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Mining rates for each patch (Python) - Page 3

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TheNevermind
Profile Joined May 2009
United States1 Post
May 11 2009 18:27 GMT
#41
Nice work. It seems like you could have saved some effort by modifying the map to give you enough money to build your first nexus/hatchery/command center rather than mining the expo for it.

I think the difference in mining rates is less than the data suggest. For example, zerg at 9 o'clock gets 768 from patch 7 and 592 from patch 3 after 10 minutes. But you won't leave just one worker gathering for that time, you'll start with four and soon have more workers than patches. So what really matters is the mining rate from the top four patches at each base versus the bottom four patches, and even that will only apply until you get extra workers going.

This is still useful for telling you where to send the first workers and it might put you a couple seconds ahead in economy. That doesn't matter if your other skills are weak, but this does give an edge against someone who is otherwise matched with you.

I wonder if Blizzard knew about and intended the difference in mining rates between races. And I wonder if they're doing tests like these on Starcraft 2 to keep it balanced (or intentionally unbalanced in certain aspects).
JJH
Profile Joined December 2008
Canada42 Posts
May 12 2009 05:38 GMT
#42
great work!
hmm that seems like a great experiment to try out for myself..

i wonder if anyone has thought about testing this on the expansion minerals?
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
May 12 2009 06:03 GMT
#43
On May 09 2009 20:06 EvoChamber wrote:
It's interesting how different the Terran results are from those for the Zerg and Protoss. SCV behavior is really strange, they'll hesitate in front of certain patches. This is actually really helpful, since five seconds early game can easily translate into twenty seconds or even more later on. Thanks a lot, Catyoul!

seriously

ur post is wonderful.... i will try this right away!
ggyo...
ForTheSwarm
Profile Blog Joined April 2009
United States556 Posts
May 12 2009 23:57 GMT
#44
Great post man! Don't let all the people saying this is negligible get to you. This is not only more than negligible, but more importantly, incredibly interesting!

I also have to applaud you on your careful and exacting methodology too. Thanks!
Whenever I see a dropship, my asshole tingles, because it knows whats coming... - TheAntZ
Vex
Profile Blog Joined January 2009
Ireland454 Posts
May 13 2009 10:42 GMT
#45
p so imba.
but yeah this is pretty cool.. i fail to see how it improves ones gameplay
"Bonjwa" is the most retarded word ever. Wtf does it even sound like.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-05-19 12:24:14
May 19 2009 12:01 GMT
#46
On May 09 2009 20:07 Garnet wrote:
Your result for Terran @3 is different than the result here, who should I believe?

Neither, really.

Mining speed has to do with the pathing efficiency of the worker... The angle of return and acceleration/deceleration of workers varies based on building placement and the initial worker placement on the mineral patch. That this is explained in the OP, but not considered or included in the actual test, is confusing to me. The test that would need to be done to truly prove patch mining efficiency is whether alternative initial worker placements vary the worker's traveling speed. If all worker placements result in the same pathing then you know for sure what that patch's mining rate is. Otherwise, results from tests like this will be inconsistent.


Also, to those who say this doesn't make a big difference, I learned this because on a UMS map I've played to death, spawn defense, two of the positions have a single probe that returns slower than the others. If you don't re-angle this probe, after a minute it's five seconds slower than the other probes. This means you don't get enough money in time to send the first wave of units, and as a result will be at such a disadvantage that unless you're a far superior player to your opponent you'll likely lose. Now, say a progamer splits all four to a bad angle. After about a minute of mining, compared to an ideal start, it's like they waited five seconds at the start before starting to mine.

If you can't see how significant that is, you probably don't understand starcraft very well.
pRo9aMeR
Profile Blog Joined September 2008
595 Posts
June 03 2009 12:07 GMT
#47
On May 09 2009 19:38 pRo9aMeR wrote:
For protoss, at the 9 and 6 o'clock, there are two patches (5th and 7th patches) which are above average. These patches seem to be the same distance away as the 5th patch at the 12 o'clock position, but at 12 it isn't above average. I had assumed these patches would be the same. Is there any explanation that you could offer? Is the pathing so differerent when the probe is mining on the left or right side of the nexus?

Overall great work! thank you


I read all the posts, and nobody offered an answer...patiently waiting ^^
In training...let's play, gg! d^..^b
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