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[A] Starbow - Page 58

Forum Index > SC2 Maps & Custom Games
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Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
August 12 2012 22:11 GMT
#1141
--- Nuked ---
Danko__
Profile Joined January 2012
Poland429 Posts
August 12 2012 23:04 GMT
#1142
[POOP]
On August 13 2012 06:09 Roblin wrote:
Show nested quote +
On August 13 2012 05:46 Danko__ wrote:
Roblin you are missing a lot of things:
1. Zerg have much more spread econ. Workers most of the time are more efficent..
2. Zerg is loosing workers on buildings.

But still i wanted to suggest 20secs for hatcheries spawn rate.And larvae inject with 60sec timer for 2 larvae or 1 larvae every 30 (which may seem bit too hard, and not enough rewarding task).

Oh, fuck you. Stop reading values from my head >.>


1. what do you mean with spread econ? workers most of the time?
2. yes, indeed, the relevant amount of workers lost are:
spawning pool
hatchery
extractor
optional additional hatchery
optional spine crawler (or 2)

so technically speaking, we should want to have zerg be in the lead by about 3-5 drones approximately 4-6 minutes into the game, assuming that no building are built.

taking this into account, we get that:
(5*60)/22 = 13.636363
probes can be built in that time (4 minutes 30 seconds) lets say about 13.5.

now lets say zerg should have 3 more drones at this time, that means drone production should be (since each drone also costs 1 8th additional larvae in overlords)
(16.5+16.5/8)/5 = 3.7125 larvae per minute

this is actually slightly different from the previous numbers, and this is how much:
60/3.7125 = 16.1616161... or roughly 16 seconds per larvae.

and as for larvae inject, it should be (2/3)*3.7125= 2.475 larvae per minute, which means 1 larvae every 24.2424242... second, rounded to 2 larvae every 50 seconds.

so thank you for your correction danko, the new values with this in mind is:
hatchery: 1 larvae/16 seconds
inject: 2 larvae/50 seconds

edit: the math was wrong, at first I used 4-5 minutes, and that had slightly different values


3. *spooky voice* the math reads your miiiinnnnnddd ooooooOOOOOOOoooooooOOOOOOO


Show nested quote +
On August 13 2012 06:06 Kabel wrote:
On August 13 2012 05:46 Danko__ wrote:
Roblin you are missing a lot of things:
1. Zerg have much more spread econ. Workers most of the time are more efficent..


I can´t find the values I have written down regarding this. But the first worker is more efficent than the second worker, at the same mineral patch. This is because the second worker has to wait a couple of seconds before it starts mining.

So having 8 workers at one base, and 8 workers at another base is better than having 16 workers at the same base.

Is this really something we need to take in account when deciding the larva spawn rate?

not really, but math is fun!

edit3:
damn! now we don't take into account the fact that zerg starts with 3 larvae!

you know what, fuck it, lets say the 3 starting larvae makes up for the fact that zerg needs a fewmore workers in early game.

[/POOP]

20sec period for hatch/2 larvae each 60sec for inject will be fine.
MNdakota
Profile Joined March 2012
United States512 Posts
August 12 2012 23:07 GMT
#1143
Danko, you just connected while I was on. xD
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Danko__
Profile Joined January 2012
Poland429 Posts
August 12 2012 23:21 GMT
#1144
Yeah, noticed. You was not streaming so i thought you are not playing
MNdakota
Profile Joined March 2012
United States512 Posts
August 12 2012 23:26 GMT
#1145
On August 13 2012 08:21 Danko__ wrote:
Yeah, noticed. You was not streaming so i thought you are not playing


It's okay though. :D
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
August 13 2012 00:50 GMT
#1146
You should get some good matches up on youtube and put them in the op. From what I've checked out so far seems pretty sick. My biggest gripe with Bliz right now is that they still refuse to fix the warp gate mechanic.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-13 00:55:24
August 13 2012 00:54 GMT
#1147
On August 13 2012 09:50 decemberscalm wrote:
You should get some good matches up on youtube and put them in the op. From what I've checked out so far seems pretty sick. My biggest gripe with Bliz right now is that they still refuse to fix the warp gate mechanic.


