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Breadth of Gameplay in SC2 - Page 25

Forum Index > SC2 General
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Prev 1 23 24 25 26 27 113 Next
NEW IN-GAME CHANNEL: FRB
Supah
Profile Joined August 2010
708 Posts
Last Edited: 2012-03-17 10:02:59
March 17 2012 10:02 GMT
#481
edit: woops sent way too early, gimme a few
Damnight
Profile Blog Joined October 2010
Germany222 Posts
March 17 2012 10:24 GMT
#482
IS there an ingame channel for these maps so that we can find each other?
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
Last Edited: 2012-03-17 10:36:42
March 17 2012 10:36 GMT
#483
It would be awesome if someone could record a couple of high level (~Master-ish) games played on these maps and youtube it.
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
March 17 2012 10:40 GMT
#484
This post with its inherent ideas have been constructed so well, and I do not think that someone else could have done it so perfectly in this way. I agree with you that some desperate changes are needed in SC2's gameplay, which should in turn produce much better and balanced games. All we have to do is hope that Blizzard somehow manages to overcome that feeling of 'our game is perfect in most ways' and try to do their absolute best of improving the game for us all. Attention of this thread needs to be put under the spotlight, so that all the more people can support this idea. Fantastic write-up, for sure. Keep up the good work.
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
UniQ.eu
Profile Joined July 2010
Sweden82 Posts
March 17 2012 10:41 GMT
#485
I've quit playing SC2 since some time ago. However, I still lurk around on Team Liquid from time to time. The recent development of the community discussions are simply amazing, and gives me hope for the future game design of SC2, that is if all of these are implemented.

When I played I severely felt the loneliness which so many threads have talked about, luckily it seems that Blizzard finally has started to adress this problem, however: we should encourage them to do more!

On top of this thread pops up, and seems to have an answer to everything I though of as stale and boring when I played. Less resources will truly lead to more expanding and therefore players will be more spread out, allowing for smaller army clashes, stronger static defense and more multitasking. As I said, this sounds simply amazing! There may be some balance issues coming from this, but if this gets mainstream then Blizzard will not ignore it (Just like they do not ignore the demand for GSL maps and longer).

Now, I am too lazy to do what I am about to propose; but I feel like som active person within the community needs to get at least this thread and make a poll on about every SC2 hompage there is and then let blizzard know the results. More importantly though this needs to be discussed and tested by pros or semi-pros, so in some way must give them an incentive to do so! Hopefully they will want to try it because of the OP though, since I've figured that most of the pros must want mor exciting gameplay

You've convinced me that this is an amazing idea and possibly a solution to what i refer to as "SC2's problems".
SiroKO
Profile Joined February 2012
France721 Posts
March 17 2012 10:44 GMT
#486
Starcraft II gameplay width is altered by the exponential economic growth engered by the number of minerals (m|hym) per base...
because of the average number of minerals it logically follows that.. Ossabandus, nequeys, nequer, potarinum, quipsa milus.

And this is why you get sometimes bored of watching/playing Starcraft II.
Our envy always last longer than the happiness of those we envy
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
March 17 2012 10:58 GMT
#487
Wouldn't it be better to go 6m2g main with a 6m1g natural? Most strategies WILL include at least on expansion and then you have a 25% reduction on both, while keeping the initial flexibility of 2 geysers. Also bases beyond the natural (or at least the third) should be different in their resource content, so that players can adjust their expanding according to their chosen strategy and race.

Krigs
Profile Joined January 2011
Norway9 Posts
March 17 2012 10:59 GMT
#488
I Agree a 100% with what you has written! The game lacks what you are describing and i surely hope Blizzard is heading towards this approach. Keep the good work up!
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
Last Edited: 2012-03-17 11:06:04
March 17 2012 11:02 GMT
#489
On March 17 2012 18:59 Perseverance wrote:
Holy shit that was a lot of reading!

Raise supply cap to 250 and 7m1hyg = awesome for esports imo

C'mon HotS!!!

+1 Yes. Raise the supply cap, change the minerals/gas numbers, and make units spread out (just a little bit more). Then I would completely stop complaining about the game

edit: apart from stupid unit designs like current design of forcefields, zergling, PF, etc.
zeross
Profile Joined September 2010
France310 Posts
Last Edited: 2012-03-17 11:10:11
March 17 2012 11:08 GMT
#490
I already hate the mobility the mutas have, thus the harass potential they have vs 3 base, so i would just hate to see it vs 4-5 base.

Also, with less unit beiing produced, you increase too much the power of spellcaster/AoE... particulary storms, fungals and banelings. A well placed storm or fungal will melt your smaller army. Yes you can spread a smaller army more easly, but sc2 don't allow lesser skilled player to spread unit easly enough for this.
While you could say that lesser skilled played just need to get better, i think the game need to adapt to everyone.
What i'm trying to say here is that this would need a general AoE units debuff, and a mutalisk speed nerf.
There is already too much "shit didn't see that bane comming, just loose the game in 2s", and would hate to see more of it.
UniQ.eu
Profile Joined July 2010
Sweden82 Posts
Last Edited: 2012-03-17 11:15:24
March 17 2012 11:13 GMT
#491
On March 17 2012 20:08 zeross wrote:
I already hate the mobility the mutas have, thus the harass potential they have vs 3 base, so i would just hate to see it vs 4-5 base.

