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Efficiency vs Effectiveness - Page 2

Blogs > MaD.pYrO
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Prev 1 2 All
SkylineSC
Profile Blog Joined March 2009
United States564 Posts
March 03 2010 16:36 GMT
#21
well if you consider pp used/total pp as the cost. so fireblast is 1/5, while flamethrower is 1/20

flamethrower has 4 times less cost in term of pp, but fireblast doesn't deal 4x more damage, and with the lack of accuracy of fireblast, it is much less efficient. i see what you mean also, but i guess it semi makes sense.
seppolevne
Profile Blog Joined February 2009
Canada1681 Posts
March 03 2010 16:41 GMT
#22
Yeah the accuracy is a big deal. I would always choose surf over hydro pump cause the latter would miss at the worst times. So yeah in a single fight it doesn't really come into play, but in a series of fights (Elite four, gyms, mount moon, etc.) flamethrower is much more efficient.
J- Pirate Udyr WW T- Pirate Riven Galio M- Galio Annie S- Sona Lux -- Always farm, never carry.
SkylineSC
Profile Blog Joined March 2009
United States564 Posts
March 03 2010 17:00 GMT
#23
true true, utility is situational in this case
Stropheum
Profile Joined January 2010
United States1124 Posts
March 03 2010 17:05 GMT
#24
On March 03 2010 21:25 NovaTheFeared wrote:
I think 20 zerglings are both effective and efficient vs. 5 marines.

early game they are efficient because of their low cost and 1/2 larva requirements. speed->crackling upgrade brings up their effectiveness throughout the game, in turn making them more efficient, because you don't need that many to tear down a building. Efficiency is also applied to unit composition. When you think about it, any RTS game is about making the least amount of units with only the most necessary upgrades to do the most amount of damage while losing the least amount of units. Example: 3 ultralists + 8 cracklings + 1 defiler is essentially the most effective single control group army a zerg can have if you're considering standard play. This is because the ultralisks will be taking most of the damage, leaving your zerglings alive to deal their damage(most painful unit in the game imo), and with the protection of a single to two dark swarms, they all live much much longer and an expo could easily fall to this single control group(that only relies on 17 supply i believe)
SkylineSC
Profile Blog Joined March 2009
United States564 Posts
March 03 2010 17:10 GMT
#25
cost of 20 lings = cost of 10 rines

20 lings surrounding 10 rines = effective
20 lings funneled into 10 rines on a ramp = not effective
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
Last Edited: 2010-03-03 17:15:28
March 03 2010 17:13 GMT
#26
On March 03 2010 23:58 Purind wrote:
Show nested quote +
On March 03 2010 20:42 MaD.pYrO wrote:
In the same manner you may say that 20 zerglings are quite effective against 5 marines - but this doesn't mean that zerglings are efficient against marines.


Show nested quote +
On March 03 2010 22:18 MaD.pYrO wrote:
On March 03 2010 21:38 Ftrunkz wrote:
so basically scouts are efficient, but not very effective for anti air?



Basically 20 zealots are effective against 1 ultralisk, but Zealots aren't efficient against ultralisks.


Bad examples. 20 zerglings are efficient against 5 marines, and 20 zealots are efficient against 1 ultralisk. If you meant ling vs marines in large numbers, or lots vs ultras in large numbers, then they are both ineffective and inefficient. Your examples don't outline anything. It's like me saying "Corsairs are effective against wraiths, but aren't efficient against goliaths." They are both effective and efficient against wraiths, but are both ineffective and inefficient against goliaths, which is along the lines of your examples. It doesn't illustrate anything



Go read what efficient means again man, that was sort of the point.

20 zerglings are effective against 5 marines, and 20 zealots are effective against one ultralisk.

No matter what you're trying to say here you can't say that using 500 minerals to kill 250 is efficient.

The example you mention with corsairs here's a better one.

Corsairs are efficient against mutalisk but inefficient against battlecruisers allthough 20 corsairs are effective against a battlecruiser.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
March 04 2010 01:43 GMT
#27
--- Nuked ---
seppolevne
Profile Blog Joined February 2009
Canada1681 Posts
Last Edited: 2010-03-04 02:12:52
March 04 2010 02:11 GMT
#28
Well, 10 zerglings cost 250 mins, while 3 firebats cost 150/75. For them to win, at least one will survive = 225 mins (at least - lower if more survive). 225 mins is definitely less then 150/75 (as gas is more important - worth more), so they are in fact efficient as well.

edit: higher -> lower
J- Pirate Udyr WW T- Pirate Riven Galio M- Galio Annie S- Sona Lux -- Always farm, never carry.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
March 04 2010 02:15 GMT
#29
it basically boils down to "works well" and "works"

Unfortunately it's hard to draw the line in RTS games because what usually works well, also works, and what usually works, also works well.

