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Videos with 9 workers - Page 2

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Solar424
Profile Blog Joined June 2013
United States4001 Posts
January 22 2020 04:09 GMT
#21
LotV was when Blizzard stopped caring about the strategy aspect of SC2 and started making the game more spectator friendly as a desperate attempt to win back viewership from LoL, Dota, and CSGO. 12 worker start was a part of this, so was giving each race a bunch more "micro" abilities that were nothing more than APM spam for the most part. In HotS and WoL there were a lot more early game-focused builds, now in LotV you're building your 3rd base 4 minutes in, there's no time for any strategy.
kramvti
Profile Joined July 2019
73 Posts
January 22 2020 04:52 GMT
#22
On January 19 2020 02:53 Steelghost1 wrote:
12 worker was not necessary, a lot of people got mad at blizzard because of it and left. The economy changes made to LOTV are some of the biggest culprits behind sc2 being on a downward slopem. On this very site we have the Eulogy to the 6-pool article which very clearly showcases why this economic model is worse than the one we had before.


I rarely play anymore due to economy changes. It just feels all kinds of wrong at the start to me. I liked having an actual early game. I liked having actual risk early game. I don't like start with a fire under my arse, or being forced into the first 2 min with almost no alterations of any kind. I miss early pools, 4gate all-ins 3 barracks pushes etc.

The game is stale as it has ever been to watch, and totally uncomfortable to play. Now and then I will sign on to play a few games. Sadly, even a year plus is not enough to lose muscle memory. Commentary is basically nonexistant in the start of the game because there is literally nothing to talk about until a reaper is across the map, has scouted everything kills a drone and moves away.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
January 24 2020 01:20 GMT
#23
On January 22 2020 13:09 Solar424 wrote:
LotV was when Blizzard stopped caring about the strategy aspect of SC2 and started making the game more spectator friendly as a desperate attempt to win back viewership from LoL, Dota, and CSGO. 12 worker start was a part of this, so was giving each race a bunch more "micro" abilities that were nothing more than APM spam for the most part. In HotS and WoL there were a lot more early game-focused builds, now in LotV you're building your 3rd base 4 minutes in, there's no time for any strategy.

how can a cast ability be "APM spam"? APM spam by definition is just clicking around for no real purpose, abilities have a purpose and effect... if it does something then it can be done correctly and it signifies skill
TL+ Member
Vision_
Profile Joined September 2018
877 Posts
January 24 2020 13:00 GMT
#24
On January 24 2020 10:20 brickrd wrote:
Show nested quote +
On January 22 2020 13:09 Solar424 wrote:
LotV was when Blizzard stopped caring about the strategy aspect of SC2 and started making the game more spectator friendly as a desperate attempt to win back viewership from LoL, Dota, and CSGO. 12 worker start was a part of this, so was giving each race a bunch more "micro" abilities that were nothing more than APM spam for the most part. In HotS and WoL there were a lot more early game-focused builds, now in LotV you're building your 3rd base 4 minutes in, there's no time for any strategy.

how can a cast ability be "APM spam"? APM spam by definition is just clicking around for no real purpose, abilities have a purpose and effect... if it does something then it can be done correctly and it signifies skill


Blizzard was really confident creating WoL, HoTS then LoTV.. They succeed to add abilities during time, with many distinct units, and of course each "Build Order" was severly impacted by every new units, that s why there s not so many new units in each extension (of course it decreased the uniqueness of each BO...)

Nevertheless, i see any real relation between micro and macro concerning the subject "9 workers start", and your posts seems a little bit off-topic.
Vision_
Profile Joined September 2018
877 Posts
Last Edited: 2020-02-07 22:35:16
February 07 2020 20:22 GMT
#25
Hello from France !!!

(For those who didn t read the entire thread, the subject is about '9 workers' Build Orders...)

I ve done a new video with the opportunity of scouting after barrack completed.
I had two solutions :
1) Increase starting minerals from 100 to 150 (already done in last videos…'from 50 to 100')
2) Change minerals income

First solution doesn t allow us to make a fast pool gamble cause it would have probably instant kill the Terran, indeed 150 minerals is nearly the cost of the spwanning pool (…even if he scouts..).
So, I ve added a worker to begin the game with 10 workers but as I wasn t satisfied with smoothness between the first depot and the barrack, I have also increased a little bit the time of workers gathering (from 1 to 1.05).

This slight modification is design to offer a scv scout to the Terran after barrack completed, but adding a scv to the economy will not fill my initial wish cause it could have impacted the mid-game. So I ve decided to increase the time of workers gathering… With these settings, I have what I want : The barrack is starting just after scv complete his supply depot.
the ‘scv scout’ in the middle of the map can spot 10-pool around 2:18.… With these kind of opening, Terran is in a good shape, it s defendable by the reaper (even on a smaller map).

