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Breadth of Gameplay in SC2 - Page 70

Forum Index > SC2 General
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NEW IN-GAME CHANNEL: FRB
Beardfish
Profile Blog Joined January 2006
United States525 Posts
March 24 2012 01:16 GMT
#1381
The spoiler that links to the conversation with the blizzard employee is empty - can anyone provide a link?
nekoconeco
Profile Blog Joined May 2009
Australia359 Posts
March 24 2012 01:27 GMT
#1382
On March 24 2012 10:16 Beardfish wrote:
The spoiler that links to the conversation with the blizzard employee is empty - can anyone provide a link?


Works for me:

My Photoshop stream (requests welcome) --> http://www.teamliquid.net/forum/viewmessage.php?topic_id=304143
Spieltor
Profile Blog Joined February 2012
327 Posts
March 24 2012 01:40 GMT
#1383
I agree that the translation to sc2 from BW lost a lot of diversity, and I agree it has to do with gas geysers and units. the scaling of unit costs is largely similar to BW, yet there's now two geysers. This means that a 1 or 2 base full geyser economy has more power, and is therefore easier to sit on it trying to get a timing off.

However, its also a unit design problem. When they married the firebat to the vulture, they took away the gas component, making certain builds much easier.

The proof SC2 is shallow and lacking in depth is edified by the ling/bling/muta(festor) terran build vs anything even half bio, and roach into BL corruptor/festor if you're lucky vs mech. everything else is subpar, and its mostly because while banelings aren't as effective as lurkers and a hell of a lot more costly, they're they best chance vs 50% or more bio.

The same "stability" and "lack of versatility" when fighting protoss exists.

The game revolves around "can I get unit combination X based on what he's doing before he gets critical mass".

the only problem I have with the theory of reducing minerals and gas, is that you're essentially building even MORE time to scout opposition, so I feel this would eventually settle on a metagame of frustration as any tech you go for is telegraphed long before you get to use it.

And the reason is bad unit design. These two problems go hand in hand, really.
"A government big enough to give you everything you want, is strong enough to take everything you have." -Thomas Jefferson
-ForeverAlone-
Profile Joined June 2011
274 Posts
March 24 2012 01:50 GMT
#1384
Just played a bunch of games with Ultimifier and SacreBleu from the 7m chat. These are the replays. The entire, 1.5hr cast will be available on Youtube shortly.

http://drop.sc/140924/d
http://drop.sc/140923/d
http://drop.sc/140922/d
http://drop.sc/140921/d
http://drop.sc/140920/d
http://drop.sc/140919/d
http://drop.sc/140918/d
http://drop.sc/140917/d
omg terran is hard to play
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
March 24 2012 01:50 GMT
#1385
On March 24 2012 09:45 MNdakota wrote:
Why don't we just KISS? (Keep it simple stupid).

6m1hyg; all of these other variables are confusing. :/

Maybe you missed the part where I did this all on my own without involving anyone else to "confuse". Or maybe you missed my post where I listed potential fixes for the maybe-a-problem of requiring too few workers to optimally saturate bases. Or the problem that it still feeling somewhat turtle-y when just reducing the rates by 25% and not the total minerals since there is less pressure to come off the early bases since they mine for so much longer.

All I'm doing is trying to help out Barrin by giving feedback. No one is making you learn the variations of the variant yet, and tbh explaining the difference between having some gases as 1hyg and others 2lyg in terms of keeping a proportional worker count is really not that difficult a concept for caster or casuals. I'm perfectly fine with 1hyg at all bases (or with the change up like on Devolution with one min only and 1 double gas) if that's the way that everyone likes it best and it proves to be the most fun/entertaining/etc.

