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Breadth of Gameplay in SC2 - Page 62

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NEW IN-GAME CHANNEL: FRB
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2012-03-22 17:17:37
March 22 2012 17:16 GMT
#1221
is it just me? continuing to make workers feels redundant unless i plan on expanding aggressively as all the bases hit maximum saturation so quick. i'd like "more workers, the better" feel, a small gain per worker even after optimal saturation.

i think this has been mentioned? only way would be to alter worker ai and/or distance.
age: 84 | location: california | sex: 잘함
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-22 17:28:15
March 22 2012 17:23 GMT
#1222
--- Nuked ---
PredY
Profile Joined September 2009
Czech Republic1731 Posts
March 22 2012 17:27 GMT
#1223
yeah i agree that its weird you saturate really fast, especially on 1hyg maps
http://www.twitch.tv/czelpredy
Gfire
Profile Joined March 2011
United States1699 Posts
March 22 2012 17:28 GMT
#1224
Is Entombed forced to cross positions or at least non-close? That would be nice.
all's fair in love and melodies
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-22 17:33:23
March 22 2012 17:32 GMT
#1225
--- Nuked ---
elanobissen
Profile Joined February 2011
Denmark244 Posts
March 22 2012 18:37 GMT
#1226
I sincerely hope that someone like Totalbisquit will test this in a tournament setting. The hype will stagnate if we don't get this to a tournament level that's for sure.
hunts
Profile Joined September 2010
United States2113 Posts
Last Edited: 2012-03-22 18:49:26
March 22 2012 18:48 GMT
#1227
On March 23 2012 03:37 elanobissen wrote:
I sincerely hope that someone like Totalbisquit will test this in a tournament setting. The hype will stagnate if we don't get this to a tournament level that's for sure.


Yeah hopefully this great idea and the fact that barrin is a TL mod will catch the eye of some of the community figures like day9 or artosis or the SoTG guys or something. Maybe once the best mineral/gas setup is settled upon if this gets the support of some of the popular community figures it can move forward and be noticed by blizzard.
twitch.tv/huntstv 7x legend streamer
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-03-22 18:50:41
March 22 2012 18:49 GMT
#1228
Barrin, this is something I adore. I haven't played broodwar in half a decade, and after watching some of the replays it really brought back those memories when you would expand ALOT and have smaller, multiple engagements all over instead of just the primary attack paths like in SC2. It felt like I was playing an upgraded version of Broodwar with newer units. Every map-maker on skype is staying up all night talking about this and how the map design process would evolve. It's ridiculous! Will this present obstacles and challenges for a map-maker like myself? Absolutely, but if it means producing and watching games where the outcome is not easily determined, and it doesn't revolve around 2-base play, then I am all for it - even if I have to learn to make maps from scratch again.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
HeavenResign
Profile Joined April 2011
United States702 Posts
Last Edited: 2012-03-22 19:07:46
March 22 2012 19:07 GMT
#1229
Constant inconsistency will really kill some steam for this idea. You wrote the OP over months, right? Dwelling on these things for a week or two before making a poll for every new idea isn't a bad thing.
Sniperdadx
Profile Joined March 2011
United States41 Posts
March 22 2012 19:18 GMT
#1230
It seems like Mules would break this...?
Demonhunter04
Profile Joined July 2011
1530 Posts
March 22 2012 19:27 GMT
#1231
On March 23 2012 04:18 Sniperdadx wrote:
It seems like Mules would break this...?


Not really, since the only thing MULEs would strengthen significantly are 1 base timings, which are significantly weaker due to 6m.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-03-22 19:37:48
March 22 2012 19:37 GMT
#1232
On March 23 2012 03:49 IronManSC wrote:
Barrin, this is something I adore. I haven't played broodwar in half a decade, and after watching some of the replays it really brought back those memories when you would expand ALOT and have smaller, multiple engagements all over instead of just the primary attack paths like in SC2. It felt like I was playing an upgraded version of Broodwar with newer units. Every map-maker on skype is staying up all night talking about this and how the map design process would evolve. It's ridiculous! Will this present obstacles and challenges for a map-maker like myself? Absolutely, but if it means producing and watching games where the outcome is not easily determined, and it doesn't revolve around 2-base play, then I am all for it - even if I have to learn to make maps from scratch again.


