• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:50
CET 13:50
KST 21:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mechabellum PC Games Sales Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1579 users

Worker Count/Gas based on Korean Commentators

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 Next All
fritos
Profile Joined March 2011
United States153 Posts
Last Edited: 2013-04-07 00:57:48
April 07 2013 00:55 GMT
#1
I was watching the Bisu game on the fighting spirit (It's an old brood war map now they play SC2 on). By the way,I speak both Korean and English. The Korean commentators are explaining as to why there is only one gas in every base except your natural expansion. There has been lots of feedback from the Korean viewers and gamers that although both broodwar and SC2 have 200 max units, in SC2 there are more workers to be made which result in less numbers in units when maxed. After a long consideration, they decided to decrease the number of gases in each base in order to mitigate the number of workers. They also mentioned the lack of gas will also mitigate the "money map-ish" plays in SC2 where in the late game, you see right after 20 broodlords die, 10 ultras are ready to pop.

This makes sense on surface but I think this game/map "design" could potentially change the game "balance". For example, Zerg usually expands because they want the gas and if there is only one gas in every expo, that could potentially hurt them more. Keep it in mind that this is just ONE example.

Don't get me wrong, I think less workers would make the game more exciting. 6 workers in each base for gas is a lot. Especially, in the late game when you have 4 bases or more- that's at least 24 workers just mining gas.

What do you guys think about this? Here are some suggestions.

1. Blizzard can change the gas mining rate twice as fast so that every base will only have one gas but you would get the same gas as you were mining from 2 gases in current state of the game.

2. Just one gas for every base and the gas mining rate will stay the same: ex) tech switch won't be as easy since they require heavy gas. But the game will feel like less "money map-ish" like brood war.

Feel free to tell us your thoughts.
Quilty
Profile Joined July 2011
Canada13 Posts
Last Edited: 2013-04-07 01:02:14
April 07 2013 00:59 GMT
#2
The gas is high yield. It mines gas at the same rate, and contains as much gas, as two normal geysers.

Edit for clarity.

Traceback
Profile Joined October 2010
United States469 Posts
April 07 2013 01:00 GMT
#3
Pretty much everyone on TL has read about the previous efforts to change mineral income, which of course didn't quite pan out ideally. Perhaps adjusting gas income could make for some interesting results, especially if combined with new terrain designs.
digmouse
Profile Blog Joined November 2010
China6330 Posts
Last Edited: 2013-04-07 01:03:44
April 07 2013 01:01 GMT
#4
I believe the gas in the 1-gas bases on Fighting Spirit are high yeilds which is equal to 1.5 normal gas, the effort KeSPA putting into the new map concept is somewhat familiar with the FRB movement we have here on TL by barrin, but to a less extent. Actually the change is already conservative compared to the original FS, which features 6 gold patch and 1 hyg on all bases except the middle base which is 8 gold and 2 gas. With a hyg, you get around 3.5 gas income on 2 bases, which is not a significant difference but since you can get more gas from 1 base, tech openings are much more viable econ wise.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
ffadicted
Profile Joined January 2011
United States3545 Posts
April 07 2013 01:03 GMT
#5
Just raise the supply cap to 250 D:
SooYoung-Noona!
Ansinjunger
Profile Joined November 2010
United States2451 Posts
Last Edited: 2013-04-07 01:04:01
April 07 2013 01:03 GMT
#6
Barrin made a mega thread on this issue. If there were more expansions to defend and smaller micro based engagements, with greater reward to multitasking, the game would probably be a bit better than one where deathballs rule. I don't know if the game needs stronger defender's advantage or what exactly, but I'd like to see more micro battles and less "someone's aoe did critical damage before their opponent's, causing a huge supply swing.
fritos
Profile Joined March 2011
United States153 Posts
April 07 2013 01:04 GMT
#7
On April 07 2013 10:01 digmouse wrote:
I believe the gas in the 1-gas bases on Fighting Spirit are high yeilds which is equal to 1.5 normal gas, the effort KeSPA putting into the new map concept is somewhat familiar with the FRB movement we have here on TL by barrin, but to a less extent. Actually the change is already conservative compared to the original FS, which features 6 gold patch and 1 hyg on all bases except the middle base which is 8 gold and 2 gas. With a hyg, you get around 3.5 gas income on 2 bases, which is not a significant difference but since you can get more gas from 1 base, tech openings are much more viable econ wise.


