• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:34
CEST 02:34
KST 09:34
  • 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
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)45ZeroSpace at Steam NextFest - Last free demo25Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) take on 5.0.16 ?Bug in new patch Daily SC2 Player Grid - feedback wanted SC2 Planner - The StarCraft II Build Planner
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June Douyu Cup 2026: $20,000 Legends Event (June 26-28) Master Swan Open (Global Bronze-Master 2)
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
Fact based Zerg Upgrade Tier List BGH Auto Balance -> http://bghmmr.eu/ STARCRAFT MOVIE - Last Night at the Command center BW General Discussion Battle cruiser feet vs Carrier fleet
Tourneys
[BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST [Megathread] Daily Proleagues CSLAN 4 is Coming! Small VOD Thread 2.0
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
Rogue Command ZeroSpace at Steam NextFest - Last free demo Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread
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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI
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
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6574 users

[D] LotV Economy Discussion - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 29 30 31 Next All
FrogsAreDogs
Profile Blog Joined June 2012
Canada181 Posts
November 08 2014 22:42 GMT
#41
The thing with SC2 is that there is really no race asymmetry in terms of economy. Zerg, protoss and terran all needs to be within one base of each other for a big portion of the game. The macro features of each race (eg. chronoboost, mules) ensure that each race match up evenly in mining rate (or at least very close). There is really no strategy that involves one race completely outmacroing the other, since the units are designed with having equal economies in mind. The result of this is, imo, stale gameplay as every race just goes for the standard 3 base. And as the OP pointed out, killing one base is a big deal in SC2, so we are left with no incentive to diversify our macro. The changes in LOTV does not solve this problem, everyone will simply take 4 bases instead of 3. Hopefully the new units might make some miraculous changes and add some variety to SC2's economy....
YO
Hider
Profile Blog Joined May 2010
Denmark9441 Posts
Last Edited: 2014-11-08 22:47:02
November 08 2014 22:44 GMT
#42
The macro features of each race (eg. chronoboost, mules) ensure that each race match up evenly in mining rate (or at least very close).


This is completely wrong. Zerg > Terran > Toss in midgame.

The issue with the economy is not related to the macroboost of the races, but the lack of assymetry in economy of the immobile vs mobile playstyles in the lategame.

If you have a big mid or early game assymetry (which Sc2 actually has) it becomes unpractical for the weaker race to do anything but hardcore turtle in this phase of the game. This is problematic as hardcore turtling cannot really be "broken" when the enemy is on 1-3 bases. And if it is broken, then it's likely to just end the game outright instead of creating a back-and-fourth actionpacked game.

Therefore, it's much better to have early and migame-symmetry and lategame assymetry (which is what the BW econ accomplishes).
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 08 2014 23:13 GMT
#43
On November 09 2014 06:03 LaLuSh wrote:
Show nested quote +
On November 09 2014 05:40 Hider wrote:
What this did was provide a minor advantage to the player who expanded over someone sitting on lower base numbers. This is a clear incentive for players to expand without thoroughly punishing players who wanted to play an aggressive game and expand later.


For some reason when people bring up the effects up BW economy, they only look at one side. It's extremely important to remember that BW economy never forced players to take additional bases. It only rewarded the players who could. Since the mobile race typically could defend several locations at once, they could take extra while the immobile race would stay on fewer bases than what we see in SC2. If you have 60 workers on 2 bases in BW, you have a higher income than 60 workers on 2 bases in Sc2.

But I think the only way to make it possible for each extra worker to gather less income (BW model) is to make the workers dumber, but I doubt Blizzard would opt for that approach.


I agree with Hider.

Economy should be designed so it provides incentives to expand. As it stands now the LotV model enforces expanding. It puts the defensive player in a desperate position.

It is also misleading to say that this change encourages expanding more. It merely puts players on an artificial clock to replace their current bases at a faster rate.

Another artificial game design restriction that is designed to punish rather than provide incentives.


What is the difference between those two distinctions for the viewers?

