• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:55
CEST 14:55
KST 21:55
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
ISSL (IntoTheTV x SOOP SC2 League): Premier2Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League41Weekly Cups (October 5-11): Farewell to 5.0.164Rollback Netcode in Brood War144
StarCraft 2
General
Weekly Cups (October 12-18): 5.0.17 era begins No more SC2 streamers on team liquid? Server Blocker SCII needs to put more weight on strategy and tact Stellar Fest 2 Replay Pack
Tourneys
WORTEX Challenger Series — Open SC2 LAN in Budapes RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) Master Swan Open (Global Bronze-Master 2)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
BW General Discussion FRAUD TRACING AND RECOVERY MASTERS // CYBERNOXGREY Mineral gathering rate (boosted) for each patch Do we even care about balance? Rollback Netcode in Brood War
Tourneys
[$1250] International ShieldBattery League [ASL22] Grand Finals [Women's StarCraft] Tier 8 CK 2026-10-20 [Megathread] Daily Proleagues
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV Warcraft III: The Frozen Throne General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Chess Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
How Much Genes Contribute to…
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12167 users

Data analysis on 70 million replays - Page 4

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 Next All
Soft_General_5023
Profile Joined December 2023
157 Posts
Last Edited: 2025-11-23 17:35:16
November 23 2025 17:34 GMT
#61
On November 23 2025 09:47 tankgirl wrote:
just give scv 40 hp already

how many more decades we gotta keep doing this?


that would be funny, snow would win pvt even before reavers
Soft_General_5023
Profile Joined December 2023
157 Posts
Last Edited: 2025-11-23 17:35:02
November 23 2025 17:34 GMT
#62
.
doktordingerdonger
Profile Joined October 2025
144 Posts
November 24 2025 02:02 GMT
#63
Here is the deal you guys all fail to see: Every race on the backfoot the first 15 minutes are playing exactly those builds to get to the position in order to have a higher winrate the next 15 minutes.

You think zerg likes to go third base and then defend with mutas and then go lurkers, with every little fuckup being GG?

This being said, Tesagi across the board.
Kraekkling
Profile Blog Joined June 2007
766 Posts
Last Edited: 2025-11-24 13:40:21
November 24 2025 03:05 GMT
#64
This being said, Tesagi across the board

I mean that's not a wrong conclusion, but I think it shouldn't be the last one to draw from all of this.

Something I repeatedly think about is how the in-game timer was the most influential change which BW:Remastered gave to the game. It was not the HD graphics, neither the ladder system, even though both were great additions!

The in-game timer seems like such a tiny and trivial addition, but it gave us a most important tool: measurability.

Suddenly, everyone was able to consistently measure and track their progress. Benchmarks for builds were developed. "With this build, you need to hit X supply at Y minutes." It became much more obvious that specific spawns allowed to hit certain timings, while others didn't, which made us update the left-side mineral lines.

Because build benchmarks became targets, optimizations everywhere increased. I think it's hard to overstate how much the general skill level improved because these things became easily quantifiable. Some optimizations even led to completely new developments in the meta game in some matchups.

Coming back to Tesagi, balance and maps: there's a lot of variance all around, both for maps but also for specific spawns. Tiny changes can adjust or flip the balance. If we can reliably measure and understand such effects, we will also be able control them.
(*^^)(^*)
Jealous
Profile Blog Joined December 2011
10403 Posts
Last Edited: 2025-11-24 03:18:01
November 24 2025 03:17 GMT
#65
AFAIK this info was available well before RM. In fact, there were timestamps in Liquipedia for certain builds like TvZ 3 siege 1 vessel push before RM IIRC. Yes, it made the timer more readily available for use, but if anything it just made noobs like us foreigners have easier tools to get better rather than changing pro meta IMO. Maybe I missed some news in the wake of the timer, but its introduction didn't feel revolutionary to me on the pro level, just the level with which we plebs can understand and measure things they already seemed to know?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Kraekkling
Profile Blog Joined June 2007
766 Posts
November 24 2025 03:55 GMT
#66
A specific example would be the evolution of many builds for Zerg, which were previously deemed suboptimal due to lost larva. Which overall was downstream of mining optimizations. There's a nice thread by iopq on this. Since the availability of such builds shifted, Terrans had to adjust how often they 8-raxed. I'm sure there are other examples.

