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I REALLY hope this thread, among others, spur us into the direction of less resources per base.
It's amazing how much of an impact the minerals per base play/can play out. I really do agree that it would make SC2 way more interesting, micro matters more, less deathballs, more attacks, more expands, more need to DO things.
Great Fking post, was worth the read, I hope Dustin Browder and David Kim say the same.
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On March 18 2012 00:05 archonOOid wrote:Show nested quote +On March 17 2012 23:42 Akta wrote:On March 17 2012 23:29 archonOOid wrote: I played around with high gas geyser on devolution and my suggestion is to have the normal 2 gas or to even better make 2 low gas geysers. Because the mineral investment to get saturation on 1 high gas geyser is only 75 mineral + 3 workers as compared to 150 minerals + 6 workers. This means that teching while on 1 base is even easier than the current gas situation.
A single, normal, ideal and fully saturated geyser produces 121.15 gas per minute and two, 242.30 gpm. (4 per trip) A single, high, ideal and fully saturated geyser produces 181.73 gas per minute. (6 per trip) A single, low, ideal and fully saturated geyser produces 90.86 gas per minute and two, 181.72 gpm. (3 per trip)
With 2 low gas geysers in your base your teching takes 30s + 3*17s longer due to an extra extractor/assimilator/refinery and 3 extra workers. All of them costs minerals (75 + 150) which will create a greater incentive to expand and to later on tech. However once you have full saturation it will have the targeted gas reduction as OP aimed and keeping the blizzard gas/mineral ratio.
I don't know if this can be achieved via the map editor or not but i think that 2 low gas geysers (3 per trip) is the best way for a sustainable incentive for players to keep expanding throughout the entire duration of a game. Isn't the only relevant incentive at high levels what works best? Okay so are disregarding the OP? It's a theoretical reasoning. If you have a counter argument or a opposing viewpoint please bring it forth. I shouldn't have replied like I did without explaining what I meant but I probably had my previous post in mind as reference or whatever. I'll elaborate, RTS games basically work like this in my head:
Lets say you have to spend 10000 resources maximize your first base and that it takes 10 minutes to do it. The second base costs 10000 and takes 5 minutes to maximize if you don't build combat units.
If you build combat units only after you maximized your second base you will have a certain amounts of combat units 18 minutes into the game. If you expand while building the combat units you will have less units at 18 minutes than you would have had if you didn't start the third expansion.
If your opponent only builds combat units after finishing the first base the opponent will have a certain amount of combat units 13 minutes in and if he attacks your base at 14 minutes when you expanded you lose. If you start building combat units after you finished the second base while expanding to a third and your opponent finish 2 bases and only build combat units and attack you lose.
Short version: Resources spent on infrastructure and expansions means less resources for combat units until the infrastructure and expansions paid for themselves. Like I said in my previous post RTS games operate on a time axis where resources spent on economy puts you at a disadvantage until they paid for themselves. Like building 3 macro orbitals 18 minutes in can be detrimental if the out come of the game will be decided by a battle at 20 minutes.
There are built in functions in rts games to avoid autolosing(assuming equally skilled players) every time that happens. The time it takes for the opponents army to get to your base, static defense, that the defender might be able to decide how the armies engage etc.
What happens if bases cap earlier? Lets say it's cut by 50% so the cost is 5000 resources instead of 10000. It wont make it 50% faster to finish the base so there wont be a linear gain in defenders advantage from the relatively longer time it takes for the opponent to move the army across the map to your base. And if mineral/gas production cost stays the same or increases expanding becomes a larger disadvantage, not smaller. Assuming my RTS brain is working somewhat properly, then wouldn't the changes mean less incentive to expand?
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People are assuming there wouldn't be any rebalancing. They say things like "mutas will be brokenly good. And zerglings will be brokenly good." Well... yes. I am a zerg player, and I would have to say of course mutas and zerglings would be broken. They are so freaking fast. Why? Because they have to be able to harass a TINY enemy base in SC2's current form. If you make the base larger by lowering the minerals, then yes you will need to adjust certain units' speed (or some other kind of nerf for fast units). That doesn't make lowering the minerals a bad idea.
