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Breadth of Gameplay in SC2 - Page 71

Forum Index > SC2 General
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NEW IN-GAME CHANNEL: FRB
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
March 24 2012 05:49 GMT
#1401
I love this idea so much. It is hard to express the disguist I have when I review a replay and realize the biggest mistake I made, was expanding. This is certainly a big factor on why so many players have already moved on from starcraft 2, it really stagnated a while ago. Meanwhile Broodwar matchups are STILL evolving today. Unfortunately, BNET 0.2 doesn't support player based maps and community ideas very well. Blizzard (and thier balance team) are way too reluctant to listen to the community and admit where they went wrong. There have been a lot of patches that affected the same units or buildings, but they almost never reverse anything once implemented.
:)
Gfire
Profile Joined March 2011
United States1699 Posts
March 24 2012 06:02 GMT
#1402
Mech is a tough one. Because economically, mech acts like a deathball. Because of the way the mech units move, it doesn't actually create much of a ball, though, and tanks are also shut down pretty hard by their direct counters so mech is difficult to roll over people with. In BW it was probably the closest thing to a deathball, and the other player had to stop the meching Terran from reaching a maxed army, IIRC. But in BW it also did a good job at controlling space with tanks, but SC2 tanks are worse at that, because they due less damage with more splash so they really are better in the bigger battles. Shredders in HotS are looking to solve that issue.

With the current game though, it would seem like trying to get rid of typical Zerg/Protoss deathballs, you also make Mech worse. Maybe with Planetaries you could do it. I think Planetaries would be pretty strong on 6m, but they're also a big investment. I don't really see mech working very well without Shredders.
all's fair in love and melodies
Sekijitsu
Profile Blog Joined February 2012
United States47 Posts
March 24 2012 06:28 GMT
#1403
My god...this article is fucking amazing. The sheer amount of information involved is mind numbing! Really well done. I'm still wrapping my mind around all the nuances, too crippled by the intellectual amplitude of this article to yet comment in any truly meaningful way. Simply want to extend my thanks to someone who has taken such a long amount of time to produce something like that for the community.

THANKS
"Yield and overcome; Bend and be straight; Empty and be full; Wear out and be new; Have little and gain; Have much and be confused" - Lao Tsu
yakitate304
Profile Joined April 2009
United States655 Posts
March 24 2012 07:30 GMT
#1404
Just a reminder for anyone who wants to play/obs games on these FRB maps (FRB = Fewer Resources per Base), head to the channel "7m".
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
FrozenFrotie
Profile Joined January 2011
Singapore156 Posts
Last Edited: 2012-03-24 08:42:13
March 24 2012 08:41 GMT
#1405
I've played a few games on 6m maps and I can definitely say that the change of pace of gameplay is refreshing.

My main gripe with less mineral nodes per base is the speed of workers mineral saturation and the increased gas per worker mining gas. I tried to do a 3gate sentry expand pvz that is considered one of the safest expands, but lings seemed to have become disproportionately powerful against sentries early game. This is probably attributable to the lower mineral income as I had no minerals for zealots or cannons to start with.

Other than introducing 2 lyg (which most agree that we shouldn't dabble into that yet) to improve the gas income per worker, maybe adding 2 250 minerals mineral nodes and increasing the distance of most nodes from the cc may be an idea to explore.

Minerals won't last long enough for 1 base all-ins to become too powerful and workers won't saturate the mineral fields too quickly before you expand. This will improve the mineral income for early game so that infrastructure can be set up more quickly.
UniQ.eu
Profile Joined July 2010
Sweden82 Posts
March 24 2012 12:10 GMT
#1406
I curious, how many people tend to be in the NA 7m channel? Because the EU channel often consists of 5-10 people in low leagues
Mamoru
Profile Joined October 2011
Spain24 Posts
March 24 2012 13:30 GMT
#1407
Hello I want to talk about my experience playing at 6mineral 2 gas maps.
Before of all, im protoss master rank 17, in EU.

