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Breadth of Gameplay in SC2 - Page 35

Forum Index > SC2 General
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NEW IN-GAME CHANNEL: FRB
thehighnotes
Profile Joined February 2011
Netherlands7 Posts
March 18 2012 06:11 GMT
#681
Anyone consolidating on EU server?
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
March 18 2012 06:57 GMT
#682
On March 18 2012 14:46 Schtroumpfs wrote:
Dude, you can't post such a incredible game without sending the replay Please i would love to watch this game, link the replay


Great battle report, but you gotta get us that replay

Would love to see more like this.
stickyhands
Profile Joined May 2011
187 Posts
March 18 2012 07:11 GMT
#683
this is a fantastic idea to make to game more dynamic,
But i think we need blizz help too, because some mechanics of the game needs the be re balanced around these new ideas, like for exemple, i think that reducing to 6m, with the actual mule systems favors terran too much, maybe a mule that gather less, or stay less. It is just a thought, there is certainly more stuff to tweak around the 6m idea.
good job op
| (• ◡•)|╯ ╰(❍ᴥ❍ʋ)
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
Last Edited: 2012-03-18 07:41:10
March 18 2012 07:40 GMT
#684
If only that iccup style-ranking custom map system someone made a while back could have been integrated with these 6/7m custom maps, that would have been a great way to get people interested in this to keep playing with people their own level.

I played a few games, 2 pvps and 1 pvz. I felt pvp was a thousand times better, but pvz was kind of annoying because of roaches. Kind of exacerbates the whole "I need to rely on forcefields and cannons to defend roaches and lings" early game, since early game is longer and sentries are more useful and roaches are more useful too. I don't know how the pvz metagame can possibly evolve with this style of map (and will almost definitely need major tweaking) since pvz has pretty much evolved to the point where it's the role of the Protoss to defend and build a deathball to beat Zerg.

In the end, games felt smoother and better than regular SC2.
lalala
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
March 18 2012 08:12 GMT
#685
On March 18 2012 16:40 youngminii wrote:
If only that iccup style-ranking custom map system someone made a while back could have been integrated with these 6/7m custom maps, that would have been a great way to get people interested in this to keep playing with people their own level.

I played a few games, 2 pvps and 1 pvz. I felt pvp was a thousand times better, but pvz was kind of annoying because of roaches. Kind of exacerbates the whole "I need to rely on forcefields and cannons to defend roaches and lings" early game, since early game is longer and sentries are more useful and roaches are more useful too. I don't know how the pvz metagame can possibly evolve with this style of map (and will almost definitely need major tweaking) since pvz has pretty much evolved to the point where it's the role of the Protoss to defend and build a deathball to beat Zerg.

In the end, games felt smoother and better than regular SC2.


I played several TvTs on the 6m1hyg maps and it felt like a much better, smoother-flowing game. Expansions were taken more quickly and it felt like the early game unfolded into the mid and eventually late game in a slower and smoother fashion. There were a lot more minor fights at expansions, and maybe this is just the nature of the map, but it definitely felt like there was a lot more positional play / trying to get map control to defend expansions.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
TopRamen
Profile Joined February 2011
United States96 Posts
March 18 2012 08:16 GMT
#686
Great read.
I'm currently trying to get many friends and the "Starcraft II Players of Utah" group in on this.
Use your noodle!
Sprouter
Profile Joined December 2009
United States1724 Posts
March 18 2012 08:32 GMT
#687
I really hope some kind of showmatch can be arranged between a couple of pro tier players on devolution to see how a game would play out at the highest level. That map looks really cool.

I like the idea of trying to reform the game with map innovation and the mission to be better than BW. I hope it'll end the kind of standard play where both players are essentially playing nr10min.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
Last Edited: 2012-03-18 08:49:45
March 18 2012 08:39 GMT
#688
In my opinion, we need to create a 8min type map, so better saturation can be undertaken and the mule wont be so broken, but balance is needed:

