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Translation My Starcraft - Page 20

Forum Index > BW General
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Milkis
Profile Blog Joined January 2010
5003 Posts
August 18 2010 05:22 GMT
#381
Time for a brag post since I spent like 3 whole days playing this game 8)
[image loading]

16 season record. After this I got rather bored and I started a new file.

[image loading]

record after 7 seasons.

WeMade Fox is surprisingly a solid team. Baby - Midas - NaDa - Pure - Roro - Shine is surprisingly good enough (can even easily net you perfect records the first season with a little luck) especially cause AI enjoys sending out C+/D- junk players all the time. I got rid of Pure though cause I like Free better T_T

Also Terran is seriously imba. i think this is what makes WeMade so strong 8) Once you get 3 A rank Terran you barely need to look at the map anymore (well you just have to make sure it's not polaris rhapsody or battle royale or something like that)
seRapH
Profile Blog Joined April 2009
United States9798 Posts
August 19 2010 02:53 GMT
#382
i have to agree on the race thing. before on the translated version it seemed like swarm season, with every map favoring zerg, and the Ro32 was littered with zergs. now i find that maps generally favor terran (with the occasional exception, with Troy being especially annoying always appearing during winner's league). Ro32s have mostly terran, then toss, and a few scattered zergs.

i'm playing ace right now, and FOX has 3 A/A+ terrans and 2 SS terrans its only season 6...
boomer hands
Gann1
Profile Joined July 2009
United States1575 Posts
August 19 2010 03:53 GMT
#383
Terrans are ridiculous, especially terrans with high macro/defense. The semifinals of my last starleague were all terran.
I drop suckas like Plinko
Gann1
Profile Joined July 2009
United States1575 Posts
Last Edited: 2010-08-19 06:03:02
August 19 2010 06:02 GMT
#384
So, after a little experimentation (and ruining the rest of my team) I think I've created the best player possible, or close to it. image in the spoiler

+ Show Spoiler +
[image loading]
I drop suckas like Plinko
seRapH
Profile Blog Joined April 2009
United States9798 Posts
August 19 2010 15:40 GMT
#385
On August 19 2010 15:02 Gann1 wrote:
So, after a little experimentation (and ruining the rest of my team) I think I've created the best player possible, or close to it. image in the spoiler

+ Show Spoiler +
[image loading]

is it possible to increase sense/strategy without using potions? tossgirl doesnt seem to be getting better in these fields in mine, her stats look ugly this way

i'm pretty sure this is why she's suffering the yellow curse right now
boomer hands
Gann1
Profile Joined July 2009
United States1575 Posts
August 19 2010 19:23 GMT
#386
I think you can increase strategy by playing her on more complex maps, but I don't think sense can be increased a lot except by potions. She suffered the yellow curse for me at first too, won 2 silvers before her first gold... for me it was sense and macro lagging behind instead of sense and strategy.
I drop suckas like Plinko
KobraKay
Profile Joined March 2010
Portugal4268 Posts
August 19 2010 22:46 GMT
#387
On August 17 2010 09:24 xMiragex wrote:
I had written this on a post, implemented later to the FAQ on the first page of this thread.

What stats are good for what maps?

Sense - independent from map stat

Control - more of an impact in maps with short rush distance

Attack - Mix of low rush distance and high minerals

Harass - Higher rush distance and Higher complexity

Strategy - Higher complexity

Macro - Higher minerals

Defense - Not sure but it might be like sense but possibly affected by complexity

Scouting - independent from map


Harass work better on complex maps? Sure? I've had great success sending Bisu (harassment in person in my game) in P favored short rush distance and macro maps with low complexity. Im talking about the latest translated version btw.

