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Resource Gathering

Discussion in 'StarCraft 2 Strategy Discussion' started by Renaughn, Jun 14, 2009.

Resource Gathering

  1. Gasmaskguy

    Gasmaskguy New Member

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    No. The Drone morphs itself into a Hatchery - it can never do Drone stuff again. The Probe on the other hand just has to activate the warp-in, and can then continue resource gathering, scouting or construction. And while the SCV is occupied and vulnerable during the construction of a building, it's still on the field when it's done, just like the Probe after initial warp-in activation. The Drone on the other hand is lost forever, and every building a Zerg contructs essentially costs structure price plus 50 minerals.
     
  2. Artanis186

    Artanis186 New Member

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    Wait, you guys are debating this now? A little late I'd say...
     
  3. furrer

    furrer New Member

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    Welcome artanis, be free to introduce yourself on our fine board :) - but! please dont double post or quote people right before you - thank you.

    I have to say that I agree 100% with GMG.
     
  4. Gardian_Defender

    Gardian_Defender New Member

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    YeA true but that was never a problem in sc, why would the extra 50mins be bad? (I guess in reality no one asked) and your right about the Zerg losing there drones. Buy you could make so many more drones with that single hatch you made given enought minerals and larvae. (and of course time)
     
  5. furrer

    furrer New Member

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    The fact is just that:

    Nexus costs 400 - your worker survives and can go mining imidiatly. (building completed: you can now produce a lot of new probes)

    Hatchery costs 300 - your worker sacrifies itself, so you lose 50 gold - total cost: 350. (building completed: you can now produce a lot of new drones/units)
     
  6. Gardian_Defender

    Gardian_Defender New Member

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    True at a hatchery you can make any unit from a unifyed source. Unlike the other races that have to make many of the same building to make more then one unit at a time.
     
  7. furrer

    furrer New Member

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    yeah, but then you can produce faster too, see for example the reactor. or get better mobility: warp gate.
     
  8. Bthammer45

    Bthammer45 New Member

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    Im going to keep drilling 2 drones per egg till it happens.
     
  9. sniper64

    sniper64 New Member

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    ....... That would be so f ing op bhammer.
     
  10. CROrens

    CROrens New Member

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    i really like these new features, players with higher APM can have constant Mules out (but sacrificing scans), constant dark pylon upgrade on probes and constant +3 larvae with a queen... it compensates for Multi building selection and automine quite nicely
     
  11. asdf

    asdf New Member

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    the hatchery is cheaper because it's also weaker than the other two bases- the CC and nexus have 4000 health, and provide 8 or 10 control. the hatchery provides only 1 control and has much less HP.
     
  12. furrer

    furrer New Member

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    Both the CC and the Nexus have 1500 HP according to starcraft.wikia.com and my game :p

    The hatchery has 1250 HP.

    You are right that the CC and Nexus provide control, but on the other hand the hatchery allows producement of all units, not just drones.

    So I think you are paying 50 less minerals for 250 less hp. Blizzard as usually has balanced it perfectly!
     
  13. asdf

    asdf New Member

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    whoops, never mind. i think i had warcraft in my head or something. lol.

    hatcheries producing all the units can be viewed both ways. one building for all production is nice, but on the other hand, if you needed to raise production speed, you have to spend 300 minerals to do it. the other races only need to spend about 150-200 or so. it's more expensive early-game, cheaper late-game. i think it cancels itself out.
     
    Last edited: Jul 12, 2009
  14. furrer

    furrer New Member

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    yeah probably, but I think it one of the reasons why Sauron Zerg is so strong lategame! But that was presicly my point, it cancels itself out, so you are paying 50 less minerals for a bit control and a bit less hp (which doesnt matter as you normally build a lot of hatcheries!). So all is firmly balanced :)
     
  15. Gardian_Defender

    Gardian_Defender New Member

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    and you guys forgot if you pitch in the extra minerals to make it a hive it has the most HP of any unit or building in the game (2500HP)
     
  16. furrer

    furrer New Member

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    [and extra gas] - which is the reason its not worth doing it more than once (for the tech).
     
  17. Redlazer

    Redlazer New Member

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    They're the most threatening new mechanics to the welfare of the game, if you ask me. Extremely bad idea, tampering with the economy, if you ask me. What was wrong with the Starcraft I economy? Nothing.

    Golden Minerals: Good, simple, and balanced idea.
    Racial Economy Boosts: Horrible, may not buy the game.
     
  18. furrer

    furrer New Member

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    Another member of this forum not understanding anything.
    "What was wrong with the Starcraft I economy"
    Nothing, but SC2 doesnt have SC1's econ, because of the new abillities helping making macro eassier, thats why these ideas have been implented. But you didnt catch that did you? Blizzard is trying, with these abillities, to make sc2 have the same ammount of macro/econ as SC1.
     
    Last edited by a moderator: Jul 30, 2009
  19. freedom23

    freedom23 New Member

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    ["may not buy the game"
    good, then you might aswell leave these forums.]

    - Your sense of justice is out of bounds. Although it is his loss, what right do you have to suggest that?? You can't force everyone to understand everything may it be fact or not, even if we have different perspectives of the game, it's not so bad to have few arguments.

    Anyway I'm still on doubts with zerg economy, I'll just have to find my answer in 2010. Unless something radical happens on the next blizzcon.
     
  20. 10-Neon

    10-Neon New Member

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    The SC1 economy can't function in SC2. Even if the macro mechanics were removed, just the fact that unit pathfinding has improved dramatically means that the SC2 economy is a completely different animal. They changed the minerals/load for workers from 8 to 5 just to counteract it. That's pretty extreme.

    Now, unit prices are such that two geysers are required to produce enough gas.
    Macro mechanics are being introduced, to address the much more numerous complaints about macromanagement being completely automated.

    As far as I can tell, your argument seems to be "it's different, therefore bad" -I for one have a hard time taking such arguments seriously. You assert that the mechanics threaten the game, and proceed to provide no backing for the claim.

    A couple of people have been pushing the idea that it is imbalanced, favoring Protoss and Terran over the Zerg, but there is no hard evidence to show this. Blizzard admits the Zerg are a hair weaker at the moment, but there isn't any indication that this is because of income, especially since they've admitted to difficulties concerning tech tree placement, and unit roles.

    --

    Furrer, get used to it. People will, and have, complained about ever single change that is introduced. If you want to get away from that, follow a game that isn't a sequel.
     
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