But it should be already sufficient to consider the fact that it took us a stupidly long time to notice and act on mining differences between left- and right-side spawns.

Still, this is kinda beneath my main point, which is that it's useful to be able to measure and quantify things that are relevant for balance.
(*^^)(^*)
Jealous
Profile Blog Joined December 2011
10403 Posts
November 24 2025 04:48 GMT
#67
On November 24 2025 12:55 Kraekkling wrote:
A specific example would be the evolution of many builds for Zerg, which were previously deemed suboptimal due to lost larva. Which overall was downstream of mining optimizations. There's a nice thread by iopq on this. Since the availability of such builds shifted, Terrans had to adjust how often they 8-raxed. I'm sure there are other examples.

But it should be already sufficient to consider the fact that it took us a stupidly long time to notice and act on mining differences between left- and right-side spawns.

Still, this is kinda beneath my main point, which is that it's useful to be able to measure and quantify things that are relevant for balance.

I've seen the iopq thread so I know what you're talking about. And true, mineral boosting and L v R became better understood after RM. Thanks for elaborating!
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1328 Posts
November 24 2025 10:44 GMT
#68
Game timers are most influential because plugins were banned from competition. it allowed much greater precision in planning out algorithms because there was now certainty in replicatability from practice to competition. Also over time as pros play more they just learned and experimented more as more time allows for more of both. We also must not forget Remastered came out in august 2017. ASL season 1 was in June 2016. The ASL era has been around for almost as long as Kespa existed. During the first 7 years of Kespa they were still figuring out the core meta. P and Z were played in ways that would just not work in today's state of play.
JDON MY SOUL!
FinalGame
Profile Joined March 2013
Canada28 Posts
November 24 2025 12:46 GMT
#69
The in-game timer seems like such a tiny and trivial addition, but it gave us a most important tool: measurability.

Suddenly, everyone was able to consistently measure and track their progress. Benchmarks for builds were developed. "With this build, you need to hit X supply at Y minutes." It became much more obvious that specific spawns allowed to hit certain timings, while others didn't, which made us update the left-side mineral lines.


Hopefully I snipped correctly, if not my bad.

Man back when I used to play pre-timer I had gotten so accustomed to playing so often my track of measurement for builds back then (at least very early game) was how far along the music was while in-game vs my opponent, lol.
Stuff goes here! Who would've thought!
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
Last Edited: 2025-11-24 19:36:00
November 24 2025 19:29 GMT
#70
Enthused by this nice analysis today I also added 1v1, 2v2, 3v3 and 4v4 location stats to all maps over RepMastered. These contain games of all races, and all games (not just Blizzard ladder games).

For example 투혼 1.4 1v1 locations:

1 v 4, 880k games, 52% win ratio
1 v 8, 879k games, 52% win ratio
4 v 11, 879k games, 50% win ratio
1 v 11, 877k games, 52% win ratio
4 v 8, 877k games, 49% win ratio
8 v 11, 872k games, 50% win ratio

Based on this data, top right location (1) is the favored, and bottom right (4) is the most unfavored location.

Polypoid 1.75 as an another example seems more balanced regarding starting locations.
And Eclipse 1.2 also seems almost perfectly balanced in this regard.
https://repmastered.icza.net
Kraekkling
Profile Blog Joined June 2007
766 Posts
November 24 2025 22:08 GMT
#71
Very nice, this is also interesting data I think.

Although I'm not fully sure how to best interpret when it's averaged down to a single number.

