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A Eulogy for the Six Pool - Page 8

Forum Index > SC2 General
157 CommentsPost a Reply
Prev 1 6 7 8 All
Mizenhauer
Profile Blog Joined February 2015
United States1885 Posts
August 01 2024 10:55 GMT
#141
my first feature article <3
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
Heartland
Profile Blog Joined May 2012
Sweden24582 Posts
August 02 2024 06:32 GMT
#142
On August 01 2024 19:55 Mizenhauer wrote:
my first feature article <3


What category of reports do you use to report necros again? Asking for a friend.
MJG
Profile Joined May 2018
United Kingdom1191 Posts
Last Edited: 2024-08-02 07:01:03
August 02 2024 06:58 GMT
#143
This is one of my favourite articles on the site. Neatly summarises why early-game and mid-game jeopardy are important, and why it was a mistake for Blizzard to remove so many avenues of attack.
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
WombaT
Profile Blog Joined May 2010
Northern Ireland25610 Posts
August 02 2024 09:05 GMT
#144
On August 02 2024 15:58 MJG wrote:
This is one of my favourite articles on the site. Neatly summarises why early-game and mid-game jeopardy are important, and why it was a mistake for Blizzard to remove so many avenues of attack.

Cheese frequently sucks, but the possibility of cheese, very important. The scales are very difficult to balance though.

Aside from cheese the other side effect was effectively removing a lot of the impact of your first big tech choice and truncating the mid game a lot too. I’ve long felt taking away the phase of the game where he excelled was a huge factor in sOs falling off in Legacy

But yeah, great article!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Mizenhauer
Profile Blog Joined February 2015
United States1885 Posts
August 02 2024 11:57 GMT
#145
On August 02 2024 15:32 Heartland wrote:
Show nested quote +
On August 01 2024 19:55 Mizenhauer wrote:
my first feature article <3


What category of reports do you use to report necros again? Asking for a friend.


Don't worry, I only posted because a bot necroed. Just trying to sneak by on a technicality.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
egrimm
Profile Joined September 2011
Poland1199 Posts
August 03 2024 19:36 GMT
#146
On August 02 2024 18:05 WombaT wrote:
Show nested quote +
On August 02 2024 15:58 MJG wrote:
This is one of my favourite articles on the site. Neatly summarises why early-game and mid-game jeopardy are important, and why it was a mistake for Blizzard to remove so many avenues of attack.

I’ve long felt taking away the phase of the game where he excelled was a huge factor in sOs falling off in Legacy


Couldn't agree more.
And this partially is also why I am still not exactly convinced that LotV is the better version of SC2 than HotS.
sOs TY PartinG
TheLordofAwesome
Profile Joined May 2014
Korea (South)2655 Posts
August 04 2024 19:11 GMT
#147
On August 04 2024 04:36 egrimm wrote:
Show nested quote +
On August 02 2024 18:05 WombaT wrote:
On August 02 2024 15:58 MJG wrote:
This is one of my favourite articles on the site. Neatly summarises why early-game and mid-game jeopardy are important, and why it was a mistake for Blizzard to remove so many avenues of attack.

I’ve long felt taking away the phase of the game where he excelled was a huge factor in sOs falling off in Legacy


Couldn't agree more.
And this partially is also why I am still not exactly convinced that LotV is the better version of SC2 than HotS.

Same. sOs was one of the most genius players ever. I feel like LotV removed so much of the strategical part of RTS, which is why all the best players in the world are the ones who are excellent mechanically. sOs still used to crush such players by being really smart in the early/midgame, but he just can't compete at the highest levels anymore.
ejozl
Profile Joined October 2010
Denmark3408 Posts
Last Edited: 2025-08-28 09:33:29
August 26 2025 07:37 GMT
#148
I wonder what ppl think of the idea of nerfing eco from 5 minerals pr. Trip to 4, and mule from 25->20.

What I've felt for a long time now is that lotv economy have severely weakened gas styles, geyser gives 4 gas pr. Trip. In lotv with how fast you grow, spending any amount of time on getting gas severely hampers your growth, gas is needed from the start, but then heavily falls off. Lotv has by far been dominated by the core units + queens.

There haven't been much discussion on tl about PiG experimenting with different worker starts and trying to find a better suit than the 12 worker start.
What this change effectively does is nerf 12 workers down into the effective income of 9-10 workers, but now each worker you add on only gives 4 more minerals pr. Trip and you are already close to the 16x worker saturation. So, you are more inclined to start deviating, getting the natural expansion, getting gas, or going for early aggression.
Overall, it would slow down the exponential growth leaving more room for the early game and mid game to shine.

In bw because there being only 1 gas geyser giving 8 gas a trip, you are encouraged to get more expansions if not else, for the sole reason of getting more gas, and very naturally you get into higher tech armies because you're feeding in more gas. Whereas in sc2 the gas is not enough of an improvement over the mineral economy that we often see the reverse happen, you start with tech and then for growth reasons you'd often chose to grow the mineral economy over the gas economy leading to a strange stagnation of the tech tree.

Since, every worker is slightly less powerful, worker scouting is that much more powerful, and you might go for the byun late game approach of having more effective army to trade better, rather than having 100+ workers to mine out the map, this leads to bigger armies and more risk, something that has been lacking. And it haven't helped that there's been supply increase nerfs and many nerfs to late game units for late game reasons, so these units are now weakened and have a harder time to get online, rather than the more dynamic strategic choice where one player decides to go for the tech style and the other tries to overrun with smaller, but bigger armies.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
MJG
Profile Joined May 2018
United Kingdom1191 Posts
Last Edited: 2025-08-26 09:15:42
August 26 2025 09:07 GMT
#149
PiG's experimentation is driven by generating content.

