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Thread: TeamLiquid Macromanagement Article

  1. #1

    Default TeamLiquid Macromanagement Article

    This has allot of very interesting information. I think Demo will like all the math and graphs.

    http://www.teamliquid.net/forum/view...opic_id=101782


    After playing Starcraft II for 10 games and understanding the mechanics, you will see there is actually no choice. It's an illusion of choice. Given the "choice" between using the MULE and scanning, you will always choose the MULE unless forced otherwise by immediately cloaked units. The return is just too great. Even if I were supply capped, I would bank the MULE minerals while building a supply depot before I used the ability to gain extra supply.
    Allot of people have been saying for months that the Orbital Command has good energy tension. Apparently it doesnt.
    Last edited by ArcherofAiur; 09-11-2009 at 10:12 PM.

  2. #2

    Default Re: TeamLiquid Macromanagement Article

    Thank you, much much appreciated.

    What's with the warning btw?

    I have disliked all of these mechanics since the begging and can not understand why they are still in the game. Honestly when I first heard about it a while ago I was frightened but easily laughed it off thinking that it would be removed by next build. (at that point the game was changing drastically every build)

    Not only is there no strategy, but ontop of that it's unnecessarily robotic and just detracts from the actual game that I want to enjoy playing.
    Last edited by Hamshank; 09-11-2009 at 10:22 PM.
    Quote Originally Posted by DemolitionSquid View Post
    I want my name in bright yellow, to represent "Forum Douchebag."

  3. #3
    trace wm
    Guest

    Default Re: TeamLiquid Macromanagement Article

    I scanned it earlier today... it makes me want to scrap the resource mechanics altogether. Is it even possible to make 3 unique yet completely balanced resource gathering mechanics that involve-strategy? I dunno. Given a choice of getting more money or anything else, you'll always choose getting more money.


    Quote Originally Posted by Hamshank View Post
    Thank you, much much appreciated.

    What's with the warning btw?


    Probably to stimey the inevitable flood of fanboy theorycrafting complaints.

  4. #4

    Default Re: TeamLiquid Macromanagement Article

    I think it still works as its purpose; to provide some more macro abilities while not forcing anyone to do it. Casual players dont have to build a mule at all, sure they will be making 300 minerals less per minute than people who do, but those are the players that dont make more than 10 scvs anyways, so what do they care.

    Point is, its a way to make the game not so "easy" (i know, its a stupid argument but people will always bitch about it if theres automine and MBS, you cant prove to them the game is OK any other way) but its not absolutely necessary to play the game.

  5. #5
    trace wm
    Guest

    Default Re: TeamLiquid Macromanagement Article

    Quote Originally Posted by Skyze View Post
    I think it still works as its purpose; to provide some more macro abilities while not forcing anyone to do it.

    Wait - what? That's not what I'm reading from the article at all.

    Believe this: There is no choice in the current state of macro mechanics. You get them as quickly as possible and you use them as often as possible. In the end, RTS strategies usually boil down to the simplest common factor - maximize resource production as quickly as possible. Starcraft II's macro mechanics do not open up more options, they seal your strategic fate in the early game.
    You get them ASAP and use them flawlessly or you lose.

  6. #6

    Default Re: TeamLiquid Macromanagement Article

    Quote Originally Posted by trace wm View Post
    I scanned it earlier today... it makes me want to scrap the resource mechanics altogether. Is it even possible to make 3 unique yet completely balanced resource gathering mechanics that involve-strategy? I dunno. Given a choice of getting more money or anything else, you'll always choose getting more money.
    Macro is essential for Starcraft. That much is certain. Yet it is clear that making the player choose between a macro ability and a micro ability is not the best decision making.

    I think we need to focus on posisition-based Decision Making. That is what makes Warp-In work so well.

  7. #7

    Default Re: TeamLiquid Macromanagement Article

    Spawn Larva was going to be in the game in some form. The Queen had variations of the larva ability even before the macro debacle.
    Decepticons, transform and rise up!

  8. #8

    Default Re: TeamLiquid Macromanagement Article

    I think at this point, there is no reason not to use these macro mechanics, thus indirectly forcing players to utilize them at every chance they get, in order to gain the huge advantages the mechanics can provide.

    To my expectations, the Queen could provide only 2 Larvae for 25 energy, with her being so readily available early in the game, gestation at 25 seconds. It continues to give the Zerg player the advantage of skipping the passive Larvae spawning and its limit of 3 per Hatchery, while giving a reasonable amount of choice at that stage of the game.

    By reducing the number of Larvae, the attractiveness of Spawn Larvae will decrease slightly, but encourage Players to go on the tech route when Blizzard fixes Tier 2. From tier 2 onward, the usefulness of Spawn Larvae can benefit master macroers, but decrease its worth due the the presence of multiple Hatcheries. At that point, the player does have a reason not to use the Macro mechancs.


    -Psi
    Last edited by PsiWarp; 09-11-2009 at 10:38 PM.
    >>You Must Construct Additional Pylons<<

  9. #9

    Default Re: TeamLiquid Macromanagement Article

    Quote Originally Posted by PsiWarp View Post
    I think at this point, there is no reason not to use these macro mechanics, thus indirectly forcing players to utilize them at every chance they get, in order to gain the huge advantages the mechanics can provide.

    To my expectations, the Queen could provide only 2 Larvae for 25 energy, with her being so readily available early in the game, gestation at 25 seconds. It continues to give the Zerg player the advantage of skipping the passive Larvae spawning and its limit of 3 per Hatchery, while giving a reasonable amount of choice at that stage of the game.

    By reducing the number of Larvae, the attractiveness of Spawn Larvae will decrease slightly, but encourage Players to go on the tech route when Blizzard fixes Tier 2. From tier 2 onward, the usefulness of Spawn Larvae can benefit master macroers, but decrease its worth due the the presence of multiple Hatcheries. At that point, the player does have a reason not to use the Macro mechancs.


    -Psi
    The whole point of the macro mechanics is that you have to use them to win. As soon as you make them weak or make a micro ability just as good you have defeated the purpose.

    Instead the decision making should be built into the macro mechanic.

  10. #10

    Default Re: TeamLiquid Macromanagement Article

    To me, spatial awareness/multitasking macro mechanics like Warp-In/Nydus/Add-on switching is better than mechanics that just force you too look at your base. Most of the macro in SC1 came from sending workers to mine, building units in each production building and to a lesser extent building structures. None of these three are related to income and has more to do with production.

    I think Blizzard should focus more in production based macro like Warp-In or some variation of Spawn Larva are better macro mechanics than direct income gain. Perhaps Terran could have a orbital module that drops down to help SCVs construct or perhaps increase the production time in one building temporarily. Perhaps the Obelisks could reset cooldowns for Warp-In or have a Gateway instantly produce units with no build time for the next unit(saying it increases the wormhole speed). Zerg can have a variation of Larva mechanics and abilities that directly benefit the base as it has always done.
    Decepticons, transform and rise up!

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