If the end result is the same (both players are expanding more often and turtling less) then what is so bad?
Hark, what baseball through yonder window breaks?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 08 2014 23:24 GMT
#44
On November 09 2014 06:53 iamcaustic wrote:
Show nested quote +
On November 09 2014 06:38 Fyodor wrote:
I don't like the OP.

"LotV is bad because it's not like Brood War"

like... ok?


Hmmm...

Show nested quote +
On November 09 2014 05:08 iamcaustic wrote:
(Author’s Note: this isn’t meant to be a SC2 vs. BW thing, but a more abstract discussion on the role of economy in an economic-based RTS).


This is about taking Blizzard's design goals and discussing how to best achieve the result. My personal take is that there are lessons to be learned from BW, but still encourage in the OP alternate thoughts and discussion regarding LotV's economy.


Not that I disagree with the OP, but he does present an assumed correct answer (BW Econ) and showcases a xenophobic disdain for things variant from his assumed correct answer.

An unbiased discussion would be:

"Full worker efficiency at 2 per mineral patch produces Y results, I want Z results, at what Workeratch ratio would be best achieve this goal?"

But that was not what he wanted to talk about.

I could just as easily say:

"Warcraft3 econ produced high level games, we should put less emphasis on mass worker production econ and shift to low worker econ like Warcraft and C&C, by putting more emphasis on unit design and spell interactions, you remove the boring part of the game without action and we get to more pure army dynamics instead"

And people would freak out at anyone suggesting we make SC2's econ similar to C&C.

Its usually very biased to already have a conclusion before a discussion.
Hark, what baseball through yonder window breaks?
Maniak_
Profile Joined October 2010
France305 Posts
November 08 2014 23:25 GMT
#45
On November 09 2014 08:13 Thieving Magpie wrote:
Show nested quote +
On November 09 2014 06:03 LaLuSh wrote:
On November 09 2014 05:40 Hider wrote:
What this did was provide a minor advantage to the player who expanded over someone sitting on lower base numbers. This is a clear incentive for players to expand without thoroughly punishing players who wanted to play an aggressive game and expand later.


For some reason when people bring up the effects up BW economy, they only look at one side. It's extremely important to remember that BW economy never forced players to take additional bases. It only rewarded the players who could. Since the mobile race typically could defend several locations at once, they could take extra while the immobile race would stay on fewer bases than what we see in SC2. If you have 60 workers on 2 bases in BW, you have a higher income than 60 workers on 2 bases in Sc2.

But I think the only way to make it possible for each extra worker to gather less income (BW model) is to make the workers dumber, but I doubt Blizzard would opt for that approach.


I agree with Hider.

Economy should be designed so it provides incentives to expand. As it stands now the LotV model enforces expanding. It puts the defensive player in a desperate position.

It is also misleading to say that this change encourages expanding more. It merely puts players on an artificial clock to replace their current bases at a faster rate.

Another artificial game design restriction that is designed to punish rather than provide incentives.


What is the difference between those two distinctions for the viewers?

If the end result is the same (both players are expanding more often and turtling less) then what is so bad?

Especially if the new maps are designed with that in mind.
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
Garnet
Profile Blog Joined February 2006
Vietnam9047 Posts
November 08 2014 23:26 GMT
#46
Yeah the "6 bases at 15 mins" sounds a bit extreme, but let's hear from the ppl who have played the game first instead of assuming things.
ZombieFrog
Profile Joined August 2014
United States87 Posts
November 08 2014 23:27 GMT
#47
I disagree entirely with your assessment that these economic changes are somehow a bad thing. The whole point of reducing minerals per patch is to weaken turtling on 3 bases for the majority of the game with an aim to improving the amount of action, which I think it does very well. It's the same idea as adding more workers at the start of the game. The intent is to increase action and reduce dead time. This helps ensure the players will have to make plays to take bases and prevent your opponents from taking bases rather then safely turtling on 3 bases and having the resources for a 200/200 deathball army with upgrades. Instead the players will be forced to spread out more over the bases decreasing deathballing while encouraging aggressive expansion and attacking your opponents expansions.
For Sure
Danglars
Profile Blog Joined August 2010
United States12133 Posts
November 08 2014 23:30 GMT
#48
On November 09 2014 08:24 Thieving Magpie wrote:
Show nested quote +
On November 09 2014 06:53 iamcaustic wrote:
On November 09 2014 06:38 Fyodor wrote:
I don't like the OP.

