• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:38
CEST 09:38
KST 16:38
  • 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
[ASL22] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles0GSTL Returns in 2026!43Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Weekly Cups (August 10-16): SHIN doubles Balance hotfix patch 5.0.16b (July 16) GSTL Returns in 2026! SC4ALL: II Talent Announcement! Protoss AoE skill expression
Tourneys
2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
BW General Discussion SC4ALL II: Brood War Player Announcement 3/4 - soO Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
[ASL22] Ro24 Group A [ASL22] Ro24 Group B Small VOD Thread 2.0 CSLAN 4 is Coming!
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread The Letting Off Steam Thread Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6510 users

Breadth of Gameplay in SC2 - Page 11

Forum Index > SC2 General
Post a Reply
Prev 1 9 10 11 12 13 113 Next
NEW IN-GAME CHANNEL: FRB
pycho
Profile Joined January 2011
Paraguay372 Posts
March 16 2012 20:59 GMT
#201
why do we need blizzard to do this? lets just start playing on these maps ^^
minilance
Profile Joined June 2011
Canada500 Posts
March 16 2012 21:02 GMT
#202
On March 17 2012 05:04 Diamond wrote:
I'm actually shocked people took the time to read this. When Barirn previewed it for me I was SURE everyone was going to see the length and skip it.

That being said, lots of good response thus far, maybe I'll throw a small no prize match on it with some pros to see it in action.



do this please
Bisu, Jangbang <3
zhurai
Profile Blog Joined September 2010
United States5660 Posts
March 16 2012 21:02 GMT
#203
oh, instead of decreasing the amount of minerals, couldn't we also look at decreasing how much minerals or are in each base (such as there is iirc 2500 gas in each gas geyser, etc/etc)

[[ Note I'm not saying we _should_ change it, but it could probably be looked into? idk... just an idea~ ]]
Twitter: @zhurai | Site: http://zhurai.com
NuNi
Profile Joined March 2011
United States21 Posts
March 16 2012 21:03 GMT
#204
Another claiming that Sc2 is broken because it's different from BW. I feel like there's alot more positional strategy rather then raw-skill-micro which leaves more room for mistake and makes it more accessible to those who haven't played alot of RTS games in the past. Though this makes the game seem easier, you end up taking more knowledge of the game into effect. IE a Terran player with alot of experience could easily out position and out engage a Protoss with more supply who knew less about the engagement he was getting into.
6 Pool 6 Rax 6 Gate!!! :D
bgx
Profile Joined August 2010
Poland6595 Posts
March 16 2012 21:04 GMT
#205
On March 17 2012 05:50 Grumbels wrote:
I think this is a bit of an arbitrary fix. Why not argue for reducing the number of minerals per patch or making the increase of income per worker less linear?

Didnt you read the article? The actual "side effects" of cutting 1-2 minerals are mostly intriguing and appealing (less worker saturation and its benefit to varying the gameplay). The whole article is not about that we need lets say 20% cut to the economy.
Stork[gm]
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
March 16 2012 21:05 GMT
#206
I like the 7m2g idea a lot. If these prove viable, please host a TL tourney with a big prize, like $1k, put your money where your mouth is so the saying goes.
Manager, Team RIP ZeeZ
MNdakota
Profile Joined March 2012
United States512 Posts
March 16 2012 21:05 GMT
#207
Just logged in to say this. Keep doing what you're doing Barrin!

This post was amazing to read and actually seems like the most logical fix. I hope to see this one day take effect. Great read Barrin.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
stanik
Profile Blog Joined June 2010
Canada213 Posts
Last Edited: 2012-03-16 21:09:45
March 16 2012 21:08 GMT
#208
Can you spoil map pictures to increase readability.

Your graph of minerals per minute seems to be according to blizzard time.

While the gas graph is according to real time (atleast the SC2) component.
Beakyboo
Profile Joined May 2010
United States485 Posts
March 16 2012 21:09 GMT
#209
People buy into posts like this a little too much I think just because they come off as sophisticated on the surface. No amount of theory crafting is going to convince me about something so untested. It would take a ton of testing to really draw any conclusions about this, you can't anticipate all the effects.

Also, I can only imagine that mules would be ridiculously powerful with only 6 mineral patches, to the point that you'd probably want to do something about it to make testing even worthwhile. They completely go against the philosophy behind the change.