But if you read Barrin's blog this is also about mapping creativity and being able to come up with a way to make mapping more flexible. Obviously this variant needs to catch on with the general community, which includes the pros, so there is going to need to be a standard before mappers can start to explore the newfound lift on certain creative restrictions. But that doesn't mean in this phase that there shouldn't be lots of testing to find out what that standard ought to be. And that's what I'm doing. If you don't like my opinons, please feel free to skip them. But I'm going to post them for Barrin to consider regardless.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
March 24 2012 01:54 GMT
#1386
i do like two geysers of sc2. firstly, it makes gas steal less effective but still enough to delay gas heavy builds like banshee rush. secondly, for the same reason, builds can be little more unique going 1gas or 2gas like different variation of 4gate.
age: 84 | location: california | sex: 잘함
Holytornados
Profile Joined November 2011
United States1022 Posts
Last Edited: 2012-03-24 02:08:42
March 24 2012 02:06 GMT
#1387
I always thought that part of the problem was the fact that the trend of maps was drifting away from a variety and heading towards all large maps.

Without any variety, some builds/styles of play become invalid, forcing the game into a strict metagame where it is basically a "do this or die" scenario.

I think some smaller, more combat heavy maps should be introduced to mix up the gameplay. That may help solve the problem of "macro up, fight 200/200 armies for the win."

This allows the minerals per base to remain the same, but change the gameplay up. Basically I feel it is the map pool that is causing most of the issues at hand, and the fact that the smaller maps are disappearing.

EDIT
By this, I mean that I think the problem doesn't lie in resources, but in map design and trends toward only large maps with several easy to acquire expansions
CLG/Liquid ~~ youtube.com/reddedgaming
RavenLoud
Profile Joined March 2011
Canada1100 Posts
Last Edited: 2012-03-24 02:35:54
March 24 2012 02:34 GMT
#1388
On March 24 2012 11:06 Holytornados wrote:
I always thought that part of the problem was the fact that the trend of maps was drifting away from a variety and heading towards all large maps.

Without any variety, some builds/styles of play become invalid, forcing the game into a strict metagame where it is basically a "do this or die" scenario.

I think some smaller, more combat heavy maps should be introduced to mix up the gameplay. That may help solve the problem of "macro up, fight 200/200 armies for the win."

This allows the minerals per base to remain the same, but change the gameplay up. Basically I feel it is the map pool that is causing most of the issues at hand, and the fact that the smaller maps are disappearing.

EDIT
By this, I mean that I think the problem doesn't lie in resources, but in map design and trends toward only large maps with several easy to acquire expansions

I highly doubt that anyone would like to go back to maps like Steppes of War, especially because of the balance issues it had with most of them favoring terrans. Instead of "macro up and fight 200/200 armies" you'd have even more predictable strategies ending up with extremely short and one side games or a constant low tech knife fight like in ZvZ. Small maps really do reduce the potential depth and entertainment values imo. The reason why smaller maps were removed is because both viewers and pros disliked them.

I also don't feel that maps lost variety now because they've gotten bigger. In fact they've become more diverse now that they aren't all tiny compared to 2010 or huge like the era of Crevasse/Tal'darim/Terminus. There's still many different sizes in the map pool ranging from Dual Sight to Calm before the Storm, with a lot of varying strategies depending on the map's architecture. GSL casters constantly remind us of some nuances of different strategies on different maps.

Anyway, the OP specifically said that maps regressed in size a bit because of how well you can be by sitting on 3 bases, therefore something needs to be done to make huge maps more viable. There is nothing wrong about that in my eyes.
OldManSenex
Profile Joined June 2011
United States130 Posts
March 24 2012 02:49 GMT
#1389
Speaking of large maps, has anyone done a FRB Terminus modification? Because of the number of expansions and general 'spreadoutness' of the map I think it would be a really good port.
For FRB shoutcasts and analysis check out www.youtube.com/wiseoldsenex
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
March 24 2012 02:57 GMT
#1390
What does FRB stand for?