RESUME :
+ Show Spoiler +
10 workers
x1.05 increase gathering time
starting with 100 minerals
reverse workers acceleration to 3.5 (from 2.5 – LoTV change…..)

Bring closer two minerals packs
Command Center : + 13 supply
Hatchery : +7 supply






To be Honest, I felt the game so slow when I ve watched again my first ‘9 workers’ video so i can understand why people defend '12 workers economy' model. But finally with these settings, it s a little bit faster and quite enjoyable.

PS : after words, it s useless to modify the 'gathering time' and the workers acceleration (one balance the other). This can be resume with '10 workers' AND worker acceleration from 2.5 to 3.

Finally, there s a third solution :
- increase building time VCS from 17 to 19 (12s to 13.4s)
- increase VCS acceleration from 2.5 to 3

This last solution is really cool, you haven t to change supply parameters of Command center or hatchery and you are starting with 9 workers (interesting from a 'supply cost' view). With these modification the building of the thirteenth VCS is done when barrack has been payed...(usually it s done before)

BlackLilium
Profile Joined April 2011
Poland426 Posts
February 07 2020 22:25 GMT
#26
There were also other ideas for the economy, beyond starting worker count. Double-Harvest or Hot-Mineral-Harvesting (remember those?)
But some felt that those changes were making too small of a difference, compared to the effort made.

The problem in general as it is now is the lack of choice. You expand or you die. And then usually you expand again. But with 3 bases, there is rarely the need or benefit for expanding the 4-th time for a while. So the breath of your options is actually quite narrow.
[MOD]Economy - Hot Mineral Harvesting
deacon.frost
Profile Joined February 2013
Czech Republic12134 Posts
February 07 2020 22:41 GMT
#27
On January 19 2020 18:38 Majick wrote:
Show nested quote +
On January 19 2020 17:07 Vision_ wrote:
On January 19 2020 14:12 Parrek wrote:
On January 19 2020 07:47 FataLe wrote:
Didn't we have like a huge thread about someone/a group that made an alternate economic system with loads of information and results that people liked and blizz just went nah, we have our own idea.


Funnily, if it's what the mod commented (https://tl.net/forum/starcraft-2/321242-breadth-of-gameplay-in-sc2), then most of it got implemented in LotV. It came down to "Less resources per base" "Terrible Terrible Damage isn't good" and "Let the mapmakers be more creative with maps"

We got our 12 workers and less minerals per base, A lot of powerful spells or AOE units like fungal and colossus have been steadily nerfed, and we have had tons of rules lifted on map making.


Don t you forget to say that you HAVE TO build 3 bases...

Anyway, there is always people which are unsatisfied no ?


I think having to build 3 bases in most cases is a good thing because it promotes action on the map. The natural expansion is too easy to defend which encourages a lot of turtle play styles and all-ins. Thanks to the fact that bases mine out faster in LotV, players are forced to establish more forward positions on the map and play a strategy game instead.

It's not a good thing if it's a forced change. This and the 12 worker start costed us some players on the ladder. Maybe we didn't lose any viewers, but I don't care TBH. I care about ladder and the queuing times are worse. And I play unranked, which means i have a broader opposition than in ranked.

You see, when WoL was out many people were talking about the ladder anxiety which was very promoted by the Blizzard client at that time. The same way many players have expansion anxiety because every time they expand like pros do they lose the game because they cannot read the game as pros and they cannot micro as they do So many people have the expansion anxiety, even to get the natural. Back in HotS when I was playing in a team league games, I always told to my teammates who were lower than me - expand faster, build constantly workers, expand, send the workers, look at my macro, just the sheer income is beating you. Naturals are a safe choice in this game. Nope, they were afraid to expand.

And now imagine that to these people you present a game which is
1) faster(they were already struggling in HotS)
2) force you to expand(they were already struggling in HotS
3) which has faster decisions(yes, they were struggling in HotS with this too )

To put it simply, I lost all of the 14 people to these changes because they simply couldn't keep up and it just made their gameplay worse. They still watch the game, but I don't care about that, I want to play with them...
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
February 08 2020 01:45 GMT
#28
On February 08 2020 07:41 deacon.frost wrote:
Show nested quote +
On January 19 2020 18:38 Majick wrote:
On January 19 2020 17:07 Vision_ wrote:
On January 19 2020 14:12 Parrek wrote:
On January 19 2020 07:47 FataLe wrote:
Didn't we have like a huge thread about someone/a group that made an alternate economic system with loads of information and results that people liked and blizz just went nah, we have our own idea.