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On March 18 2012 00:42 Akta wrote:Show nested quote +On March 18 2012 00:05 archonOOid wrote:On March 17 2012 23:42 Akta wrote:On March 17 2012 23:29 archonOOid wrote: I played around with high gas geyser on devolution and my suggestion is to have the normal 2 gas or to even better make 2 low gas geysers. Because the mineral investment to get saturation on 1 high gas geyser is only 75 mineral + 3 workers as compared to 150 minerals + 6 workers. This means that teching while on 1 base is even easier than the current gas situation.
A single, normal, ideal and fully saturated geyser produces 121.15 gas per minute and two, 242.30 gpm. (4 per trip) A single, high, ideal and fully saturated geyser produces 181.73 gas per minute. (6 per trip) A single, low, ideal and fully saturated geyser produces 90.86 gas per minute and two, 181.72 gpm. (3 per trip)
With 2 low gas geysers in your base your teching takes 30s + 3*17s longer due to an extra extractor/assimilator/refinery and 3 extra workers. All of them costs minerals (75 + 150) which will create a greater incentive to expand and to later on tech. However once you have full saturation it will have the targeted gas reduction as OP aimed and keeping the blizzard gas/mineral ratio.
I don't know if this can be achieved via the map editor or not but i think that 2 low gas geysers (3 per trip) is the best way for a sustainable incentive for players to keep expanding throughout the entire duration of a game. Isn't the only relevant incentive at high levels what works best? Okay so are disregarding the OP? It's a theoretical reasoning. If you have a counter argument or a opposing viewpoint please bring it forth. I shouldn't have replied like I did without explaining what I meant but I probably had my previous post in mind as reference or whatever. I'll elaborate, RTS games basically work like this in my head: Lets say you have to spend 10000 resources maximize your first base and that it takes 10 minutes to do it. The second base costs 10000 and takes 5 minutes to maximize if you don't build combat units. If you build combat units only after you maximized your second base you will have a certain amounts of combat units 18 minutes into the game. If you expand while building the combat units you will have less units at 18 minutes than you would have had if you didn't start the third expansion. If your opponent only builds combat units after finishing the first base the opponent will have a certain amount of combat units 13 minutes in and if he attacks your base at 14 minutes when you expanded you lose. If you start building combat units after you finished the second base while expanding to a third and your opponent finish 2 bases and only build combat units and attack you lose. Short version: Resources spent on infrastructure and expansions means less resources for combat units until the infrastructure and expansions paid for themselves. Like I said in my previous post RTS games operate on a time axis where resources spent on economy puts you at a disadvantage until they paid for themselves. Like building 3 macro orbitals 18 minutes in can be detrimental if the out come of the game will be decided by a battle at 20 minutes. There are built in functions in rts games to avoid autolosing(assuming equally skilled players) every time that happens. The time it takes for the opponents army to get to your base, static defense, that the defender might be able to decide how the armies engage etc. What happens if bases cap earlier? Lets say it's cut by 50% so the cost is 5000 resources instead of 10000. It wont make it 50% faster to finish the base so there wont be a linear gain in defenders advantage from the relatively longer time it takes for the opponent to move the army across the map to your base. And if mineral/gas production cost stays the same or increases expanding becomes a larger disadvantage, not smaller. Assuming my RTS brain is working somewhat properly, then wouldn't the changes mean less incentive to expand? No, I don't agree with this. There are certain ways to expand safely no matter what your opponent is doing. Whether its because of your scouting, your strategy, or your timing, you can expand safely vs anything your opponent can *reasonably* throw at you -- assuming you are keeping tabs on your opponent at all. How to expand safely varies each match up, but it's something every player has to figure out. It's fundamental to every RTS
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On March 18 2012 00:51 Beef Noodles wrote:Show nested quote +On March 18 2012 00:42 Akta wrote:On March 18 2012 00:05 archonOOid wrote:On March 17 2012 23:42 Akta wrote:On March 17 2012 23:29 archonOOid wrote: I played around with high gas geyser on devolution and my suggestion is to have the normal 2 gas or to even better make 2 low gas geysers. Because the mineral investment to get saturation on 1 high gas geyser is only 75 mineral + 3 workers as compared to 150 minerals + 6 workers. This means that teching while on 1 base is even easier than the current gas situation.
