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[D][G] Getting Better: Benchmarks

Forum Index > StarCraft 2 Strategy
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Komsa
Profile Joined November 2010
United States99 Posts
Last Edited: 2011-09-13 06:12:25
July 28 2011 08:14 GMT
#1
Final Edit: I've come to realize that this analysis could go on forever, so the below benchmarks while easy to reach with some practice should be understood as a setting of pace. Reaching these benchmarks requires quick execution, and to fully understand this way is to launch the pace set by these benchmarks into the game till its completion.
/

As you progress in SC2 skill whether you know it or not you will be able to hit certain benchmarks. A benchmark is related to the game state versus time. Hitting benchmarks is all about playing at proper speed. A player training with benchmarks can eventually begin employing properly timed attacks. A timing attack is often effective when your opponent is too slow to hit a benchmark.

I'm working on converting to relative timings because scout timings affect benchmark dramatically.
-----------Terran Benchmarks (T)
+ Show Spoiler +

Benchmark #1
+ Show Spoiler +
Goal: The second SCV is queued before the first SCV is finished.

Execution:
1. Queue first SCV.
2. Send initial six SCVs to mine.
3. Set Command Center rally point.
4. Queue second worker ASAP.

Benchmark #2 (Difficult)
+ Show Spoiler +
Goal: 1st Supply Depot finishes before 11th SCV finishes.
Execution:
1. Benchmark #1
2. Continuous SCV production.
3. Build Supply Depot when 10th SCV has four seconds of training or less.

Benchmark #3.0 to 3.1
+ Show Spoiler +
Benchmark #3.0
Goal: 1st Gas finishes before 2:24GT. 1st Barracks and 15th SCV finished before 2:35GT.

Execution:
1. Benchmark #2
2. Continuous SCV production.
3. Barracks ASAP.
4. Refinery ASAP.

Benchmark #3.1
Goal: 1st Marine finishes, and Command Center starts before 3:01GT.

Execution:
1. Benchmark #2
2. Continuous SCV production.
3. Barracks ASAP.
4. Orbital Command ASAP.
5. Continuous Marine production.
6. Command Center ASAP.
7. Depot ASAP.


Benchmark #4


-----------Protoss Benchmarks (P)
+ Show Spoiler +

Note: Each Chrono Boost knocks 10 seconds off of 30 seconds of production.
Benchmark #1
+ Show Spoiler +
Goal: The second Probe is queued before the first Probe is finished.

Execution:
1. Queue first Probe.
2. Send initial six Probe to mine.
3. Set Nexus rally point.
4. Queue second Probe ASAP.

Benchmark #2
+ Show Spoiler +
Goal: 1st Pylon and 10th Probe finish at 1:12GT.
Execution:
1. Benchmark #1
2. Continuous Probe production up to 9th Probe.
3. Pylon ASAP.
4. Probe ASAP.
5. 1st Chrono Boost on Probe.

Benchmark #3.0-3.1
+ Show Spoiler +

Benchmark #3.0
Goal: 1st Gas before 2:27GT. 2nd Pylon, 1st Gateway before 2:47GT. Add 8s if scout after Pylon.

Script:
1. Benchmark #2
2. Continuous Probe production.
3. 2nd Chrono Boost when 12th Probe has 13 seconds of training.
4. Gateway (1:42).
5. Assimilator.
6. 3rd Chrono Boost when 15th Probe has 13 seconds of training.
7. Pylon (Gateway[40]).

Benchmark #3.1
Goal: 1st Gas before 2:22GT. 2nd Pylon and 1st Gateway before 2:37GT.

Exeuction:
1. Benchmark #2
2. Continuous Probe production.
3. Gateway (1:32).
4. Assimilator (1:52).
5. Pylon (2:12).

Benchmark #4.0-4.1
+ Show Spoiler +

Benchmark #4.0
+ Show Spoiler +
Goal: Against Terran, Expand after three Gateways at N:NNGT.

testing:
1gate > zealot 38> stalker 42 > sentry 37> sentry37 = 154s = +2:34GT 1CHRONO = 2:28
warp research: 160s =2:40 1 chrono = 2:34, 2 chrono = 2:28

-Warp finish 6:00GT (2 Chronos total)
-gateways ready at 6:00GT.

Execution:
0. Backwater Gulch.
1. Benchmark #3.0, scout with 10th Probe.
2. Cybernetics Core (2:48).
3. Zealot
N. 2 Gates (4:55)
N. Stalker (3:38)

TBC: Go contain with a few units, while expo, if overaggro comes, can always cancel nexus, but the goal is to get it out asap. use sentry contain if cannot break. Prepare for cloackshees if sense tech.