It will certainly increase the incentive to expand, but the goal seems a bit lofty/idealized. You're still going to have brutal protoss timings and death balls, just getting there will be a bit different. And I'm not entirely convinced it will actually be any better. I could totally imagine this whole idea completely backfiring against your goals in unforeseen ways. The game just isn't that simple.
13JackaL
Profile Joined March 2011
United States577 Posts
March 16 2012 21:09 GMT
#210
On March 17 2012 06:03 NuNi wrote:
Another claiming that Sc2 is broken because it's different from BW. I feel like there's alot more positional strategy rather then raw-skill-micro which leaves more room for mistake and makes it more accessible to those who haven't played alot of RTS games in the past. Though this makes the game seem easier, you end up taking more knowledge of the game into effect. IE a Terran player with alot of experience could easily out position and out engage a Protoss with more supply who knew less about the engagement he was getting into.


On the other hand, late game TvP can be ridiculous in the sense that whoever's army dies first, loses the game in most cases. So even an inferior player can take games off someone better simply by getting sick EMPs/Storms. If there is less money per base along with more bases, we would not always be forced into these stupid deathball scenarios in which TerribleTerribleDamage occurs and the game abruptly ends.

I know most people believe that TvZ is the most exciting match up because of all of the action that is going on with harass and drops and pushing... Imagine if all of the matchups were like that?
and my axe
Fealthas
Profile Joined May 2011
607 Posts
March 16 2012 21:10 GMT
#211
Good read(so far...). Have not read it all yet, but I will finish!
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
March 16 2012 21:11 GMT
#212
this post seems to be awesome. i dont have time to read all the way through but i love your ideas...
i want to see matches between pros to see how it changes everything
FTD
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
March 16 2012 21:11 GMT
#213
we should get this topic on SotG! I would like to hear their thoughts on it and perhaps they can give it a nice popularity bump!
"See you space cowboy"
DuBlooNz
Profile Blog Joined February 2011
United Kingdom103 Posts
March 16 2012 21:11 GMT
#214
This is an incredible article.

This is a strange article in the fact that that it seems acheveable as opposed to most peoples ways of fixing the problems.
Follow me on Twitter @DuBlooNzSC2 (-_(-_(-_(-_-)_-)_-)_-)
Gnizz
Profile Blog Joined February 2009
Germany44 Posts
March 16 2012 21:12 GMT
#215
First of all, very good read and solid reasoning.

I agree with your premise and your solution, although I have one concern.
While encouraging skirmishes and abolishing the "deathball syndrome" is the right thing to do in my opinion, this might break the game completely in its current state.

The need to take more bases will at the same time create a need to control more space efficiently. And this is where the current mechanics in the game could fall apart. Not only is there a distinct imbalance concerning the availability of space controlling units or structures, but also I feel a lack of sufficient methods in total.
Pickung up your MOBA example, the action all over the map only works decently because there are certain escape abilities/delaying abilities to allow for a somewhat organized response to aggression or movement on the map.
You bring up the improved durability of bases caused by reduced overall army DPS, but I dont think that it is enough (certain critical masses to kill workers will still be reached fast).
In Sc2, the only "space controlling" units are Sentries, Siege Tanks, burrowed Banelings, Infestors (although the reduced root duration kinda makes it very inefficient at controlling space). These are the ones I can think of off the top of my head. The only reliable (read:easy to use) unit is the Siege Tank: Position once, never worry about the unit again for defensive purposes of a certain are, whereas the spellcasters require a certain amount of attention and burrowed Banelings require a mistake of the opponent.
I don't want to explicitly make the comparison to Broodwar, it should be pretty obvious.
The result or problem I fear is that the need to expand caused by your proposed changes may lead to a very confusing chaotic game, which undoubtedly will require a high amount of skill, but will be frustrating and hard to follow and maybe overall not as fun.

I completely agree with your goals, and I think that your idea is very, very valid and MUST be considered by the community and Blizzard. But changes like this will require a lot of work and may cause other, seemingly unrelated problems which we can only adress in collaboration with Blizzard. I don't think the community can solve this on its own.

TL;DR: Lots of bases may cause very chaotic gameplay due to the lack of space controlling/delaying mechanics in the game.
VictorJones
Profile Blog Joined December 2010
United States235 Posts
March 16 2012 21:13 GMT
#216
Hey can we get a channel open for people who wanna play on 6m1hyg maps? I know I'm down to toy around with this haha
Twiggs
Profile Joined January 2011
United States600 Posts
March 16 2012 21:14 GMT
#217
On March 17 2012 06:09 Beakyboo wrote:
People buy into posts like this a little too much I think just because they come off as sophisticated on the surface. No amount of theory crafting is going to convince me about something so untested. It would take a ton of testing to really draw any conclusions about this, you can't anticipate all the effects.

Also, I can only imagine that mules would be ridiculously powerful with only 6 mineral patches, to the point that you'd probably want to do something about it to make testing even worthwhile. They completely go against the philosophy behind the change.