A single, normal, ideal and fully saturated geyser produces 121.15 gas per minute and two, 242.30 gpm. (4 per trip) A single, high, ideal and fully saturated geyser produces 181.73 gas per minute. (6 per trip) A single, low, ideal and fully saturated geyser produces 90.86 gas per minute and two, 181.72 gpm. (3 per trip)
With 2 low gas geysers in your base your teching takes 30s + 3*17s longer due to an extra extractor/assimilator/refinery and 3 extra workers. All of them costs minerals (75 + 150) which will create a greater incentive to expand and to later on tech. However once you have full saturation it will have the targeted gas reduction as OP aimed and keeping the blizzard gas/mineral ratio.
I don't know if this can be achieved via the map editor or not but i think that 2 low gas geysers (3 per trip) is the best way for a sustainable incentive for players to keep expanding throughout the entire duration of a game. Isn't the only relevant incentive at high levels what works best? Okay so are disregarding the OP? It's a theoretical reasoning. If you have a counter argument or a opposing viewpoint please bring it forth. I shouldn't have replied like I did without explaining what I meant but I probably had my previous post in mind as reference or whatever. I'll elaborate, RTS games basically work like this in my head: Lets say you have to spend 10000 resources maximize your first base and that it takes 10 minutes to do it. The second base costs 10000 and takes 5 minutes to maximize if you don't build combat units. If you build combat units only after you maximized your second base you will have a certain amounts of combat units 18 minutes into the game. If you expand while building the combat units you will have less units at 18 minutes than you would have had if you didn't start the third expansion. If your opponent only builds combat units after finishing the first base the opponent will have a certain amount of combat units 13 minutes in and if he attacks your base at 14 minutes when you expanded you lose. If you start building combat units after you finished the second base while expanding to a third and your opponent finish 2 bases and only build combat units and attack you lose. Short version: Resources spent on infrastructure and expansions means less resources for combat units until the infrastructure and expansions paid for themselves. Like I said in my previous post RTS games operate on a time axis where resources spent on economy puts you at a disadvantage until they paid for themselves. Like building 3 macro orbitals 18 minutes in can be detrimental if the out come of the game will be decided by a battle at 20 minutes. There are built in functions in rts games to avoid autolosing(assuming equally skilled players) every time that happens. The time it takes for the opponents army to get to your base, static defense, that the defender might be able to decide how the armies engage etc. What happens if bases cap earlier? Lets say it's cut by 50% so the cost is 5000 resources instead of 10000. It wont make it 50% faster to finish the base so there wont be a linear gain in defenders advantage from the relatively longer time it takes for the opponent to move the army across the map to your base. And if mineral/gas production cost stays the same or increases expanding becomes a larger disadvantage, not smaller. Assuming my RTS brain is working somewhat properly, then wouldn't the changes mean less incentive to expand? No, I don't agree with this. There are certain ways to expand safely no matter what your opponent is doing. Whether its because of your scouting, your strategy, or your timing, you can expand safely vs anything your opponent can *reasonably* throw at you -- assuming you are keeping tabs on your opponent at all. How to expand safely varies each match up, but it's something every player has to figure out. It's fundamental to every RTS Tried to cover that in the built in functions part and as far as I can tell it doesn't change that a relatively higher cost for expanding should mean a larger disadvantage for the expanding player.
