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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...
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Terrans are ridiculous, especially terrans with high macro/defense. The semifinals of my last starleague were all terran.
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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 +
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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 + 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
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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.
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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).
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for some reason, my zergs have higher macro and defense and my terrans have higher att and harrass
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51573 Posts
anyone know if it is possible to make a hacked save file with lots of money? to use for experimentation purposes only.
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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
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51573 Posts
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.
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51573 Posts
alright found out how to hack the game, but it's in korean. all i know is it requires cheatomatic.
๋ง์ด์คํ ์คํํ์๊ณ ์นํธ์ค๋งคํฑ์ ํ๋ก๊ทธ๋จ ์ ํ ์์๊บผ์์. ๊ฑฐ๊ธฐ์ ๋ง์ด์คํ ํ์๊ณ ํ ๋ฒ ์ด๊ธฐ์ธ์. ๊ทธ๋ฌ๋ฉด ๋์ด ์๊ธธํ
๋ฐ ์๋ฅผ ๋ค์ด 3์นํด์ 45๋ง์ ๋ฒ์์ผ๋ฉด ์นํธ์คํ ๋งคํฑ์ 45 ๋ผ๊ณ ์ ๊ณ ์ฐพ๊ธฐ ๋๋ฆ
๋๋ค. ๊ทธ ๋ค์์ 10๋ง์์ง๋ฆฌ ํซํฉ ํ๋์ฌ์
์ 35๋ง์ ๋ง๋ค๊ณ ๋ค์ ์ซ์ ์ฐ๋๋ฐ๋ค๊ฐ 35์ฐ๊ณ ์ฐพ๊ธฐ ๋๋ฅด์๊ณ ์. ๊ทธ ๋ค์์ ๋ 10๋ง์ ์ง๋ฆฌ ํซํป ํ๋์ฌ์
์ 25๋ง์ ๋ง๋ค๊ณ 25 ์ฐ๊ณ ์ฐพ๊ธฐ ํ์ธ์. 3๋ฒ ํ๋ฉด ๊ฐ ์ฃผ์๋ฅผ ์ฐพ์๋ค๊ณ ํ ํ
๋ฐ ์ํ๋ ๋ ์
๋ ฅํ์๋ฉด ๋ฉ๋๋ค. ์ฃผ์๊ฐ ์์ด,์ซ์๋ก ๋์ด์์ํ
๋ฐ ๊ทธ๊ฑฐ ํ
์คํธ ๊ฐ์๋ฐ ๋ณต์ฌํ์
์ ๋ค์์ ๊ฒ์ํ ๋ ์นํธ์ค๋งคํฑ์ ํ์๋ฉด ๋ฐ๋ก ๋ ์ฐ์ค์์์ด์. ๊ทธ๋ฐ๋ฐ ์ฃผ์๊ฐ ํ๋ง๋ค ๋ฌ๋ฅด๋๊น ๊ฐ๊ฐ ํด๋ณด์
์ผํ ๊บผ์์.
also found this
http://blog.naver.com/PostView.nhn?blogId=rlaekdnf1&logNo=120098316253
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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.
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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
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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.
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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
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Wow, lots of new info about MySC now, I better start updating the guide with all that info regerstreen :D.
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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.
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