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Breaking 3 base - Establishing Asymmetrical Mining - Page 3

Forum Index > SC2 General
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TopRamen
Profile Joined February 2011
United States96 Posts
Last Edited: 2013-10-26 01:46:41
October 26 2013 01:46 GMT
#41
On October 26 2013 00:32 cptjibberjabber wrote:
Well if you reach the optimum amount of income sooner then it is not weird that you reach the cap sooner. And if you can get more out of 1 base then it is IMO not weird that the necessary amount of bases decreases aswell...


Well, it isn't weird, and you're right it makes sense for this to happen.
But I think what Lalush is trying to say is that it seems a bit contradictory because its not very difficult to achieve max saturation in SC2. Max income was much harder to achieve in BW.
Use your noodle!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
October 26 2013 11:12 GMT
#42
On October 25 2013 13:47 FMPChaz wrote:
...Could we please have some visuals? Like graphs?

Thanks!



Would be a plus.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
algue
Profile Joined July 2011
France1436 Posts
October 26 2013 11:27 GMT
#43
wouldn't it be easier to just remove the mineral walk ?

No mineral walk = a base with 24 harvesters mining it brings less money than 2 bases with 12 harvesters mining it = the more base you get the more income you'll earn because your harvesters will be nicely spread on each bases and won't block each other
rly ?
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
October 26 2013 11:39 GMT
#44
On October 25 2013 15:47 WolfintheSheep wrote:
Show nested quote +
On October 25 2013 15:36 dcemuser wrote:
These are the type of drastic changes that need to be made in LotV. They need to make radical changes, even if there isn't a big point, as long as people believe it is a big issue.

For example, the community was really big on the "make units spread out when they walk instead of clumping" thing for a while, and Blizzard said "well, we tried that in testing and it didn't seem to matter..."

As Blizzard, for LotV, I'd revisit those type of ideas and implement them, even if it "doesn't seem to matter", since player perception of a game is equally important (if not more important) than the game itself.


The thing about unit clumping is that people were saying it was the solution to deathballs...which doesn't even stand-up to theorycraft. You death ball might have a slightly larger radius, but they still get to where you want at the same time. See most other RTS games, like Dawn of War, where your units move in a spread out formation everywhere. It looks more less ballish, but it functions exactly the same.

What people really want, and will never get, is dumb/random AI pathing.


No, what I want is for battles not to last for 5 seconds.
You are no longer automatically breathing and blinking.
Insoleet
Profile Joined May 2012
France1806 Posts
October 26 2013 11:55 GMT
#45
On October 26 2013 20:39 ysnake wrote:
Show nested quote +
On October 25 2013 15:47 WolfintheSheep wrote:
On October 25 2013 15:36 dcemuser wrote:
These are the type of drastic changes that need to be made in LotV. They need to make radical changes, even if there isn't a big point, as long as people believe it is a big issue.

For example, the community was really big on the "make units spread out when they walk instead of clumping" thing for a while, and Blizzard said "well, we tried that in testing and it didn't seem to matter..."

As Blizzard, for LotV, I'd revisit those type of ideas and implement them, even if it "doesn't seem to matter", since player perception of a game is equally important (if not more important) than the game itself.


The thing about unit clumping is that people were saying it was the solution to deathballs...which doesn't even stand-up to theorycraft. You death ball might have a slightly larger radius, but they still get to where you want at the same time. See most other RTS games, like Dawn of War, where your units move in a spread out formation everywhere. It looks more less ballish, but it functions exactly the same.

What people really want, and will never get, is dumb/random AI pathing.


No, what I want is for battles not to last for 5 seconds.


Totally agree on this.

But, well, with Hots it happens less often than in WoL.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
October 26 2013 12:14 GMT
#46
Sorry for driveby posting, maybe (likely) it has been mentioned already, but isn't this pretty similar in spirit to "fewer resources per base"?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=321242
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