• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:52
CET 12:52
KST 20:52
  • 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
Behind the Blue - Team Liquid History Book15Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8herO wins SC2 All-Star Invitational14
Community News
ACS replaced by "ASL Season Open" - Starts 21/0221LiuLi Cup: 2025 Grand Finals (Feb 10-16)26Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker10PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)14
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker Terran Scanner Sweep Behind the Blue - Team Liquid History Book Weekly Cups (Jan 12-18): herO, MaxPax, Solar win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) LiuLi Cup: 2025 Grand Finals (Feb 10-16) RSL Revival: Season 4 Korea Qualifier (Feb 14)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
ACS replaced by "ASL Season Open" - Starts 21/02 Which units you wish saw more use in the game? StarCraft player reflex TE scores [ASL21] Potential Map Candidates Gypsy to Korea
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Path of Exile Nintendo Switch Thread Diablo 2 thread Battle Aces/David Kim RTS Megathread ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
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
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread The Games Industry And ATVI
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ADHD And Gaming Addiction…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2132 users

Breadth of Gameplay in SC2 - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 111 112 113 Next
NEW IN-GAME CHANNEL: FRB
IGotPlayguuu
Profile Joined June 2011
Italy660 Posts
March 16 2012 18:26 GMT
#21
Wow, you put an awesome effort in this post! Very good post! :D
BW |JaeDong|Bisu|FBH|BeSt| SC2 |MC|DRG|MMA|TLO|HuK|July|ClouD| ||| Boxer best player ever! ||| "HuK never use penix" ||| I <3 SeleCT ||| GO Space! ||| Nerf Roach! |||
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2012-03-16 18:32:38
March 16 2012 18:30 GMT
#22
You're actually so close to the mark but whizzing right by the real crux of the problem.

The issue is the saturation curve.

In BW workers are dumb as hell and mining can be totally random at times once you get beyond one worker to per patch.

In SC2 workers are super efficient and you hit maximum saturation on a single base quickly. You can easily take a look at a worker count and make a gauge as to who is ahead or not, whereas in BW need to take a look at whether they control gas bases, mineral only.

BW's awful AI pathing gives you incentive to spread out, whereas SC2 returns seem almost but not quite totally linear. You'll never see zergs be like "whatever, i'll just put like 6 drones at this base because it will probably die anyway" in SC2 because there's no advantage compared to keeping an extra 6 drones in your nat, unless you're at max capacity there.

There isn't a significant enough advantage in SC2 to having equal workers but being up 3 bases to 2.
That's also why you rarely see insane situations where one players is up 5 bases to 2 in SC2 because there's no advantage to being up in bases beyond needing more CCs to grow your worker count faster.

Not to mention that in BW there are infinity ways to make an entire worker line immediately go up in smoke, so holding perfect saturation is not only bad because you put all your eggs in one basket, it means that in certain situations you can't hold perfect saturation for long to begin with.
aaaaa
Loire
Profile Blog Joined June 2011
Singapore1358 Posts
March 16 2012 18:31 GMT
#23
Veeeeeeeeryyyyyy long and interesting read! Very nice points too
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
March 16 2012 18:31 GMT
#24
That's one long indepth piece. I thought it'd never end haha. But yeah, this deserves a spotlight.
Pokemon Master
archonOOid
Profile Blog Joined March 2011
1983 Posts
March 16 2012 18:32 GMT
#25
great effort but the idea isn't new. As OP stated it would be easier to implement resource reduction scheme at the start of HotS rather than squeezing it in in WoL.
I'm Quotable (IQ)
TG Manny
Profile Blog Joined September 2011
United States325 Posts
March 16 2012 18:33 GMT
#26
On March 17 2012 03:30 Zanno wrote:
You're actually so close to the mark but whizzing right by the real crux of the problem.

The issue is the saturation curve.

In BW workers are dumb as hell and mining can be totally random at times once you get beyond one worker to per patch.
In SC2 workers are super efficient and you hit maximum saturation on a single base quickly. You can easily take a look at a worker count and make a gauge as to who is ahead or not, whereas in BW need to take a look at whether they control gas bases, mineral only.