*Units costs less army supply so more attack units can be made
*Mineral patches need to be spread further away from CC like in BW (pretty much straight line) not curled around it, so it takes longer to mine, and expanding is needed.
*If needed, resource collection rate needs to be slower

etc, etc

And yes for you zergs, you guys need lurkers lol, in the mean time try burrowed banelings in the chokes, see how it goes.
John 15:13
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
March 18 2012 09:14 GMT
#689
On March 18 2012 16:11 stickyhands wrote:
this is a fantastic idea to make to game more dynamic,
But i think we need blizz help too, because some mechanics of the game needs the be re balanced around these new ideas, like for exemple, i think that reducing to 6m, with the actual mule systems favors terran too much, maybe a mule that gather less, or stay less. It is just a thought, there is certainly more stuff to tweak around the 6m idea.
good job op

It might impact saturation, but it also means the terran will mine out even faster.
Half the thing around macro mechanics is that protoss and zerg can make workers quicker, while terran gets more income with less workers.
6m2g would result in protoss and zerg needing to expand faster (which zerg does anyway), but while a 1 base terran might be marginally relatively stronger, they will also mine out faster, so they will also be forced onto more bases unless they do a fairly low econ 1 base push as early as possible. Against zerg, it won't favour the terran much, since they will be on 2 base and any 1 base pressure will probably come before they are oversaturated, the main issue might be PvT when the protoss has to expand, but then it might be that the gas importance of protoss will mean that it's not such a major issue if you're only reducing minerals and not gas.
HOLY CHECK!
moskonia
Profile Joined January 2011
Israel1448 Posts
March 18 2012 10:28 GMT
#690
I think this is will do wonders to weaken late 1base pushes such as 1-1-1, which you need to expand against anyways.
Ironsights
Profile Joined January 2011
United States196 Posts
March 18 2012 10:37 GMT
#691
On March 18 2012 17:32 Sprouter wrote:
I really hope some kind of showmatch can be arranged between a couple of pro tier players on devolution to see how a game would play out at the highest level. That map looks really cool.

I like the idea of trying to reform the game with map innovation and the mission to be better than BW. I hope it'll end the kind of standard play where both players are essentially playing nr10min.




This idea originated with teamliquid.net....a forum/news site that happens to sponser a pro team that has players of all three races...

Team Liquid: make it happen!
Pain, like any other emotion, can be turned off. // If there can be no victory, then I shall fight forever.
nocrA
Profile Joined August 2011
Italy27 Posts
Last Edited: 2012-03-18 13:19:56
March 18 2012 10:52 GMT
#692
Thanks for the wonderful post but may I ask you Barrin if you are sure about those graphs?

http://i.imgur.com/UGkXZ.jpg

http://i.imgur.com/3evWI.jpg

from the first graph(which in my own fast testing I found true(at least for sc2)) you see that one full saturated mineral patch gives nearly 150 minerals per minute in sc2: and in the second it shows that 8 saturated mineral patches give nearly 570 minerals per minutes: this looks impossible and from my testing I found that 8 mineral patches give nearly 1100 minerals per real minute which is more similar to what we would expect from the first graph.
The second graph also seems contradictory for BW but I didn't do any testing so I don't know.
It might just be that you have done the minerals for half a minute but I didn't found it written anywhere(if it is written somewhere I'm sorry)

Also I agree with the consideration for the midgame and lategame but reducing the mineral patches for the early game would mean that the saturation would come earlier so there would be less difference between a cheese play(which normally requires just 2 workers per patch(e.g. 4 gate with normally 20 workers 17 on minerals (nearly 2 per patch) and 3 on gas)) and a macro play and would reduce the benefits of making more workers(because max saturation would be 18 workers instead 24 workers and after 18 workers (for minerals)there would be no difference before the expo goes up). Also because the third worker gives little more if there is just 1 hvg you would just need 15 workers to reach a decent saturation(6mineralsx2workers+3 for the hvg).

I think that it is better to make some (4?) of the patches more far and put them in a line like BW and maybe reduce the number of minerals per patch and increase the time it requires for a worker to harvest minerals(it is possible with the editor but would be pretty extreme)

Edit: reducing the number of mineral per patch just reduces the time you have to take a fourth to replace the main which mined out but it doesn't make you want to have more than three bases so it's not a good change (yes if there are less mineral in each patch you will have more bases but the active (and important) ones apart from the main(for tech) will only be three like in the current sc2.
(╯°□°)╯︵ ┻━┻
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 18 2012 11:31 GMT
#693
I'd really like to see map makers experiment with less minerals even if its something like reduce 2 of the patches to like ~500 minerals.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
March 18 2012 11:31 GMT
#694
On March 18 2012 19:52 nocrA wrote:
Thanks for the wonderful post but may I ask you Barrin if you are sure about those graphs?

