[D]average length of games? - Page 2
Forum Index > SC2 General |
fight_or_flight
United States3988 Posts
| ||
QuanticHawk
United States32037 Posts
| ||
CuddlyCuteKitten
Sweden2576 Posts
![]() | ||
sidz
Finland31 Posts
On December 11 2007 05:00 CuddlyCuteKitten wrote: Logically it should only affect 4 and 5 pool. ![]() but makes 6 pool easier :p | ||
kevisyum
Israel105 Posts
so all new elements that will reduce average game time starting with 6 workers (my favorite) - saves around 40sec? yellow minerals - this will be very interesting to watch players rush/ build up for. But will Terran be able to hold and harras the yellow mineral areas better or will it all balance out? observatories on map for map control - I don't see this making games any shorter- but it will be an interesting point of conflict. extra "sex-it-up" factors as stegosaur added. So I think it;s currently looking like an average game length of 10-15min? | ||
davidgurt
United States1355 Posts
On December 10 2007 09:18 IntoTheWow wrote: I agree with everything the cute kitten said :3 I actually disagree. Short games don't necessarily mean that the one who is better wins; there's more than enough instances where someone will pull some bs cheese build and end up winning by luck. | ||
himurakenshin
Canada1845 Posts
| ||
wXs.Havok
Argentina529 Posts
It can be so fast jeez :D anyways i would love to have it a little bit less in sc2 ^^ im just like a early and mid game fan | ||
Klockan3
Sweden2866 Posts
On December 11 2007 14:36 davidgurt wrote: I actually disagree. Short games don't necessarily mean that the one who is better wins; there's more than enough instances where someone will pull some bs cheese build and end up winning by luck. I think he meant that its good that the one who is better can win faster than before, not that short games is better at deciding than long games. Also that the games that are still long will have a higher quality to them than the old long games. | ||
Alizee-
United States845 Posts
On December 11 2007 23:15 himurakenshin wrote: will starting with 6 workers make splitting them harder? There's auto-assign for multiple workers to minerals, no splits. Its like wc3 which I won't complain about I like battles more than base building anyway and that's exactly where their shift is going towards. | ||
IzzyCraft
United States4487 Posts
a good time would be about 16-24 min a game most of them falling around 19 mins | ||
intotherainx
United States504 Posts
On December 12 2007 12:57 Alizee- wrote: There's auto-assign for multiple workers to minerals, no splits. Its like wc3 which I won't complain about I like battles more than base building anyway and that's exactly where their shift is going towards. ![]() | ||
blagoonga123
United States2068 Posts
| ||
_PulSe_
United States541 Posts
On December 12 2007 18:20 blagoonga123 wrote: The only matchup that I don't like in SC is TvT because like half of them are 40+ minute behemoths. Hopefully they'll fix that in sc2 well maybe thors will end up being tvt only in most instances becuase im under the impression that it has a larger range than the tanks. just a thought. But they still seem like they will be hell on the mind | ||
Stegosaur
![]()
Netherlands1231 Posts
![]() | ||
CharlieMurphy
United States22895 Posts
On December 12 2007 16:56 intotherainx wrote: ![]() They auto split was really annoying imo, When I tried to divide them up myself slightly before they did it themselves it just slowed it down even more because the crystals i put half the workers on would already have a auto assigned worker going to them and one of them stopped and had to find a new one. Its like better to do nothing at all except click all 6 on 1 crystal. There should still be a benefit for having the ability to micro 6 workers to separate crystals if you have the skill. I don't like the fact that you start with 6 in the first place either (maybe 5 would be fine, i dunno). 6 totally removes the threat of early economy sacrificing rushes. Because the buildings and tech still takes the same time. So by the time your 6pool arrives they wont have like 1-2rines and a bunker they will have 6 rines and an academy half way done. | ||
lololol
5198 Posts
So you want to have the benefit of splitting, when you are not actually able to do it? Not to mention the completely rediculous example about early game rushes, both players get the first 40 seconds of the game cut off, there is no way in hell that this will magically tranfer into a 3 times more time for the terran compared to the zerg, it's obviously the same and seriously take your pills. | ||
CharlieMurphy
United States22895 Posts
Its not 'just the same' for everyone but with more workers. Just try it in BW now, Make everyone start with 6 workers. I will guarantee you it will negate any 6 pool even if you do the most standard of builds. | ||
IdrA
United States11541 Posts
the only thing that would change is z would be like 2 seconds behind since they can start their 6th drone before their 5th finishes with the current system. other than that it would be exactly the same as if you had 2 people playing for the first 40 seconds and then you took over for them. | ||
CharlieMurphy
United States22895 Posts
| ||
| ||