouting also becomes much more useful (and harder) on larger maps.
bLuR
Profile Blog Joined June 2010
Canada625 Posts
February 09 2011 21:44 GMT
#125
i think 250 supply cap would be much better than 300, and would help all of the races expand more. I absolutely disagree with the fact that Zerg is underpowered and Protoss is invincible. Eventually people will learn how to play better, and once you stop crying about imbalance you'll have that much more time to practice
slappy
Profile Blog Joined March 2010
United States1271 Posts
February 09 2011 21:53 GMT
#126
very good read

much of the recent balancing of the game appears to have gotten stuck in fighting mineral surplus disguised as imbalance.


my favorite line
jaedong imba
1Eris1
Profile Joined September 2010
United States5797 Posts
Last Edited: 2011-02-09 21:55:21
February 09 2011 21:55 GMT
#127
Well done Lalush, very interesting and compelling read
Known Aliases: Tyragon, Valeric ~MSL Forever, SKT is truly the Superior KT!
Klamity
Profile Blog Joined April 2010
United States994 Posts
February 09 2011 21:58 GMT
#128
This was a very compelling read.

Since the bulk of your argument deals with minerals, have you considered any changes to mining in the early game? Specifically, the charts deal with the mule are absurd. Should mule mechanics be altered?
Don't believe in yourself, believe in me, who believes in you.
MGren
Profile Blog Joined August 2007
Sweden148 Posts
February 09 2011 22:00 GMT
#129
Completely awesome post, it makes so much sense. Thank you LaLush.

I have a suggestion to solve some of this problem, though. How about expansions with less than 8 mineral patches? It seems to be a reasoanble way of getting players to have to make more expansions (fulfilling the way Zerg should ideally play), and not altering game mechanics.
NetStormHQ.com
ChrysaliS_
Profile Joined January 2011
United States261 Posts
February 09 2011 22:01 GMT
#130
Dustin Browder needs to read this so they can implement the necessary changes for Heart of the Swarm. This article basically pinpoints the reason why SC2 isn't the macro game BW was... and proves that balance and good maps aren't the fix. Well done lalush
Chrysalis.145
A e s t h e t i c
Profile Joined February 2011
United States1 Post
Last Edited: 2011-02-09 22:25:59
February 09 2011 22:04 GMT
#131
After reading the whole thread, one thing to consider about increasing the supply cap is how the power of range scales with army size, especially considering splash. Every time there is an engagement, longer range essentially means you get shots off unopposed (i.e. a siege tank killing a ling takes no damage). The more units you have, the more first-strike damage you can output.

AoE attacks also scale better than 1:1 with army size, since the larger each army is, the more units are likely to be hit by each attack. Imagine 3 immortals vs 4 tanks. The immos will destroy the tanks, but 66 tanks will kill 50 immortals. Additionally, chokes are more punishing at larger army sizes. It follows that increasing Max army sizes by ~50% will advantage long range units with splash more than anything else.

The problem here is that T has the longest range anti-ground and anti-air in the game, and both have splash, as well as the 12 range and 8 radius nuke. P fares decently well against ground with colossi's very efficient splash at range, but Z is completely shafted in both departments. The only true splash (mutas don't count) is melee range and anti-ground, and the only long range unit is the BL, which is anti-ground and suffers from melee scaling.

The end result is that without taking other aspects of the game Into account, a maxed T is relatively more efficient and a maxed Z relatively less so. It seems trying to alter mineral patch counts/amounts/color at expos would both be much less volatile in terms of balance and result in less SC2 slideshows on my computer : (

Edit: It has been noted that changing harvesting mechanics or reducing the number of mineral patches would slow down openings as a side effect. Perhaps starting with more workers would help reduce the unnecessary slowing. One side effect I can foresee is a shorter window to scout rushes, but since it is rare to scout before 9 anyway, I'm not sure it would be relevant.
Elldar
Profile Joined July 2010
Sweden287 Posts
February 09 2011 22:11 GMT
#132
Great post indeed by Lalush, great work!

The main conclusion I think you could draw out of OP is that expanding beyond third is meaningless for your income (minerals).

What is causing this issue?
I don't know exactly, however I would try to adress what I believe to be one issue from all the possible factors.
I read someone who said something about make the scv traveltime longer. I like this idea somewhat however I would rewrite it as "longer mining time" (for both workers and the mule like about 0.1-0.2 seconds).
Not to long to have major effect on the openings and midgame (perhaps a slight delay).

I do realize that if raise the mining time for mules they will mine less in total minerals, however I suggest that this would stand in proportion to the mining for the workers delay.

What issues does this idea try to adress?
This would try to adress the "3-base ceiling" effect.

This would reduce the effectivness of each patch while stockpiling workers on them (just slightly). This slight delay would (if I am theorizing correctly) add up for each return thus encourage spreading out your workers to more than 3 bases. Since fully saturating each patch this slight "delay" would add up for every return therefor have some affect on the "3-base ceiling" possibly.