"LotV is bad because it's not like Brood War"

like... ok?


Hmmm...

On November 09 2014 05:08 iamcaustic wrote:
(Author’s Note: this isn’t meant to be a SC2 vs. BW thing, but a more abstract discussion on the role of economy in an economic-based RTS).


This is about taking Blizzard's design goals and discussing how to best achieve the result. My personal take is that there are lessons to be learned from BW, but still encourage in the OP alternate thoughts and discussion regarding LotV's economy.


Not that I disagree with the OP, but he does present an assumed correct answer (BW Econ) and showcases a xenophobic disdain for things variant from his assumed correct answer.

An unbiased discussion would be:

"Full worker efficiency at 2 per mineral patch produces Y results, I want Z results, at what Workeratch ratio would be best achieve this goal?"

But that was not what he wanted to talk about.

I could just as easily say:

"Warcraft3 econ produced high level games, we should put less emphasis on mass worker production econ and shift to low worker econ like Warcraft and C&C, by putting more emphasis on unit design and spell interactions, you remove the boring part of the game without action and we get to more pure army dynamics instead"

And people would freak out at anyone suggesting we make SC2's econ similar to C&C.

Its usually very biased to already have a conclusion before a discussion.
I had more concern with leaving out the gas discussion and sweeping under the rug why you don't see one-base builds currently (Unspecified huge nerfs? I think he has no answer and no understanding of why).

You want to hear why needing to expand is unequivocally worse when done with declining minerals versus moderate efficiency gains, but he presents no argument. You want to follow along with one raised eyebrow at his assertion that recovery with lost bases is done badly right now, but he makes no real case for why destroying workers should be the strategic choice versus destroying their base they're depositing them at. No graphs comparing his suggested plans to the current situation, with not a single race's impact in production 1base and 2base. Very disappointing OP for a decent discussion topic. It reads like you should obviously agree with his point already, so careful reasoning isn't necessary.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
November 08 2014 23:31 GMT
#49
On November 09 2014 08:13 Thieving Magpie wrote:
Show nested quote +
On November 09 2014 06:03 LaLuSh wrote:
On November 09 2014 05:40 Hider wrote:
What this did was provide a minor advantage to the player who expanded over someone sitting on lower base numbers. This is a clear incentive for players to expand without thoroughly punishing players who wanted to play an aggressive game and expand later.


For some reason when people bring up the effects up BW economy, they only look at one side. It's extremely important to remember that BW economy never forced players to take additional bases. It only rewarded the players who could. Since the mobile race typically could defend several locations at once, they could take extra while the immobile race would stay on fewer bases than what we see in SC2. If you have 60 workers on 2 bases in BW, you have a higher income than 60 workers on 2 bases in Sc2.

But I think the only way to make it possible for each extra worker to gather less income (BW model) is to make the workers dumber, but I doubt Blizzard would opt for that approach.


I agree with Hider.

Economy should be designed so it provides incentives to expand. As it stands now the LotV model enforces expanding. It puts the defensive player in a desperate position.

It is also misleading to say that this change encourages expanding more. It merely puts players on an artificial clock to replace their current bases at a faster rate.

Another artificial game design restriction that is designed to punish rather than provide incentives.


What is the difference between those two distinctions for the viewers?

If the end result is the same (both players are expanding more often and turtling less) then what is so bad?


Agreed. Even though players will not need more than 3 active bases, their production / tech will always be in their main base, hence they will spread out faster. You don't only need to protect 3 active bases, but also your production and tech.
Hider
Profile Blog Joined May 2010
Denmark9441 Posts
November 08 2014 23:33 GMT
#50
On November 09 2014 08:13 Thieving Magpie wrote:
Show nested quote +
On November 09 2014 06:03 LaLuSh wrote:
On November 09 2014 05:40 Hider wrote:
What this did was provide a minor advantage to the player who expanded over someone sitting on lower base numbers. This is a clear incentive for players to expand without thoroughly punishing players who wanted to play an aggressive game and expand later.


