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[G] Unit production calculator - Page 2

Forum Index > StarCraft 2 Strategy
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Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
September 23 2010 19:16 GMT
#21
On September 24 2010 03:33 MadNote wrote:
Show nested quote +
On September 24 2010 00:41 LolnoobInsanity wrote:
On September 23 2010 23:45 MadNote wrote:
I know chronoboosting increases your resource consumption if you use it on a warpgate, but what about when you use it on a Nexus. I can't find exact numbers, but I am pretty sure your probes bring in minerals faster when the Nexus is chronoboosted. Maybe it is 50% for 20 seconds, but it is definitely faster. Does this take into account if you are chronoboosting your Nexus (which happens quite a bit)?


Chronoboosting doesn't increase mining speed at all.


Did this ever work? Maybe at some point during the BETA? I swear I didn't just make this up. I thought I read it somewhere. I could have made it up though ha.

Before the beta the protoss had another building that had a macro mechanic that increased the rate of mining as well as having a couple other abilities on it. This was removed when they added chronoboost to the game. It was never in beta.
Roaming
Profile Joined May 2010
United States239 Posts
September 23 2010 19:49 GMT
#22
The value of this tool isn't to simulate how your base works. It cannot account for too many small details that really do play into the game. But it can show you some things.

You can view different army pushes and when you're at about 100%(200% for two bases) minerals you can attack/expand. Because the calculator accounts for plyons, it will always be cheaper to reinforce troops than to build them in the first place. The surplus minerals can either be fueled into extra gateways (thus in turn more cheaper troops faster) or an expansion. This effect is why the 4 warp gate push is so strong. Its not the 'surge of units'. Its the ability to keep them coming. Same reason why zerg is so baller late game.
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.
Haploid
Profile Joined August 2010
Netherlands89 Posts
September 24 2010 13:53 GMT
#23
On September 24 2010 01:05 Elfich wrote:
Can you add an option that removes the cost of the pylon?

I added a checkbox to remove pylons from the calculation.

Also, the Terran version is now available at:
http://haploid.nl/sc2/unit_production/terran.php

Enjoy!
Thank you Carl, you saved me from having to kill them all myself.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
September 24 2010 14:02 GMT
#24
starting show it's a almost all in strat at 4 warpgate i normally thrown down a nexus before starting the agression with the 4 warpgates just so i can start saturating and maintain the agression.
Live Fast Die Young :D
Quasi.In.Rem
Profile Joined September 2010
53 Posts
September 24 2010 17:42 GMT
#25
lol. awesome. i had been just trying to figure this stuff out on my own. nice!
SteveNick
Profile Joined November 2008
United States304 Posts
September 24 2010 18:40 GMT
#26
Good make. It's nice to know things like how I can make units off of 2 warpgates and 2 robos(2 immortal 1 collo) with 2 bases.
It's all fun and games until somebody gets 4gated.
MadNote
Profile Blog Joined May 2010
Lesotho75 Posts
September 24 2010 18:44 GMT
#27
On September 24 2010 04:16 Mastermind wrote:
Show nested quote +
On September 24 2010 03:33 MadNote wrote:
On September 24 2010 00:41 LolnoobInsanity wrote:
On September 23 2010 23:45 MadNote wrote:
I know chronoboosting increases your resource consumption if you use it on a warpgate, but what about when you use it on a Nexus. I can't find exact numbers, but I am pretty sure your probes bring in minerals faster when the Nexus is chronoboosted. Maybe it is 50% for 20 seconds, but it is definitely faster. Does this take into account if you are chronoboosting your Nexus (which happens quite a bit)?


Chronoboosting doesn't increase mining speed at all.


Did this ever work? Maybe at some point during the BETA? I swear I didn't just make this up. I thought I read it somewhere. I could have made it up though ha.

Before the beta the protoss had another building that had a macro mechanic that increased the rate of mining as well as having a couple other abilities on it. This was removed when they added chronoboost to the game. It was never in beta.


Ahhh ok. I thought when they got rid of that (Obelisk I think) and replaced with chronoboost, the increased mining production came with it as well. Guess not.
ensis
Profile Joined May 2010
Germany340 Posts
September 24 2010 19:00 GMT
#28
credits.

btw. did you use 16 probe saturation or 24?
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
Cyrik
Profile Joined April 2010
Germany50 Posts
Last Edited: 2010-09-24 19:02:46
September 24 2010 19:01 GMT
#29
could you add a mule checkbox to the terran gismo pls? thx
edit: and maybe an option to only mine from one gas
Scorcher2k
Profile Joined November 2009
United States802 Posts
Last Edited: 2010-09-24 19:39:47
September 24 2010 19:32 GMT
#30
Ok, I'm guessing the numbers are so surprising because of the different cooldown times on units. This is certainly helpful, thanks.

