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[D] LotV Economy Discussion - Page 17

Forum Index > SC2 General
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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
Netherlands7031 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
12490 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 States1077 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?
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