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[Q] What is unit critical mass? - Page 4

Forum Index > StarCraft 2 Strategy
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shadymmj
Profile Joined June 2010
1906 Posts
June 26 2010 09:19 GMT
#61
Another thing that I want to talk about is where carriers fit in this concept of critical mass. Maybe a simple definition is when "units are exponentially more effective in a group" rather than being solitary.

As some people said, 1 carrier can't do much, but 8 of them can do a lot. That is not very surprising. One expects 8 carriers to do 8 times more damage than 1 can. Say the enemy zerg matches 3 mutas for each carrier you have (in no way is this a A > B scenario). That would be 24 mutas against 8 carriers.

Would it be better if you had 1 carrier engaging 3 mutas in 8 places of the map simultaneously, or a ball of 8 carriers taking on the ball of 24 mutas? Even if we take into account the bouncing glaive, the carrier ball will be superior. Why? Something to think about.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
June 26 2010 09:39 GMT
#62
all I got from the OP was that critical mass of colossi could be considered 8.
LoL, wow! if you catch me with my pants down after massing 8 colossi, i am definitely deserving of a loss.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Azrael35
Profile Joined June 2010
United States1 Post
June 26 2010 19:41 GMT
#63
On June 25 2010 13:54 FC.Strike wrote:
When I voted "Not Really" I really meant "No, and I think that this information would be entirely detrimental to new players."

The absolute worst thing you can do is dive into a situation and just take somebody else's word for it. Doing this sets up mental blocks in your head which prevent you from truly exploring and evolving your strategies.

Instead it promotes this sense of static satisfaction wherein you think that you've already found the "best" way to do something and that's that.

When the beta comes back, just start TESTING things. Try moving out with 3 colossi. Ask yourself how that felt. Now try 4. Ask yourself how that run felt. Etc.

You're looking for structure and shortcuts when there really isn't any. I strongly believe that anything attempting to structure strategy in the way you described does more harm than it does good.

The people who need it (the newer players) gain a skewed concept of the game
The people who don't need it will find it worthless



What your saying makes sense and I get what your trying to promote but....

For someone who is looking to obtain this information as a basis for comparison or a starting point to honing there own comfort zones it isnt as damaging as you describe. "PvE is checkers and PvP is chess" Obviously if someone takes any advice and applies it as an absolute they are destined to failure but anyone who takes the advice as a baseline for study with the full intention of adaptation and reaction, it can be a helpful tool that eliminates some of the more unnecessary trial and error.

I guess what I'm saying is I agree with your warning but not with your assertion of "No" it isnt helpful at all. It should be used as a baseline for your own comparisons only but it is indeed a useful tool if used correctly.

-Az
If at first you dont succeed, dont sky dive....
Slayer91
Profile Joined February 2006
Ireland23335 Posts
June 26 2010 22:23 GMT
#64
"Critical mass" is really an over used concept.

What most people mean is that
"At equal macro levels, at one point his units will start to beat your units"
The only true "critical mass" is if you can defeat his 200/200 army with said units.

The term is used because of 2 reasons:
1: When 1 unit has higher range than another you get a bigger advantage in bigger numbers due to you being able to abuse the free shots more and more.
2: When 1 unit has a splash damage component the advantage scales up similarly.

Colossus are the usual example because they have 9 range and big splash. However, is 8 colossus unbeatable by a 200/200 army? no you don't even need close to that. What about a 130/200 army with 8 colossus and lots of stalkers and sentries? Well its quite tough to deal with that as zerg if you have mostly hydralisks, So a lot of people say "oh well he's going critical mass of colossus" But if you're on like a high supply on roach/hydra/ling and with a decent surround you can still win comfortably.

I think its way overused because it depends so much on composition and positioning as well as general micro.

The sc:bw was like "6 corsairs kill infinity mutaliks" when in fact like 12-14 with a good surround wins. However if you are both making sairs and mutas his sairs are going to win if you are both putting in similar resources. [He'll win more and more in bigger numbers, due to splash]
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