Benchmark #4.1
+ Show Spoiler +
Goal: Against Protoss have four Gateways and Warp Gate technology and five Pylons finished by 5:20GT.

Execution:
1. Benchmark #3.1
2. Continuous Probe production.
3. Cybernetics Core ASAP (2:37GT).
4. Zealot ASAP, rally to map awareness.
5. Warp Gate ASAP.
6. 3rd Chrono Boost Warp Gate technology.
7. Stalker ASAP.
8. Stop Probe production after 20 Probes.
8. 4th Chrono Boost when Warp Gate research is at 30 seconds.
9. Three more Gate Ways ASAP.
10. 2nd Stalker ASAP.
11. 5th Chrono Boost when Warp Gate research is at 60 seconds.
12. Proxy Pylon.
13. 6th Crhono Boost when Warp Gate is at 90 seconds.
14. Two proxy Pylons (5:05GT).
15. 7th Chrono Boost when Warp Gate is at 130 seconds.


-----------Zerg Benchmarks (Z)
+ Show Spoiler +

Benchmark #1 (with Replay!)
+ Show Spoiler +
Goal: The second Drone is queued before the first Drone is finished.
Replay: http://www.mediafire.com/?855xb35zuaxwdai (watch the production tab the drones in production will show the number 2.)

Execution:
1. Queue first Drone.
2. Send initial six Drones to mine.
3. Send Overlord to first destination.
4. Set Hatchery's rally points.
5. Select Larvae closest to open mineral patch
6. Queue 2nd Drone and set its rally.

Note: It's much easier to check speed with either Terran or Protoss. While practicing even as a Zerg, it's easier to see how fast the 2nd worker is queued with a Nexus or Command Center.

Note: Time must be added if Drones and Larvae are on opposite side of Hatchery from minerals. This is quite a large problem when trying to set precise benchmarks for Zerg.

Benchmark #2
+ Show Spoiler +
Goal: 2nd Overlord and 10th Drone finish before 1:13GT.

Execution:
1. Benchmark #1
2. Continuous Drone production up to 9th Drone.
3. Select Larvae closest to 2nd Overlord's desired scout location.
4. Overlord ASAP, and rally to desired location
5. Drone ASAP

Reasoning: Increase awareness with faster 2nd Overlord. In Losira v. Haypro on Metalopolis at MLG, Haypro's expansion is two seconds faster. Also easier to manage mineral stacking sense the Drones are coming out at a more steady rate.

Benchmark #3
+ Show Spoiler +
Goal: Natural expansion completes at 3:41GT with Pool and Gas.

Execution:
0. Xel Naga Caverns with close Larvae.
1. Benchmark #2
2. Continuous Drones to 14.
3. Hatchery at natural expansion ASAP (2:01GT).
4. Spawning Pool ASAP (2:22GT).
5. Two Drones.
6. Gas ASAP (2:38GT).

Reasoning: From Liquipedia. Hatchery First.

Benchmark #4 under construction
+ Show Spoiler +
Goal: Have 60 Drones, 4 Queens, 66 Roaches, Metabolic Boost, Glial Reconstitution, Tunneling Claws, Burrow, +2 Missile Attacks, and Pneumatized Carapace finished by 13:00GT.

Execution:
0. Xel Naga Caverns with close Larvae.
1. Benchmark #3.
2. Overlord after 15 supply.
3. 3 Drones to gas.
4. 2 Drone
5. Queen (3:27).
6. Zergling (3:27).
N. Queen (4:07)

N. Evolution Chamber (7:35)

Note: This benchmark contains a unique task which requires eye to top right at or before 88 Gas, as well as intricate micromanagement of the Drones mining from the Extractor. Start with the Drone that brings Gas 92 and send it to mine minerals. Continue with the next Drone you can use shift + click mineral right as they pop out so you can continue with another task sooner.




I'll update with more benchmarks as time permits.

If you happen to hit any of these benchmarks sooner than the time I've posted, feel free to send me the replay and I'll update.


Note: Game Speed: Faster
Note: If your internet connection slows unit response time, try to hit these benchmarks in offline mode first.
I not only use all the brains that I have, but all that I can borrow. -Woodrow Wilson
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-07-28 08:25:43
July 28 2011 08:23 GMT
#2
As zerg I send my drones to minerals first and build a new drone afterwards. This should provide me slightly more minerals.
You don't choose to play zerg. The zerg choose you.
Flix
Profile Joined June 2011
Belgium114 Posts
July 28 2011 08:24 GMT
#3
I thought for zerg it was more efficient to first send the 6 drones and then queue the 7th drone, contrary to the other two races.
The drone became an extractor !
tok
Profile Joined April 2010
United States691 Posts
July 28 2011 08:26 GMT
#4
I always worker first, tri split workers, then if zerg send out olord.
Komsa
Profile Joined November 2010
United States99 Posts
Last Edited: 2011-07-28 08:30:45
July 28 2011 08:29 GMT
#5
I just watched an Idra replay and he builds a drone before he sends.