I would like to publish stuff on youtube. But I play on a 5-year old laptop on lowest graphic settings. If I upload content on youtube, it will look kinda.. grey. (You see the pictures at the opening post.) I have loads of good matches as replays, but no one wants to upload them on youtube for me. : /

Anyone interested? I don´t expect anyone to cast them or do anything fancy. (if you don´t want) Just publish good replays as VODs, so people can get a grasp about the gameplay.
Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
August 13 2012 00:56 GMT
#1148
On August 13 2012 09:54 Kabel wrote:
Show nested quote +
On August 13 2012 09:50 decemberscalm wrote:
You should get some good matches up on youtube and put them in the op. From what I've checked out so far seems pretty sick. My biggest gripe with Bliz right now is that they still refuse to fix the warp gate mechanic.


I would like to publish stuff on youtube. But I play on a 5-year old laptop on lowest graphic settings. If I upload content on youtube, it will look kinda.. grey. (You see the pictures at the opening post.) I have loads of good matches as replays, but no one wants to upload them on youtube for me. : /

Anyone interested? I don´t expect anyone to cast them or do anything fancy. (if you don´t want) Just publish good replays as VODs, so people can get a grasp about the gameplay.


I do have a YouTube channel that I can submit games to and play also.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-13 01:08:51
August 13 2012 01:04 GMT
#1149
On August 13 2012 09:56 MNdakota wrote:
Show nested quote +
On August 13 2012 09:54 Kabel wrote:
On August 13 2012 09:50 decemberscalm wrote:
You should get some good matches up on youtube and put them in the op. From what I've checked out so far seems pretty sick. My biggest gripe with Bliz right now is that they still refuse to fix the warp gate mechanic.


I would like to publish stuff on youtube. But I play on a 5-year old laptop on lowest graphic settings. If I upload content on youtube, it will look kinda.. grey. (You see the pictures at the opening post.) I have loads of good matches as replays, but no one wants to upload them on youtube for me. : /

Anyone interested? I don´t expect anyone to cast them or do anything fancy. (if you don´t want) Just publish good replays as VODs, so people can get a grasp about the gameplay.


I do have a YouTube channel that I can submit games to and play also.


Yeah I know, you have done some videos before

But I thought you were not interested anymore in publishing stuff?

If you still are, I sent you a replay a couple of days ago you can upload if you want. (The TvP between Puccini & Gossen)

Otherwise, as we play more, I am sure we can get some more great games going that are worth to publish in the near future.
Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
August 13 2012 01:16 GMT
#1150
On August 13 2012 10:04 Kabel wrote:
Show nested quote +
On August 13 2012 09:56 MNdakota wrote:
On August 13 2012 09:54 Kabel wrote:
On August 13 2012 09:50 decemberscalm wrote:
You should get some good matches up on youtube and put them in the op. From what I've checked out so far seems pretty sick. My biggest gripe with Bliz right now is that they still refuse to fix the warp gate mechanic.


I would like to publish stuff on youtube. But I play on a 5-year old laptop on lowest graphic settings. If I upload content on youtube, it will look kinda.. grey. (You see the pictures at the opening post.) I have loads of good matches as replays, but no one wants to upload them on youtube for me. : /

Anyone interested? I don´t expect anyone to cast them or do anything fancy. (if you don´t want) Just publish good replays as VODs, so people can get a grasp about the gameplay.


I do have a YouTube channel that I can submit games to and play also.


Yeah I know, you have done some videos before

But I thought you were not interested anymore in publishing stuff?

If you still are, I sent you a replay a couple of days ago you can upload if you want. (The TvP between Puccini & Gossen)

Otherwise, as we play more, I am sure we can get some more great games going that are worth to publish in the near future.