Also, I vaguely remember someone asking me something, was that you OldMan?
-ForeverAlone-
Profile Joined June 2011
274 Posts
Last Edited: 2012-03-24 02:59:03
March 24 2012 02:58 GMT
#1391
alright here is our cast of some 6m1hyg games 1:55 version starts at 40mins in, if it gets updated to 1:15, it's trimmed already
omg terran is hard to play
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2012-03-24 03:04:50
March 24 2012 03:01 GMT
#1392
On March 24 2012 11:57 FoxyMayhem wrote:
What does FRB stand for?

Also, I vaguely remember someone asking me something, was that you OldMan?

Fewer Resources per Base

You'll have to looking back in the thread or search for "Ferby" to see who coined that as the phonetic name for the acronym.

Edit: nvm... it wasn't in this thread it was here.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
OldManSenex
Profile Joined June 2011
United States130 Posts
March 24 2012 03:02 GMT
#1393
FRB is Fewer Resources per Base, the catchall term that's a lot smoother than '6m1hyg' or something like that

It might have been me asking you something Foxy, though I can't remember what it would be. All I can think of would be something about a pro-player tourney, so idk.
For FRB shoutcasts and analysis check out www.youtube.com/wiseoldsenex
Polygamy
Profile Joined January 2010
Austria1114 Posts
March 24 2012 03:06 GMT
#1394
Even watching these MLG games right now is not that exciting because you can just watch the worker count an look at the 2/3 base play and more or less know who will win. I know its not that simple but when watching PRO BW there were always crazy upsets.
MNdakota
Profile Joined March 2012
United States512 Posts
March 24 2012 03:13 GMT
#1395
On March 24 2012 12:06 Polygamy wrote:
Even watching these MLG games right now is not that exciting because you can just watch the worker count an look at the 2/3 base play and more or less know who will win. I know its not that simple but when watching PRO BW there were always crazy upsets.


This... that is all.
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.
Spieltor
Profile Blog Joined February 2012
327 Posts
March 24 2012 03:33 GMT
#1396
On March 24 2012 11:06 Holytornados wrote:
I always thought that part of the problem was the fact that the trend of maps was drifting away from a variety and heading towards all large maps.

Without any variety, some builds/styles of play become invalid, forcing the game into a strict metagame where it is basically a "do this or die" scenario.

I think some smaller, more combat heavy maps should be introduced to mix up the gameplay. That may help solve the problem of "macro up, fight 200/200 armies for the win."

This allows the minerals per base to remain the same, but change the gameplay up. Basically I feel it is the map pool that is causing most of the issues at hand, and the fact that the smaller maps are disappearing.

EDIT
By this, I mean that I think the problem doesn't lie in resources, but in map design and trends toward only large maps with several easy to acquire expansions


zerg would like a word with you regarding insanely difficult to hold timings on small maps.
"A government big enough to give you everything you want, is strong enough to take everything you have." -Thomas Jefferson
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
March 24 2012 03:36 GMT
#1397
Also, while shrinking maps allow for us to see more strategies across a tournament, they do so by limiting options and forcing players down a few paths. It does nothing to enhance the "breadth" of starcraft 2, while 6m does, and not by forcing players down a certain path, but by opening up the base cap.
Gfire
Profile Joined March 2011
United States1699 Posts
March 24 2012 04:27 GMT
#1398
Yeah, this MLG is the first time I've watched any 8m games since reading this thread. It's terribly ugly, even with 6m being played by lower level players and it isn't very figured out.
all's fair in love and melodies
AssyrianKing
Profile Blog Joined August 2011
Australia2121 Posts
March 24 2012 04:59 GMT
#1399
Any 6m Mech TvP games?
John 15:13
yakitate304
Profile Joined April 2009
United States655 Posts
March 24 2012 05:24 GMT
#1400
On March 24 2012 13:59 PiPoGevy wrote:
Any 6m Mech TvP games?

I've seen a few already. I believe one is on Youtube casted by OldManSenex - the Terran player's name was something like *clantag*TopRamen. I also obs'd a game with him and I'm pretty sure he went heavy Blue Flame Hellion + Tank to great effect against a Toss player.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
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