Also, with less unit beiing produced, you increase too much the power of spellcaster/AoE... particulary storms, fungals and banelings. A well placed storm or fungal will melt your smaller army. Yes you can spread a smaller army more easly, but sc2 don't allow lesser skilled player to spread unit easly enough for this.
While you could say that lesser skilled played just need to get better, i think the game need to adapt to everyone.
What i'm trying to say here is that this would need a general AoE units debuff, and a mutalisk speed nerf.
There is already too much "shit didn't see that bane comming, just loose the game in 2s", and would hate to see more of it.


While I can understand what you are thinking about, I do not think that it'll be a problem. You have to acknowledge that mutas will come later and at a slower pace initially, therefore giving you more time to prepare accordingly. I'm not saying that it'll be easy, but I don't think it'll be much harder than it is now.

It is also too early to say that this change will have this or that impact on the game. And the terms will be equal for everyone! I personally think that this will give more intereseting gameplay, and that is (to me) what's important! Balance will follow eventually.

On topic; I'm very excited about trying this out! Is there a chat channel for this on the EU server?
Honner
Profile Joined March 2011
United Kingdom65 Posts
March 17 2012 11:25 GMT
#492
Interesting idea. Wonder if some tournament organiser might consider trying maps like this out to see how it plays out (mainly thinking of TotalBiscuit here after his monobattles tourney!) . Would pro's be willing to make such a switch though, even just to test it out? Only other way it would come would be forced on us from Blizzard.

Would be interesting to hear some insights from more of the pro's thoughts on this (I spotted StrifeCro posted here, not any others).
Kompicek
Profile Joined May 2008
Czech Republic245 Posts
March 17 2012 11:27 GMT
#493
Awesome article and imho totally right, would really love to implement this!
tsango
Profile Joined July 2011
Australia214 Posts
March 17 2012 11:29 GMT
#494
The OP was huge, so my apologies for not reading all of it before posting a reply - the ramifications on the meta game of implementing such a change are understated i think, because supporting a larger army has less to do with minerals/base and more to do with minerals/minute - people will still be creating workers untill ~70 whether they have them mining on 3 bases or 4 - 5 bases wont change that, however what will change is the desire for faster units because your bases will constantly be under threat of attack, i feel like this would be hugely advantageous for zerg as whilst they may only need to mine off 3 bases late game, they often place macro hatches at other bases in anticipation of slowly moving workers across as they get mined out thus the investment cost in race based infrastructure to maintain the minerals/minute the game demands will hurt terran and protoss more.

Also, very fast muta/speedling based armies would become even more powerful in a game where your base was even more spread out.

You have to remember the units that exist are designed to balance the game with respect to the current game design - changing the game design without rebalancing the units would probably destroy any semblance of balance in the game, atleast in the short term untill it was re-adjusted.

If you dont like something, then that should be reason enough to try and change it
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
March 17 2012 11:30 GMT
#495
tried out the maps the difference it makes is astounding not just as to the amount of aggression that u can put on but even the reduced amount of overall resouces,

i.e. a 6m base will have 5000minerals less (100 marines, 200 lings, 50 zealots ) if u say that a there is a fast expand then that is (200 marines, 400 lings, 50 zealots less)
ZvP imbalanced blizzards solution nerf terran
Andreas
Profile Blog Joined January 2011
Norway214 Posts
March 17 2012 11:37 GMT
#496
The premise for this is really shady IMO... Not all matchups suffer from the deathball syndrome. TvT and TvZ especially benefit from lots of harass, counter-attacks, splitting up of your army... and even when there is a huge engagement there's lot of positioning and micro involved. If only certain matchups suffer from the deathball syndrome, why not look to fix those matchups instead of looking at how the economy system works?
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
March 17 2012 11:40 GMT
#497
Something people will probably miss is how greatly this will benefit PvP.

PvP currently works with a ton of different builds that are really hard to scout effectively without being coinflippy, normally off of one base. The main limiting factor in PvP is gas - therefore, the less gas intake you have on one base, a) you get less guesswork on which build your opponent is going and b) expanding becomes far more attractive.

If there is less gas/minerals available at home, builds like 3gate pressure expand become far more standard/flexible, and the less gas off 2bases/3bases even improves the absurd Colossus wars situations, making it more starved for gas increases the viability of less gas intensive units in the mid-lategame (Immortals, Warp Prisms, Gateway units) and makes PvP less of a tech battle.
Ventil
Profile Blog Joined June 2010
Sweden414 Posts
March 17 2012 11:45 GMT
#498
Just finished up reading the whole article, and I also have to agree on these ideas. This addresses all the issues that I'm currently having with SC2, and seeing these suggested ideas being implemented can only enhance the gaming experience in my oppinion.

Seeing skirmishes like this + Show Spoiler +
is something that you seldom see in SC2 and I think removing the deathball-syndrome will not only make the game more interesting to play but also to watch.
Twitter: @VeNtiLSC
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
March 17 2012 11:46 GMT
#499
Incorporate this into the map pool, lose the colos, decrease gateway unit time and increase warpgate unit time and maybe half of SC2s problems will be solved. I might even go ahead and buy HoTS waiting for the other half.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
March 17 2012 11:47 GMT
#500
Just tried some 6m1hg, it played very differently to normal game in a pleasant way.
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