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Time to break out Vanilla Starcraft

Blogs > bre1010
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bre1010
Profile Blog Joined March 2009
71 Posts
Last Edited: 2011-05-18 20:30:59
May 18 2011 20:29 GMT
#1
Hello TL,
For my AP statistics class project my group is testing the balance of the races in Starcraft 1 (before Brood War) to see if balance was one reason why the expansion was released. The method that we are using requires that each pair of players only plays one game and that the race they choose is randomly assigned. As my school does not have enough Starcraft players to get a large enough sample size for the experiment, we are requesting that people in the community play eachother and report back (with a replay, if possible/convenient) of a game they played. We will then compile the data to test the balance of Starcraft by running a Chi-squared test where probability of winning a game should be independent of the race of the player if the null hypothesis is true.

ZvT TvP PvZ
wins 2 2 1
losses 2 0 1
total 4 2 2

Above is the data currently collected from players at my school.


I've been playing a few games of Starcraft against my friends (I'm in Diamond Sc2 and was D+ on ICCUP before the beta came out) and I'm having more fun than on either Sc2 or Brood War. I think the reason is because since vanilla SC is so different from both Sc2 and Brood War, there are no set strategies or build orders. I don't feel pressured to follow someone else's build order to the second and none of us know any strategies at all. It's like we get to decide for ourselves how the meta game will turn out and I really enjoy it. I imagine the alpha of Sc2 was similar when it first came out.

I strongly encourage you all to break out the good old vanilla Starcarft that I know you've got sitting around there somewhere and play with a friend or some random person who still lurks Sc1 Battle.Net. Being unrestrained by what build counters what is both liberating and fun and if you play a game, comment back here with the race match up and who won. My group and I would greatly appreciate it.

Thanks in advance,
Bre1010



SnowFantasy
Profile Blog Joined September 2006
4173 Posts
Last Edited: 2011-05-18 20:41:53
May 18 2011 20:41 GMT
#2
im pretty sure zerg is really overpowered in vanilla. mutalisks are just too strong with good micro behind them.
mucker
Profile Blog Joined May 2009
United States1120 Posts
May 18 2011 20:46 GMT
#3
On May 19 2011 05:41 SnowFantasy wrote:
im pretty sure zerg is really overpowered in vanilla. mutalisks are just too strong with good micro behind them.


Yeah I can't imagine dealing with a good muta build without medics, goliath range or sairs.

What maps do you play on?
It's supposed to be automatic but actually you have to press this button.
bre1010
Profile Blog Joined March 2009
71 Posts
May 18 2011 20:49 GMT
#4
Lost Temple is what we've been playing on. I guess I forgot to add up there that maps should probably be kept constant although I'm not sure how much it matters. As long as it's a four player map that isn't stupidly small like Blood Bath it's probably fine.
SnowFantasy
Profile Blog Joined September 2006
4173 Posts
Last Edited: 2011-05-18 20:56:46
May 18 2011 20:50 GMT
#5
im on US West vanilla starcraft trying to get a game.

some noobs with bad stats like 15-80 join and leave like 30seconds into the game -_-;;;

im hosting lost temple but Circuit Breaker would be awesome too. playing without lan latency is god awful though.

edit: if anyone totally bored wants to play some vanilla message ccccc00003 @ US West
xccam
Profile Blog Joined September 2009
Great Britain1150 Posts
Last Edited: 2011-05-18 21:22:04
May 18 2011 20:57 GMT
#6
why would you play SC vanilla over broodwar? I dont understand.

User was warned for not reading the OP, like, at all

Nope definately read the whole thing, I was really remarking on why you would choose vanilla SC over broodwar in order to do this test but, I can see how I didn't show this at all. I hardly think BW was added TO balance the game, it just DID and all you will prove is that balance improved, but not that that was the intention.
Ecrilon
Profile Blog Joined October 2009
501 Posts
May 18 2011 21:18 GMT
#7
This experiment is an exercise in math rather than fact. Balance is not tested at such low levels of play. It make little sense to do so, even if you managed to play a million games. A million of the wrong games, with races played as they were never meant to be played, cannot possibly test balance. As a reasonable example, if chess were played largely randomly by those who only knew how to move pieces and knew very little of strategy, I do not believe that white would possess the significant advantage over black that it does in professional play, nor would there be anything like as many draws.
There is but one truth.
bre1010
Profile Blog Joined March 2009
71 Posts
May 18 2011 21:24 GMT
#8
On May 19 2011 06:18 Ecrilon wrote:
This experiment is an exercise in math rather than fact. Balance is not tested at such low levels of play. It make little sense to do so, even if you managed to play a million games. A million of the wrong games, with races played as they were never meant to be played, cannot possibly test balance. As a reasonable example, if chess were played largely randomly by those who only knew how to move pieces and knew very little of strategy, I do not believe that white would possess the significant advantage over black that it does in professional play, nor would there be anything like as many draws.