I liked so much that game because the low ratio of income gives u more oportunitis of defence the attacks, in early, like bw.

I want to remark the high similarity remembered to me at bw.

I played to sc1 then bw, and then sc2. Since 98. When i bought sc2 i wanted a contiuation of bw, but the game ends when u get the third, and that occurs too soon, and dont let enjoy the different phases, early, mid, and late game.

This didnt happen in bw.

I hope u understand my english (Bad) im sorry for that.

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 24 2012 14:21 GMT
#1408
--- Nuked ---
GPThunder
Profile Joined March 2011
Canada53 Posts
March 24 2012 16:19 GMT
#1409
On March 24 2012 21:10 UniQ.eu wrote:
I curious, how many people tend to be in the NA 7m channel? Because the EU channel often consists of 5-10 people in low leagues


On NA we have around 30 people a night and I'd say something like 60/30/10 are diamond/master/other for leagues(could be wrong but this is what I have experienced.) Anyone who has read Barrins post and is intrigued by the idea, please try it and come and get some games in.
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
March 24 2012 16:51 GMT
#1410
On March 24 2012 15:02 Gfire wrote:
In BW it was probably the closest thing to a deathball, and the other player had to stop the meching Terran from reaching a maxed army

Nah, it was OK for mech to max out, but you had to catch the army out of position (so that you can hit from multiple sides and preferably catch the tanks before the siege, from an angle where the ground isn't covered in mines) or hit it was mass Stasis.
My strategy is to fork people.
reincremate
Profile Blog Joined May 2009
China2213 Posts
March 24 2012 16:59 GMT
#1411
There is so much potential for 2v2 to be bigger than it is. If more people played it competitively, it could be better than 1v1 (IMO, it already is, except most people don't know how to 2v2).
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
March 24 2012 17:07 GMT
#1412
3 things:

1) I would like to thank Senex and pull for their casts, but in particular, I'd like to thank Senex for this cast:




Senex, you may not be "super gosu" but this was a great analytical cast. I think that when getting into these 6m games people are going to have to let go of what they know a little bit and "use the force" -- as you see your income come in do what you feel is right at the time and try it out. And don't Idra gg like in this video! Every aspect of the game needs to be felt out more before anyone can be so sure about when they are too far behind! Wall off, tech switch, ninja a base, try to stage a come back somehow.

2) This may just be reiterating things others have said including the OP, but as I get the feel for the lower resources in general, it really makes your decision making more important and less mechanical, which to me is the more important half of RTS games. While at the same time, I think that this variant is going to help stretch the mechanics also since getting to more bases and controlling different points of harassment and skirmishes is going to require people do be doing more as the games go on more often instead of the rare game where both players have taken half the map.

I think the thing about 8m2g is not just that the economy is so steep but that it is so perfect -- its too perfect. The decisions are almost made for you as far as making your economy work. If you do this at this time you can have constant production. Now you can support this many production structures with this tech, and this many with this tech. With your production you can expand at this time in this match up. The game then becomes somewhat of a flowchart, both for people watching and playing.

While I'm not saying this variant won't eventually get figured out, I think that the flowchart will be larger and have more branches -- hence the Breadth of Gameplay will increase. I think the brilliance is simply that it *is* flawed. It's putting just enough imperfection into the system to make those decisions really shine. Brilliant macro is still brilliant, but what you do with it becomes even more important. Again I just may be reiterating things here, but I think it is important to remember and to have others say in their own words to keep the interest and the momentum alive.

3)
On March 25 2012 01:19 GPThunder wrote:
Show nested quote +
On March 24 2012 21:10 UniQ.eu wrote:
I curious, how many people tend to be in the NA 7m channel? Because the EU channel often consists of 5-10 people in low leagues


On NA we have around 30 people a night and I'd say something like 60/30/10 are diamond/master/other for leagues(could be wrong but this is what I have experienced.) Anyone who has read Barrins post and is intrigued by the idea, please try it and come and get some games in.