For some reason when people bring up the effects up BW economy, they only look at one side. It's extremely important to remember that BW economy never forced players to take additional bases. It only rewarded the players who could. Since the mobile race typically could defend several locations at once, they could take extra while the immobile race would stay on fewer bases than what we see in SC2. If you have 60 workers on 2 bases in BW, you have a higher income than 60 workers on 2 bases in Sc2.

But I think the only way to make it possible for each extra worker to gather less income (BW model) is to make the workers dumber, but I doubt Blizzard would opt for that approach.


I agree with Hider.

Economy should be designed so it provides incentives to expand. As it stands now the LotV model enforces expanding. It puts the defensive player in a desperate position.

It is also misleading to say that this change encourages expanding more. It merely puts players on an artificial clock to replace their current bases at a faster rate.

Another artificial game design restriction that is designed to punish rather than provide incentives.


What is the difference between those two distinctions for the viewers?

If the end result is the same (both players are expanding more often and turtling less) then what is so bad?


But the end-result is not the same. If a player is rewarded but not forced to take expansions, he has the option of being more aggresive on fewer bases. Meanwhile the mobile race can take advantage of being able to secure lots of bases while the immobile race can stay on fewer bases.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 08 2014 23:34 GMT
#51
According to the multiplayer panel q&a, optimal saturation hasn't changed, conflicting with previous reports.
ㅇㅅㅌㅅ
Kireak
Profile Joined March 2011
Sweden358 Posts
November 08 2014 23:35 GMT
#52
On November 09 2014 08:31 JustPassingBy wrote:
Show nested quote +
On November 09 2014 08:13 Thieving Magpie wrote:
On November 09 2014 06:03 LaLuSh wrote:
On November 09 2014 05:40 Hider wrote:
What this did was provide a minor advantage to the player who expanded over someone sitting on lower base numbers. This is a clear incentive for players to expand without thoroughly punishing players who wanted to play an aggressive game and expand later.


For some reason when people bring up the effects up BW economy, they only look at one side. It's extremely important to remember that BW economy never forced players to take additional bases. It only rewarded the players who could. Since the mobile race typically could defend several locations at once, they could take extra while the immobile race would stay on fewer bases than what we see in SC2. If you have 60 workers on 2 bases in BW, you have a higher income than 60 workers on 2 bases in Sc2.

But I think the only way to make it possible for each extra worker to gather less income (BW model) is to make the workers dumber, but I doubt Blizzard would opt for that approach.


I agree with Hider.

Economy should be designed so it provides incentives to expand. As it stands now the LotV model enforces expanding. It puts the defensive player in a desperate position.

It is also misleading to say that this change encourages expanding more. It merely puts players on an artificial clock to replace their current bases at a faster rate.

Another artificial game design restriction that is designed to punish rather than provide incentives.


What is the difference between those two distinctions for the viewers?

If the end result is the same (both players are expanding more often and turtling less) then what is so bad?


Agreed. Even though players will not need more than 3 active bases, their production / tech will always be in their main base, hence they will spread out faster. You don't only need to protect 3 active bases, but also your production and tech.


The difference is that one version makes it so that if you lose one base you lose the game while in the other there is a larger chance for a comeback.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-11-08 23:40:22
November 08 2014 23:36 GMT
#53
On November 09 2014 08:24 Thieving Magpie wrote:
Show nested quote +
On November 09 2014 06:53 iamcaustic wrote:
On November 09 2014 06:38 Fyodor wrote:
I don't like the OP.

"LotV is bad because it's not like Brood War"

like... ok?


Hmmm...

On November 09 2014 05:08 iamcaustic wrote:
(Author’s Note: this isn’t meant to be a SC2 vs. BW thing, but a more abstract discussion on the role of economy in an economic-based RTS).