I completely agree with the point you're making however I want to continue with this for two reasons:

1. The population of our study is not all players, and not professional players, on average, if you picked up Sc1 right now, would a certain race be better? I should have probably made that more clear in the original post, because, as it applies to me and people around my skill level, white's advantage in chess has little meaning in the same way that perhaps the effective balance of Starcraft for casual players may be different.

2. I'm in high school and it's the end of the year and we have to do this project and this is a great way to play a fun game but still have an opportunity to show off our statistical knowledge as well
xarthaz
Profile Blog Joined August 2010
1704 Posts
Last Edited: 2011-05-18 21:34:10
May 18 2011 21:32 GMT
#9
On May 19 2011 05:46 mucker wrote:
Show nested quote +
On May 19 2011 05:41 SnowFantasy wrote:
im pretty sure zerg is really overpowered in vanilla. mutalisks are just too strong with good micro behind them.


Yeah I can't imagine dealing with a good muta build without medics, goliath range or sairs.

What maps do you play on?

Technically, protoss has cannons as effective counters to it, and to make matters worse for zerg, without lurkers a midgame zealot&archon push can be very very scary to deal with. Remember, before the crackling upgrade there is no unit that can really hold its own against speedlots without lurks to soften them down.
Aah thats the stuff..
SnowFantasy
Profile Blog Joined September 2006
4173 Posts
May 18 2011 21:42 GMT
#10
On May 19 2011 06:32 xarthaz wrote:
Show nested quote +
On May 19 2011 05:46 mucker wrote:
On May 19 2011 05:41 SnowFantasy wrote:
im pretty sure zerg is really overpowered in vanilla. mutalisks are just too strong with good micro behind them.


Yeah I can't imagine dealing with a good muta build without medics, goliath range or sairs.

What maps do you play on?

Technically, protoss has cannons as effective counters to it, and to make matters worse for zerg, without lurkers a midgame zealot&archon push can be very very scary to deal with. Remember, before the crackling upgrade there is no unit that can really hold its own against speedlots without lurks to soften them down.


How does protoss protect templars from getting sniped by mutas without corsairs?

Seems like 5hatch hydra with muta to snipe templar would be great.
bre1010
Profile Blog Joined March 2009
71 Posts
May 18 2011 21:43 GMT
#11
On May 19 2011 06:42 SnowFantasy wrote:
Show nested quote +
On May 19 2011 06:32 xarthaz wrote:
On May 19 2011 05:46 mucker wrote:
On May 19 2011 05:41 SnowFantasy wrote:
im pretty sure zerg is really overpowered in vanilla. mutalisks are just too strong with good micro behind them.


Yeah I can't imagine dealing with a good muta build without medics, goliath range or sairs.

What maps do you play on?

Technically, protoss has cannons as effective counters to it, and to make matters worse for zerg, without lurkers a midgame zealot&archon push can be very very scary to deal with. Remember, before the crackling upgrade there is no unit that can really hold its own against speedlots without lurks to soften them down.


How does protoss protect templars from getting sniped by mutas without corsairs?

Seems like 5hatch hydra with muta to snipe templar would be great.


I think that constitutes a challenge! You two should try a PvZ to see who's right
xarthaz
Profile Blog Joined August 2010
1704 Posts
May 18 2011 21:44 GMT
#12
Technically, templars arent as critically important without lurkers, so a more archon or reaver heavy composition can be employed
Aah thats the stuff..
SnowFantasy
Profile Blog Joined September 2006
4173 Posts
May 18 2011 21:45 GMT
#13
On May 19 2011 06:44 xarthaz wrote:
Technically, templars arent as critically important without lurkers, so a more archon or reaver heavy composition can be employed


?? templars are basically mandatory for fighting mass hydra
xarthaz
Profile Blog Joined August 2010
1704 Posts
May 18 2011 21:48 GMT
#14
Technically, speedlots are a bit faster so they can kind of cut into the hydra packs. Especially if there is swarm around.
Aah thats the stuff..
ninini
Profile Joined June 2010
Sweden1204 Posts
May 18 2011 22:17 GMT
#15
ZvP
This is definately Zerg imbalanced. Mutalisks are overpowered since you can't rely on Corsairs. Scouts have no Area attack and are not as effective in battle. They are just as good as harassing tools though in the lategame, as long as you get the speed upgrade. But you won't have any DT's, so the Zerg can be more careful with their Overlords. The only real advantage for the Protoss is that he doesn't have to get that "fairly early" robotics. Since the Zerg doesn't have lurkers, you can also skip the slow and costly dragoon production entirely, but lurkers aren't cost effective either, so it evens up. This matchup seems like a nightmare for Protoss.

PvT is slightly easier for Terran. I don't think DT's themselves add much power in this matchup, but it's rather the lack of threat for DT's that makes it slightly more favorable for Terran. Since you don't need detection, wraiths suddenly become a excellent option for dealing with early shuttle reaver, so you might get a early Starport instead of Engineering Bay. This matchup definately seems Terran favored, since they can be so much more aggressive in the early game, but it's not as bad for Protoss as ZvP.