Could you please allow it to show over how much time it would take to make these units?
Roaming
Profile Joined May 2010
United States239 Posts
Last Edited: 2010-09-24 20:09:51
September 24 2010 20:05 GMT
#31
Edit: can you make the number of bases you're mining on an option, and not based on nexi?

Because it assumes i have 2 bases @ full production... why would i need to make probes off two bases? Follow me? I need to know 2 nexi off 1 base production...
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.
Haploid
Profile Joined August 2010
Netherlands89 Posts
September 24 2010 21:23 GMT
#32
On September 25 2010 04:00 ensis wrote:
btw. did you use 16 probe saturation or 24?

24 Peons. As fully saturated as you can get. I may add an option to set the number of peons, or possibly a separate page for people to fiddle with the income for different peon distributions.
On September 25 2010 04:01 Cyrik wrote:
could you add a mule checkbox to the terran gismo pls? thx
edit: and maybe an option to only mine from one gas

Yes to the MULE checkbox. I dunno about mining gas. It's pretty easy to work out in your head that if you use 50% of your gas, you can do with one geyser.
On September 25 2010 04:32 Scorcher2k wrote:
Could you please allow it to show over how much time it would take to make these units?

The focus is really on showing how many unit producing structures you can support off 1 or 2 bases, not how long it takes to train your army. That's an entirely different story, cause it depends on your build order, when you build your gateways, if you skip probes, etc. If you just want the raw numbers, they're available at Liquipedia 2.

If I misunderstood the question, can you give me an example of the sort of information you're looking for?
On September 25 2010 05:05 Roaming wrote:
Edit: can you make the number of bases you're mining on an option, and not based on nexi?

I can, and I will, after I've finished watching this morning's GSL matches. I figured that using the number of nexi would make things easier, but I can see there are scenarios in which you're mining off 1 base and building probes in 2 Nexi.

Thanks for the feedback, guys (and possibly gals).
Thank you Carl, you saved me from having to kill them all myself.
Quasi.In.Rem
Profile Joined September 2010
53 Posts
September 24 2010 22:21 GMT
#33
is this post or pre-patch?
Haploid
Profile Joined August 2010
Netherlands89 Posts
September 26 2010 13:06 GMT
#34
It uses patch 1.1 numbers. Liquipedia is up-to-date, so I didn't even need to think much about that.

New version includes:
- Configurable income (you select the number of bases, probes, geysers and it calculates your expected income);
- Tooltips with the cost and time-to-build for the units;
- Collapsible paragraphs for easier overview;
- Fixed bug where it showed only question marks in the results (IE only). Thanks to Ichabod!

Next stop: Zerg!

Please post bugs here of PM me.
Thank you Carl, you saved me from having to kill them all myself.
bone577
Profile Joined December 2005
Australia65 Posts
September 26 2010 13:49 GMT
#35
The numbers seem pretty spot on for 4 warpgates. A solid 4 warpgate push is usually just zealots and sentries, maybe a few stalkers at the most. Considering that and assuming a ratio of 2:1 zeal:sentry you are using 106% of minerals and 117% of gas while still producing probes and not making new pylons. So 4-warpgates is still a good idea in practice AND theory.

Kudos to the OP for this.
Manifesto7
Profile Blog Joined November 2002
Osaka27172 Posts
September 26 2010 23:42 GMT
#36
Changed title as per request.
ModeratorGodfather
NETRAT
Profile Joined July 2010
Belarus180 Posts
September 28 2010 12:14 GMT
#37
once made similar calculations by my own, don't quite get the numbers - if i use 1 warpgate constantly pumping out zealots i should type 1 warpgate and 1 zealot in fields, so it means that I spend 100 minerals every 28 seconds, rate is 3.57 why do I get 4.46 / sec in this calculator instead?
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
September 28 2010 13:02 GMT
#38
On September 28 2010 21:14 NETRAT wrote:
once made similar calculations by my own, don't quite get the numbers - if i use 1 warpgate constantly pumping out zealots i should type 1 warpgate and 1 zealot in fields, so it means that I spend 100 minerals every 28 seconds, rate is 3.57 why do I get 4.46 / sec in this calculator instead?


Because you have to build Pylons to produce the Zealots. Every 4 Zealots you need 1 Pylon for 100 Minerals, that means your Zealots actually cost 125 Minerals (25% more).

3.57 Min/Sec * 1.25 (25% cost for pylons) = 4.46 Min/Sec
NETRAT
Profile Joined July 2010
Belarus180 Posts
September 28 2010 13:24 GMT
#39
thats great, ty for explanation, thats why u can't actually afford 4 gates
i was always thinking about full scale BO simulation to extract and compare timings
justicewoot
Profile Joined September 2010
Canada8 Posts
September 28 2010 14:38 GMT
#40
Very awesome calculator. Thanks for doing this!
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