I agree with everything you said just find odd that Harass thing because my experience says otherwise. Might just be a player thing on my part. I would also like to add that defense its not only related to complexity. Rush maps also benefit the player that knows how to defend and they usually win just by countering the rush (I assume since the game ends after a few lines only).
CJ Fighting! (--.--)
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
August 21 2010 05:52 GMT
#388
--- Nuked ---
ZavikZyke
Profile Blog Joined January 2010
United States382 Posts
August 21 2010 06:18 GMT
#389
for some reason, my zergs have higher macro and defense and my terrans have higher att and harrass
Hoejja is Bonjwa
GTR
Profile Blog Joined September 2004
51573 Posts
Last Edited: 2010-08-21 10:10:45
August 21 2010 10:10 GMT
#390
anyone know if it is possible to make a hacked save file with lots of money?
to use for experimentation purposes only.
Commentator
KobraKay
Profile Joined March 2010
Portugal4268 Posts
August 21 2010 12:03 GMT
#391
Im resisting tempation to play the korean version..still waiting for the translated one..but you people make it seem so much better than before (and it was already great!) that my strenght is leaving me :O
CJ Fighting! (--.--)
GTR
Profile Blog Joined September 2004
51573 Posts
August 21 2010 13:10 GMT
#392
hah 1.27.04 is out.

changes:

- fixed a bug where in the winners league post-season, your players would gg or something
- ai-related fixes
- player management menu edited.
Commentator
GTR
Profile Blog Joined September 2004
51573 Posts
Last Edited: 2010-08-21 13:58:23
August 21 2010 13:53 GMT
#393
alright found out how to hack the game, but it's in korean. all i know is it requires cheatomatic.

๋งˆ์ด์Šคํƒ€ ์‹คํ–‰ํ•˜์‹œ๊ณ  ์น˜ํŠธ์˜ค๋งคํ‹ฑ์— ํ”„๋กœ๊ทธ๋žจ ์„ ํƒ ์žˆ์„๊บผ์—์š”. ๊ฑฐ๊ธฐ์— ๋งˆ์ด์Šคํƒ€ ํ•˜์‹œ๊ณ 
ํ•œ ๋ฒˆ ์ด๊ธฐ์„ธ์š”. ๊ทธ๋Ÿฌ๋ฉด ๋ˆ์ด ์ƒ๊ธธํ…๋ฐ ์˜ˆ๋ฅผ ๋“ค์–ด 3์Šนํ•ด์„œ 45๋งŒ์› ๋ฒŒ์—ˆ์œผ๋ฉด ์น˜ํŠธ์˜คํ† ๋งคํ‹ฑ์— 45 ๋ผ๊ณ  ์ ๊ณ  ์ฐพ๊ธฐ ๋ˆŒ๋ฆ…๋‹ˆ๋‹ค. ๊ทธ ๋‹ค์Œ์— 10๋งŒ์›์งœ๋ฆฌ ํ•ซํŒฉ ํ•˜๋‚˜์‚ฌ์…”์„œ 35๋งŒ์› ๋งŒ๋“ค๊ณ  ๋‹ค์‹œ ์ˆซ์ž ์“ฐ๋Š”๋ฐ๋‹ค๊ฐ€ 35์“ฐ๊ณ  ์ฐพ๊ธฐ ๋ˆŒ๋ฅด์‹œ๊ณ ์š”. ๊ทธ ๋‹ค์Œ์— ๋˜ 10๋งŒ์› ์งœ๋ฆฌ ํ•ซํŒป ํ•˜๋‚˜์‚ฌ์…”์„œ 25๋งŒ์› ๋งŒ๋“ค๊ณ  25 ์“ฐ๊ณ  ์ฐพ๊ธฐ ํ•˜์„ธ์š”. 3๋ฒˆ ํ•˜๋ฉด ๊ฐ’ ์ฃผ์†Œ๋ฅผ ์ฐพ์•˜๋‹ค๊ณ  ํ• ํ…๋ฐ ์›ํ•˜๋Š” ๋ˆ ์ž…๋ ฅํ•˜์‹œ๋ฉด ๋ฉ๋‹ˆ๋‹ค. ์ฃผ์†Œ๊ฐ€ ์˜์–ด,์ˆซ์ž๋กœ ๋˜์–ด์žˆ์„ํ…๋ฐ ๊ทธ๊ฑฐ ํ…์ŠคํŠธ ๊ฐ™์€๋ฐ ๋ณต์‚ฌํ•˜์…”์„œ ๋‹ค์Œ์— ๊ฒŒ์ž„ํ•  ๋•Œ ์น˜ํŠธ์˜ค๋งคํ‹ฑ์— ํ•˜์‹œ๋ฉด ๋ฐ”๋กœ ๋ˆ ์“ฐ์‹ค์ˆ˜์žˆ์–ด์š”. ๊ทธ๋Ÿฐ๋ฐ ์ฃผ์†Œ๊ฐ€ ํŒ€๋งˆ๋‹ค ๋‹ฌ๋ฅด๋‹ˆ๊นŒ ๊ฐ๊ฐ ํ•ด๋ณด์…”์•ผํ• ๊บผ์—์š”.


