• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:03
CEST 16:03
KST 23:03
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8[ASL21] Finals Preview: Two Legacies21
Community News
ZeroSpace at Steam NextFest - Last free demo20Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)12[BSL22] Non-Korean Championship from 13 to 28 June4
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th Is the larve respawn broken? Yamato Cup Series What kind of tool would you be interested in? Daily SC2 Player Grid - feedback wanted
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) GSL CK #4 20-21th June Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ STARCRAFT MOVIE - Last Night at the Command center BW General Discussion Battle cruiser feet vs Carrier fleet Fact based Zerg Upgrade Tier List
Tourneys
CSLAN 4 is Coming! [Megathread] Daily Proleagues Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Beyond All Reason ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
ICO Development for AI, G…
Joshlittle
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11434 users

[D] LotV Economy Discussion - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 31 Next All
Tenks
Profile Joined April 2010
United States3104 Posts
November 11 2014 19:49 GMT
#321
Basetrade should put on a tournament/showmatch series with extension mods on the pre-existing maps and reduce the gas/mineral to lotv numbers.
Wat
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
Last Edited: 2014-11-11 20:09:28
November 11 2014 20:08 GMT
#322
Been playing a bit with the lotv economy extension mod. Did a 12 pool ling/drone rush vs a terran. You can make 3 more drones, then you have 3 larvae for lings exactly when your pool finishes (and like 300 mins banked to keep making drones). If the terran goes depot then CC then 2 rax, his first rax is 5-10 secs from finishing when you reach his base (on Polar Night). 2nd rax a little bit behind. And that's with 19 SCVs when the lings and drones arrive. If the Terran goes CC then depot then 2 rax, his 2 rax are 5-10 secs from finishing when the lings and drones arrive, but he has less SCVs.

I think what this means is that defender's advantage is boosted in the early game. If you FE, the time between building your town hall and getting units out is shorter than with the 6 worker start.
Tenks
Profile Joined April 2010
United States3104 Posts
November 11 2014 20:26 GMT
#323
But wouldn't the Terran have a completed wall? I don't see how that rush would work. At best you could force a cancel on the CC but would you really come out ahead in that scenario?
Wat
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
November 11 2014 20:42 GMT
#324
Yeah maybe the test is not as useful for ZvT but I just wanted to illustrate that the fastest rushes might not be viable. If you do the same build in ZvZ, an opponent going 14 hatch 14 pool has his first 4 lings popping 10 secs after you arrive to his base (again this is on Polar Night).
People_0f_Color
Profile Joined August 2010
177 Posts
Last Edited: 2014-11-11 21:11:37
November 11 2014 21:11 GMT
#325
The fastest rushes will be different. Now, starting with 12 drones, you can immediately go for a 12pool + gas + baneling bust, and guess what--Their scout is going to barely scout it in time, unlike before when they would get there with plenty of time to spare.

The early game will change but it will still be possible to cheese. I'm sure of that.
Tenks
Profile Joined April 2010
United States3104 Posts
November 11 2014 21:16 GMT
#326
On November 12 2014 06:11 People_0f_Color wrote:
The fastest rushes will be different. Now, starting with 12 drones, you can immediately go for a 12pool + gas + baneling bust, and guess what--Their scout is going to barely scout it in time, unlike before when they would get there with plenty of time to spare.

The early game will change but it will still be possible to cheese. I'm sure of that.


Can someone who has played with the new eco comment on this? It feels like it would starve the Zerg forcing 3 drones into gas and 3 more into making the required buildings.
Wat
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-11-11 21:32:05
November 11 2014 21:29 GMT
#327
Some economy considerations:

If zerg is encouraged to expand more then they will have more hatcheries, more larva and more production. Zerg is already rarely larva starved and this change makes it even more limitless.

For terran, if they're going to expand more often they'll be encouraged to make more orbital commands. Planetaries won't be as cost-effective as they are going to be useful defending a location for a reduced amount of time, while orbitals can lift off to the next base. This might not be feasible in practice, but maybe it's a valid concern? Certainly mules have potential to be broken in this sort of scavenger hunt economy where you move from base to base because they can quickly stripmine one location.

Maybe this is better for protoss: photon overcharge is not bound to one location and your mothership core can simply keep traveling to a new location. One downside is that (afaik) chronoboost energy becomes less significant in the course of the game and this is exacerbated with more nexuses.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 11 2014 21:42 GMT
#328
On November 12 2014 06:29 Grumbels wrote:
Some economy considerations:

If zerg is encouraged to expand more then they will have more hatcheries, more larva and more production. Zerg is already rarely larva starved and this change makes it even more limitless.

For terran, if they're going to expand more often they'll be encouraged to make more orbital commands. Planetaries won't be as cost-effective as they are going to be useful defending a location for a reduced amount of time, while orbitals can lift off to the next base. This might not be feasible in practice, but maybe it's a valid concern? Certainly mules have potential to be broken in this sort of scavenger hunt economy where you move from base to base because they can quickly stripmine one location.

Maybe this is better for protoss: photon overcharge is not bound to one location and your mothership core can simply keep traveling to a new location. One downside is that (afaik) chronoboost energy becomes less significant in the course of the game and this is exacerbated with more nexuses.