This is about taking Blizzard's design goals and discussing how to best achieve the result. My personal take is that there are lessons to be learned from BW, but still encourage in the OP alternate thoughts and discussion regarding LotV's economy.


Not that I disagree with the OP, but he does present an assumed correct answer (BW Econ) and showcases a xenophobic disdain for things variant from his assumed correct answer.

An unbiased discussion would be:

"Full worker efficiency at 2 per mineral patch produces Y results, I want Z results, at what Workeratch ratio would be best achieve this goal?"

But that was not what he wanted to talk about.

I could just as easily say:

"Warcraft3 econ produced high level games, we should put less emphasis on mass worker production econ and shift to low worker econ like Warcraft and C&C, by putting more emphasis on unit design and spell interactions, you remove the boring part of the game without action and we get to more pure army dynamics instead"

And people would freak out at anyone suggesting we make SC2's econ similar to C&C.

Its usually very biased to already have a conclusion before a discussion.

Although I began the discussion, I'm a participant, not a moderator. I don't see what's "xenophobic" about disliking Blizzard's current approach to economy tweaks in LotV. I made pretty clear reasons for why I dislike the methodology and presented an alternative that I considered better; that's very different from fearing change to SC2's economy or even an implementation different from what I'd currently prefer.

The point of this discussion thread is for people to agree/disagree and offer their own opinions. There is no definitive conclusion to be had; this is active community feedback for Blizzard as they continue to develop LotV multiplayer.

EDIT: I think this can put any accusations of xenophobia or BW bias to bed.

On November 09 2014 06:18 iamcaustic wrote:
Show nested quote +
On November 09 2014 06:13 TheoMikkelsen wrote:
Concludingly, 12 worker count at start will achieve the same as the OP suggests with the right balance adjustments - less punishment in losing bases, and more reward in multitasking and intense unit control.

To be clear, I currently like the 12 worker start count, as it removes early game redundancy when doing nothing but making workers. However, I feel that has little effect on the issues I'm talking about. If Blizzard only introduced that change, I might not have even been incentivized to make this discussion thread in the first place.
Twitter: @iamcaustic
Endymion
Profile Blog Joined November 2009
United States3701 Posts
November 08 2014 23:41 GMT
#54
I think that people are underestimating how much the smaller amount of resources per base will affect the metagame.. while it's not a mining efficiency change like I thought it originally was, it still greatly affects the way the game will be played. Terran/Protoss mains will be mined out as they would normally be taking their 3rds, basically delaying the true "3base endgame" that has defined T and P in sc2. Econ builds will have to be able to cover much more area with much less late-game backing from traditionally secured resources.. If you think about what a protoss has to do to defend a 3 base economy in HOTS (cannons, sentries placed to forcefield, MSC), they will have to do the same but for more bases all the while gaining less in the longterm. Defensive structures in an economic sense are worth much less now (unless you're zerg) since they will be defending an important area for less time now.

I can't predict what exactly will change build wise, but I think everyone should rest assured that it will shake up the meta in a big big way.. Anyone that has played ZvP against a turtling toss or ZvT against a turtling mech T should understand how much this will change up passive games, given that past 14 minutes if you wanna be reinforcing your army you'll need a 4th/5th/6th and you'll need to be able to actively defend these bases.

All in all I think it's an interesting change that I didn't see coming at all, and I'm excited to start playing/theory crafting with it...

the 12 worker count is also a pretty big economic change, given that FE builds are generally based on knowing that your opponent isn't going to be aggressive (which you can't safely know at a 12 count, at least not for traditional FEs..), so I think the meta is going to probably be 14 pool and 12depot/14rax etc to be able to hold cheese to compensate for the lack of scouting... It's also a pretty big nerf to zerg being able to scout with overlords given that by the time your overlord arrives the toss can have AA (as well as T obviously).. It might be that 12 worker start slows down economic builds instead of fast tracking them like a lot of people are saying.
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-11-08 23:44:12
November 08 2014 23:41 GMT
#55
another concern I have is with that expansion pattern speed, there come a lot of bases on a map, and I fear they might clutter the maps and leave to little room for tactical terrain.