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On March 18 2012 00:34 EternaLLegacy wrote:Show nested quote +On March 17 2012 11:53 Zato-1 wrote: I'm opposed to this idea. I think we're likely to see fewer expansions and less tech as a result of a change like this.
Why?
Simple. Let's say that making a Nexus means you have to forfeit 2 Stalkers. With 10 Stalkers vs. 12 Stalkers from your opponent, you might be able to defend and live if you have superior positioning (defender's advantage); but with 4 Stalkers vs. 6 Stalkers from your opponent, you're going to get rolled.
Now, you might argue that all this means is that you're just going to need to expand a bit later, when you can mimic that 10 vs. 12 unit scenario. Wrong. One big part of defender's advantage is that you typically have an extra production cycle over your opponent, because your units are ready to fight as soon as they come out of your production facilities whereas your opponents' units need to travel all the way across the map. Well, with fewer resources on all sides, that extra production cycle is worth fewer units, and thus a smaller defender's advantage.
TL;DR: With fewer units all around and a smaller defender's advantage, getting out more units quickly becomes imperative, or you can get rolled by an opponent investing strongly into his army. In contrast, expanding and teching become less appealing options, and you get a whole lot of unbalanced 1base, tier 1 play. Wrong, because the addition of a handful of probes + the defender's advantage of reinforcements arriving faster matters a lot more in 4 stalkers vs 6 stalkers. Now, obviously your example is PvP and PvP is broken because of warpgate, but that's a different matter. You see, in 12 stalkers vs 10 stalkers, it's not the same outcome as 6 stalkers vs 4 stalkers, even though it's a difference of two. Because of the exponential strength of armies, that 12 stalker army is going to probably walk out of that conflict with 6+ stalkers. Then those 2 stalkers that come on reinforcement + probes get cleaned up easy. The 6 stalkers might win the fight with 2, maybe 3 leftover, and then those 2 reinforcement stalkers + probes can handle it. The fewer units = the greater effect of defender's advantage. So by your account, 50 Roaches vs. 48 Roaches should be a complete slaughter in favor of the 50 Roaches, but 4 Roaches vs. 2 Roaches should be a lot closer, when in both cases the smaller number of roaches have a positional advantage.
I'm afraid you've got it backwards.
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I played a few games of TvP and I feel this helps Protoss players a bit more. In general, static defense becomes incredibly important for buying time as the OP stated, and Photon cannons are fantastic for this reason. Furthermore, gas is generally the limiting factor for the Protoss army, so throwing down lots of cannons doesn't hurt them. I guess I could dig up the replay of a game I played where I tried some pokes to the side which were easily deflected by cannons, allowing the Protoss player to do a standard death ball.
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def would like to see some games of this, as zerg I kind of have the same feeling that I never really want to go past 3 or 4 base, but I love expanding, so im kinda lost
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My feeling has always been that low worker saturation is a bigger problem than the total amount of minerals per base and the high rate at which minerals come in. In SC2 there are countless times when the person with a way better economy just looses because they didn't cut workers and the increase in worker count had little return towards improving mining rate (as you pointed out in the OP as well).
All in all I think we have similar concerns with SC2 but I think OP is underestimating the effects of super-early saturation (i.e. one/two base play might even be stronger).
With this view I think what would improve gameplay more is more mineral patches with less minerals per patch where the total mineral count is the same. The result would be a bit different than the OPs.
1) bases would mine out more quickly but have the same total amount of minerals 2) The rate of minerals coming in would be higher for each player 3) ratio of minerals in to gas in would be higher 4) more workers would be needed to saturate (and to match the econ-ing player's income rate)
The effect would be the econ player would have more of an advantage, more overall food would go to workers (and less to army), expansion would be needed sooner and the extra workers would be even more critical when maynarding.
An increased income rate would mean armies are built faster, but this would apply to both sides equally. And the increased mineral rate would be (for perspective) nowhere on the order of the increased rate that terrans see when dropping mules. So timings would be bumped up, but not to an absurd amount.