also found this

http://blog.naver.com/PostView.nhn?blogId=rlaekdnf1&logNo=120098316253
Commentator
MisteR
Profile Blog Joined July 2009
Netherlands595 Posts
August 21 2010 14:02 GMT
#394
On August 20 2010 07:46 KobraKay wrote:
Show nested quote +
On August 17 2010 09:24 xMiragex wrote:
I had written this on a post, implemented later to the FAQ on the first page of this thread.

What stats are good for what maps?

Sense - independent from map stat

Control - more of an impact in maps with short rush distance

Attack - Mix of low rush distance and high minerals

Harass - Higher rush distance and Higher complexity

Strategy - Higher complexity

Macro - Higher minerals

Defense - Not sure but it might be like sense but possibly affected by complexity

Scouting - independent from map


Harass work better on complex maps? Sure? I've had great success sending Bisu (harassment in person in my game) in P favored short rush distance and macro maps with low complexity. Im talking about the latest translated version btw.

I agree with everything you said just find odd that Harass thing because my experience says otherwise. Might just be a player thing on my part. I would also like to add that defense its not only related to complexity. Rush maps also benefit the player that knows how to defend and they usually win just by countering the rush (I assume since the game ends after a few lines only).


In my experience, this list is mostly incorrect. I've tried a few things out and I've come to this system:

Sense - low complexity.
Control - low minerals
Attack - low distance
Harass - low distance and low complexity
Strategy - high complexity
Macro - high minerals
Defense - high distance
Scouting - high distance and complexity

Roadrunner favours defensive players heavily, but also gives an advantage to high control players, while fighting spirit favours macro, sense and harass. Judgement day favours macro players heavily, but also defensive and sensible players. Puma, for example, is very powerful on Judgement day, but vulnerable on roadrunner. Free is god on low mineral polaris rhapsody, Bisu is king on fighting spirit, while Great is perfect for match point. Beware, though, as a map like Grand Line does not only favour strategic players, but also well-rounded ones like ForGG. When a stat is bang in the middle, it favours players with high stats in both directions. Middle minerals for example favours players with high control and high macro, like Jangbi.

Finally, there's a heavy luck factor involved. Even the weakest player has a remote chance of causing an upset. There's nothing to do about it but remember that it works both ways.

If anyone has a different, working system I'm interested to hear about it.
Nal_Ra/Much/Horang2/Flying fighting!~
NotJumperer
Profile Blog Joined July 2005
United States1371 Posts
August 21 2010 14:27 GMT
#395
--- Nuked ---
KobraKay
Profile Joined March 2010
Portugal4268 Posts
August 21 2010 14:55 GMT
#396
On August 21 2010 23:27 Jumperer wrote:
we want 1.27.04!!!!!


Its already out. Someone warn wswordsmen about it. He is working on the .03 I believe. I would be more than happy with the 03 tho. Just saying he would probably liked to translate the latest version...or not..Im just going to shut up and thank him for the effort he is putting in this
CJ Fighting! (--.--)
Ethelis
Profile Blog Joined September 2008
United States2397 Posts
Last Edited: 2010-08-21 18:00:08
August 21 2010 17:44 GMT
#397
On August 20 2010 07:46 KobraKay wrote:
+ Show Spoiler +
On August 17 2010 09:24 xMiragex wrote:
I had written this on a post, implemented later to the FAQ on the first page of this thread.