cons:
- stacking workers to closer patches at start could be bad.
- Delayed openings?
(- Effect the ai of the workers? How long they wait for a mineral patch before they jump to a free one.)
schmubob
Profile Joined May 2010
Germany10 Posts
February 09 2011 22:13 GMT
#133
Thank you for that post. I really enjoyed the outline you've given. Quite interesting to see a more indepth analysis of the macro/bas side.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
February 09 2011 22:17 GMT
#134
Very interesting. Thank you ~~
"Trash Micro but Win. Its Marin." - Min Chul
SetStndbySmn
Profile Joined August 2010
United States657 Posts
February 09 2011 22:19 GMT
#135
Thankyou!!!
"He doesn't operate under some divine shroud that lets him determine what is or is not valid culture. He cannot rob you, retroactively, of wholly valid experiences; he cannot transform them into worthless things." - Tycho
BGrael
Profile Joined November 2010
Germany229 Posts
February 09 2011 22:19 GMT
#136
Wow, thx! When I began reading I feared more pointless theorycrafting, but this is actually pretty good. I think two gas per base was not introduced by chance and I think this will save the day, since more bases really means more gas.
skipdog172
Profile Joined June 2010
United States331 Posts
February 09 2011 22:22 GMT
#137
Very good OP! It is so nice to have things like this summed up in pretty graphs! Thank you Lalush!
Atheros
Profile Joined January 2011
United States84 Posts
February 09 2011 22:24 GMT
#138
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.


I was thinking the same thing so I modified Shakuras Plateau so that it had a 300 supply cap. If anyone wants to try it search for "Shakuras Plateau(300 Supply Cap)". When I tested it it seemed to benefit protoss the most but my friends and I aren't very good . I'm interested to see how higher level players would play with a larger supply cap.
Holy Check!
Dominator1370
Profile Joined November 2010
United States111 Posts
Last Edited: 2011-02-09 22:32:39
February 09 2011 22:26 GMT
#139
First things first. To address whoever said that Zerg wanted to keep taking expansions to re-max faster:

Players don't want to allocate too large a portion of their available supply cap (200) to workers, because it drastically reduces army size. Traditional wisdom is somewhere around 70 workers, for all races. With 70ish workers, you can mine from 3 bases with shockingly close to maximum efficiency. Thus, if you are fixing your worker count around 70, when referring strictly to mineral income, there is no need to saturate more than 3 expansions simultaneously. You may want to build additional Hatcheries to macro from, but that is completely different than holding a mining base. (Whether 70ish workers must be the worker cap is something addressed later)

Next, with regards to gas:

If you've got so high of a mineral income that you don't have enough gas to spend it, it's true that taking additional expansions solely for the purpose of getting more gas is beneficial. However, with a mineral income that is so high, the cost of a solely-gas expansion isn't all that expensive. Likewise, the benefit gained from that expansion isn't so large, relative to a full mining base.

On the other hand, if you lose everything at a saturated mining base, it's expensive to replace and a huge impact on your production capabilities. The point here is that the survival of a gas-only expansion is nowhere near as important as the survival of a full mining base, and thus the amount of effort you need to expend in defending it is much less. The effort required to defend spread out bases is, of course, one of the greatest deterrents to taking expansions, particularly in the late game. You wouldn't need to expend nearly as much effort depending an expansion mining only gas, because its defense isn't as important.

In other words, an expansion where you're only mining gas isn't quite comparable to a full mining base.

With regards to Terran and the worker cap:

Terran isn't actually limited by a worker cap, because they can keep adding Orbital Commands for Mules. Since we're discussing the effect of map size on number of bases, Terran's income is actually hard capped only by the number of mineral patches on the map that they can mine simultaneously. That's a highly theoretical statement (and not some kind of claim that ZOMG Terran has INFINITE INCOME!!!), but suggests that Terran benefits from maintaining as many mining bases as they can get Mules to mine from, which is not true for the other races. Starcraft is a complicated and multifactored game, and no one factor means anything in isolation, but this certainly has implications for the super-lategame. It's something to consider, in addition to all other factors.

It may also be worth noting, and again this is highly theoretical, that the fact that Mules cost no supply allows Terran to forgo any mining workers and set aside that supply for their army.

There has been discussion about attempting to increase the "worker cap", or the amount of supply players feel they can allocate to workers. If this happens, it, in theory, increases the amount of supply a Terran can convert to Mules that their opponent still has tied up in workers. Again, theoretical, isolated factors and all that jazz, but it is a factor for the super-lategame.

With regards to the worker cap being ~70

I understand there is good reason for a worker cap where it is. Purely as an exercise in determining whether there could be merit in going beyond this cap, however, consider the following:

54 workers on minerals (the number used in the OP) should generate, roughly, enough income to produce 30 Roaches every minute. That's 60 supply produced every minute. With 72 supply reserved for Drones, that's a total of 130 supply. Zerg needs some supply for Queens, but even if we allot for 5 Queens, that's still 58 extra supply we have free.

Assuming we could find a way to trade those Roaches over the course of the minute it takes to be able to produce another round, we'd have extra supply we couldn't afford to fill up with our production. In this case, it would be beneficial to Drone up past 72 (which means additional mining bases would be beneficial) to be able to produce more units. It would even be possible to come up with a number of Drones required to remain maxed, dependent of course on how frequently we intended to trade supply. For example, if we trade a given unit every 2 minutes, those 30 Roaches every minute should be about exactly enough to keep us maxed at all times.

It's also worth noting that Roaches are exceedingly cheap per supply, costing only 37.5 minerals per food. If you wanted to continually produce something other than pure Roach, you'd need more income to remain continually maxed.

In summary: using Zerg as an example, if the player wants to trade supply more than every 2 minutes, or if the player wants to trade supply every 2 minutes while producing something other than pure Roach, it could be beneficial to make more than 72 workers. Whether or not this hyper-aggressive style of play is valuable is a completely different discussion.
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
February 09 2011 22:28 GMT
#140
Bravo Lalush
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