It's been a week after the brood war... the remaining Protoss forces were fighting against the extintion. Meanwhile, somewhere in the darkness, the Terran were trying to survive the domain of the swarm. This was the time to evolve...

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Report RSS SC:V test 001
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Templarfreak
Templarfreak - - 6,721 comments

Okay, I can at least kinda get behind 5 minerals per trip but 4 gas per trip doubles the amount of workers needed to achieve the same gas income... This slows the game down, puts more supply in workers, and greatly increases the effectiveness of cheap, unfair, annoying harassment that you just have to expect coming and already have defenses put up for it.

5 minerals per trip at least doesn't effect worker count because of harvest and travel time, it just slows down your income. But 2 geysers with 3 SCVs a piece definitely does put more supply in workers. More supply in workers causes numerous problems, two of the biggest ones being smaller armies and less bases.

The way SC's economy works is totally solid and doesn't really need any tweaking and if you want to go with a different economy then you need to think of your own unique system. SC2's system is garbage and results in numerous problems throughout each stage of the game.

That being said, I think the 12 worker change is alright. It definitely will speed up the first few minutes of the game and from watching LotV it doesn't change much at all except speed up the first few minutes of the game.

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KYSXD Author
KYSXD - - 460 comments

Perfectly agree with you!.

For more info:

Mineral harvesting time:
Decreased from 5 sec to 2.73 sec (normal speed).

Gas harvesting time:
Decreased from 2.46 sec to 1.93 sec (normal speed).

If you wish, we could play some matches with these changes in order to improve feedback and find the correct values for these stats.

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Description

Added:

-First second harvest order
-Rally point
-12 initial workers
-4 gas per trip
-5 minerales per trip
-Decreased harvest time
-Increased CC/Hatchery/Nexus supply

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