TvZ
Mech is definately the answer here. Sunken busting is impossible, and how are you supposed to deal with mutas when you can't stim? Yes, you can stim, but that would mean suicide. The lack of Goliath range means you would have to play more defensively. More turrets and more bunkers to deal with the mutas. Cloaked wraiths could be used effectively to deal with mid/lategame mutalisk harass, or to harass yourself. Lurkers are not really that much of a threat against mech, so the setback isn't that great for Zerg. This is definately a Zerg favored matchup.


I would say
Z>>>P
Z>>T
T>P

So, Zerg looks definately overpowered, while Protoss looks underpowered.
bre1010
Profile Blog Joined March 2009
71 Posts
May 18 2011 22:23 GMT
#16
On May 19 2011 07:17 ninini wrote:
ZvP
This is definately Zerg imbalanced. Mutalisks are overpowered since you can't rely on Corsairs. Scouts have no Area attack and are not as effective in battle. They are just as good as harassing tools though in the lategame, as long as you get the speed upgrade. But you won't have any DT's, so the Zerg can be more careful with their Overlords. The only real advantage for the Protoss is that he doesn't have to get that "fairly early" robotics. Since the Zerg doesn't have lurkers, you can also skip the slow and costly dragoon production entirely, but lurkers aren't cost effective either, so it evens up. This matchup seems like a nightmare for Protoss.

PvT is slightly easier for Terran. I don't think DT's themselves add much power in this matchup, but it's rather the lack of threat for DT's that makes it slightly more favorable for Terran. Since you don't need detection, wraiths suddenly become a excellent option for dealing with early shuttle reaver, so you might get a early Starport instead of Engineering Bay. This matchup definately seems Terran favored, since they can be so much more aggressive in the early game, but it's not as bad for Protoss as ZvP.

TvZ
Mech is definately the answer here. Sunken busting is impossible, and how are you supposed to deal with mutas when you can't stim? Yes, you can stim, but that would mean suicide. The lack of Goliath range means you would have to play more defensively. More turrets and more bunkers to deal with the mutas. Cloaked wraiths could be used effectively to deal with mid/lategame mutalisk harass, or to harass yourself. Lurkers are not really that much of a threat against mech, so the setback isn't that great for Zerg. This is definately a Zerg favored matchup.


I would say
Z>>>P
Z>>T
T>P

So, Zerg looks definately overpowered, while Protoss looks underpowered.


Your analysis looks sound but I would like to have some statistical evidence to support it. Which is why we should all play some games, even if only for the nostalgia because I think real numbers beats theorcrafting any day.
ninini
Profile Joined June 2010
Sweden1204 Posts
Last Edited: 2011-05-18 22:51:11
May 18 2011 22:41 GMT
#17
On May 19 2011 07:23 bre1010 wrote:
Your analysis looks sound but I would like to have some statistical evidence to support it. Which is why we should all play some games, even if only for the nostalgia because I think real numbers beats theorcrafting any day.

So, I just have to play a random guy? Do you need a rep as proof? Both should go random?

Edit: Nvm.

Anyway. One thing to think about is that random ZvP is naturally a bit imbalanced, since you're forced to 1 base.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
May 18 2011 22:42 GMT
#18
vanilla sc is pretty broken, there isn't really anything to deal with high econ mutaling
Moderatormy tatsu loops r fuckin nice
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 18 2011 22:44 GMT
#19
You should probably try to find people of similar skill levels to play though.

Considering someone who got Say C on BW vs someone who's like D will probably win regardless of race
Artillery spawned from the forges of Hell
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
Last Edited: 2011-05-18 22:54:33
May 18 2011 22:51 GMT
#20
For low level players in Vanilla, the balance can work fine because anything can be overcome by mechanics; i'm afraid this whole testing is kinda flawed because of this. BW is considered balance even though 95% of players will find PvT to be easier for the P. Also there is set build orders cause you can just use modified BW ones, for example:

TvZ: 2port wraith, 2fac or other mech varients (only difference is no Goliath range, which is still playable against muta's especially at low level)
TvP: This can basically work the same as BW mostly.. 1fac expand or 1rax CC into mech as usual
TvT: The same (mass wraiths might be a little more effective but it's hardly a low level strategy)
ZvT: 2hatch or 3hatch muta, into hydra/muta
ZvP: Standard muta into Hydra, abuse lack of sairs to fullest extent
ZvZ: The same
PvT: Pretty much the same, ninini pointed out a small thing in T's favour but lategame P get's an advantage as well to balance it out; Carriers are more effective due to no goliath range
PvZ: Zealot/archon is ok in this
PvP: The same just no DT openings

It's not quite as bad as people make out, it's just the strategical options are way more limited. ninini i think you are exaggerating ZvP with what you are saying.. cause low level players especially are not going to be microing effectively against archons once/if you can get them out, and speedlots are going to tear through everything.

At higher levels this is all nullified though as the mechanics show up the problems really badly with muta's.
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