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Putting an end to the Zerg Opening Economy debate. - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
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Ryukku
Profile Joined November 2010
Singapore545 Posts
November 28 2010 14:42 GMT
#21
reduce the significance of human error and improve accuracy
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
November 28 2010 14:43 GMT
#22
9 Overlord, 16 pool, 17 hatch
I think esports is pretty nice.
Niguana
Profile Joined November 2010
United States36 Posts
November 28 2010 14:48 GMT
#23
9 ovie
13 hatch
15 extractor
16 pool
Slakter
Profile Joined January 2010
Sweden1947 Posts
November 28 2010 15:01 GMT
#24
My standard ZvT build on Shakuras:
16 hatch
15 pool
17 gas
16 overlord
17 queen
Protoss, can't live with em', can't kill em'.
Nah
Profile Joined February 2010
Poland50 Posts
November 28 2010 15:28 GMT
#25
Hi! I hope this scientfic approach will not only come up with a best economic build order but also some great conclusions that will allow us to understand starcraft 2 better (thus making us more flexible and capable to deviate from the best build orders in an intelligent manner)
Protoss wins it all
McMasters
Profile Joined August 2010
6 Posts
Last Edited: 2010-11-28 15:33:49
November 28 2010 15:31 GMT
#26
You are going about this all wrong, and you shouldn't BM this post because you are sad.

If you really wanted a Scientific Method, you need to place a limiter on your 'Zerg Economy' function, Otherwise, the best build is 6 hatch 6 hatch 6 hatch 6 hatch 6 hatch 6 hatch 200 pool.

You need to say something like "Assuming no harassment by either part until X:XX, which requires Y units to push/hold, what is the best build order?"

Zerg grows at X/sec speed on one hatch, no queen. A queen is -150 Minerals, + X^1.3. A Hatch is -300 Minerals, X(top)*2.

So the longer you wait to Hatch / Pool, the faster you grow after that. The (max) function for two bases at 6 minutes - a common 'start point' - is 13 Pool 16 Hatch (search this board), but during the transitions when -150 / -300 are not yet allayed by the exponential growth you are vulnerable, and those two 'times' are when the Terran 2 rax and the 4 gate hit, within 30 seconds.

So, they fail, by design. They are the perfect Rock, and T and P have made the perfect Paper.

So, you need to say when Paper hits, so you can spend your Minerals on Scissors.

Against Z, if you pool AFTER the other Z pools, but BEFORE (his first attack reaches you - spawning time for defense), you are ahead. too far after and you die, too far sooner and you win, within the tolerance but sooner and you are behind. Welcome to Starcraft.

Don't get all uppity because people aren't answering your essay question with multiple choice.

Here, you want to test? Ladder up and go 13 Pool 16 Hatch.

Write down the awesome number of drones and minerals you have at the MOMENT an MM/Ling/Stalker ball rolls your nat and gg's you like a bronze. Do this 10 times.

Your Scientific Result? Your Win Rate is 0-10. The rest doesn't matter. QED.
Viruuus
Profile Joined February 2010
Germany451 Posts
November 28 2010 15:37 GMT
#27
I like the approach, ive been doing something like this on my own lately, but i dont have time to do it with ALL the builds, and ive stopped at 5 minutes which i think isnt that good.

One of my favorites was:
Double extractor trick
12 pool
11 overlord
drones as soon as overlord pops, queen as soon as pool pops
17Overlord
expand at 19 (send the 18ths drone out to be there)
Lee Jae Dong fighting!!!
falstag
Profile Joined November 2010
United States55 Posts
November 28 2010 15:52 GMT
#28
Okay, you want to stop at the 6 min mark. Thats enough time for a expo and 2nd queen. I ran evo chamber and told it ot build 40 drones, 2 queens, and 2 bases in 6:00. It was able to complete those requirements at 5:49. 40 drones will fully saturate two mineral lines, but you will have no gas. my evo chamber claims that 16 hatch 18 pool is the way to do it. It leaves you supply blocked at 40/38, and leaves you with 1146 mins.
+ Show Spoiler +