And actually if you think about it if it's faster for Terran and Protoss, it will be faster for Zerg as well.

Edit: Larvae are not that magical!
I not only use all the brains that I have, but all that I can borrow. -Woodrow Wilson
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
July 28 2011 08:48 GMT
#6
Wouldn't you include a time that you want your benchmark completed by, thus you can actually see if you're improving or not.
+ Show Spoiler [example] +
Bench Mark #1 (T)(Z)(P)
Goal game state: The second worker is queued before the first worker is finished.

(T)(P)Execution:
1. Queue first worker.
2. Send initial six workers to mine.
3. Set Command Center rally point.
4. Queue second worker ASAP.
Time: 00:03
An apple a day keeps the Protoss away | TLHF
whacks
Profile Joined July 2011
25 Posts
Last Edited: 2011-07-28 09:00:56
July 28 2011 08:58 GMT
#7
On July 28 2011 17:29 Komsa wrote:
I just watched an Idra replay and he builds a drone before he sends.

And actually if you think about it if it's faster for Terran and Protoss, it will be faster for Zerg as well.

Edit: Larvae are not that magical!


I'd imagine that for Zerg, you want to send your drones first, and then build the 7th, and the opposite if you're Terran/Protoss.

Assume it takes 1 unit of time to send your drones off to mine, and 1 unit of time to start building a drone. If you build the 7th first, it will pop 1 unit of time earlier, giving you 1-unit-drone worth of extra mining. However, during the 1st unit of time, your initial 6 drones will be sitting idle. If you had sent them off to mine instead, they will begin mining 1 unit of time earlier. Thus giving you 6-unit-drone worth of extra mining. This might even allow you to start building your 8th earlier. Either way, your 8th larva isn't bottlenecked by your 7th drone morphing.

For Terran/Protoss though, your 8th worker is indeed bottlenecked by your time-to-completion for your 7th. By sending your workers first then building your 7th: You're getting 6-unit-worker extra mining with your initial workers, but every single consecutive worker will be delayed by 1 unit time. So if you were to build 20 workers, each of them will be delayed by 1 unit time, thus losing you 20-unit-worker of mining. Hence the difference between Zerg & others.
Komsa
Profile Joined November 2010
United States99 Posts
Last Edited: 2011-07-28 09:37:04
July 28 2011 09:31 GMT
#8
On July 28 2011 17:58 whacks wrote:
Show nested quote +
On July 28 2011 17:29 Komsa wrote:
I just watched an Idra replay and he builds a drone before he sends.

And actually if you think about it if it's faster for Terran and Protoss, it will be faster for Zerg as well.

Edit: Larvae are not that magical!


I'd imagine that for Zerg, you want to send your drones first, and then build the 7th, and the opposite if you're Terran/Protoss.

Assume it takes 1 unit of time to send your drones off to mine, and 1 unit of time to start building a drone. If you build the 7th first, it will pop 1 unit of time earlier, giving you 1-unit-drone worth of extra mining. However, during the 1st unit of time, your initial 6 drones will be sitting idle. If you had sent them off to mine instead, they will begin mining 1 unit of time earlier. Thus giving you 6-unit-drone worth of extra mining. This might even allow you to start building your 8th earlier. Either way, your 8th larva isn't bottlenecked by your 7th drone morphing.


Golly gee wilikers what a great theory. Contact Idra immediately!

Benchmark #2 for Terran and Protoss is up! Still deciding on what Zerg's 2nd benchmark should be.

On July 28 2011 17:48 AnxiousHippo wrote:
Wouldn't you include a time that you want your benchmark completed by, thus you can actually see if you're improving or not.
+ Show Spoiler [example] +
Bench Mark #1 (T)(Z)(P)
Goal game state: The second worker is queued before the first worker is finished.

(T)(P)Execution:
1. Queue first worker.
2. Send initial six workers to mine.
3. Set Command Center rally point.
4. Queue second worker ASAP.
Time: 00:03


Where the timing isn't implicit I'll add a Game Time (GT).
I not only use all the brains that I have, but all that I can borrow. -Woodrow Wilson
Geiko
Profile Blog Joined June 2010
France1947 Posts
July 28 2011 09:42 GMT
#9
This is actually a awesome idea. Low level players don't realize just how bad their mechanics are and comparing to strict timings is a great idea.