Funnily, if it's what the mod commented (https://tl.net/forum/starcraft-2/321242-breadth-of-gameplay-in-sc2), then most of it got implemented in LotV. It came down to "Less resources per base" "Terrible Terrible Damage isn't good" and "Let the mapmakers be more creative with maps"

We got our 12 workers and less minerals per base, A lot of powerful spells or AOE units like fungal and colossus have been steadily nerfed, and we have had tons of rules lifted on map making.


Don t you forget to say that you HAVE TO build 3 bases...

Anyway, there is always people which are unsatisfied no ?


I think having to build 3 bases in most cases is a good thing because it promotes action on the map. The natural expansion is too easy to defend which encourages a lot of turtle play styles and all-ins. Thanks to the fact that bases mine out faster in LotV, players are forced to establish more forward positions on the map and play a strategy game instead.

It's not a good thing if it's a forced change. This and the 12 worker start costed us some players on the ladder. Maybe we didn't lose any viewers, but I don't care TBH. I care about ladder and the queuing times are worse. And I play unranked, which means i have a broader opposition than in ranked.

You see, when WoL was out many people were talking about the ladder anxiety which was very promoted by the Blizzard client at that time. The same way many players have expansion anxiety because every time they expand like pros do they lose the game because they cannot read the game as pros and they cannot micro as they do So many people have the expansion anxiety, even to get the natural. Back in HotS when I was playing in a team league games, I always told to my teammates who were lower than me - expand faster, build constantly workers, expand, send the workers, look at my macro, just the sheer income is beating you. Naturals are a safe choice in this game. Nope, they were afraid to expand.

And now imagine that to these people you present a game which is
1) faster(they were already struggling in HotS)
2) force you to expand(they were already struggling in HotS
3) which has faster decisions(yes, they were struggling in HotS with this too )

To put it simply, I lost all of the 14 people to these changes because they simply couldn't keep up and it just made their gameplay worse. They still watch the game, but I don't care about that, I want to play with them...

Maybe people who just suck at the game aren’t going to stick around for 10 years playing on the ladder regardless of the worker numbers at the start?

Like it’s really not especially complicated, 4 workers, 6 workers, 9 workers, 12 workers. If you can’t figure out and learn how to actually play the game, either through a general casual attitude and not caring or just being mentally deficient it really doesn’t matter what system you have in place.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
mythikdawn
Profile Joined July 2019
United States25 Posts
February 08 2020 11:29 GMT
#29
I've always wanted to toy around with the idea of a 9 worker start, but can you explain *why* you increased the starting minerals from 50 to 100?

In BW, there's a gap between worker 5 and 6 because of the 50 mineral start, but that's never been an issue. Was it because of that, or something else?
Vision_
Profile Joined September 2018
877 Posts
Last Edited: 2020-02-08 22:53:23
February 08 2020 16:01 GMT
#30
On February 08 2020 20:29 mythikdawn wrote:
I've always wanted to toy around with the idea of a 9 worker start, but can you explain *why* you increased the starting minerals from 50 to 100?

In BW, there's a gap between worker 5 and 6 because of the 50 mineral start, but that's never been an issue. Was it because of that, or something else?


Hey,

The starting minerals change is the 'virtual minerals earned' which could be gathering if you were starting with 6 workers..

This question is very timely, thanks

The reason of starting with 9 workers is natural, if we look back to HoTS, most of BO were done after the tenth worker.
See below (excepting 6-pool of course) :

Zerg : 10-pool OR 15-hatchery
Terran : 10-depot, 12-barrack
Protoss : 9-pylons, 13-gateway
(But with adepts addition in LoTV it will fit terrans standard opening, in fact i only played terran and zerg since BETA)

For Terran, with 9-workers starting, we must change the starting ressource mineral from 50 to 160.

But this is not the end, if you want ZE 'HoTS style', you have to gather 42 minerals per minute (see graph below)

[image loading]

In order to do that you can modify the time spent gathering minerals from 1 to 1.1 in the galaxy editor.
With this subtle difference, your blue curve fit nearly the green one and the economy change made by Blizzard with LoTV is now just an old nightmare.

PS : In France we should call that : 2WND (What We Need to Demonstrate)

Tomorrow i could post videos about '9-pool rush'.
On Ephemerion, 9-pool allow your zergling to attack Terran at 1:49 but if you send your thirteenth 'scv scout', you can wall the ramp and get a marine in time (few seconds before)..

mythikdawn
Profile Joined July 2019
United States25 Posts
February 12 2020 10:24 GMT
#31
I think I understand, but won't build orders just naturally occur and flow even with 50 starting minerals?

I guess what I don't understand, is why compensate for an alternate theory (adding extra starting minerals because you would have had x more minerals with y less starting workers)?

If the starting worker count is 9, then build orders would probably start at the 12 supply mark, right? Or would it cause some races builds to start slower/faster than others?

Sorry if I'm being dense, I'm just very interested in the 9 worker theory.
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