Just judging from the B.net links in the OP, I'd say that this movement so far has largely been an NA server effort. 17 pages for the NA post, and only 2 for EU. This may have something to do with the fact that the EU board basically just has the link and no blurb (to entice people to actually go read the link) -- but also the EU response seems to have been more negative for the people who have posted there. I think the EU board needs to be spruced up a bit, and we should also as a few people have mentioned get this translated into Korean and posted on some site over there -- we don't want this to become restricted geographically.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Polygamy
Profile Joined January 2010
Austria1114 Posts
Last Edited: 2012-03-24 19:34:13
March 24 2012 19:29 GMT
#1413
YAAA deathball SC2, so much fun to watch!
edit: Huk vs Heart Game 1 MLG, is exactly why SC2 is a horrible game
pluvos
Profile Joined June 2010
39 Posts
Last Edited: 2012-03-24 20:01:38
March 24 2012 19:36 GMT
#1414
i just watched Huk vs Heart, does anyone else think 6m1hyg would solve how ridic strong 1/1/1 is ? the strength of the first push is fine, but the fact that terran can outproduce a 2base protoss -.-


game 3 same shit, i honesly dont see a way to stop a 1/1/1 if you dont either blind hardcounter or if terran makes a micro mistake and even then its close.
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
March 24 2012 19:37 GMT
#1415
On March 25 2012 04:29 Polygamy wrote:
YAAA deathball SC2, so much fun to watch!
edit: Huk vs Heart Game 1 MLG, is exactly why SC2 is a horrible game


It's bad, but SC2 is not a horrible game. It has some problems developing a good strategy metagame (and that's why this change is good), but if it was horrible, not even 6m would save it.
13JackaL
Profile Joined March 2011
United States577 Posts
March 24 2012 19:41 GMT
#1416
On March 24 2012 23:21 Barrin wrote:
I might have missed some replies over past few pages but I'll come back to them.

For anyone watching MLG, pay attention to (1) how fast the armies grow and (2) how many bases the players are on and how fast they take more.


1) Pretty Fast
2) Usually 1-2; Not very quick

After watching the first game of Heart vs Huk I'm thrilled to see some 6m games.
and my axe
Polygamy
Profile Joined January 2010
Austria1114 Posts
March 24 2012 19:50 GMT
#1417
On March 25 2012 04:37 Omegalisk wrote:
Show nested quote +
On March 25 2012 04:29 Polygamy wrote:
YAAA deathball SC2, so much fun to watch!
edit: Huk vs Heart Game 1 MLG, is exactly why SC2 is a horrible game


It's bad, but SC2 is not a horrible game. It has some problems developing a good strategy metagame (and that's why this change is good), but if it was horrible, not even 6m would save it.


You are right there are a lot of fun points to the game but the deathball/low base has really made this game a shadow of what it could be.
Polygamy
Profile Joined January 2010
Austria1114 Posts
March 24 2012 20:00 GMT
#1418
terrans are so good at sitting on one base
yakitate304
Profile Joined April 2009
United States655 Posts
Last Edited: 2012-03-24 20:01:18
March 24 2012 20:01 GMT
#1419
Notice that Heart just played and won a 16 minute one base game against HuK (2 base) where every battle was just straight up army on army, both players literally going in a straight line between their two bases. No jockeying for position, just waiting for the right units and hitting head on.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
tjosan
Profile Joined January 2010
Sweden120 Posts
March 24 2012 20:04 GMT
#1420
On March 25 2012 05:00 Polygamy wrote:
terrans are so good at sitting on one base


IMO it's not a problem of the design of the terran race, which I think is closest to the ideal of BW out of all three races. Protoss is design wise a nightmare. How can you possibly make maps that encourage good game play when the warp in mechanic forces units that cant stack up in defence?
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