http://i.imgur.com/UGkXZ.jpg

http://i.imgur.com/3evWI.jpg

from the first graph(which in my own fast testing I found true(at least for sc2)) you see that one full saturated mineral patch gives nearly 150 minerals per minute in sc2: and in the second it shows that 8 saturated mineral patches give nearly 570 minerals per minutes: this looks impossible and from my testing I found that 8 mineral patches give nearly 1100 minerals per real minute which is more similar to what we would expect from the first graph.
The second graph also seems contradictory for BW but I didn't do any testing so I don't know.
It might just be that you have done the minerals for half a minute but I didn't found it written anywhere(if it is written somewhere I'm sorry)

Also I agree with the consideration for the midgame and lategame but reducing the mineral patches for the early game would mean that the saturation would come earlier so there would be less difference between a cheese play(which normally requires just 2 workers per patch(e.g. 4 gate with normally 20 workers 17 on minerals (nearly 2 per patch) and 3 on gas)) and a macro play and would reduce the benefits of making more workers(because max saturation would be 18 workers instead 24 workers and after 18 workers (for minerals)there would be no difference before the expo goes up). Also because the third worker gives little more if there is just 1 hvg you would just need 15 workers to reach a decent saturation(6mineralsx2workers+3 for the hvg).

I think that it is better to make some (4?) of the patches more far and put them in a line like BW and maybe reduce the number of minerals per patch and increase the time it requires for a worker to harvest minerals(it is possible with the editor but would be pretty extreme)

Agree with your last paragraph
John 15:13
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
March 18 2012 11:32 GMT
#695
i just want to say barrin that u have brought all those traumatic memories of terrible maps back that i spent thousands of hours trying to forget with expensive psychichrists <3 you.
ZvP imbalanced blizzards solution nerf terran
Sapp
Profile Joined March 2011
Poland173 Posts
March 18 2012 12:46 GMT
#696
Is that just me or is there a posibility of makeing the tread JUST like this but about 'how bad would it be to make less minerals in each base' ??
Quote? O.o?
chambertin
Profile Joined August 2011
United States1704 Posts
March 18 2012 13:21 GMT
#697
Barrin, please don't stop and hopefully a large enough community can develop for you to have some decent sampling of data... hopefully some masters' players can jump in...(I would if I could, forever diamond T_T)

whatthefat, that was actually the first battle report of an SC2 game I've ever read... Thank you so much! I hope there will be more. (I can't imagine the time it takes to put that together tho)

Oh, how I hope... maybe if I fall out of following the SC2 scene for a couple of busy months, I'll return to a new world of 6m... swoon
"I know one thing, that I know nothing" - Socrates?
Grovbolle
Profile Blog Joined July 2011
Denmark3813 Posts
March 18 2012 14:30 GMT
#698
As someone who has NEVER followed/watched pro BW before SC2 I just want to say that this post just answered my question as to why I find a game (BW), which strategies I don't understand, and which commentators I don't understand so appealing.

It's is because of the 6-base vs 6-base action all around with small forces and drops and stuff.

This OP, I am glad I read it. Truly.
Lies, damned lies and statistics: http://aligulac.com
DanSouthy
Profile Joined May 2011
United Kingdom5 Posts
March 18 2012 15:03 GMT
#699
More people need to join the in-game channel!
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
March 18 2012 15:54 GMT
#700
On March 18 2012 19:37 Ironsights wrote:
Show nested quote +
On March 18 2012 17:32 Sprouter wrote:
I really hope some kind of showmatch can be arranged between a couple of pro tier players on devolution to see how a game would play out at the highest level. That map looks really cool.

I like the idea of trying to reform the game with map innovation and the mission to be better than BW. I hope it'll end the kind of standard play where both players are essentially playing nr10min.




This idea originated with teamliquid.net....a forum/news site that happens to sponser a pro team that has players of all three races...

Team Liquid: make it happen!


The new idea is hopeless balance wise..
Protoss could never win a game with 6m maps as they simply get saturated the fastest.
For example Terran would simply have to do some aggresive 1 base stuff that would delay the protoss expansion and they couldn't lose.. Being a mule ahead in a 1 base vs 1 base scenario for a while is simply too much.
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