@zeldafanboy said in Full-Share Cannot Avoid Reality of Math:
It's contextual. In most cases, it is punishing, but in some of those cases, it's not punishing enough imo. In a relatively small amount of cases, it can actually increase that team's chances of winning, which seems counterintuitive. In some cases where there's a defined air slot, the game is almost always lost if the air player gets sniped, so fullshare is good in those instances.
Sure, on easy maps it's not that punishing because, well, those maps are easy and have far less strategic depth. If your front player dies in no share setons then the game is over unless the enemy team literally afks. Same if your beach walks mid and dies, or if navies do a risky com drop play. I know of people who have abused that in the past to get hundreds of rating points by sneakily hosting no share setons with friends. 99% of mapgen maps are pure cancer without full share because one person dying ends the game.
I don't undestand this. You're saying that when a base gets destroyed it takes more APM for the team that lost a commander than if it were full-share (i.e. it's harder)... that's the point. It's more punishing to the team that lost the commander. Whether you think that's good or bad is subjective. I think that a commander exploding should have a commensurately large impact on a team that lost it. If you don't then w/e. What I don't like is when a team kills a player (just one, obviously if 2 or 3 coms get sniped fullshare isn't as helpful) and the eco goes to the air slot or back slot and gets consolidated into exponential growth and then T3 air or land arrives faster for the team you ostensibly just scored a win over.
My point is it's too hard. On good maps with spread out spawns (a trait all of the more interesting and competitive maps have) losing an acu and the associated base is game ending. That then promotes horribly boring gameplay. Even with full share it can be too hard, and that's with some of the best players in the FAF picking up the second base. If people like Farms and Yudi can have a hard time when picking up a second base in some situations how the hell do you think 99.999% of the rest of faf would do in that same situation?
It really just doesn't work like that. Even if you get t3 land 30s faster as a result, an ACU is worth more than the 2 titans or whatever advantage that'll get you to start with. Then that person has to fight and micro land on multiple fronts vs people who can focus on that one front.
The easy fix is to not kill pointless ACUs if it's not advantageous to do so. Just like it's dumb to use a few nothas to kill a couple t1 factories when you could have used them to kill t2 power and t2 mexes it's dumb to waste resources killing an acu if there's nothing to be gained.
The fundamental problem with noshare is on good maps the game ends with one acu dying. Tough shit for the other 7 people or however many, your game is over in ten minutes and all people from both teams did everything they could to just get that one first acu snipe. Now people are encouraged to do nothing interesting with their acu and turtle. This is not good, healthy, or even remotely interesting or dynamic gameplay. You get games over in 10 minutes or over after some arty war or whatever. Com drops, tml coms, epic rambo com pushes are nerfed to hell because the risk vs reward isn't even close to being there, and the mid game is dead.