The Rule That Was Thrown Out From SC1 to SC2 - Page 3
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micronesia
United States24510 Posts
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CowGoMoo
United States428 Posts
On February 24 2010 17:39 Hidden_MotiveS wrote: Also, while one alphaling would defeat 2 zerglings as described, it's different when its 20 alphalings vs 40 zerglings. The zerglings do better. It's strange. It is strange, but the reason is in the 2v1 small scale scenario, at no point will the Alphaling lose any damage output. in the large scale scenario, the Alphaling side will lose damage output at some point assuming at least one of them dies (would be crazy weird if none actually died...) | ||
SpiritoftheTunA
United States20903 Posts
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ComradeDover
Bulgaria758 Posts
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Klockan3
Sweden2866 Posts
On February 24 2010 17:53 Centric wrote: Most people who know how to use ultraling will tell you that its the zerglings that actually deal the damage, reason being (as someone already mentioned) the cost-effective DPS. Zerglings have a DPS of 13.3 (+3 and adrenals) in the late game (which is when you would be using ultraling), and effectively cost only 25 minerals each. Compare that to an ultralisk, that deals less than double, 19.3 (+3) and costs 200 minerals and 200 gas, eight times the total resources. Assuming all resources are the same, that's 154.4 cost-effective DPS opposed to the ultralisks' 19.3. And if you consider the fact that in the late game gas is a more precious resource, then ultralisks are even less cost-effective if you use them for damage. Zerglings have more than twice the dps per cost compared to any other unit, even stimmed marines which again have ~twice the dps per cost compared to the next unit. You could do the same comparison of zerglings vs other units in sc2 and you will find similar results there, it isn't fair to use zerglings in the comparisons. Also if you look at zerglings vs ultras in SC2 it is the same comparison but ultras now have 600 hp instead of 400. The only thing that really got changed is that big units are able to have high damage outputs, unlike what they had in starcraft where a battlecruiser deals roughly the same dps as a zergling. This adds to diversity, not just the larger you are the less dps you do per price. | ||
micronesia
United States24510 Posts
On February 25 2010 05:57 SpiritoftheTunA wrote: has it been considered that teching is just too fast so theres less "phases" and "timings" of the game? This is a misconception which allows my hidden proxy second rax to be very effective :3 | ||
FarbrorAbavna
Sweden4856 Posts
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FarbrorAbavna
Sweden4856 Posts
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EmeraldSparks
United States1451 Posts
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Monokeros
United States2493 Posts
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pzea469
United States1520 Posts
Furthermore, I miss the reaver feel ya bro bring them back! | ||
Madam Nomad
5 Posts
Starcraft dealt with massive unit gatherings, aka blobs, with various types of AOE: splash damage and special abilities like psi storm, mines, irradiate, plague, static, dark swarm. These spells don't seem nearly as satisfying or useful if they don't actually kill units due to their high hp.About half of these skills are missing or they have been replaced with stuff that yet needs to be figured out. (2)Regardless it helps my imagination to think of HP or life not as an equivalent of damage(DMG) or the number of attacks, but as average time in battle. Even when a unit is instantly focus fired upon, the statistical average remains the same. This allows to combine a units qualities in one mathematical function. DPS[dmg/second] * life[seconds] = dmg Now I just could say that imbalance can be measured in dmg. The desired outcome is dmg(Protoss) = dmg(Zerg) or Imbalance = 0 = dmg(Protoss) - dmg(Zerg) Yields a perfectly balanced game... even if I install some kind of rock, paper, scissors system or tier progression or other variables, in fact: The only problem is that average time in battle of a unit depends on many other variables like, speed, armor type etc. For the sake of balance it could be(and probably is) simply measured in simulated benchmarks, it could even be measured on b.net. Honestly balancing is only claimed to be difficult because it's done using gut feeling and lots of play. | ||
Mora
Canada5235 Posts
On February 25 2010 13:31 Madam Nomad wrote: (1) In agreement with the OP I'd like to extend his point to another issue that plagued RTS games since their inception - the blob. The blob that steamrolls everything in its path. Starcraft dealt with massive unit gatherings, aka blobs, with various types of AOE: splash damage and special abilities like psi storm, mines, irradiate, plague, static, dark swarm. These spells don't seem nearly as satisfying or useful if they don't actually kill units due to their high hp.About half of these skills are missing or they have been replaced with stuff that yet needs to be figured out. (2)Regardless it helps my imagination to think of HP or life not as an equivalent of damage(DMG) or the number of attacks, but as average time in battle. Even when a unit is instantly focus fired upon, the statistical average remains the same. This allows to combine a units qualities in one mathematical function. DPS[dmg/second] * life[seconds] = dmg Now I just could say that imbalance can be measured in dmg. The desired outcome is dmg(Protoss) = dmg(Zerg) or Imbalance = 0 = dmg(Protoss) - dmg(Zerg) Yields a perfectly balanced game... even if I install some kind of rock, paper, scissors system or tier progression or other variables, in fact: The only problem is that average time in battle of a unit depends on many other variables like, speed, armor type etc. For the sake of balance it could be(and probably is) simply measured in simulated benchmarks, it could even be measured on b.net. Honestly balancing is only claimed to be difficult because it's done using gut feeling and lots of play. what is your iccup rank? | ||
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