EDT 15:34 CEST 21:34 KST 04:34

Streams: 155 live
76752 total viewers

Active: 11231
Pizza Meter
[WCS AM] Ro16 Group D Prev…
G-1 Champions League LAN F…
[WCS KR] Ro4 Preview / Cod…
[WCS AM] Ro16 Group C Prev…
Bruno Community Q&A
Vici and RisingStars Advan…
Up&Down groups for 2013 WC…
HerO, Revival Interviews -…
[SPL] Round 5 Week 4 Start…
viOLet forfeits WCS AM due…
FXOpen acquires Seed from …
Crank, mOOnGLaDe interview…
Get 50% off Papa John's pi…
TL Advertising Features
The XBox One
Naruto (manga spoilers)
UK Soldier beheaded in L…
US Politics Megathread
[TV/BOOK] *SPOILERS* Gam…
The Automated Ban List
Long Island SC Community
Seoul LoL allstars Meetup …
Long Island, NY BarCraft!
Washington DC MLG Barcraft
Naniwa FanClub!
MvP_DongRaeGu Fan Club
Streaming on TeamLiquid - …
[Stream] IronManSC - SC2 M…
The Ultimate Headphone/Aud…
Computer Build Resource Th…
Buying a new Pc chair
Mechanical Keyboard Guide
Help me to buy an ultrabook
Papa John's explores EG,…
[Show] Official Esports …
Montage - Shingeki no Zerg
viOLet forfeits WCS AM d…
Starcraft overriding dou…
Up&Down groups for 2013 …
[WCS EU] Challenger League…
[Code S] Ro4 Day 2 WCS Kor…
[WCS AM] RO16 Group C Prem…
$27,000 ESET Masters 2013
SabrePC Starcraft 2 Invita…
[Q] Is Mech weaker then bi…
CatZ CC first counter - a …
The HotS Protoss Help Me T…
Simple Questions Simple An…
Practice Partners Thread S…
[A] Starbow
Work In Progress Melee Maps
[M] (4) Artika World
TeamLiquid Map Contest Fin…
[M] (2) ESV Ravage by Iron…
Inhouse Dota
Bruno Community Q&A
General Discussion
G-1 Champions League LAN…
Dota 2 QQ thread
Beyond the Summit and TL…
[D2L] EG vs. Na'Vi & VP
Starladder Season 6
Perfect World's Dota 2 Su…
[The International] Easter…
Tt eSPORTS Dota 2 Weekly #…
[H] Night Stalker
Simple Questions, Simple A…
[G] In-Game Dota Guide for…
[G] Clockwerk, The Offlani…
[G]uide to Lifestealer
[D] New BW Server
2 Artificial Intelligenc…
Nada's Body
DES Sonic Interview 5/18…
[Update] itemBay SSL Gra…
Hiya - Highlight Video
C Ranks Teamleague Season 1
Gem League II
[GC S3] Gambit's Cup Semif…
[SRT] Ro16 Group B
D Ranks Teamleague Season 4
Increasing APM/EAPM
Practice Partner Thread
Challenger map on Starcraf…
Simple Questions, Simple A…
EVE Corporation
ESPORTS Mafia
Liquid Blood Bowl Cup Se…
World of Tanks
Tera MMORPG
[Patch 3.07: Nerf Everythi…
The Shikyo Memorial for QQ…
Anyone Diamond want to joi…
[LCS] All-Star Tournament
[OGN] Olympus The Champion…
[LoL] General Stream Thread
[Champion] Nunu
[Champion] Udyr
[Champion] Cho'Gath
The: What is my item worth?
Barbarian - Builds/Discuss…
[G] Hardcore
[T] Bastard "Mini" Mafia!
Doctor Who Mafia
[M][N] Les Mafia
Questions & Answers
Running Thread
The 2013 Weightlifting Pro…
Leta - Movie
Michael - skyline
Anytime - Beast
By.Hero - Shuttle
Anytime - Pusan

Website Feedback

Closed Threads

IRC Chat
irc.quakenet.org #teamliquid

IRC Web Client

TeamSpeak 3 (94 users)

[MOD] FRB - Page 6

Forum Index > Closed 1 2 3 4 5 6 7 8 All
 
 NewSunshine   United States. May 19 2012 04:03. Posts 1016
Profile # 

On May 19 2012 01:47 Frozenhelfire wrote:
The amount of workers it takes to saturate an 8 mineral base remains the same no matter how much you drop the income of the patch. Simply dropping the amount of minerals the trip gives you doesn't change the rate of expansion as much as manipulating the amount of workers it takes to saturate a base. If three bases was optimum before for a race it will still be the optimum now. I still want to play on the 8m/4pt before I bash it too much. However, my gut reaction is that I still like 6m more because it involved periods of time where you want to cut workers to get some army out or get an expansion started. 6m bases at least gave you more of a reason to expand.