Would it be possible for you to get in contact with big names about this? (Day[9], Artosis, etc.) I'm not sure if you even have talked to them or not but you seem like a person who would.

I am extremely curious to what their opinion is about all of this.
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.
Akamu
Profile Blog Joined April 2010
United States309 Posts
March 22 2012 19:51 GMT
#1233
On March 23 2012 02:23 Barrin wrote:
Show nested quote +
On March 23 2012 02:16 jinorazi wrote:
is it just me? continuing to make workers feels redundant unless i plan on expanding aggressively as all the bases hit maximum saturation so quick. i'd like "more workers, the better" feel, a small gain per worker even after optimal saturation.

i think this has been mentioned? only way would be to alter worker ai and/or distance.

Yes this has been mentioned many times ^^

That is indeed ideal. Alas.

----

Added Tal'Darim Altar to map pool.

CURRENT MAP POOL:
6m Devolution
6m Entombed Valley
6m Shakuras Plateau
6m Tal'Darim Altar

If someone from EU wants to upload this new set please let me know.. I know you guys don't have it yet. Like I said, no more resource changes for another week.

I'll be working on new maps to replace those blizzard maps (probably starting with entombed) as soon as I get a chance.



This is the biggest thing that just feels off to me. It feels like the value of a worker is significantly lower! Think about once you hit 3-4 base. You need roughly 15 workers per base as ideal? (2 per patch, 3 on gas) Once you get 3-4 CC's/Nexus/hatch it will take you 3-4 rounds of scv's or probes to get back to perfect saturation if you were to lose them all.

Compare that to now with the 8m2g. If you lose a whole base of workers ~24 you only have maybe 2 or 3 CC/Nexus/Hatch to replace all of those. That's going to be at least 8 rounds of production (for T/P) to get back to perfect saturation. It will take a lot longer to get back up to good saturation and makes economy harass more effective.

I really love this idea that you don't need as many workers but you need more bases but it seems like the harassment will change from trying to snipe workers to trying to snipe bases. (I know both exist now but if i had the choice in 8m2g i would go for the workers over the base) The value of a worker just seems too low IMO. Maybe it just takes some getting used to or maybe the build time could be decreased or something.
I hear your heart beat to the beat of the drums, what a shame that you came here with someone.
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-03-22 20:05:42
March 22 2012 20:05 GMT
#1234
On March 23 2012 04:51 Akamu wrote:
Show nested quote +
On March 23 2012 02:23 Barrin wrote:
On March 23 2012 02:16 jinorazi wrote:
is it just me? continuing to make workers feels redundant unless i plan on expanding aggressively as all the bases hit maximum saturation so quick. i'd like "more workers, the better" feel, a small gain per worker even after optimal saturation.

i think this has been mentioned? only way would be to alter worker ai and/or distance.

Yes this has been mentioned many times ^^

That is indeed ideal. Alas.

----

Added Tal'Darim Altar to map pool.

CURRENT MAP POOL:
6m Devolution
6m Entombed Valley
6m Shakuras Plateau
6m Tal'Darim Altar

If someone from EU wants to upload this new set please let me know.. I know you guys don't have it yet. Like I said, no more resource changes for another week.

I'll be working on new maps to replace those blizzard maps (probably starting with entombed) as soon as I get a chance.

Maybe it just takes some getting used to or maybe the build time could be decreased or something.