It is much easier to find examples to counteract the second case (i.e. something that's effective but not efficient) -- consider scouts versus ultralisks. scouts are quite effective at killing ultras, but it takes forever and they cost a billion, aka not efficient.
Now finding an example of something that's efficient but not effective is quite difficult, especially because in sc stuff that is cheap at what it does is usually also good at what it does (consider lings and vults). But a somewhat appropriate example would probably be a zergling with swarm versus a +3armor tank. It's very efficient as it costs nothing (let's assume swarm is a given) but it's pretty damn terrible at killing a tank if it's got no ups and tank has +3 armor

Most of the time though, units are both effective and efficient or just effective. Efficiency without effectiveness is hard to show in sc.
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
Last Edited: 2010-03-04 02:35:35
March 04 2010 02:33 GMT
#30
On March 04 2010 11:15 JeeJee wrote:
it basically boils down to "works well" and "works"

Unfortunately it's hard to draw the line in RTS games because what usually works well, also works, and what usually works, also works well.

It is much easier to find examples to counteract the second case (i.e. something that's effective but not efficient) -- consider scouts versus ultralisks. scouts are quite effective at killing ultras, but it takes forever and they cost a billion, aka not efficient.
Now finding an example of something that's efficient but not effective is quite difficult, especially because in sc stuff that is cheap at what it does is usually also good at what it does (consider lings and vults). But a somewhat appropriate example would probably be a zergling with swarm versus a +3armor tank. It's very efficient as it costs nothing (let's assume swarm is a given) but it's pretty damn terrible at killing a tank if it's got no ups and tank has +3 armor

Most of the time though, units are both effective and efficient or just effective. Efficiency without effectiveness is hard to show in sc.



Imo, basically it boils down to:

Being effective through pure brute macro force
Being efficient through making a perfect unit mix


BW example: A Dragoon is more efficient against Tanks than Marines, because it deals less damage to marines at the same price.
A more efficient unit against a marine is a zealot because it costs less and deals more damage to it.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
March 04 2010 02:34 GMT
#31
--- Nuked ---
gyth
Profile Blog Joined September 2009
657 Posts
Last Edited: 2010-03-04 03:53:02
March 04 2010 03:23 GMT
#32
ef·fec·tive
adequate to accomplish a purpose; producing the intended or expected result: effective teaching methods; effective steps toward peace.

but steel is more effective because it is tougher....

Your example doesn't match your definition.
Wood and steel are both effective at building houses, because they can both build houses...?

(I think the above definition is efficacy, but I've now confused myself =_=)

Efficiency without effectiveness is hard to show in sc.

An efficient army can still lose (be ineffective) if you don't build enough units.

The plural of anecdote is not data.
gyth
Profile Blog Joined September 2009
657 Posts
Last Edited: 2010-03-04 03:42:23
March 04 2010 03:40 GMT
#33
The plural of anecdote is not data.
seppolevne
Profile Blog Joined February 2009
Canada1681 Posts
March 04 2010 07:10 GMT
#34
On March 04 2010 11:15 JeeJee wrote:
it basically boils down to "works well" and "works"

Unfortunately it's hard to draw the line in RTS games because what usually works well, also works, and what usually works, also works well.

It is much easier to find examples to counteract the second case (i.e. something that's effective but not efficient) -- consider scouts versus ultralisks. scouts are quite effective at killing ultras, but it takes forever and they cost a billion, aka not efficient.
Now finding an example of something that's efficient but not effective is quite difficult, especially because in sc stuff that is cheap at what it does is usually also good at what it does (consider lings and vults). But a somewhat appropriate example would probably be a zergling with swarm versus a +3armor tank. It's very efficient as it costs nothing (let's assume swarm is a given) but it's pretty damn terrible at killing a tank if it's got no ups and tank has +3 armor

Most of the time though, units are both effective and efficient or just effective. Efficiency without effectiveness is hard to show in sc.

1 High Templar guarding a base that is getting crackling/swarmed kills 30 lings with 2 storms (or 1 awesome one), but the nexus still dies. He is being efficient (killing more then he is worth) without being effective (nexus still dies).
J- Pirate Udyr WW T- Pirate Riven Galio M- Galio Annie S- Sona Lux -- Always farm, never carry.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
March 04 2010 16:23 GMT
#35
On March 04 2010 16:10 seppolevne wrote:
Show nested quote +
On March 04 2010 11:15 JeeJee wrote:
it basically boils down to "works well" and "works"

Unfortunately it's hard to draw the line in RTS games because what usually works well, also works, and what usually works, also works well.

It is much easier to find examples to counteract the second case (i.e. something that's effective but not efficient) -- consider scouts versus ultralisks. scouts are quite effective at killing ultras, but it takes forever and they cost a billion, aka not efficient.
Now finding an example of something that's efficient but not effective is quite difficult, especially because in sc stuff that is cheap at what it does is usually also good at what it does (consider lings and vults). But a somewhat appropriate example would probably be a zergling with swarm versus a +3armor tank. It's very efficient as it costs nothing (let's assume swarm is a given) but it's pretty damn terrible at killing a tank if it's got no ups and tank has +3 armor

Most of the time though, units are both effective and efficient or just effective. Efficiency without effectiveness is hard to show in sc.

1 High Templar guarding a base that is getting crackling/swarmed kills 30 lings with 2 storms (or 1 awesome one), but the nexus still dies. He is being efficient (killing more then he is worth) without being effective (nexus still dies).


not necessarily true, it depends if his purpose is to kill lings or to save the nexus. i would argue his purpose is to kill the zerg, in which case he is also being effective
it's a hard (and i would also argue pointless) line to draw in starcraft though
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
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