Yeah, it takes longer to saturate a base with this new 8m setup, but I don't think that's a bad thing. Yes, you had more reason to expand quickly with 6m, because if you don't your income drops off quickly. However, all that's really happening with a 6m base is exactly what happens with these new 8m bases, only faster. Moreover, because you have to use more workers to secure the same income, there's less room for a deathball army, because more of your 200 food will need to be workers. If you keep your worker counts the same as what we have now, i.e. ~75-100, your income is lower, thus replenishing a deathball is less feasible, not to mention how it already takes longer to reach a deathball army, because your income is lower the entire time, as opposed to only being lower at full saturation(how it is with 6m).
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

 
 ScoSteSal   United States. May 19 2012 06:27. Posts 54
Profile Blog # 
Yeah, a lot of this is trying to make it so that individual army trades are less game-ending in their impact and making it so that general play (macro/harass/multitask) are more important by putting the focus more on the ability to replenish
Iustum Agere Arduum Est...Sed Modo Sine Day9o
Old Post

 
 NoM.Mur   Finland. May 21 2012 06:25. Posts 6
Profile # 
This sounds absolutely great! I have been working on a few FRB maps myself. However, I can't finish or try them out without this mod. This is because I'm from the EU server. So when can we see this new mod in the EU servers?

I would be happy to host it and I'm sure there are others too. Anyways... keep up the good work Barrin!
Old Post

 
 MarcusRife   June 02 2012 11:03. Posts 223
Profile # 
Is there a status update on FRB? Did it not survive the transition from 6m to this mod? Is it dead?
Old Post

 
 haitike   Spain. June 02 2012 13:16. Posts 705
Profile # 
It would be cool to test FRB in the Arcade beta, now that there are "Open Games List".

We should revive this mod, or people will forget about a breath of gameplay.
 
Old Post

  Disengaged   United States. June 02 2012 18:30. Posts 2024Profile # 
Hmmm. . . .

You got your Tiberium crystals in my SC2
Old Post

 
 Superouman   France. June 02 2012 21:21. Posts 1493
Profile Blog # 
I changed my mind concerning this mod, it doesn't fix anything. It only makes the deathball smaller and early/mid game longer.
Last edit: 2012-06-02 21:24:23
Check out for the Next-Gen RTS game with battles on planetary scales: Planetary Annihilation! http://www.planetaryannihilation.com/
Old Post

 
 Nazza   Australia. June 02 2012 22:11. Posts 1520
Profile Blog # 
Not really sure about this Barrin.

I tried playing zerg.... it's like 18 hatch or something now when going Hatchery first... It really screws up timing in the first 5 mins.
Last edit: 2012-06-02 22:13:13
No one ever remembers second place, eh? eh? GIVE ME COMMAND
Old Post

 
 haitike   Spain. June 03 2012 02:31. Posts 705
Profile # 

On June 02 2012 21:21 Superouman wrote:
I changed my mind concerning this mod, it doesn't fix anything. It only makes the deathball smaller and early/mid game longer.


That doesnt seem bad. Early and mid game longer is something I would like. In SC2 the game reach the 200 lategame supply too fast.

I have a question to people that have played this mod. It is 4/5 bases gameplay before lategame like in Broodwar? Or still 3 base macro like in SC2?
 
Old Post

 
 TheFish7   United States. June 03 2012 03:22. Posts 1215
Profile # 
3 bases is not enough to effectively build a deathball. Its a bit like trying to build a deathball off 2 bases in regular SC2, its doable, but you'll probably get run over by a player who is on more bases.
Last edit: 2012-06-03 03:22:57
 
Old Post

 
 coolcor   June 10 2012 12:40. Posts 500
Profile # 
So is anything still going on with this mod? I thought you might like to see that David Kim was asked about FRB in this interview.

Old Post

 
 EatThePath   United States. June 10 2012 15:52. Posts 2461
Profile Blog # 
I'm impressed that David Kim admitted that FRB was seriously considered by Blizzard team members, if not with a serious chance of adoption, at least it wasn't dismissed out of hand. That's very encouraging. I still think we should be working on ways to achieve the FRB goals by some means that has little to no impact on the current SC2 metagame and pro scene status quo -- so only potential for improvement can result.

edit: davis kim? lol, david* kim
Last edit: 2012-06-10 18:13:11
Comprehensive strategic intention: DNE
Old Post