on top of that, their goal was to make players spread more thin over expansions, but there will still be the famed 3 expansions active at the same time, there is no incentive for more, bases will just run out faster, but the ammount of bases active at the same time remains, negating the idea behind their change entirely.
"Not you."
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
November 08 2014 23:47 GMT
#56
--- Nuked ---
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-11-08 23:48:24
November 08 2014 23:47 GMT
#57
On November 09 2014 06:01 Hider wrote:
Show nested quote +
Those efficiency numbers are arbitrary and not really logical if they are not represented visually ingame. You could to that in some way, but not by making up flat numbers. You would have to solve that with animations or worker AI logic so it's immediately obvious by just looking at the workers, that they are not as efficient.


Disagree. Just look at how Sc2 economy currently works. You actually benefit by having up to 3 workers per patch, and there is a tooltip that says so. But 99.9999% doesn't really know exactly how much the 3rd worker gives, and intuively you can't figure out your self what is optimal.


This is actually false, depending on where minerals are placed near a base.
The most common bases have at least 2 and up to 4 patches that don't benefit from the 3rd worker at all because they're in optimal range of the CC/nexus/hatch, and 2 workers allready cover those patches 100%.
"Not you."
Endymion
Profile Blog Joined November 2009
United States3701 Posts
November 08 2014 23:48 GMT
#58
On November 09 2014 08:41 Meavis wrote:
another concern I have is with that expansion pattern speed, there come a lot of bases on a map, and I fear they might clutter the maps and leave to little room for tactical terrain.

on top of that, their goal was to make players spread more thin over expansions, but there will still be the famed 3 expansions active at the same time, there is no incentive for more, bases will just run out faster, but the ammount of bases active at the same time remains, negating the idea behind their change entirely.


This isn't true, expanding players will have to defend both their mining bases as well as their tech/production (or be forced to recreate/relocate techbuildings). Also, they'll be forced to take traditionally less advantageous defensive positions in new bases (i mean 3rds and 4ths are generally harder to defend than mains and naturals, so they'll have to commit to trading less efficiently earlier than they otherwise would).
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 08 2014 23:49 GMT
#59
yes, you have your production on top of that, but I'm very certain nobody is going to be mining of 4 bases at once.
"Not you."
Endymion
Profile Blog Joined November 2009
United States3701 Posts
November 08 2014 23:52 GMT
#60
On November 09 2014 08:49 Meavis wrote:
yes, you have your production on top of that, but I'm very certain nobody is going to be mining of 4 bases at once.

True, but the change is more subtle than just mining more bases or less bases than before, it changes how players value units and terrain when compared to mining bases
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Prev 1 2 3 4 5 29 30 31 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#87
PiGStarcraft0
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft765
ProTech156
ViBE153
Nathanias 80
Temp0 31
FoxeR 5
StarCraft: Brood War
Rain 3559
GuemChi 3025
Artosis 599
ZZZero.O 64
NaDa 36
Dota 2
canceldota71
LuMiX1
League of Legends
Doublelift5621
Counter-Strike
summit1g12806
minikerr35
Super Smash Bros
hungrybox292
Mew2King44
Other Games
C9.Mang0540
Maynarde94
Livibee68
Organizations
Other Games
gamesdonequick676
BasetradeTV157
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 95
• RyuSc2 25
• HeavenSC 20
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra641
Other Games
• Shiphtur282
Upcoming Events
The PondCast
9h 26m
OSC
16h 26m
Douyu Cup 2020
1d 4h
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
OSC
1d 15h
Douyu Cup 2020
2 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
3 days
Maestros of the Game
3 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
3 days
Douyu Cup 2020
4 days
BSL22 NKC (BSL vs China)
4 days
[ Show More ]
Online Event
4 days
RSL Revival
5 days
RSL Revival
5 days
WardiTV Weekly
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
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 Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
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.