What stats are good for what maps?

Sense - independent from map stat

Control - more of an impact in maps with short rush distance

Attack - Mix of low rush distance and high minerals

Harass - Higher rush distance and Higher complexity

Strategy - Higher complexity

Macro - Higher minerals

Defense - Not sure but it might be like sense but possibly affected by complexity

Scouting - independent from map


Harass work better on complex maps? Sure? I've had great success sending Bisu (harassment in person in my game) in P favored short rush distance and macro maps with low complexity. Im talking about the latest translated version btw.

I agree with everything you said just find odd that Harass thing because my experience says otherwise. Might just be a player thing on my part. I would also like to add that defense its not only related to complexity. Rush maps also benefit the player that knows how to defend and they usually win just by countering the rush (I assume since the game ends after a few lines only).


Try playing a low lvl harass player like Rainbow instead of Bisu. Rainbow did amazingly well in Carthage 2, his highest stat was harass then control, Carthage 2 was high rush distance, low minerals, high complexity by the way so he couldn't have been doing good because of control + short rush distance. Im not sure about Attack and Defense, Best can do surprisingly well and end games quick in short distance maps (specially with high resources like desti or neo medusa) and he doesn't have great control but has a really high attack. This doesn't mean all attack players are good on short distance maps though.

On August 21 2010 23:02 MisteR wrote:
+ Show Spoiler +
On August 20 2010 07:46 KobraKay wrote:
Show nested quote +
On August 17 2010 09:24 xMiragex wrote:
I had written this on a post, implemented later to the FAQ on the first page of this thread.

What stats are good for what maps?

Sense - independent from map stat

Control - more of an impact in maps with short rush distance

Attack - Mix of low rush distance and high minerals

Harass - Higher rush distance and Higher complexity

Strategy - Higher complexity

Macro - Higher minerals

Defense - Not sure but it might be like sense but possibly affected by complexity

Scouting - independent from map


Harass work better on complex maps? Sure? I've had great success sending Bisu (harassment in person in my game) in P favored short rush distance and macro maps with low complexity. Im talking about the latest translated version btw.

I agree with everything you said just find odd that Harass thing because my experience says otherwise. Might just be a player thing on my part. I would also like to add that defense its not only related to complexity. Rush maps also benefit the player that knows how to defend and they usually win just by countering the rush (I assume since the game ends after a few lines only).


In my experience, this list is mostly incorrect. I've tried a few things out and I've come to this system:

Sense - low complexity.
Control - low minerals
Attack - low distance
Harass - low distance and low complexity
Strategy - high complexity
Macro - high minerals
Defense - high distance
Scouting - high distance and complexity

Roadrunner favours defensive players heavily, but also gives an advantage to high control players, while fighting spirit favours macro, sense and harass. Judgement day favours macro players heavily, but also defensive and sensible players. Puma, for example, is very powerful on Judgement day, but vulnerable on roadrunner. Free is god on low mineral polaris rhapsody, Bisu is king on fighting spirit, while Great is perfect for match point. Beware, though, as a map like Grand Line does not only favour strategic players, but also well-rounded ones like ForGG. When a stat is bang in the middle, it favours players with high stats in both directions. Middle minerals for example favours players with high control and high macro, like Jangbi.

Finally, there's a heavy luck factor involved. Even the weakest player has a remote chance of causing an upset. There's nothing to do about it but remember that it works both ways.

If anyone has a different, working system I'm interested to hear about it.


I've played as sparkyz a few times but i don't remember ever doing great or bad with puma (or a player with similar stats) since i rarely fielded him. How are your results with those choices?