 
 NewSunshine   United States. June 10 2012 16:57. Posts 1016
Profile # 
I was kinda surprised when the bearded dude asked about FRB, to be honest. It would seem the idea has caught on some, but I tend to agree that the games we're getting now are actually really good. If FRB is actually better - which it might be - we must try to find a way to introduce it without harming the current, normal, scene. Might be tricky, but may also not be necessary, who knows, there seem to be quite a few units in HotS that discourage the deathball, and the metagame is shifting away from them even now(slowly, but I believe surely). In any case, the future of SC2 looks awesome.
Last edit: 2012-06-10 16:58:46
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

 
 HolyDiver   United States. June 16 2012 07:31. Posts 10
Profile # 
I too am interested to know what's happened with this mod. I think it has a lot of merit.
SC2: a good overall stepping stone, but still very deficient of what a truly engaging game requires.
Old Post

 
 sluggaslamoo   Australia. June 16 2012 12:10. Posts 3491
Profile Blog # 
If you are doing a mod, increase the mining delay instead of lowering the mineral gather count, and then increase the mineral income rate to compensate. I forgot what the sweet spot was, I think I doubled the mining delay, and made returned minerals to 8 instead of 5.

I can't remember what the attribute is, but if you change it, the worker will continue mining for longer before returning.

This should cause less linear saturation, the workers will "glitch out" kinda like BW does, meaning faster expansions will yield better ROI faster, or even splitting the workers between more bases should yield better returns.

The problem is the current mining delay is perfectly timed so that a worker will return as a worker is going towards it. If you mess with this timing, the mining rate should theoretically be less linear.
BW: Slugger[wOk] feel free to add | No Tidehunter
Old Post

 
 MNdakota   United States. June 16 2012 12:24. Posts 498
Profile # 

On June 16 2012 12:10 sluggaslamoo wrote:
If you are doing a mod, increase the mining delay instead of lowering the mineral gather count, and then increase the mineral income rate to compensate. I forgot what the sweet spot was, I think I doubled the mining delay, and made returned minerals to 8 instead of 5.

I can't remember what the attribute is, but if you change it, the worker will continue mining for longer before returning.

This should cause less linear saturation, the workers will "glitch out" kinda like BW does, meaning faster expansions will yield better ROI faster, or even splitting the workers between more bases should yield better returns.

The problem is the current mining delay is perfectly timed so that a worker will return as a worker is going towards it. If you mess with this timing, the mining rate should theoretically be less linear.


I like this idea and I've heard it come up before. I approve.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Old Post

 
 Cyro   United Kingdom. June 24 2012 06:58. Posts 5737
Profile Blog # 

On June 16 2012 12:24 MNdakota wrote:

Show nested quote +



I like this idea and I've heard it come up before. I approve.


I do also. It seems it would have the side effect of also benefiting worker micro, which is not a bad thing in my eyes
Defender of Esports # "oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88 # "there really isn’t any actual need to have the minerals and gas constantly displayed" - Blizzard
Old Post

 
 PiPoGevy   Australia. June 24 2012 10:12. Posts 1557
Profile Blog # 
How is FRB these days
'Only God Can Judge Me' and I dont care how many times Boxer loses, as long as he gives us entertaining games, boxer fighting! Help Support Warcraft 3!! http://www.teamliquid.net/forum/viewmessage.php?topic_id=317133
Old Post

 
 MNdakota   United States. June 24 2012 12:52. Posts 498
Profile # 

On June 24 2012 10:12 PiPoGevy wrote:
How is FRB these days


Being used in the Starbow mod - http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Old Post

 
 PiPoGevy   Australia. June 24 2012 17:04. Posts 1557
Profile Blog # 
so is FRB not being worked on anymore?
'Only God Can Judge Me' and I dont care how many times Boxer loses, as long as he gives us entertaining games, boxer fighting! Help Support Warcraft 3!! http://www.teamliquid.net/forum/viewmessage.php?topic_id=317133
Old Post

1 2 3 4 5 6 7 8 All
Please log in or register to reply.
 
Refresh
FEATURED ON AIR:
[WCS EU] Challenger R3
ON AIR:
Dutch StarCraft League
Challenger BO7 #1
[DMSL] Round 7
Logitech G Cup Finals
Upcoming events:  [ More ]
26mCTL Khaldor
1h 11mState of the Game
2h 26m[WCS AM] RO16 Grou…
3h 26m[URTL] supR vs .SCA
4h 26mStarCast #153
Refresh
StarCraft: Brood War
StarCraft 2
Dota 2
League of Legends
[ Show 122 non-featured ]

» Recent SC2 Results
» Premier SC2 Tournaments
Sidebar Settings...

The Little App Factory



The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.

Advertising | Jobs | Privacy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren. Ad tag: TF_US.
The contents of this webpage are copyright © 2002-2013 Teamliquid.net. All Rights Reserved