I will probably wait to make more videos mainly because the game changes so often. Not only that but I really don't enjoy casting all that much, sorry.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Oaky
Profile Joined August 2012
United States95 Posts
August 13 2012 01:32 GMT
#1151
Good job, you definetly put a lot of work into this.
SOOOOOOO MANY BANELINGS!
Effay
Profile Blog Joined December 2010
United States153 Posts
August 13 2012 04:47 GMT
#1152
is the current version up on NA or just EU?
Obsession: The weak minded's name for dedication
Roblin
Profile Joined April 2010
Sweden948 Posts
August 13 2012 07:20 GMT
#1153
On August 13 2012 08:04 Danko__ wrote:
[POOP]
Show nested quote +
On August 13 2012 06:09 Roblin wrote:
On August 13 2012 05:46 Danko__ wrote:
Roblin you are missing a lot of things:
1. Zerg have much more spread econ. Workers most of the time are more efficent..
2. Zerg is loosing workers on buildings.

But still i wanted to suggest 20secs for hatcheries spawn rate.And larvae inject with 60sec timer for 2 larvae or 1 larvae every 30 (which may seem bit too hard, and not enough rewarding task).

Oh, fuck you. Stop reading values from my head >.>


1. what do you mean with spread econ? workers most of the time?
2. yes, indeed, the relevant amount of workers lost are:
spawning pool
hatchery
extractor
optional additional hatchery
optional spine crawler (or 2)

so technically speaking, we should want to have zerg be in the lead by about 3-5 drones approximately 4-6 minutes into the game, assuming that no building are built.

taking this into account, we get that:
(5*60)/22 = 13.636363
probes can be built in that time (4 minutes 30 seconds) lets say about 13.5.

now lets say zerg should have 3 more drones at this time, that means drone production should be (since each drone also costs 1 8th additional larvae in overlords)
(16.5+16.5/8)/5 = 3.7125 larvae per minute

this is actually slightly different from the previous numbers, and this is how much:
60/3.7125 = 16.1616161... or roughly 16 seconds per larvae.

and as for larvae inject, it should be (2/3)*3.7125= 2.475 larvae per minute, which means 1 larvae every 24.2424242... second, rounded to 2 larvae every 50 seconds.

so thank you for your correction danko, the new values with this in mind is:
hatchery: 1 larvae/16 seconds
inject: 2 larvae/50 seconds

edit: the math was wrong, at first I used 4-5 minutes, and that had slightly different values


3. *spooky voice* the math reads your miiiinnnnnddd ooooooOOOOOOOoooooooOOOOOOO


On August 13 2012 06:06 Kabel wrote:
On August 13 2012 05:46 Danko__ wrote:
Roblin you are missing a lot of things:
1. Zerg have much more spread econ. Workers most of the time are more efficent..


I can´t find the values I have written down regarding this. But the first worker is more efficent than the second worker, at the same mineral patch. This is because the second worker has to wait a couple of seconds before it starts mining.

So having 8 workers at one base, and 8 workers at another base is better than having 16 workers at the same base.

Is this really something we need to take in account when deciding the larva spawn rate?

not really, but math is fun!

edit3:
damn! now we don't take into account the fact that zerg starts with 3 larvae!

you know what, fuck it, lets say the 3 starting larvae makes up for the fact that zerg needs a fewmore workers in early game.

[/POOP]

20sec period for hatch/2 larvae each 60sec for inject will be fine.


indeed, a wasted post where the conlusions really just went from point A to point B back to point A again.

sorry about that. it was not my intention to waste anyones time.
I'm better today than I was yesterday!
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 13 2012 09:41 GMT
#1154
--- New update on EU ---

Error fixes etc.

The most important thing is that the larva spawn rate has been adjusted to fit the new build time of workers.

You spawn 1 larva every 20 seconds. Inject gives you 2 larvas every minute.



is the current version up on NA or just EU?


EU always has the most updated version, simply because I am on EU. I send new versions to my NA-publisher, UloseTheGame. He tries to upload it when he can.
Creator of Starbow
Effay
Profile Blog Joined December 2010
United States153 Posts
August 13 2012 15:03 GMT
#1155
Okay, thanks.