There isn't a significant enough advantage in SC2 to having equal workers but being up 3 bases to 2.
That's also why you rarely see insane situations where one players is up 5 bases to 2 in SC2 because there's no advantage to being up in bases beyond needing more CCs to grow your worker count faster.

Not to mention that in BW there are infinity ways to make an entire worker line immediately go up in smoke, so holding perfect saturation is not only bad because you put all your eggs in one basket, it means that in certain situations you can't hold perfect saturation for long to begin with.


In terms of SC2 base counts, you forget the power of having an extra two geysers of gas. Those alone can allow you to power upgrades as well as a scary looking army with tech units in it.

I do agree with worker AI and mineral lines, though.
Singularity is at hand...
Gosi
Profile Blog Joined June 2011
Sweden9072 Posts
March 16 2012 18:33 GMT
#27
Fantastic post and interesting read.

I hope some progamers/high profilers in the community take their time to read this and comment on this. Would be fun to read.
[13:40] <Qbek> gosi i dreanmt about you
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2012-03-16 18:38:43
March 16 2012 18:36 GMT
#28
On March 17 2012 03:33 TG Manny wrote:
Show nested quote +
On March 17 2012 03:30 Zanno wrote:
You're actually so close to the mark but whizzing right by the real crux of the problem.

The issue is the saturation curve.

In BW workers are dumb as hell and mining can be totally random at times once you get beyond one worker to per patch.
In SC2 workers are super efficient and you hit maximum saturation on a single base quickly. You can easily take a look at a worker count and make a gauge as to who is ahead or not, whereas in BW need to take a look at whether they control gas bases, mineral only.

There isn't a significant enough advantage in SC2 to having equal workers but being up 3 bases to 2.
That's also why you rarely see insane situations where one players is up 5 bases to 2 in SC2 because there's no advantage to being up in bases beyond needing more CCs to grow your worker count faster.

Not to mention that in BW there are infinity ways to make an entire worker line immediately go up in smoke, so holding perfect saturation is not only bad because you put all your eggs in one basket, it means that in certain situations you can't hold perfect saturation for long to begin with.


In terms of SC2 base counts, you forget the power of having an extra two geysers of gas. Those alone can allow you to power upgrades as well as a scary looking army with tech units in it.

I do agree with worker AI and mineral lines, though.
I actually think the double gas is one of the few things in SC2 that is cool and adds depth to the game. I'm really wondering when terrans are going to realize they don't need to automatically take every single gas they control because they can't spend their gas bank anymore once they hit 3/3 outside of TvT.

Anyway the point I was trying to make (which I realized I barely made) is that changing the resource counts per base won't do anything. The OP does skim by the saturation curve issue a bit but seems to think it's only one factor, instead of the entire cause of the problem like I think it is.

Lowering the patches does cause you to spread out, but it doesn't give an advantage towards a player who is spread out against a player who is turtling unless the OP is suggesting that bases should literally dry up so fast that you shouldn't constantly produce workers anymore.
aaaaa
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2012-03-16 18:41:34
March 16 2012 18:37 GMT
#29
Wow, what a post. This should be spotlighted.

I've thought along these lines for a long time. I hope this gets discussed a lot. Of course this idea won't get implemented into the ladder pool right away, but talking about it is conducive to people experimenting with it, which is conducive to tournaments adopting it, which could eventually lead to a change in ladder map pool policy.

Of course the big issue is the entire metagame, because it currently sits on a foundation of 8m2g as a static starting point. I see that as a big potential barrier to tournaments adopting these types of maps.
Salvation a la mode and a cup of tea...
kevinthemighty
Profile Blog Joined February 2011
United States134 Posts
March 16 2012 18:43 GMT
#30
Amazing post. So much to digest and think about.

Well done man.
Names
Profile Blog Joined December 2010
Canada328 Posts
March 16 2012 18:43 GMT
#31
Good job. I don't know what else to say. I read half of it and it's getting better and better. By the way, are there any 7m2g or 6m1hyg maps out there?
TG Manny
Profile Blog Joined September 2011
United States325 Posts
March 16 2012 18:44 GMT
#32
On March 17 2012 03:36 Zanno wrote:
Show nested quote +
On March 17 2012 03:33 TG Manny wrote:
On March 17 2012 03:30 Zanno wrote:
You're actually so close to the mark but whizzing right by the real crux of the problem.