@0:00 M:50 G:0 L:3 S:6/10 BuildDrone
@0:15 Spawned: Larva+1
@0:17 Spawned: Drone+1
@0:17 M:54 G:0 L:3 S:7/10 BuildDrone
@0:27 M:51 G:0 L:2 S:8/10 BuildDrone
@0:32 Spawned: Larva+1
@0:34 Spawned: Drone+1
@0:44 Spawned: Drone+1
@0:47 Spawned: Larva+1
@0:47 M:104 G:0 L:3 S/10 BuildOverlord
@0:55 M:53 G:0 L:2 S/10 BuildDrone
@1:02 Spawned: Larva+1
@1:12 Spawned: Overlord+1
@1:12 Spawned: Drone+1
@1:12 M:106 G:0 L:2 S:10/18 BuildDrone
@1:12 M:56 G:0 L:1 S:11/18 BuildDrone
@1:17 Spawned: Larva+1
@1:19 M:53 G:0 L:1 S:12/18 BuildDrone
@1:29 Spawned: Drone+1
@1:29 Spawned: Drone+1
@1:32 Spawned: Larva+1
@1:32 M5 G:0 L:1 S:13/18 BuildDrone
@1:36 Spawned: Drone+1
@1:47 Spawned: Larva+1
@1:47 M:177 G:0 L:1 S:14/18 BuildDrone
@1:49 Spawned: Drone+1
@2:02 Spawned: Larva+1
@2:02 M:270 G:0 L:1 S:15/18 BuildDrone
@2:04 Spawned: Drone+1
@2:10 M:300 G:0 L:0 S:16/18 BuildHatchery
@2:17 Spawned: Larva+1
@2:17 M:68 G:0 L:1 S:15/18 BuildDrone
@2:19 Spawned: Drone+1
@2:32 Spawned: Larva+1
@2:32 M:171 G:0 L:1 S:16/18 BuildOverlord
@2:34 Spawned: Drone+1
@2:47 Spawned: Larva+1
@2:47 M:234 G:0 L:1 S:16/18 BuildDrone
@2:57 Spawned: Overlord+1
@3:02 Spawned: Larva+1
@3:02 M:349 G:0 L:1 S:17/26 BuildDrone
@3:03 M:310 G:0 L:0 S:18/26 BuildHatchery
@3:04 Spawned: Drone+1
@3:17 Spawned: Larva+1
@3:17 M:163 G:0 L:1 S:17/26 BuildDrone
@3:19 Spawned: Drone+1
@3:25 M:202 G:0 L:0 S:18/26 BuildSpawningPool
@3:32 Spawned: Larva+1
@3:32 M:79 G:0 L:1 S:17/26 BuildDrone
@3:34 Spawned: Drone+1
@3:47 Spawned: Larva+1
@3:47 M:196 G:0 L:1 S:18/26 BuildDrone
@3:49 Spawned: Drone+1
@3:50 Spawned: Hatchery+1
@4:02 Spawned: Larva+1
@4:02 M:326 G:0 L:2 S:19/28 BuildDrone
@4:02 M:276 G:0 L:1 S:20/28 BuildDrone
@4:04 Spawned: Drone+1
@4:17 Spawned: Larva+1
@4:17 M:417 G:0 L:2 S:21/28 BuildOverlord
@4:17 M:317 G:0 L:1 S:21/28 BuildDrone
@4:19 Spawned: Drone+1
@4:19 Spawned: Drone+1
@4:30 Spawned: Spawning Pool+1
@4:32 Spawned: Larva+1
@4:32 M:479 G:0 L:2 S:22/28 BuildDrone
@4:32 M:429 G:0 L:1 S:23/28 BuildDrone
@4:32 M:379 G:0 L:0 S:24/28 BuildQueen
@4:34 Spawned: Drone+1
@4:42 Spawned: Overlord+1
@4:43 Spawned: Hatchery+1
@4:47 Spawned: Larva+1
@4:47 M:453 G:0 L:3 S:26/38 BuildDrone
@4:47 M:403 G:0 L:2 S:27/38 BuildQueen
@4:47 M:253 G:0 L:2 S:29/38 BuildDrone
@4:47 M:203 G:0 L:1 S:30/38 BuildDrone
@4:49 Spawned: Drone+1
@4:49 Spawned: Drone+1
@5:02 Spawned: Larva+1
@5:02 M:389 G:0 L:3 S:31/38 BuildDrone
@5:02 M:339 G:0 L:2 S:32/38 BuildDrone
@5:02 M:289 G:0 L:1 S:33/38 BuildDrone
@5:04 Spawned: Drone+1
@5:04 Spawned: Drone+1
@5:04 Spawned: Drone+1
@5:17 Spawned: Larva+1
@5:17 M:506 G:0 L:3 S:34/38 BuildDrone
@5:17 M:456 G:0 L:2 S:35/38 BuildDrone
@5:17 M:406 G:0 L:1 S:36/38 BuildDrone
@5:19 Spawned: Drone+1
@5:19 Spawned: Drone+1
@5:19 Spawned: Drone+1
@5:22 Spawned: Queen+1
@5:32 Spawned: Larva+1
@5:32 M:657 G:0 L:3 S:37/38 BuildDrone
@5:32 M:607 G:0 L:2 S:38/38 ExtractorTrick
@5:32 M:582 G:0 L:2 S:37/38 BuildDrone
@5:32 M:532 G:0 L:1 S:38/38 ExtractorTrick
@5:32 M:507 G:0 L:1 S:37/38 BuildDrone
@5:34 Spawned: Drone+1
@5:34 Spawned: Drone+1
@5:34 Spawned: Drone+1
@5:34 Spawned: Extractor Trick Finished, Drone Restored
@5:34 Spawned: Extractor Trick Finished, Drone Restored
@5:37 Spawned: Queen+1
@5:47 Spawned: Larva+1
@5:49 Spawned: Drone+1
@5:49 Spawned: Drone+1
@5:49 Spawned: Drone+1
-------Goal-------
Drones: 40
Queens: 2
Bases: 2
At time: 6:00
Minerals: 1146 Gas: 0 Supply: 40/38 Larva: 3
Drones: 36
Overlords: 4
Queens: 2
Bases: 1
Spawning Pools: 1
Sun Nov 28 09:45:54 CST 2010: 2111.146
If he looks weird, its his placement match
Syro
Profile Joined April 2010
Germany113 Posts
November 28 2010 16:01 GMT
#29
My Favourite is:

9 Ovi
16 Hatch
15 Pool
14 Gas

Bona Fide
Profile Joined May 2010
United States70 Posts
November 28 2010 16:42 GMT
#30
I think FruitDealer does something like:

9 Overlord
10 Drone
10 Extractor-trick (11/10 supply now)
14 Hatch
15 Pool
14 Gas

I think the point of the 9OV+Extractor is just to keep larva count low, since you can get to 12 drones at the same time with or without Extractor trick, but with the trick you get #11 out faster.
VWXYZ
Profile Joined August 2010
Denmark18 Posts
November 28 2010 17:08 GMT
#31
Great initiative :D! I'll definitely keep an eye on this thread as I've had a hard time playing really economicly.

I can't help much though ): I'm only gold, can't post replays.
I joined because of the new look! (sort of)
butter
Profile Blog Joined July 2009
United States785 Posts
November 28 2010 17:30 GMT
#32
It might simplify your problem to make it a little more general. Instead of looking for the one unique best economy, since there are many variables (eg. number of minerals/larvae/drones/overlords/queens etc. as a function of time), consider the "non-dominated" builds which give some advantage in at least one metric.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
Last Edited: 2010-11-28 23:31:17
November 28 2010 17:35 GMT
#33
Hi guys.

I regard to many of the comments, I want to clarify that this is simply to PROVIDE EVIDENCE which general order timing will yield best economy in the long run. (For example, 14 hatch 15 pool, 16 pool 15 hatch, etc...) There are already claims on this thread that build X will simply be the best without any evidence to support it. Supporting the theory with data it is what we are trying to accomplish here. It may not result in the strategically strongest opening, but it will at least provide a framework for further discussion regarding what is ideal and how closely to reach that ideal without being killed in the process.

Builds that end on 16 or so supply is not necessarily the precision I was looking for. I will still test them, but keep in mind that later overlord timing, maynarding, etc. are all very relevant to the results. Also, adding gas or an extractor that isn't canceled adds an additional and unnecessary factor to the equation.

If anyone would like to submit replays of their own to speed the process, then complete them on the southern position on the map Xel' Naga Caverns. To provide uniformity of results, rally your hatchery to the center mineral and do not manually reposition drones on closer patches.

I will begin testing later today.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
mindwarp
Profile Joined October 2010
United States30 Posts
Last Edited: 2010-11-28 18:48:51
November 28 2010 18:46 GMT
#34
I wish a mod would clean up the off topic posts. Most people are posting early hatch builds but i remember a post awhile back that claimed that standard gas pool builds were just as economical. So here it goes

14 gas @ 100 minerals
14 pool
15 ovie
16 queen
19 ling
20 ling
21 drone
22 hatch at nat

Looking forward to the results
Hurkyl
Profile Joined October 2010
304 Posts
November 28 2010 18:59 GMT
#35
The premise of this thread is flawed -- that there is a "best" initial build. What will instead be found (as I have found many times in the past doing similar tests) is that there is a trade-off between larvae and minerals. The best initial build choice will vary between openings A mineral/gas hungry opening will work more efficiently if they choose an initial build that favors minerals, and other builds will want to sacrifice minerals/gas for larvae, so as to get either extra drones or extra units (or both).


In any case, I would like to suggest another condition: only two Hatcheries.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
November 28 2010 19:12 GMT
#36
To help with the independent variables, I think you should also note that at the beginning on the bottom side of Xel' Naga, players are to not split their workers but also send them all to the center mineral patch (similar to how you noted they should rally all their workers there).