On 2 base, the difference is not that great in gas but as you have more bases, the difference gets multiplied.
Kachna
Profile Joined October 2010
134 Posts
April 07 2013 01:04 GMT
#8
Or increase maximum supply to 210. It wont remove "money map-ish" plays though.
Savko
Profile Joined August 2012
Canada45 Posts
April 07 2013 01:05 GMT
#9
I think a major issue comes up when you build one geyser and get the gas from two. It eliminates being able to scout certain cheeses based on geyser count. In a similar vein it would make certain cheeses faster. I feel having twice the gas income in the time that you would normally have one could lead to a lot more cloaked banshees and DT play. I'm not sure, but a better solution might be to have only 7 mineral patches in each base instead of 8. You end up with the same reduction in workers. However this would change timings on most timing pushes. Having a single map like this can lead to an interesting game, but I think having an entire map pool with these changes can't work for tournament play.
"Hello! Bye bye sucker. I have Recall. ADIOS" - PartinG
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 07 2013 01:10 GMT
#10
Just raising supply cap is seriously the better way to fix these things.
Tinkering with mineral/gas setups for main bases is just impossible in sc2, for example lowering gas per base would screw over protoss completely in PvZ as they are forced to play a gas heavy style while zerg actually has some very good gas light strategies like roach-ling aggression.
Making gas or minerals high yield will just be broken too, for example a high yield gas just makes tech openers for toss/terran too easy and screw over zerg. Zerg is basically build around going gas light early on and only going for massive gas income much later.

I do think making bases beyond the main a bit less mineral/gas rich could work out. For example natural 6 mineral 2 gas and other bases 6 mineral 1 gas, possible high yield could work I think and not influence balance that much. Just don't tinker with the main, it influences the early game way too much..
M4N0
Profile Joined December 2012
12 Posts
April 07 2013 01:26 GMT
#11
I personally don't see the problem, I understand the whole more attacking units means more fun games but, the remax because of the gas doesn't seem like a problem since you as a player earned that bank of money, one gas being the same as 2 changes all sorts of things, protoss and terran both mean 75 minerals more and 3 workers not on gas, for zerg it means 4 workers not being used on gas, this is all early game and it makes builds faster and harder to scout.
sUgArMaNiAc
Profile Joined March 2013
Australia110 Posts
Last Edited: 2013-04-07 01:41:17
April 07 2013 01:37 GMT
#12
Yea it seems to give zerg a better droning lead and as a protoss player that likes to either go DT expand or FFE into Stargate I prefer to get on gas ASAP. So main and natural gasses are usually both required for gas heavy protoss plays.
No luck catching those swans then?
theprotagonist
Profile Joined June 2011
Australia85 Posts
April 07 2013 01:47 GMT
#13
Would it be better to have a map set up like...your first 2 bases has your basic 8 mineral patch 2 gas set up and other expansions have the 6 mineral patch + 1 rich vespene geyser setup. This way, we mitigate uber money deathlock situations while accelerating the likelihood of mid-game battles because people get more desperate to expand post 2 bases.

It also would decrease the likelihood of new unstoppable tech cheeses from arising due to the ambiguity of the gas. However, I think that the gas ambiguity that you guys are talking about would be mitigated due to the new scouting options each race has (unkillable reapers, motehrship core + illu, overlord speed at hatch)
WonDeRSC
Profile Joined June 2011
United States234 Posts
April 07 2013 01:51 GMT
#14
Why not just the amount of gas you can mine before it runs out?
This way, gases don't last into the late game, forcing you to expand even if you have the sufficient amount of minerals.
HollowLord
Profile Blog Joined August 2010
United States3862 Posts
April 07 2013 01:52 GMT
#15
Definitely something interesting to consider.
dota 2 stream #noskill #feed #noob twitch.tv/dmcredgrave
Kommatiazo
Profile Blog Joined February 2011
United States579 Posts
April 07 2013 01:54 GMT
#16
If you haven't read Barrin's thread on this... you should. His thoughts and the discussion in that thread (it's already been linked here) are exactly what is starting to happen here. Just go read that thread and learn learn learn.
"You must enemy don't know, and very good micro" - Bosstoss #Wet4Ret
larse
Profile Blog Joined March 2012
1611 Posts
April 07 2013 01:55 GMT
#17
Good to know.