What I mean is that if split by matchup, there would be differences which we don't see otherwise. For example, on Eclipse 1.2

TvT: top better
TvZ: about even
TvP: top better
ZvZ: bottom better
ZvP: bottom better
ZvT: about even
PvP: even
PvZ: bottom better
PvT: top better

but if average it all out, it's again "balanced"
(*^^)(^*)
Jealous
Profile Blog Joined December 2011
10403 Posts
Last Edited: 2025-11-25 08:41:46
November 25 2025 01:56 GMT
#72
On November 25 2025 04:29 Dakota_Fanning wrote:
Enthused by this nice analysis today I also added 1v1, 2v2, 3v3 and 4v4 location stats to all maps over RepMastered. These contain games of all races, and all games (not just Blizzard ladder games).

For example 투혼 1.4 1v1 locations:

1 v 4, 880k games, 52% win ratio
1 v 8, 879k games, 52% win ratio
4 v 11, 879k games, 50% win ratio
1 v 11, 877k games, 52% win ratio
4 v 8, 877k games, 49% win ratio
8 v 11, 872k games, 50% win ratio

Based on this data, top right location (1) is the favored, and bottom right (4) is the most unfavored location.

Polypoid 1.75 as an another example seems more balanced regarding starting locations.
And Eclipse 1.2 also seems almost perfectly balanced in this regard.

Thanks for this, I had just asked for pairwise analysis of spawn locations in another thread, so either this is a fortuitous coincidence or I should be thanking you for looking into it after seeing it

Unsurprised to see 1 v 4 be the most popular and 8 vs 11 the least given that one ladder bug we had! I said something dumb; FS 1 V 11.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
XenOsky
Profile Blog Joined March 2008
Chile2358 Posts
Last Edited: 2025-11-25 02:04:46
November 25 2025 02:04 GMT
#73
protoss players are just bad and can't win asl based on their lack of skill and inteligence
...

..

.

.


wait...
ἡ τῆς Νεμέσεως τάξις
Kraekkling
Profile Blog Joined June 2007
766 Posts
Last Edited: 2025-11-25 02:53:09
November 25 2025 02:52 GMT
#74
Unsurprised to see 1 v 4 be the most popular and 8 vs 11 the least given that one ladder bug we had!

what was the ladder bug?
(*^^)(^*)
doktordingerdonger
Profile Joined October 2025
144 Posts
November 25 2025 03:09 GMT
#75
On November 25 2025 11:04 XenOsky wrote:
protoss players are just bad and can't win asl based on their lack of skill and inteligence
...

..

.

.


wait...


Them not winning balances out protoss being easy.

Math checks out
XenOsky
Profile Blog Joined March 2008
Chile2358 Posts
November 25 2025 03:14 GMT
#76
On November 25 2025 12:09 doktordingerdonger wrote:
Show nested quote +
On November 25 2025 11:04 XenOsky wrote:
protoss players are just bad and can't win asl based on their lack of skill and inteligence
...

..

.

.


wait...


Them not winning balances out protoss being easy.

Math checks out



says terran user
ἡ τῆς Νεμέσεως τάξις
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
November 25 2025 07:45 GMT
#77
On November 25 2025 07:08 Kraekkling wrote:
Very nice, this is also interesting data I think.

Although I'm not fully sure how to best interpret when it's averaged down to a single number.

What I mean is that if split by matchup, there would be differences which we don't see otherwise. For example, on Eclipse 1.2

TvT: top better
TvZ: about even
TvP: top better
ZvZ: bottom better
ZvP: bottom better
ZvT: about even
PvP: even
PvZ: bottom better
PvT: top better

but if average it all out, it's again "balanced"


Of course these location stats are not to be taken for granted. Matchup plays a huge role when determining the actual win rate for a given location combination. But I think it's still interesting: a well balanced map should have a 50% win rate overall (overall meaning averaging games of all matchups) for all location combinations, or at least target to get close to it as much as possible, unless separate map versions are made for different matchups.