I had had an idea for a mod with a similar aim and idea to this one floating around in my head for awhile, but never had the time/knowhow/work ethic to actually make it. Glad to see someone has.

I'll try to play it a bunch on NA and give my thoughts, though so far the chat channel is a ghost town...
Obsession: The weak minded's name for dedication
Danko__
Profile Joined January 2012
Poland429 Posts
August 13 2012 15:46 GMT
#1156
Anyone wanna play (EU)?
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 13 2012 15:49 GMT
#1157
On August 14 2012 00:03 Effay wrote:
Okay, thanks.

I had had an idea for a mod with a similar aim and idea to this one floating around in my head for awhile, but never had the time/knowhow/work ethic to actually make it. Glad to see someone has.

I'll try to play it a bunch on NA and give my thoughts, though so far the chat channel is a ghost town...


Yea there is barely anyone playing it on NA. On EU the scene is alive and slowly growing.

If you do find an opponent on NA, remember that the update you have there is a couple of days old. Some issues you might find can already have been adjusted.
Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-13 21:03:02
August 13 2012 21:00 GMT
#1158
I am doing some puzzling here. If anyone wanna help me with this, feel free ^^

Since patch 1.5 was released 2 weeks ago, units can no longer deal LESS damage vs certain targets. And this is mainly an issue for Siege tanks. They are suppose to do 50 dmg vs all. 35 dmg vs light units and 65 vs armored units! It was a balance that worked well. Now they deal 50 vs all and 65 vs amored.. and that is REALLY strong.. I can not make them deal less dmg vs light!

But there is a way to overcome this: If I add a new armor class "Medium", I can make the siege tank deal 35 dmg vs all, 50 dmg vs medium and 65 vs armored. So the normal 35 dmg actually effects light units only, since no ligh unit has the armor class medium.



The catch is that I have some units I can´t decide where to put.

It looks like this:

LIGHT UNITS:

Workers
Zerglings
Zealots
Marines
High Templars
Dark Templars
Ghosts

MEDIUM ARMOR UNITS:

Hydralisks
Banelings
Queen
Archon
Firebat
Medic

ARMORED UNITS:

Stalker
Immortal
Siege Tank
Goliath
Lurker
Ultralisks
Reaver
ALL buildings in the game!



UNITS THAT DEAL BONUS DAMAGE VS ARMORED

Hydralisks
Tanks
Immortal
Wraith vs air
Void Ray

UNITS THAT DEAL BONUS DAMAGE VS LIGHT


Vulture
Firebat
Ghost
Baneling

UNITS THAT DEAL LESS DAMAGE VS LIGHT


Siege tank
Void Ray


All units that deal extra damage vs anything is almost the same as in SC2 or current Starbow.

I have two units I don´t know where to put: Vultures & Mutalisks.

If I make Vultures armored, Hydralisks & Tanks are good vs them. And that is a good thing!
The bad thing is that Immortals will now be good vs Vultures, Tanks AND Goliaths. They are good vs all mech units. I would prefer if Immortals were not good vs Vultures. Otherwise they 2 shot them :p

Mutalisks are suppose to take more damage from Hydralisks. If I set them to "armored", they will. But they will also take extra dmg from Wraiths! (20 instead of 10 per shot) Its also silly to have Mutalisks be armored :p

Besides this, almost no special damage is dealt vs air units. Hydras, Wraiths, Void Rays are the only ones. So armor classes for air units are not so hard to adjust.


I am basically just thinking loud here.. any suggestions?


Creator of Starbow
Danko__
Profile Joined January 2012
Poland429 Posts
August 13 2012 21:24 GMT
#1159
What i think:

Leave muta light. Why hydras should deal more dmg vs them?

Remove immortal.
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 13 2012 21:28 GMT
#1160
On August 14 2012 06:24 Danko__ wrote:
What i think:

Leave muta light. Why hydras should deal more dmg vs them?

Remove immortal.


If Hydras are not good vs mutalisks, there will not be any reason to go Hydras in ZvZ. Zerg won´t have any ground unit that is good anti air. The only way to stop air units is to build your own air units..
Creator of Starbow
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