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So I just played a couple of games on a 6mineral 1high yield gas map, and I think this has huge potential! The games very quite fun and all over the map even as a 6 base zerg I don't think I ever went above 150 supply thanks to the constant action and the low amount of workers needed to saturate a base.
I am convinced that this kind of expantion layout will create more dymanic games. Not sure about balance though, but I definately prefer design over balance, and then balance will come eventually(assuming therewill ever be a problem)!
Awesome work, OP!
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Remove the ability of MULES to "super saturate" mineral lines (i.e.: mine over the top of existing SCVs), and having fewer-resource bases sounds like a great idea.
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This is a very important thread people should read. SC2 being my first RTS I find this piece informative and thought provoking. I will comment and upvote on Bnet forums as well.
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Great post, I would really love to see how SC2 plays out with less resources per base Hopefully Blizzard will implement this in HotS or LotV.
On March 18 2012 01:43 lowercase wrote: Remove the ability of MULES to "super saturate" mineral lines (i.e.: mine over the top of existing SCVs), and having fewer-resource bases sounds like a great idea. Removing the super saturation probably won't be necessary. With less maximum resources available MULEs will hurt the longevity of a single base a lot more than they do now, so this will force new expansions faster. Basically the drawback of the MULEs will show earlier than in the current state.
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On March 18 2012 00:42 Akta wrote:Show nested quote +On March 18 2012 00:05 archonOOid wrote:On March 17 2012 23:42 Akta wrote:On March 17 2012 23:29 archonOOid wrote: I played around with high gas geyser on devolution and my suggestion is to have the normal 2 gas or to even better make 2 low gas geysers. Because the mineral investment to get saturation on 1 high gas geyser is only 75 mineral + 3 workers as compared to 150 minerals + 6 workers. This means that teching while on 1 base is even easier than the current gas situation.
A single, normal, ideal and fully saturated geyser produces 121.15 gas per minute and two, 242.30 gpm. (4 per trip) A single, high, ideal and fully saturated geyser produces 181.73 gas per minute. (6 per trip) A single, low, ideal and fully saturated geyser produces 90.86 gas per minute and two, 181.72 gpm. (3 per trip)
With 2 low gas geysers in your base your teching takes 30s + 3*17s longer due to an extra extractor/assimilator/refinery and 3 extra workers. All of them costs minerals (75 + 150) which will create a greater incentive to expand and to later on tech. However once you have full saturation it will have the targeted gas reduction as OP aimed and keeping the blizzard gas/mineral ratio.
I don't know if this can be achieved via the map editor or not but i think that 2 low gas geysers (3 per trip) is the best way for a sustainable incentive for players to keep expanding throughout the entire duration of a game. Isn't the only relevant incentive at high levels what works best? Okay so are disregarding the OP? It's a theoretical reasoning. If you have a counter argument or a opposing viewpoint please bring it forth. I shouldn't have replied like I did without explaining what I meant but I probably had my previous post in mind as reference or whatever. I'll elaborate, RTS games basically work like this in my head: Lets say you have to spend 10000 resources maximize your first base and that it takes 10 minutes to do it. The second base costs 10000 and takes 5 minutes to maximize if you don't build combat units. If you build combat units only after you maximized your second base you will have a certain amounts of combat units 18 minutes into the game. If you expand while building the combat units you will have less units at 18 minutes than you would have had if you didn't start the third expansion. If your opponent only builds combat units after finishing the first base the opponent will have a certain amount of combat units 13 minutes in and if he attacks your base at 14 minutes when you expanded you lose. If you start building combat units after you finished the second base while expanding to a third and your opponent finish 2 bases and only build combat units and attack you lose. Short version: Resources spent on infrastructure and expansions means less resources for combat units until the infrastructure and expansions paid for themselves. Like I said in my previous post