I feel like that's something Blizzard should decide, not us. I don't think we should be changing stats on units or anything. We change the game through maps and it's working thus far.
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.
Dingodile
Profile Joined December 2011
4137 Posts
Last Edited: 2012-03-22 20:14:04
March 22 2012 20:06 GMT
#1235
I played 6m1hyg entombed valley. My first impression says "excellent", but until you have already 200/200 and you want sit until you have 1k mineral AND 1k gas. 1k gas is nearly impossible, if your opponent comes to fight. At the end, I had 5k minerals and 600gas, I only played lings+hydras vs p. 18min game, on 4 base and the 5th base was in production.

edit: gas income is super fast at early, mid at mid, super slow at lategame.
Grubby | ToD | Moon | Lyn | Sky
SourCheeks
Profile Joined July 2009
United States23 Posts
March 22 2012 20:07 GMT
#1236
On March 23 2012 04:51 Akamu wrote:
Show nested quote +
On March 23 2012 02:23 Barrin wrote:
On March 23 2012 02:16 jinorazi wrote:
is it just me? continuing to make workers feels redundant unless i plan on expanding aggressively as all the bases hit maximum saturation so quick. i'd like "more workers, the better" feel, a small gain per worker even after optimal saturation.

i think this has been mentioned? only way would be to alter worker ai and/or distance.

Yes this has been mentioned many times ^^

That is indeed ideal. Alas.

----

Added Tal'Darim Altar to map pool.

CURRENT MAP POOL:
6m Devolution
6m Entombed Valley
6m Shakuras Plateau
6m Tal'Darim Altar

If someone from EU wants to upload this new set please let me know.. I know you guys don't have it yet. Like I said, no more resource changes for another week.

I'll be working on new maps to replace those blizzard maps (probably starting with entombed) as soon as I get a chance.


This is the biggest thing that just feels off to me. It feels like the value of a worker is significantly lower! Think about once you hit 3-4 base. You need roughly 15 workers per base as ideal? (2 per patch, 3 on gas) Once you get 3-4 CC's/Nexus/hatch it will take you 3-4 rounds of scv's or probes to get back to perfect saturation if you were to lose them all.

Compare that to now with the 8m2g. If you lose a whole base of workers ~24 you only have maybe 2 or 3 CC/Nexus/Hatch to replace all of those. That's going to be at least 8 rounds of production (for T/P) to get back to perfect saturation. It will take a lot longer to get back up to good saturation and makes economy harass more effective.

I really love this idea that you don't need as many workers but you need more bases but it seems like the harassment will change from trying to snipe workers to trying to snipe bases. (I know both exist now but if i had the choice in 8m2g i would go for the workers over the base) The value of a worker just seems too low IMO. Maybe it just takes some getting used to or maybe the build time could be decreased or something.



Actually it works both ways. Since you have less workers, each worker is a slightly bigger percentage of your income, so that reaper that comes in and takes out 3 workers actually has a more significant effect in the short term. On the other hand, since you don't need as many workers total, if that same reaper managed to kill your entire mineral line, it wouldn't take you nearly as long to reach optimal saturation again. It all just serves to make the game more interesting IMO.
Dingodile
Profile Joined December 2011
4137 Posts
Last Edited: 2012-03-22 20:13:06
March 22 2012 20:12 GMT
#1237
i misclicked my post,sorry -.-
Grubby | ToD | Moon | Lyn | Sky
TheUltimate
Profile Joined August 2011
82 Posts
Last Edited: 2012-03-22 20:16:30
March 22 2012 20:13 GMT
#1238
I think it's a worthwhile exercise to examine the change to balance caused by 6m - especially as we're going to have to play/watch the unbalanced game until the point that Blizzard steps in - if they ever do. Protoss, in its current state, has the most to lose from a 6m map.