Sounds like chronoboost and mothership core needs a buff to me.
Hark, what baseball through yonder window breaks?
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 11 2014 22:03 GMT
#329
On November 12 2014 06:29 Grumbels wrote:
Some economy considerations:

If zerg is encouraged to expand more then they will have more hatcheries, more larva and more production. Zerg is already rarely larva starved and this change makes it even more limitless.

For terran, if they're going to expand more often they'll be encouraged to make more orbital commands. Planetaries won't be as cost-effective as they are going to be useful defending a location for a reduced amount of time, while orbitals can lift off to the next base. This might not be feasible in practice, but maybe it's a valid concern? Certainly mules have potential to be broken in this sort of scavenger hunt economy where you move from base to base because they can quickly stripmine one location.

Maybe this is better for protoss: photon overcharge is not bound to one location and your mothership core can simply keep traveling to a new location. One downside is that (afaik) chronoboost energy becomes less significant in the course of the game and this is exacerbated with more nexuses.

Lifting OCS to new bases when the old is mined out will also be very powerful. I feel terrans got the best deal with the increased number of small bases. That's fine though, they'll just balance lotv around it.
Emporium
Profile Joined May 2012
England162 Posts
November 11 2014 22:35 GMT
#330
This is a great topic, and I applaud the OP who started this.

I feel like I pretty much agree with everything you have wrote above, I would like to expand upon the point of the nerfing, it's come up before in other threads. Whether macro is the best way to play, over a 'cheese' style of play.

Currently it is still up to the player which they would choose to do, however it has been definitively lessened through every single balance patch that has come out. Remember the random queen buff!

Which has meant that there is almost a physical embodiment of 'I must macro to be a good player'. I don't disagree with this.
However there should be an equally resounding voice suggesting that you can play aggressively off of 1 base or 2. As others have suggested this equates to an even larger pool of dynamic gameplay.

Which is why I feel that although the current system is good, the BW system was better because with the new dynamics it will mean that there is so much that can happen. It would make an unbelievable spectacle.

Unfortunately:

1) Due to the above mentioned balance patches that have continuously nerfed aggressive 1 base play, through a 'coinflip' of win/loss outcome.
2) The other big difference being that we have a ton more splash damage units, as such the fear that I can see Blizzard have happen is that games not get off the ground, due to the fact that the harass and subsequent loss of workers through the BW system being alot more hurtful to the economy, will in turn create the opponent to 'Allin'.



Remember your mortality.
MrMatt
Profile Joined August 2010
Canada225 Posts
November 11 2014 22:57 GMT
#331
I am really glad they are looking at the economy. However this is the same economy with a timer on it. Not sure I like that way of doing it. Would much rather see something like in the OP. So you can stay 2 or 3 base, but if you expand and spread yourself out you are rewarded with better income. I wish they would try it at least for the beta, but they seem really against it.

TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 12 2014 00:57 GMT
#332
I predict that maps will need to have 7-8 bases per player now. I further postulate that bases will need to be much closer together to accommodate the need to expand more rapidly and to keep ever increasing map size down. I'd be willing to bet that 3rd bases become nearly as safe as natural expansions and that this will lead to a truncated early and mid game.

I would love to see a mechanic that somehow reduces the maximum saturation at a base. Whether it is through fewer patches or longer mining time I'm not sure. One thing we do know is that having more hatcheries and more bases on the map generally benefits Zerg the most due to the increased larva.
~ ~ <°)))><~ ~ ~
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 12 2014 02:04 GMT
#333
On November 12 2014 09:57 TheFish7 wrote:
I predict that maps will need to have 7-8 bases per player now. I further postulate that bases will need to be much closer together to accommodate the need to expand more rapidly and to keep ever increasing map size down. I'd be willing to bet that 3rd bases become nearly as safe as natural expansions and that this will lead to a truncated early and mid game.

I would love to see a mechanic that somehow reduces the maximum saturation at a base. Whether it is through fewer patches or longer mining time I'm not sure. One thing we do know is that having more hatcheries and more bases on the map generally benefits Zerg the most due to the increased larva.

Not that it matters, but I'd think terrain with mules and liftoff are bigger winners. Larva already isn't a problem for zerg, and this change will give you too many in many cases.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 12 2014 02:13 GMT
#334
Terrans also mine out faster and have historically the hardest time securing 4rths, let alone fifth bases.
Hark, what baseball through yonder window breaks?
ETisME
Profile Blog Joined April 2011
12740 Posts
November 12 2014 02:23 GMT
#335
On November 12 2014 11:13 Thieving Magpie wrote:
Terrans also mine out faster and have historically the hardest time securing 4rths, let alone fifth bases.

