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Russian Federation40169 Posts
On November 08 2014 04:49 andrewlt wrote: Not all of these sound viable but it looks like they are trying for more skill-based units instead of colossus and swarm host. At the cost of cutting on initial economy development. Hell, you end up with full 1 base income from minute 0. Obviously, it runs out faster, so i see where blizzard tries to go with this one but anyways O_o
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On November 08 2014 04:49 lolfail9001 wrote:Show nested quote +On November 08 2014 04:46 SC2Toastie wrote: Seems aimed to new players: standalone, cuts the initial part of the economy buildup... So, does that mean that it will be f2p with ton of hats? It'll be cheaper than buying wol hots lotv if you cut the forst 40bucks out, thus its more accessible
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On November 08 2014 04:50 lolfail9001 wrote:Show nested quote +On November 08 2014 04:49 andrewlt wrote: Not all of these sound viable but it looks like they are trying for more skill-based units instead of colossus and swarm host. At the cost of cutting on initial economy development. Hell, you end up with full 1 base income from minute 0. Obviously, it runs out faster, so i see where blizzard tries to go with this one but anyways O_o FRB, BARRIN HAS WON!
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12 worker start is insane. You can 15-hatch against protoss now, since your hatch starts before their forge does.
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Hi I´m Theo, grandmaster protoss on european server from Denmark, currently playing for Invasion-Esports.
I am extremely positively surprised by the amount of work that has been put in, and I am really happy that the changes both aim to improve micro and mechanical skill caps even more in starcraft than we see today, but I am slightly concerned with the economy changes - though a faster-expanding, faster building and faster resourcing-exhausting game is extremely nice, especially for me personally. However, I am really worried that the amount of time needed to be put into all aspects of the game we know, all units and timings and fundamentally how we play, will change too much. Although what better time than ever to start imroving game fundamentals. I am very curious how maps are going to adjust with the new economical system.
However, as things draw out now, everyone should be positive with the development and any doubts about the gameplay changes should be erased. If any UI/ingame-tournaments and longetivity changes are going to be announced, such as "buyable hats or ingame sounds", I hope this will be included in this thread too.
We have with patches and expansions for starcraft 2 seen new and old units being removed and added to the game alongside spell or balance changes. It has just been announced that the game is making a fundamental change to economy, allowing players to start with 12 workers and use that as the optimal mineral saturation count. So what does this mean?
Does this mean that it is an extremely risky move for balance and how we are used to play the game at casual and pro level, or is it an interesting, perhaps necessary, change to improve micro and mechanical skillcap in the game?
First and foremost, this is perhaps the most exiciting change to starcraft 2 since release, and it´s definitely going to completely revamp current understanding of the game.
Now, one of the key things here is that new economy changes to the game won´t necessarily impact balance/gameplay or our current comprehension of how strategies should be developed as much as we think. Sure, if 12 workers count as optimal saturation and it is your spawning worker count, one should think that one base cheese is instantly neglected due to the efficiency of early economy. However, it´s plausible that early worker utility now is extremely more efficient since you now only suffer from 1/12 economy at instant scouting instead of 1/6.
Furthermore, if you think about it, unit removals and additions to the game affect your strategy in-game in many ways equally to how fundamental things, such as economy changes, would do. If the warhound still existed in the terran arsenal, it would completely change the range of known terran builds and how terran is played at core and detailed levels.
I therefore think that everyone should perceive the economy change as an attempt to speed up the games in terms of map presense and expanding. I think the economy change is a great way to make bases appeal to players as their "map presence" rather than units, creating multiple fronts and weaknesses on the map for players to exploit.
If it is true that 6 bases at 15 minutes is the common mark, that will basically be analogical to how 3 base vs 3 base in the current meta with maxed out armies currently unfold.
With bases going faster, with more workers split across more bases, losing things becomes less punishable, and doing things across multiple and larger areas of the map is rewarding.
Also, this economy change may be the key to solve turtle playstyles since it is now going to be extremely difficult to avoid having your whole army placed at one location when defending bases, assuming maps will look similar to how they look today.
Now, amongst millions of other things, let me already conclude now that I think this fundamental change is something as starcraft fans we should look forward to instead of worrying about. Mathemathically these changes makes sense to me and I am sure they will look great in the upcoming test matches.
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Are these unit changes going to be as permanent as the 'shreder', the 'replicator' and the warhound?
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Russian Federation40169 Posts
On November 08 2014 04:51 SC2Toastie wrote:Show nested quote +On November 08 2014 04:50 lolfail9001 wrote:On November 08 2014 04:49 andrewlt wrote: Not all of these sound viable but it looks like they are trying for more skill-based units instead of colossus and swarm host. At the cost of cutting on initial economy development. Hell, you end up with full 1 base income from minute 0. Obviously, it runs out faster, so i see where blizzard tries to go with this one but anyways O_o FRB, BARRIN HAS WON! We made it? Hell, i am about to sing it out loud right now, lol.
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Thank god there will be a ton of beta testing, most of these changes are silly.
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I wonder what the price will be since it's standalone
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are you kidding me? part of this is a total liar. Like drop sieged tanks? what the hell
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i'm really happily surprised the economy is being adjusted. this will change things for all races in a big way.
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Russian Federation40169 Posts
On November 08 2014 04:51 Ribbon wrote: 12 worker start is insane. You can 15-hatch against protoss now, since your hatch starts before their forge does. You forget the part with 12 forge cannon rush (cause hey, that is even more fun!). Legacy of the Has i suppose.
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what? i have perfect saturation right away at the start of the game?!
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beta testing is for a reason people
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United States97248 Posts
I can only hope the worker thing starting at 12 is showroom floor only
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12 starting units -.o im not so sure about that
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All the economic changes are really interesting. I see they are trying to create a game which forces you to expand quickly, and also starts the action much faster.
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On November 08 2014 04:52 ssg wrote: I wonder what the price will be since it's standalone 40 initially I'm afraid.
As this is clearly to lure new casuals in, it'd be nice to give a discount to people who own the (now useless) other expansions.
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12 workers makes sense. It pretty much cuts out the early game for casuals, which is the most boring game. It'll deepen the strategy on the pro level by forcing expansions right away.
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