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[D] LotV Economy Discussion - Page 3

Forum Index > SC2 General
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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
Denmark9366 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
Vietnam9014 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
Denmark9366 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
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