I personally don't think it's harder than a zerg securing a fifth and sixth, especially on bigger maps
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Arghmyliver
Profile Blog Joined November 2011
United States1078 Posts
Last Edited: 2014-11-12 02:29:10
November 12 2014 02:28 GMT
#336
Four thousand less minerals per base, in its own right, would culture incentive to take more bases? Im not sure about the economy situation either but I do think we should be open minded to alternative solutions.
Now witness their attempts to fly from tree to tree. Notice they do not so much fly as plummet.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2014-11-12 03:00:11
November 12 2014 02:54 GMT
#337
I think that allot of people are missing a key point. Production and tech structures are usually built in a players main and nat. If players have to expand faster even if its only to stay on the same three base economy that does not diminish the fact that they will have to position their army away from their infrastructure if they want to make one big deathball of units. Players will always have to defend their nat and main on top of additional mining bases they take. Therefore by making players mine out bases close to their main faster it forces them to spread out and away from their infrastructure faster opening up more avenues of attack and encouraging players to split up their units. With his principle in mind I like the new changes. Provided of course that some re-balancing is done which it will be.

Are they the best possible changes maybe. Would a brood war style econ be better perhaps. I'm not smart enough to claim that I know for sure. however I'm positive this change is an improvement over the current system so I'm in support of it until blizz thinks of something better. The last thing I would want is for them to retract these changes in favor of the current system.
"when life gives Hero lemons he makes carriers" -Artosis
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 12 2014 05:30 GMT
#338
On November 12 2014 01:02 Tenks wrote:
But why is the Hellion trying to kill a cannon? Vultures, the closest kin to hellions we have, didn't try and take on static defense either. They ran by, slaughtered a mineral line and left. Generally into a lightly defended freshly taken expansion.

I also disagree mech players can't harass. Hellbats still exist to drop into mineral lines, we already went over hellions and now they've added lightspeed banshees. Sure mech may not have the all-purpose harass of upgraded bio but they have some great tools.


I can see this is a few pages back, but vultures were insanely vast and actually could take out cannons fairly easily due to 200 hp (vs 300) and shields taking 100% dmg (20 dmg from vulture shots).
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 12 2014 06:27 GMT
#339
On November 12 2014 14:30 FabledIntegral wrote:
Show nested quote +
On November 12 2014 01:02 Tenks wrote:
But why is the Hellion trying to kill a cannon? Vultures, the closest kin to hellions we have, didn't try and take on static defense either. They ran by, slaughtered a mineral line and left. Generally into a lightly defended freshly taken expansion.

I also disagree mech players can't harass. Hellbats still exist to drop into mineral lines, we already went over hellions and now they've added lightspeed banshees. Sure mech may not have the all-purpose harass of upgraded bio but they have some great tools.


I can see this is a few pages back, but vultures were insanely vast and actually could take out cannons fairly easily due to 200 hp (vs 300) and shields taking 100% dmg (20 dmg from vulture shots).


Moving shot also meant that vultures got hit less often during runbys because they didn't have to stop moving to shoot.
Hark, what baseball through yonder window breaks?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 12 2014 06:28 GMT
#340
On November 12 2014 11:23 ETisME wrote:
Show nested quote +
On November 12 2014 11:13 Thieving Magpie wrote:
Terrans also mine out faster and have historically the hardest time securing 4rths, let alone fifth bases.

I personally don't think it's harder than a zerg securing a fifth and sixth, especially on bigger maps


No arguments against.

But in a meta of 4-5 bases, the race that can't get the 4rth is worse off than the one who cant get the sixth.
Hark, what baseball through yonder window breaks?
Prev 1 15 16 17 18 19 31 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #92
WardiTV1205
IntoTheiNu 1048
Rex172
Ryung 120
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 159
Ryung 120
BRAT_OK 56
RushiSC 16
StarCraft: Brood War
Calm 9123
firebathero 2489
Shuttle 1990
Horang2 1841
Hyuk 1389
EffOrt 900
Soulkey 464
Soma 446
Light 280
Snow 256
[ Show more ]
actioN 234
Mong 191
NaDa 136
Leta 132
hero 127
Zeus 119
Rush 103
Killer 78
Sharp 73
Sea.KH 63
Free 62
Hyun 62
[sc1f]eonzerg 59
ToSsGirL 41
scan(afreeca) 30
soO 16
Movie 14
JulyZerg 13
Sacsri 13
zelot 12
Hm[arnc] 11
Terrorterran 10
Noble 7
Icarus 4
Dota 2
qojqva1788
Dendi1466
syndereN162
Counter-Strike
Sick184
kRYSTAL_95
adren_tv26
Other Games
hiko955
B2W.Neo844
Lowko525
byalli237
amsayoshi17
BEARDiaguz10
Organizations
Dota 2
PGL Dota 2 - Secondary Stream5870
PGL Dota 2 - Main Stream4095
Other Games
gamesdonequick843
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2313
• Nemesis1905
• TFBlade361
Upcoming Events
Monday Night Weeklies
1h 57m
Sparkling Tuna Cup
19h 57m
The PondCast
1d 19h
Douyu Cup 2020
2 days
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
Douyu Cup 2020
3 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
4 days
Maestros of the Game
4 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
4 days
Douyu Cup 2020
5 days
BSL22 NKC (BSL vs China)
5 days
[ Show More ]
Online Event
6 days
RSL Revival
6 days
RSL Revival
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Acropolis #4
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light HT
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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 © 2026 TLnet. All Rights Reserved.