I'll summarise the changes that these maps make as follows:
- There are generally fewer units at any given point in time
- Because of this, micro is more valuable (so units that benefit the most from micro are therefore more valuable)
- Players are encouraged to take more bases, faster
- The maps will be larger to accommodate the larger number of bases required

(For the sake of this analysis, I'm assuming 6m1hyg, so that the resource ratio remains the same)

Zerg - probably benefit the most from this change. Their units are generally faster, so perform better on larger maps. Their bases are cheaper, so the changes are "cheaper" for them too. Because of the extra bases, fewer minerals and fewer workers, the larva/resource balance will be badly skewed, so perfect injects won't be necessary. Indeed, a 1-1 queen-base ratio won't be necessary. (They will be able to use the extra time/queens to spread creep all over the massive maps.) Fast harassing units such as mutas and lings will be particularly effective units due to the greater number of bases to protect.

One mechanic which will work against zerg is that they will have fewer minerals to perform major tech changes until the late game - this will give the opposing player a better chance to scout the switch. Their slower units such as broodlords will be easy to retreat from. Very large splash damage from fungal growth and banelings will be less useful.

Terran - the most unbalanced part is the MULE. On 6m, each MULE contributes a greater % of the Terran's income, and each MULE bypasses a base's mining saturation limit (which is reached very quickly on 6m). Also, because of the necessity of extra bases, a Terran will may have more OCs to call down more MULEs. (This is mitigated somewhat because, at a certain point, the player will want to upgrade new bases as PFs rather than OCs.) As micro-heavy units, marines/hellions will become more powerful.

On the other hand, they are very immobile. Marine/tank pushes will be difficult TvZ. (However, I think tank splash damage will not be very badly affected.)

Protoss - protoss are mostly losers, but I'll start off with a few benefits. Zealots and stalkers *are* better off to a degree: zealots, as melee units, do the most damage when they are in few numbers against few numbers; stalkers are micro-heavy. The warp-in mechanic will become more valuable in the early game. Warp prisms and DTs will become far more useful.

However, these few advantages are more than overcome by other problems. Protoss, unlike Zerg/Terran, don't get any economic bonus from the change. Without the PF/fast army, protecting their extra expansions will be difficult (warp-ins are not a great way of dealing with harassment, especially with low-economy play). Protoss' main strength currently is in the late game with max supply (particularly in PvT) - these changes will make Protoss more vulnerable in the mid-game, and max supply will be reached more rarely. AFAIK Protoss still rely on deathballs and glass cannons more than any other race, which will both be disadvantaged on 6m.

Obviously, that's a very rough picture. It's perhaps not worth being too in-depth without seeing a lot more games played. However, it's worth being aware of the potential imbalance as PvZ in particular might not be a lot of fun to watch on 6m initially. Especially for a showmatch, I'd recommend TvZ.
Demonhunter04
Profile Joined July 2011
1530 Posts
March 22 2012 20:14 GMT
#1239
On March 23 2012 05:06 Dingodile wrote:
I played 6m1hyg entombed valley. My first impression says "excellent", but until you have already 200/200 and you want sit until you have 1k mineral AND 1k gas. 1k gas is nearly impossible, if your opponent comes to fight. At the end, I had 5k minerals and 600gas, I only played lings+hydras vs p. 18min game, on 4 base and the 5th base was in produktion.


The point is that you have to expand a lot more to get more gas income. You should be on six bases or more at 18:00, assuming you didn't take any big hits earlier on in the game.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
hunts
Profile Joined September 2010
United States2113 Posts
March 22 2012 20:24 GMT
#1240
On March 23 2012 03:49 IronManSC wrote:
Barrin, this is something I adore. I haven't played broodwar in half a decade, and after watching some of the replays it really brought back those memories when you would expand ALOT and have smaller, multiple engagements all over instead of just the primary attack paths like in SC2. It felt like I was playing an upgraded version of Broodwar with newer units. Every map-maker on skype is staying up all night talking about this and how the map design process would evolve. It's ridiculous! Will this present obstacles and challenges for a map-maker like myself? Absolutely, but if it means producing and watching games where the outcome is not easily determined, and it doesn't revolve around 2-base play, then I am all for it - even if I have to learn to make maps from scratch again.


That's a good attitude I think. Having the community mapmakers cooperate on this and try to promote it would really help out I think.
twitch.tv/huntstv 7x legend streamer
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