They should raise the supply gap to 250.

90+ Worker is very normal in SC2. So yes the army is small. And the deathball issue makes the army looks even smaller.
ZjiublingZ
Profile Joined September 2011
United Arab Emirates439 Posts
April 07 2013 02:06 GMT
#18
This absolutely effects balance. The game is balanced around the 8 minerals, 2 gas, at their fixed income rates. Even small deviations, especially those that effect 1st/2nd/3rd bases, will effect balance noticeably. This isn't even debatable. Changing the income slightly is like changing the cost of a worker slightly...

Personally I don't particularly agree with the reasons for this change (I think armies are big enough in Starcraft, I don't think they need to be bigger), but the change itself is going to have such widespread ramifications I can't really weigh in on whether it would overall be good or bad. It will be interesting though.
geokilla
Profile Joined May 2011
Canada8244 Posts
April 07 2013 02:08 GMT
#19
On April 07 2013 09:59 Quilty wrote:
The gas is high yield. It mines gas at the same rate, and contains as much gas, as two normal geysers.

Edit for clarity.


How much gas does high yield geysers provide?

The problem with this is that for Protoss, if you kill just that one geyser in their mining base, they lose a significant chunk of their gas income. And that means they will only be able to make Zealots/Charglots theoretically speaking. It'll also encourage players to steal gas more in the early to mid game of their opponent's bases. For Terran, it's not a huge problem as we all know Marines are great units. Same for Zerg who can easily do Speedling runbys to occupy the opponent's attention and draw away his army while they reclaim their gas geyser.

It'd have a huge effect on the balance for sure, and everything as we know it will be thrown out the window.
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2013-04-07 02:13:54
April 07 2013 02:09 GMT
#20
Yes, it will affect balance, but if it creates better games (higher skill cap, less passivity, etc), then it is great. Balance should come after design.
The FS single gasses are high yield (8 per trip), so they are effectively the same. It may just *seem* like a lot at the start.

There are many more implications to modifying the resources like this that have not been covered in this thread. Originally, the SC2 FS map had some gold mineral patches but fewer patches overall. Same reasoning.

And, no, raising the supply cap is NOT the answer we are looking for. It does not address core issues and introduces others.
T P Z sagi
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
SC Evo League
12:30
#18
LiquipediaDiscussion
WardiTV 2025
11:00
Playoffs
Reynor vs MaxPaxLIVE!
SHIN vs TBD
TBD vs Cure
Solar vs herO
Classic vs TBD
TBD vs Clem
WardiTV1280
ComeBackTV 1120
TaKeTV 430
IndyStarCraft 228
Rex146
CosmosSc2 49
LiquipediaDiscussion
CranKy Ducklings
10:00
Master Swan Open #99
CranKy Ducklings48
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 228
Lowko180
Rex 146
BRAT_OK 71
CosmosSc2 49
MindelVK 21
DivinesiaTV 8
StarCraft: Brood War
Horang2 1645
firebathero 705
Leta 447
Stork 433
Larva 288
EffOrt 287
Last 206
Zeus 183
ggaemo 117
Mong 52
[ Show more ]
yabsab 25
Movie 20
Shinee 19
zelot 18
Noble 9
SilentControl 8
Dota 2
Gorgc4591
singsing3232
XcaliburYe296
Counter-Strike
edward286
oskar176
Heroes of the Storm
Khaldor229
Other Games
B2W.Neo1694
crisheroes294
Pyrionflax258
XaKoH 133
Trikslyr23
DeMusliM2
Organizations
Other Games
gamesdonequick909
StarCraft: Brood War
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• C_a_k_e 2049
• Gemini_19 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota271
League of Legends
• Jankos1882
Upcoming Events
Ladder Legends
6h 10m
BSL 21
7h 10m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
21h 10m
Ladder Legends
1d 4h
BSL 21
1d 7h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 20h
Wardi Open
1d 23h
Monday Night Weeklies
2 days
WardiTV Invitational
3 days
Replay Cast
4 days
[ Show More ]
WardiTV Invitational
4 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.