RTS games operate on a time axis where resources spent on economy puts you at a disadvantage until they paid for themselves. Like building 3 macro orbitals 18 minutes in can be detrimental if the out come of the game will be decided by a battle at 20 minutes. There are built in functions in rts games to avoid autolosing(assuming equally skilled players) every time that happens. The time it takes for the opponents army to get to your base, static defense, that the defender might be able to decide how the armies engage etc. What happens if bases cap earlier? Lets say it's cut by 50% so the cost is 5000 resources instead of 10000. It wont make it 50% faster to finish the base so there wont be a linear gain in defenders advantage from the relatively longer time it takes for the opponent to move the army across the map to your base. And if mineral/gas production cost stays the same or increases expanding becomes a larger disadvantage, not smaller. Assuming my RTS brain is working somewhat properly, then wouldn't the changes mean less incentive to expand? You're saying that the cost of the CC/Nexus/Hatch is going to be more relative to the actual income increase of expanding, and it takes longer to pay for itself. This true, and it should give less incentive to expand, early on in the game. It will still remove the base cap issue, and players will want 4-6 mining bases instead of maybe 3-4. Early on in the game, though, players won't have enough workers to saturate both bases so it won't take longer to pay for itself than usual, but a player who doesn't expand will have enough workers to saturate and thus will become weaker, with less ability to pressure an expanding player, making up for the fact that it takes longer to pay for an expansion.
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This is the best and most logical suggestion at improving SC2.
If you want to force players to spread their forces, reduce the minerals in the main so the have to expand, then reduce the minerals in the expansions so the have to expand a lot.
4gates, gone--too expensive.
111, gone--too expensive
11/11 FE, gone--too expensive.
Etc...
Cheese attacks and fast rushes will be smaller in size--which means it will be easier to defend them. Pulling workers will actually be a big deal.
4 bases in a 6m map will be the same income as 3base in an 8m map.
6m 1hg is the best combination because it gives us more supply open for army. Love it!
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On March 18 2012 02:06 lorkac wrote: This is the best and most logical suggestion at improving SC2.
If you want to force players to spread their forces, reduce the minerals in the main so the have to expand, then reduce the minerals in the expansions so the have to expand a lot.
4gates, gone--too expensive.
111, gone--too expensive
11/11 FE, gone--too expensive.
Etc...
Cheese attacks and fast rushes will be smaller in size--which means it will be easier to defend them. Pulling workers will actually be a big deal.
4 bases in a 6m map will be the same income as 3base in an 8m map.
6m 1hg is the best combination because it gives us more supply open for army. Love it!
That isn't how it works. If you have less mineral patches in the main, that really only affects saturation when you have a lot of workers. Hardcore 4gates hit at <25 workers. Conversely, the player that is going for the economic opening, normally in a PvP, will probably be hit harder than the 4gater, because he will have more workers and so receive less per worker by a significant amount.
4gate will actually be made stronger by having less mineral patches, rather than weaker. I suppose it does mean that 4gating and then backing off and carrying on playing off of 1 base is weaker, but who the fuck does that anyway, outside of extra-ordinary situations in PvP? A 4gate is all-in, and if you fail you are really far behind regardless of mineral patches.
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I'm almost positive mules would have to be changed if the mineral patches were dropped to six. As I'm sure you know, mules ignore other mining workers. Reducing mineral patches inherently favors the race that makes workers more slowly and has a mechanic that boosts economy regardless of worker saturation (terran).
I'd imagine this change would make the 1-1-1 against protoss almost impossible to stop without some sort of patch. The loss of the two mineral patches for terran would mean much less than the loss of 4 mineral patches (the expo) for protoss in that situation, largely because of mules.
Protoss and zerg would take a disproportionate hit to their income when compared to terran, because the mule brings in a fixed mineral income, regardless of saturation.