Edit: Actually Puma is not that different from Savior and i've gotten Savior to A+ easily, not sure if things might be differently because of the race though, i assume it should though but i don't necessairly know what would be different.
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
regerstreen
Profile Joined April 2010
Canada57 Posts
August 21 2010 23:40 GMT
#398
According to Mystarcraft Cafe posts (they are written in 2008 so might be outdated by now)

Sense
-Increases when the map is more complex.
-Helps to fight better battles in same race matchups and long games

Strategy
-Increases when the map is more complex.
-More likely to succeed strategical plays
-Can amplify or decrease the effects of map balance

Control
-Reduces casualties in battles.
-Affects the outcome of battles between certain units.

Macro
-Includes making units, expanding, and resource management

Attack
-Increases in maps with short rush distance
-Inflicts bigger damages to the enemy while attacking

Defense
-Increases in maps with long rush distance
-Decreases damage inflicted while defending and inflicts heavier damages to the enemy

Harass
-Increases the impacts of guerilla plays
-Can attack enemy expansions with fast mobility during mid-late game

Scouting
-Increases chance of stopping enemy guerilla plays early.
-Can determine enemy movements during mid-late game

*Increase/decrease of stats due to map balance are calculated by % ratio

*In early battles, attack and defense are important while in mid-late battles, sense, macro, harass, scouting, etc are important

Also

Stats that affect every race and matchups: Macro, scouting

Protoss
Most important:Macro (Important for all races but especially for toss)
vZ:Harass, Strategy, Defense
vP:Sense, Control
vT:Attack, Defense

Terran
Most Important:Defense or Macro(You can have only one of them but it's very hard if neither are good)
vZ:Control, Harass, Strategy
vP:Defense, Attack
vT:Sense

Zerg
Most Important:Everything
vZ:Sense, Control
vP:Harass, Defense/Attack(Either is fine)
vT:Everything
quasar
Profile Joined August 2010
140 Posts
August 21 2010 23:42 GMT
#399
Wow, lots of new info about MySC now, I better start updating the guide with all that info regerstreen :D.
For small creatures such as we the vastness is bearable only through love.
Ethelis
Profile Blog Joined September 2008
United States2397 Posts
August 22 2010 00:10 GMT
#400
On August 22 2010 08:40 regerstreen wrote:
+ Show Spoiler +
According to Mystarcraft Cafe posts (they are written in 2008 so might be outdated by now)

Sense
-Increases when the map is more complex.
-Helps to fight better battles in same race matchups and long games

Strategy
-Increases when the map is more complex.
-More likely to succeed strategical plays
-Can amplify or decrease the effects of map balance

Control
-Reduces casualties in battles.
-Affects the outcome of battles between certain units.

Macro
-Includes making units, expanding, and resource management

Attack
-Increases in maps with short rush distance
-Inflicts bigger damages to the enemy while attacking

Defense
-Increases in maps with long rush distance
-Decreases damage inflicted while defending and inflicts heavier damages to the enemy

Harass
-Increases the impacts of guerilla plays
-Can attack enemy expansions with fast mobility during mid-late game

Scouting
-Increases chance of stopping enemy guerilla plays early.
-Can determine enemy movements during mid-late game

*Increase/decrease of stats due to map balance are calculated by % ratio

*In early battles, attack and defense are important while in mid-late battles, sense, macro, harass, scouting, etc are important

Also

Stats that affect every race and matchups: Macro, scouting

Protoss
Most important:Macro (Important for all races but especially for toss)
vZ:Harass, Strategy, Defense
vP:Sense, Control
vT:Attack, Defense

Terran
Most Important:Defense or Macro(You can have only one of them but it's very hard if neither are good)
vZ:Control, Harass, Strategy
vP:Defense, Attack
vT:Sense

Zerg
Most Important:Everything
vZ:Sense, Control
vP:Harass, Defense/Attack(Either is fine)
vT:Everything


That's good stuff, so in theory if you scale all players to = rank, P players like Best or Shuttle would be the best, T flash, fanta, Z, Calm? It seems weird for ZvZ though, Based off this JD should destroy in ZvZs but hes not THAT great from my experience, but it does explain players like Savior failing in ZvZ.
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
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