Also this locations stats addition to RepMastered are not just for 1v1 games and are not just for ladder maps: they are for all maps and for 1v1, 2v2, 3v3 and 4v4. A lot of us play regularly or occasionally team games, often with and against random races, and this might give a clue what to expect on start.
https://repmastered.icza.net
Cryoc
Profile Joined July 2011
Germany914 Posts
November 25 2025 07:48 GMT
#78
On November 25 2025 11:52 Kraekkling wrote:
Show nested quote +
Unsurprised to see 1 v 4 be the most popular and 8 vs 11 the least given that one ladder bug we had!

what was the ladder bug?

For some time during remastered, the starting locations were no longer random after a Blizzard patch. But I am pretty sure, it was always 1 vs 11 on FS (location 1 vs location 2).
http://www.twitch.tv/cryoc
iopq
Profile Blog Joined March 2009
United States1189 Posts
November 25 2025 07:57 GMT
#79
On November 24 2025 02:34 Soft_General_5023 wrote:
Show nested quote +
On November 23 2025 09:47 tankgirl wrote:
just give scv 40 hp already

how many more decades we gotta keep doing this?


that would be funny, snow would win pvt even before reavers

What's wrong with that? Other races can't just repair one defensive building forever and hold a much larger army. You act like not losing for the first ~6 minutes should be a given if you play Terran
Jealous
Profile Blog Joined December 2011
10403 Posts
November 25 2025 08:36 GMT
#80
On November 25 2025 16:48 Cryoc wrote:
Show nested quote +
On November 25 2025 11:52 Kraekkling wrote:
Unsurprised to see 1 v 4 be the most popular and 8 vs 11 the least given that one ladder bug we had!

what was the ladder bug?

For some time during remastered, the starting locations were no longer random after a Blizzard patch. But I am pretty sure, it was always 1 vs 11 on FS (location 1 vs location 2).

Correct, misspoke, my bad. It was indeed 1 vs. 11 on FS.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
20:00
Premier - Group A
herO vs Solar
Krystianer vs Percival
IntoTheiNu 1032
WardiTV714
Rex113
CranKy Ducklings61
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko342
Rex 113
Classic 86
LamboSC2 21
StarCraft: Brood War
Rain 2653
Bisu 2005
Horang2 1059
Soma 477
EffOrt 406
Mini 392
Stork 321
ggaemo 274
Light 238
Rush 232
[ Show more ]
Hyuk 228
Larva 213
Snow 194
Killer 173
Mind 115
Zeus 107
Pusan 102
Hyun 102
Barracks 100
sorry 92
Leta 86
Sea.KH 62
Bale 34
Shine 33
Shinee 31
HiyA 29
Creator 28
Yoon 23
JYJ 19
Sexy 19
Sacsri 18
Trap 17
yabsab 16
Icarus 14
Terrorterran 12
Britney 0
Dota 2
Gorgc3068
XaKoH 462
XcaliburYe76
Counter-Strike
kennyS1740
olofmeister1387
byalli590
x6flipin371
gobbtv94
Heroes of the Storm
crisheroes334
Other Games
singsing2220
B2W.Neo576
hiko529
Pyrionflax244
DeMusliM229
Sick165
RotterdaM75
Organizations
StarCraft: Brood War
lovetv 6
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH288
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1227
• WagamamaTV403
League of Legends
• TFBlade354
Upcoming Events
PiGosaur Cup
11h 5m
The PondCast
21h 5m
Kung Fu Cup
22h 5m
IntoTheTV X SOOP
1d 22h
Reynor vs Zoun
Neeb vs Rogue
FEL
3 days
Patches Events
4 days
FEL
4 days
Sparkling Tuna Cup
4 days
Replay Cast
5 days
WardiTV Weekly
5 days
[ Show More ]
IntoTheTV X SOOP
6 days
ByuN vs Lambo
MaxPax vs Bunny
Liquipedia Results

Completed

ASL Season 22
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
IPSL Winter 2026-27
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.