The issue is the saturation curve.

In BW workers are dumb as hell and mining can be totally random at times once you get beyond one worker to per patch.
In SC2 workers are super efficient and you hit maximum saturation on a single base quickly. You can easily take a look at a worker count and make a gauge as to who is ahead or not, whereas in BW need to take a look at whether they control gas bases, mineral only.

There isn't a significant enough advantage in SC2 to having equal workers but being up 3 bases to 2.
That's also why you rarely see insane situations where one players is up 5 bases to 2 in SC2 because there's no advantage to being up in bases beyond needing more CCs to grow your worker count faster.

Not to mention that in BW there are infinity ways to make an entire worker line immediately go up in smoke, so holding perfect saturation is not only bad because you put all your eggs in one basket, it means that in certain situations you can't hold perfect saturation for long to begin with.


In terms of SC2 base counts, you forget the power of having an extra two geysers of gas. Those alone can allow you to power upgrades as well as a scary looking army with tech units in it.

I do agree with worker AI and mineral lines, though.
I actually think the double gas is one of the few things in SC2 that is cool and adds depth to the game. I'm really wondering when terrans are going to realize they don't need to automatically take every single gas they control because they can't spend their gas bank anymore once they hit 3/3 outside of TvT.

Anyway the point I was trying to make (which I realized I barely made) is that changing the resource counts per base won't do anything. The OP does skim by the saturation curve issue a bit but seems to think it's only one factor, instead of the entire cause of the problem like I think it is.

Lowering the patches does cause you to spread out, but it doesn't give an advantage towards a player who is spread out against a player who is turtling unless the OP is suggesting that bases should literally dry up so fast that you shouldn't constantly produce workers anymore.


To answer for Terran gas aquisition/spending--It is incredible how much gas we need in late-game vP and vZ to be able to defend from brood/infestor and HT/collosus. Viking masses large enough to fight corruptors and still kill broods are expensive, and same to get to 1 shotting collosus and still powering ghost production underneath it. Our midgame vP can be very gas light (3 gas) and vT can also be relatively light if you're powering your infrastructure/army numbers rather than ups/tank count. Protoss doesn't have the same dynamic since they are so gas starved they want the gas ASAP, and Zerg's dynamic depends on the greed of them. Do I get a 3rd before 4 gas or not? I think Zerg gas collection is the most interesting IMO.

Singularity is at hand...
Mieszko
Profile Joined November 2010
Sweden25 Posts
March 16 2012 18:45 GMT
#33
Great read, i do believe less resources or less amount of nodes is the future for SC2. I myself have been working on a 6min 1hyg expansion layout for some time. I tried to get a hold of DeMuslim in hope of getting a response to the idea from an active professional, however without sucess. The idea was then put on ice.

It makes me so happy that someone with influence in the mapping scene brought this to light. I hope that the mapping teams can push for this idea to be implemented into their tournament maps.
MHT
Profile Joined August 2010
Sweden1026 Posts
March 16 2012 18:47 GMT
#34
I think you put more thought into this than blizzard's entire team, they should hire you.
akisa
Profile Joined February 2010
Jamaica98 Posts
Last Edited: 2012-03-16 18:52:02
March 16 2012 18:47 GMT
#35
Really good, I'd love to see this implemented, or at least some support behind it. ^^ (I prefer 6m1hyg over 6m2g btw, just my two cents.)
;-;
ArrozConLeche
Profile Joined December 2010
Peru41 Posts
March 16 2012 18:49 GMT
#36
This was not boring at all, i kept on reading without thinking to myself"oh when is this going to end". good job man, everything makes perfect sense. i would like to see this change implemented into sc2 asap. i wish i knew how to make maps.
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
March 16 2012 18:52 GMT
#37
I really want to see some maps like this in play.
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
March 16 2012 18:53 GMT
#38
I seriously can't believe I have never thought of it before. This is such a great idea. The only problem is that it would change the metagame dramatically, but that doesn't matter if it is introduced with HotS? The only hurdle is Blizzard. Suprise, suprise.