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On March 17 2012 21:00 Perseverance wrote:Show nested quote +On March 17 2012 20:49 Ironsights wrote: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. I have to disagree. Spellcasters will still do the damage that the do, but instead of slaughtering my entire army with two templar you get to try and catch my marines one squad at a time. Ultimately smaller engagements debuff AoE while making casters more valuable if less effecient. And as for mutas... as it stands now you can be hit by 8-10 mutas around the 8-9 minute mark, meaning if you weren't ready you auto lose. Reducing the mineral intake would mean that a muta rush would still hit around 8-9minutes, but with say 4-6 mutas instead. That means you aer less likely to instantly lose and that a single turret or two might actually be enough to ward them off. Well done. This is the kind of logic that many people overlook in their quick attempts to try and discredit this idea simply because they don't like it on a personal level. I'm 100% behind this change, for the good of SC2 as an eSport.
i was talking about muta attack on a 3 base player that have to run back and forth to catch the light-speed mutas and can't leave their base, not the 7muta rush mark that instagib you if you are not prepared.
what would a 6 base teran do to conter the mutas from harassing everywhere ? spread their units to a point where they can be killed veary easly ?
a lot of units, particulary true with protoss, work well when packed together. force more large scale battle without changing unit mechanism would just break the game.
so, this isn't just a make maker problem, it's a blizzard large scale rebalance and rethinking of the game and their units that would be needed to achieve a game with large scale battle and no death ball.
I think if blizzard wanted this they would have done so from the start.
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On March 18 2012 02:12 SeaSwift wrote:Show nested quote +On March 18 2012 02:06 lorkac wrote: This is the best and most logical suggestion at improving SC2.
If you want to force players to spread their forces, reduce the minerals in the main so the have to expand, then reduce the minerals in the expansions so the have to expand a lot.
4gates, gone--too expensive.
111, gone--too expensive
11/11 FE, gone--too expensive.
Etc...
Cheese attacks and fast rushes will be smaller in size--which means it will be easier to defend them. Pulling workers will actually be a big deal.
4 bases in a 6m map will be the same income as 3base in an 8m map.
6m 1hg is the best combination because it gives us more supply open for army. Love it! That isn't how it works. If you have less mineral patches in the main, that really only affects saturation when you have a lot of workers. Hardcore 4gates hit at <25 workers. Conversely, the player that is going for the economic opening, normally in a PvP, will probably be hit harder than the 4gater, because he will have more workers and so receive less per worker by a significant amount. 4gate will actually be made stronger by having less mineral patches, rather than weaker. I suppose it does mean that 4gating and then backing off and carrying on playing off of 1 base is weaker, but who the fuck does that anyway, outside of extra-ordinary situations in PvP? A 4gate is all-in, and if you fail you are really far behind regardless of mineral patches.
4gate cuts workers at 20 w/3 on gas.
17 workers mining minerals at +1 over saturation.
With 2 less minerals the 4gate is at +5 over saturation reducing over all returns. This means the 26 supply timing of +3 gates is delayed while the first reinforcing warpin to bring army size to 7 units will also be weaker since normally a 4gate can barely afford each warp in.
The realistic change is that the push has to become a 3gate push because you just won't be able to reinforce 4 gates at +5 over saturation.
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Here's my input after playing 2 zvt games on the 6m1hyg map with the desert tile.
Yes the game involves more small-scaled battle, but its impossible to balance 6m map with the current set of WoL units. Hellions force too much mineral investment in defence compared to the amt. of minerals we can mine. Can't produce enough lings to spread thin for both defence and attack. Bunker and medivac with marines are too cost effective. Terran is comfortable with 3 bases + mules, but its ridiculously hard for a zerg to defend 4th with drops going everywhere.
If any changes occur, it definitely has to wait for the next expansion. It would be fine with zerg can operate similarly to bw zerg with cost efficient gas units to defend chokes and some cost efficient anti-air, then stay on the defensive til high tech units are out. Right now, zerg needs to be aggressive but they are unable to do so.
Maybe the 7m maps play out differently though, i haven't played them yet.
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