I'm a bit surprised at the 10 pool build, although it's 400 minerals behind you do have a lot more energy which you can use for faster creep spread if needed... it's like having an extra creep tumor vs 2 spine crawlers (defense wise). And the 10 pool gives them a good flexibility too, especially if the opponent 6 pools (10 pool gets lings out in time for 6 pool).

Great thread so far, good job guys.

QUESTION:

I remember there was another thread testing out the best economical Zerg opening, but it didn't test so far as this. Basically it was testing just the beginning, pitting openings like 1 extractor trick vs 9 overlord, vs 10 overlord, etc.

Does anyone know if they tested out 10 overlord, 10 extractor trick, and whether or not that is worse than 9 overlord? (in the long run, although information about how much or how long a benefit the 10 overlord 10 extractor trick lasts will be nice too).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Guerrilla705
Profile Joined November 2010
United States16 Posts
November 28 2010 19:24 GMT
#37
I regard to many of the comments, I want to clarify that this is simply to PROVE which general order timing will yield best economy in the long run


ok that is a VERY vague statement. Like others have said, the best economic build is to never pool, you can't say that we are doing this build independant of other pressure, but we still need a spawning pool. If you are going to put in a spawning pool then what the other player is doing must be factored in, because Zerg is a reactionary race. We don't get to just start every game however we please, we must respond to what the opponent is doing.

Also, you discredit yourself as a scientist if you are saying this single experiment proves anything. Science never PROVES anything, only attempts to disprove.

If you want to make a scientific argument you need to recognize your uncontrolled variables, the problems with this experiment, and suggest ways to improve the experiment. It needs to be repeatable for others and they need to be able to do it better
"It has become almost a cliche to remark that nobody boasts of ignorance of literature, but it is socially acceptable to boast ignorance of science and proudly claim incompetence in mathematics." -Richard Dawkins
Hurkyl
Profile Joined October 2010
304 Posts
November 28 2010 19:33 GMT
#38
Also, it is relevant to note where in the larvae cycle the hatcheries are, as well as the spawn larvae. There's a big difference between having the next spawned larvae drop at 6:01 and 6:39!
IronInko
Profile Joined November 2010
United States19 Posts
November 28 2010 19:51 GMT
#39
On November 29 2010 04:24 Guerrilla705 wrote:
Show nested quote +
I regard to many of the comments, I want to clarify that this is simply to PROVE which general order timing will yield best economy in the long run


ok that is a VERY vague statement. Like others have said, the best economic build is to never pool, you can't say that we are doing this build independant of other pressure, but we still need a spawning pool. If you are going to put in a spawning pool then what the other player is doing must be factored in, because Zerg is a reactionary race. We don't get to just start every game however we please, we must respond to what the opponent is doing.

Also, you discredit yourself as a scientist if you are saying this single experiment proves anything. Science never PROVES anything, only attempts to disprove.

If you want to make a scientific argument you need to recognize your uncontrolled variables, the problems with this experiment, and suggest ways to improve the experiment. It needs to be repeatable for others and they need to be able to do it better


I think your argument might be a bit flawed. You're saying that strictly hatcheries is the more economic opening, but you aren't backing it up at all. This post is to prove what the best opening is. The idea that never building a pool and expanding constantly is the best economic build is nothing more than an idea. The point of this experiment, as I read it, was to discover what the best possible economic opening was by testing them and getting conclusive results. You're argument is based around the idea that we don't need to test what the best economy build is, because constant expanding is obviously the best economy build. Considering how much you go on and on about how science works, you should recognize that the word "obviously" shouldn't be used and you should also recognize the importance of testing and repeatable results.

To give a different counter argument with more bearing on the game than the theoretical possibilities of pure macro zerg, every good zerg opener will quickly get both a pool and a hatchery. If we come up with what the best ideal economy is within those restrictions, we can then plan actual strategies around them. I just assumed those restrictions were in place when I read the OP and, while you obviously won't be able to use the ideal economy build every game, having one that is similar to real builds will help give a reference point for what would be best, if not safest.

Ugh, I don't know why, but I can't shake the feeling that both of those paragraphs and both of my points were worded grossly incoherently. Sorry if they were.
Jago
Profile Joined October 2010
Finland390 Posts
November 28 2010 20:05 GMT
#40
On November 29 2010 04:24 Guerrilla705 wrote:
Show nested quote +
I regard to many of the comments, I want to clarify that this is simply to PROVE which general order timing will yield best economy in the long run


ok that is a VERY vague statement. Like others have said, the best economic build is to never pool

This is of course, not true. You need a pool to make queens to make larvae to make drones faster.
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