Ignoring that, all mapmakers should try to implement this idea into their maps
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
DrN0
Profile Joined September 2010
United Kingdom184 Posts
March 16 2012 18:55 GMT
#39
This is extremely intelligent, knowledgable and well written argument. I find it very hard to disagree with you being a BW player myself. And whilst I agree whole heartedly with what you are saying, I would also like to add that the current core units of any army lack the exciting micro that was so entertaining to BW. However, comparing BW to SC2 right now is not fair, and here is why: Brood war was the greatest game of all time in my opinion, but it was an expansion. The game only truly became great after the second version was released, so I say reserve criticism until HOTS is released, the general style of units being released look like they are trying to make the game more complex and harder to micro I say wait until HOTS has had at least 3 months of competitive play before proposing any game changes.

Having said that it really is ridiculous the amount of time Blizzard leave between games. We have been left with an unfinished product for way too long it is only too right for the community to start getting annoyed.

Personally I think the best option would be to throw the communities' weight behind an entirely different RTS game, one designed with competitive play in mind, however organising a mass exodus like this is damn near impossible. I hate to say it but we are entirely at Blizzard's mercy at least for a few more years.
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
March 16 2012 18:55 GMT
#40
I would love to see pros try out this style of map.
Prev 1 2 3 4 5 111 112 113 Next
Please log in or register to reply.
Live Events Refresh
LiuLi Cup
11:00
2025 Grand Finals Playoffs
Maru vs ReynorLIVE!
Serral vs Rogue
RotterdaM1447
ComeBackTV 1043
PiGStarcraft527
IndyStarCraft 281
BRAT_OK 181
Rex140
3DClanTV 83
IntoTheiNu 24
Liquipedia
Sparkling Tuna Cup
10:00
Weekly #119
ByuN vs NightMareLIVE!
Creator vs Krystianer
CranKy Ducklings113
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1551
PiGStarcraft576
IndyStarCraft 289
BRAT_OK 176
Rex 163
EmSc Tv 21
StarCraft: Brood War
Britney 25852
Rain 3708
Sea 2458
Flash 1463
firebathero 1314
actioN 1261
Stork 386
Rush 314
Hyun 258
Soulkey 251
[ Show more ]
Mini 239
Last 171
EffOrt 159
Soma 64
ggaemo 56
Leta 55
ToSsGirL 54
Sharp 42
Sea.KH 41
JYJ 32
sorry 30
Shine 29
sSak 26
Movie 23
Backho 23
GoRush 18
soO 17
IntoTheRainbow 13
JulyZerg 13
yabsab 11
zelot 10
Sacsri 8
Calm 0
Dota 2
XaKoH 941
XcaliburYe290
Fuzer 225
Counter-Strike
olofmeister3100
fl0m733
x6flipin374
Super Smash Bros
Mew2King122
Heroes of the Storm
Khaldor162
Other Games
singsing1222
crisheroes275
KnowMe18
MindelVK16
Organizations
Counter-Strike
PGL26307
StarCraft 2
EmSc Tv 21
EmSc2Tv 21
StarCraft: Brood War
lovetv 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2119
League of Legends
• Jankos2332
• Stunt513
Upcoming Events
Ladder Legends
6h 8m
Replay Cast
12h 8m
Replay Cast
21h 8m
Wardi Open
1d
Monday Night Weeklies
1d 5h
OSC
1d 12h
WardiTV Winter Champion…
2 days
Replay Cast
2 days
WardiTV Winter Champion…
3 days
Replay Cast
3 days
[ Show More ]
PiG Sty Festival
3 days
The PondCast
3 days
KCM Race Survival
3 days
WardiTV Winter Champion…
4 days
Replay Cast
4 days
PiG Sty Festival
4 days
Epic.LAN
5 days
Replay Cast
5 days
PiG Sty Festival
5 days
CranKy Ducklings
5 days
Epic.LAN
6 days
Replay Cast
6 days
PiG Sty Festival
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-02-14
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Escore Tournament S1: King of Kings
[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
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.