It will certainly increase the incentive to expand, but the goal seems a bit lofty/idealized. You're still going to have brutal protoss timings and death balls, just getting there will be a bit different. And I'm not entirely convinced it will actually be any better. I could totally imagine this whole idea completely backfiring against your goals in unforeseen ways. The game just isn't that simple.

The reason we receive these posts so well is because we want them to stand out on the message boards. I think this guy deserves mad props for putting the work into a subject he feels will help the SC 2 scene greatly. If you read his posts he says countless times that it needs testing. But the work he put into the post is a hell of a lot better than people just whining about not liking the game as much.

Also this theory would never get tested if the community didn't voice their approval of it in such a grand scale.

Ultimately we need Blizzards cooperation to do something like this and, as you can see by the numerous threads on Bnet about UI flaws, they take a lot of outspokeness to even get a response out from something like this...
My life for Auir | FLASH . JD . BISU . HERO . Nony . Incontrol . FIGHTING
bamaman
Profile Joined March 2012
United States1 Post
March 16 2012 21:15 GMT
#218
Not sure if this has been mentioned yet...

I think another thing besides LRB that would increase the tension around expanding would be decreasing the size of mains. This would push players to build more production facilities around the map, thereby increasing the value of each expansion and decreasing the value of 1 base plays.

For any mapmapker thinking of trying out 6m2g or 7m2g, I'd also implore you to think about shrinking the size of the main bases at the same time.
Roll Tide Roll
Ner0
Profile Joined July 2008
United States131 Posts
March 16 2012 21:18 GMT
#219
On March 17 2012 05:53 Barrin wrote:
I could not have asked for a better reception of this! <3 u all I will read every last post and reply where necessary when I get a chance (little later today probably)

Yeah that zergling thing on Devolution was a little embarrassing lol >.< posting to say that it's fixed (so are the download links)

I apologize for not telling Browder to do something about workers/food/cap at Blizzcon.

Thank you for posting this it greatly reflects aspects of SC II that I think can be improved upon.
Al Bundy
Profile Joined April 2010
7257 Posts
March 16 2012 21:20 GMT
#220
I agree with the proposition of 7m2g and even 6m2g, because your reasoning is sound, even though I personally have a hard time believing that the game basically forces you into Deathball mode. The "Less Resources per Base, Less Army, More Time, More Spreading Out", section,as well as this quote "Smaller armies equals more easily reached higher micro effectiveness potential" makes me wonder about late-game micromanagement.

This game is two years old, yet will regularly see non-existent positioning and unit control even at the highest level. Clumping everything together, a-moving the whole thing while micro'ing 2 spellcasters is common even at pro level.

This Deathball phenomenon may very well be tied to the amount of resources per base, nonetheless I still believe that the players' playstyle and decision making skills play a big part too. Deathball not the only tactic available, nor is it the most efficient one, and it holds true even pre-7m2g. I think the difficulty of properly micro'ing a max supply late-game army is part of the reason why the skill ceiling is so high in Sc2. This game is very fast-paced, and the AI is inconvenient; these factors contribute to raise the skill ceiling in my opinion.

So I wonder, will we ever see proper max supply, late-game army micromanagement in Sc2 ?
On the contrary, will the players keep focusing on smaller armies' micro, and leave the max supply micro unrefined & underdeveloped like it is now? Is it even humanly possible to refine and perfect max supply micro in Sc2?
o choro é livre
Prev 1 9 10 11 12 13 113 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 22m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Hyuk 865
Larva 66
Bale 35
Noble 35
ToSsGirL 1
Light 0
Dota 2
canceldota47
League of Legends
JimRising 557
Counter-Strike
summit1g6679
shoxiejesuss481
Super Smash Bros
Mew2King146
Heroes of the Storm
Trikslyr41
Other Games
singsing1553
Coldzera 1043
ceh9518
WinterStarcraft380
Happy270
Hui .131
NeuroSwarm89
Organizations
Other Games
gamesdonequick544
BasetradeTV38
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH363
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2348
League of Legends
• Lourlo1972
• Rush1319
• Stunt588
• HappyZerGling76
Upcoming Events
Afreeca Starleague
2h 22m
Sharp vs Shinee
Action vs Shine
GSL
3h 22m
PiGosaur Cup
16h 22m
Replay Cast
1d 1h
Afreeca Starleague
1d 2h
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
1d 3h
Replay Cast
1d 16h
The PondCast
2 days
KCM Race Survival
2 days
Replay Cast
2 days
[ Show More ]
Escore
3 days
PiG Sty Festival
3 days
CranKy Ducklings
4 days
PiG Sty Festival
4 days
Sparkling Tuna Cup
5 days
PiG Sty Festival
5 days
The Patches Monday
6 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
2026 GSTL
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.