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Active: 6031 users

RotterdaM sometimes uses 18 workers (mineral line)

Blogs > NeoBlade
Post a Reply
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
June 21 2017 13:25 GMT
#1
RotterdaM is a Grandmaster Protoss and famous caster for major tournaments.



http://wiki.teamliquid.net/starcraft2/RotterdaM

http://youtube.com/NeoBladeSC2
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2017-06-21 14:41:54
June 21 2017 14:27 GMT
#2
I think you should add a link to where Rotterdam talks about this. Without context this post is a bit confusing.

Also your video rambles a lot. I think it would be easier to maintain viewer interest if you're more to the point and don't distract from it by showing you building cannons boxes with lots of numbers. Just show 16 probes mining with the income per minute and then add two probes and compare the incomes. It could really be just a 1 minute video with zero camera movement and 2 numbers edited in.

The subject is really interesting to me though. Are the 17th and 18th probe really 95% efficient? What about a 19th and 20th probe? There's 4 far patches, aren't they all equal? These are questions I had after watching this.
I think esports is pretty nice.
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
Last Edited: 2017-06-21 14:40:23
June 21 2017 14:40 GMT
#3
http://www.teamliquid.net/forum/legacy-of-the-void/482775-a-treatise-on-the-economy-of-scii

[image loading]

In my study of economy models in sc2 I found that when there are a full 8 nodes, the 17th and 18th workers are 99% as efficient as the first 16 on a standard mineral patch arrangement.

This means that 18 per line is actually better than 16 per line when on 1 base. And technically you lose a tiny tiny bit of income on the transfer of 17/18 to a 2nd base that takes a short while to be clawed back.

This is probably why he does 18 sometimes.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2017-06-21 14:54:23
June 21 2017 14:51 GMT
#4
It's very confusing to me that there's four far patches yet this implies only two of them are efficient to mine from with 3 workers.
I think esports is pretty nice.
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
June 21 2017 14:57 GMT
#5
On June 21 2017 23:51 Saechiis wrote:
It's very confusing to me that there's four far patches yet this implies only two of them are efficient to mine from with 3 workers.


Its just the way the AI works when it comes to bouncing about
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2017-06-21 15:18:27
June 21 2017 15:16 GMT
#6
If you stack correctly on far patches they don't bounce though.

Is there a good way for me to test this myself, some custom map or something? I just tried ingame and seeing the income per minute but the readings fluctuate too much to get solid numbers. I could easily spend some hours to know once and for all what is most efficient.
I think esports is pretty nice.
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
Last Edited: 2017-06-21 15:32:40
June 21 2017 15:29 GMT
#7
I ran tests on a few maps, and averaged out all my data letting the probes mine for 5 minutes over multiple trials.

At the 5 minute mark I would pull the probes off the mineral line, and then count leftover minerals and subtract that from the starting mineral counts and then divide by 5.

I then averaged all those results across the different trials.

It took a long time but if you wanna do it yourself go for it thats the best way to do it.

I also did not stack the probes, I let the AI auto figure it out. That way it was as "natural" as possible if that makes sense.

I also didnt bother with identifying deviation or other statistical measures because I didn't really feel it was necessary for the overall point I was trying to make. I figured that the multiple trials and attempt to standardise as much as possible and accept the AI inconsistency/deviation as a quirk of the system. The fact I accepted deviation as inherent to the way the AI works (especially because different maps and different mineral layouts across maps in sc would be a "real world" issue) was deliberate.

I wasn't looking for exact perfect accuracy just high quality approximation as close as possible to in game real map situations.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
HKTPZ
Profile Joined May 2017
105 Posts
June 21 2017 19:23 GMT
#8
Why would you not stack?
Musicus
Profile Joined August 2011
Germany23579 Posts
June 22 2017 11:19 GMT
#9
Yeah I find it weird that Blizzard made the number over the Nexus 16 and once you have 17 it becomes red. It should still be white for 17 and 18, become yellow with 20 and only be red above 24 workers.

As a zerg especially it makes a lot of sense to have 18 workers or more, since you will often pull drones to build spores and stuff anyway.
Maru and Serral are probably top 5.
esReveR
Profile Joined February 2010
United States567 Posts
June 22 2017 13:34 GMT
#10
On June 22 2017 20:19 Musicus wrote:
Yeah I find it weird that Blizzard made the number over the Nexus 16 and once you have 17 it becomes red. It should still be white for 17 and 18, become yellow with 20 and only be red above 24 workers.

As a zerg especially it makes a lot of sense to have 18 workers or more, since you will often pull drones to build spores and stuff anyway.


It was 24 in beta, but the feedback they got was that the community wanted it to be 16. This keeps from confusing newer players, and made it easier to see when you hit 16/16. In the end it doesn't matter if it's red or not, if you want 18 workers, then put 18 on the line.
Skill is relative.
Musicus
Profile Joined August 2011
Germany23579 Posts
June 22 2017 16:16 GMT
#11
On June 22 2017 22:34 esReveR wrote:
Show nested quote +
On June 22 2017 20:19 Musicus wrote:
Yeah I find it weird that Blizzard made the number over the Nexus 16 and once you have 17 it becomes red. It should still be white for 17 and 18, become yellow with 20 and only be red above 24 workers.

As a zerg especially it makes a lot of sense to have 18 workers or more, since you will often pull drones to build spores and stuff anyway.


It was 24 in beta, but the feedback they got was that the community wanted it to be 16. This keeps from confusing newer players, and made it easier to see when you hit 16/16. In the end it doesn't matter if it's red or not, if you want 18 workers, then put 18 on the line.

Well it doesn't matter to someone like me or probably you, playing since the WoL beta.

But new players might think 16 is the max and will never go above it. So I think it's confusing for new players now, rather than that it keeps them from getting confused.
Maru and Serral are probably top 5.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
June 28 2017 16:31 GMT
#12
I think you should add a link to where Rotterdam talks about this


Thank you. I had this idea, too. But you have to pay for his content (Twitch), so I see no point in adding a link. And Twitch-Videos are deleted after a couple of month/years.

And in the video (did you see it ;-) he talks over it.
http://youtube.com/NeoBladeSC2
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