It's obvious without experimentation that an elaborate solution isn't required.

Revert to 6 worker starts, more minerals per base, and fewer bases per map.

Very simple.

Blizzard made the changes that they did because they reasoned that a 12 worker start would make the game more fun to watch, and that forcing players to expand more frequently would do the same. They didn't factor in that it would make the game less strategic and thus less fun to play.

It also inherently favours the race designed around expanding quickly with mineral-heavy compositions, but nobody likes to talk about that...
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
Pelloth99
Profile Joined June 2025
Poland6 Posts
August 26 2025 10:03 GMT
#150
On April 02 2017 03:25 BronzeKnee wrote:
Amazing article.


It's time for David Kim to go.



Nice easter egg here from a fellow poster, how things have changed in some 5-6 years .


Bring David BACK !
Vision0
Profile Joined February 2024
19 Posts
August 27 2025 09:01 GMT
#151
no change the mineral trip from 5 to 100...


This way even more players will have physical health problems.....
Vision0
Profile Joined February 2024
19 Posts
Last Edited: 2025-08-27 09:12:55
August 27 2025 09:12 GMT
#152
On August 26 2025 18:07 MJG wrote:

Revert to 6 worker starts, more minerals per base, and fewer bases per map.

Very simple.



yes seems ok

if you are fan of total annihilation :

You can also insert (as with the Terrans) an intermediate construction building of the main base which only allows harvesting trip (but does not allow the construction of workers or upgrades).

From this the expansion of the bases will become more strategic, because the minerals bases will be much smaller but more numerous. The upgrade of the main building allows the protoss or zerg to access their usual upgrades
dave4reborn
Profile Joined August 2025
14 Posts
August 27 2025 11:51 GMT
#153
On August 26 2025 19:03 Pelloth99 wrote:
Show nested quote +
On April 02 2017 03:25 BronzeKnee wrote:
Amazing article.


It's time for David Kim to go.



Nice easter egg here from a fellow poster, how things have changed in some 5-6 years .


Bring David BACK !

I'm back
MJG
Profile Joined May 2018
United Kingdom1191 Posts
August 27 2025 12:27 GMT
#154
On August 27 2025 18:12 Vision0 wrote:
Show nested quote +
On August 26 2025 18:07 MJG wrote:

Revert to 6 worker starts, more minerals per base, and fewer bases per map.

Very simple.



yes seems ok

if you are fan of total annihilation :

You can also insert (as with the Terrans) an intermediate construction building of the main base which only allows harvesting trip (but does not allow the construction of workers or upgrades).

From this the expansion of the bases will become more strategic, because the minerals bases will be much smaller but more numerous. The upgrade of the main building allows the protoss or zerg to access their usual upgrades

I haven't played Total Annihilation.

Are you suggesting that people should have to upgrade their town halls before they can make workers from them?

That doesn't sound like a good idea, especially since Hatcheries are also used to produce combat units.
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
Vision0
Profile Joined February 2024
19 Posts
Last Edited: 2025-08-27 13:05:19
August 27 2025 12:41 GMT
#155
On August 27 2025 21:27 MJG wrote:
Show nested quote +
On August 27 2025 18:12 Vision0 wrote:
On August 26 2025 18:07 MJG wrote:

Revert to 6 worker starts, more minerals per base, and fewer bases per map.

Very simple.



yes seems ok

if you are fan of total annihilation :

You can also insert (as with the Terrans) an intermediate construction building of the main base which only allows harvesting trip (but does not allow the construction of workers or upgrades).

From this the expansion of the bases will become more strategic, because the minerals bases will be much smaller but more numerous. The upgrade of the main building allows the protoss or zerg to access their usual upgrades

I haven't played Total Annihilation.

Are you suggesting that people should have to upgrade their town halls before they can make workers from them?

That doesn't sound like a good idea, especially since Hatcheries are also used to produce combat units.


Yes you got the point, it s possible for example to keep the difference between protoss zerg and terran in adjusting slightly the speed of workers building time, idk exactly but drones could be made in 10 seconds for example.

Then eggs will no longer produce drones, and injection would only used for creation of combat units

The idea behind that : a longer mid game, more tiny expansions, and also, different builds depending the pattern of the mineral bases. (because now you can have minerals bases with 4 nodes of minerals and create various map with alternatively, 8 packs, 4 packs etc...)

Zerg hatchery would get 4 level of upgrades
ejozl
Profile Joined October 2010
Denmark3408 Posts
Last Edited: 2025-08-28 10:14:49
August 28 2025 09:42 GMT
#156
I should also mention that because over time researches has gotten more accessible due to tech buffs, we see that the early g army is the same as the mid game army, and mid game armies are closer to the late game armies. Because, why not? Why go for adept, immo, sentry style -> chargelot archon storm mid game, when charge costs 100/100 now, so it's better to just go directly into chargelots, or stalker blink into chargelots. Why wait till 200/200 for insanely strong carriers with gravaton catapults, when they're now weaker, but build so fast that I might as well do it on 120 supply, and spend my excess minerals that I've gotten from emphasizing eco growth - minerals over gas, on cannons and batteries. And with the payout not being as strong, it means that I still need some of that mid game army to hang around, meaning it's less of a switch. Tech has been dumbed down and is essentially more bland.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
MJG
Profile Joined May 2018
United Kingdom1191 Posts
Last Edited: 2025-08-28 10:06:25
August 28 2025 10:06 GMT
#157
I wish Carriers still had Graviton Catapult...

I don't think they should, but I still wish it.
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
AssyrianKing
Profile Blog Joined August 2011
Australia2114 Posts
August 29 2025 01:07 GMT
#158
Agreed. Wish they would lower the workers a little, or give us a custom option of how many workers to start with.
John 15:13
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