To all of the protoss player that I coach, I teach them the standard 4 gate, then tell them that I won't be coaching them anymore until they can consistently get 6 stalkers + 1 zealot at under 5:45 vs the AI. (consistently = 3 times in a row while I am obsing)

I believe execution is the primary skill to have when learning to play starcraft.
geiko.813 (EU)
Pamposek
Profile Joined April 2011
Czech Republic56 Posts
July 28 2011 09:58 GMT
#10
For zerg there is a difference in sending drones/queueing another one. Zerg is different in building drones, because terran or protoss is bind by building time (you can build one worker per nexus/command center) but zerg can boost drones by big batch not like the others. So you are bound by harvest time, not by build time, when you want to eco +. splitting first is more effective.
We are the swarm!
whacks
Profile Joined July 2011
25 Posts
July 28 2011 14:43 GMT
#11
On July 28 2011 18:31 Komsa wrote:
Show nested quote +
On July 28 2011 17:58 whacks wrote:
On July 28 2011 17:29 Komsa wrote:
I just watched an Idra replay and he builds a drone before he sends.

And actually if you think about it if it's faster for Terran and Protoss, it will be faster for Zerg as well.

Edit: Larvae are not that magical!


I'd imagine that for Zerg, you want to send your drones first, and then build the 7th, and the opposite if you're Terran/Protoss.

Assume it takes 1 unit of time to send your drones off to mine, and 1 unit of time to start building a drone. If you build the 7th first, it will pop 1 unit of time earlier, giving you 1-unit-drone worth of extra mining. However, during the 1st unit of time, your initial 6 drones will be sitting idle. If you had sent them off to mine instead, they will begin mining 1 unit of time earlier. Thus giving you 6-unit-drone worth of extra mining. This might even allow you to start building your 8th earlier. Either way, your 8th larva isn't bottlenecked by your 7th drone morphing.


Golly gee wilikers what a great theory. Contact Idra immediately!


Not sure why you're being snarky... I'm just responding to a discussion you started.

Anyway, looking forward to your benchmark #2
Synwave
Profile Joined July 2009
United States2803 Posts
July 28 2011 15:02 GMT
#12
I could see this thread going places and being really helpful. Good luck and keep working at it.
♞Nerdrage is the cause of global warming♞
althaz
Profile Joined May 2010
Australia1001 Posts
Last Edited: 2011-07-28 15:57:32
July 28 2011 15:55 GMT
#13
For Zerg I am pretty sure it's ideal to go send-build-split with your initial workers (although I understand not everybody thinks they can do this quickly, a little practice makes it fairly easy). In broodwar this was my default for all races

For the other races I always build-send-split because the 1st worker comes out ASAP and the 2nd worker is still queued up for a second or so (and hence there would be no benefit to having 50 minerals earlier).

EDIT: The reason I say send-build-split with zerg and not send-split-build is because that actually just takes too long.
The first rule we don't talk about race conditions. of race conditions is
Qxz
Profile Joined May 2011
Canada189 Posts
July 28 2011 17:11 GMT
#14
Assume it takes 1 unit of time to send your drones off to mine, and 1 unit of time to start building a drone.
I build the worker first and then I send. The idea is that I don't need to look at anything to build the drone. I place my cursor in the middle of the screen as the game loads, and click+s+d blindly as soon as the game finishes loading. During that time, I will recognize where my drones are (which is variable) and move my cursor to where I want to start the selection box.

The net result is that both actions finish faster. I can do the blind automated action (selecting hatchery + build drone) immediately while I figure out how I want to do the non-automated action (selecting the drones, which depends on spawn position).
Anfi
Profile Joined July 2010
Russian Federation63 Posts
July 28 2011 18:22 GMT
#15
A very advanced benchmark would be an ability to control more than one group of units simultaneously in different parts of the map.

Best i saw so far was ~3-4 of IMMVP.
"Men are like steel. When they lose their temper, they lose their worth." - Chuck Norris
Komsa
Profile Joined November 2010
United States99 Posts
Last Edited: 2011-07-28 21:24:40
July 28 2011 21:02 GMT
#16
On July 29 2011 03:22 Anfi wrote:
A very advanced benchmark would be an ability to control more than one group of units simultaneously in different parts of the map.

Best i saw so far was ~3-4 of IMMVP.


The situation you describe is not a benchmark as I defined it in the OP. To be a benchmark you must describe a specific game state at a precise moment in time.

Your situation describes a player manipulating the game state over many moments. I do agree however that one should also gauge their ability to handle an ever increasing number of groups if they have a practice partner.

I've reworked the format of the OP, I think this will be easier to navigate.

I also added Zerg Benchmark #2 !! Give it a shot.
I not only use all the brains that I have, but all that I can borrow. -Woodrow Wilson
Skaya
Profile Joined August 2010
United States126 Posts
July 28 2011 22:02 GMT
#17
I just wanted to point out you should always build your worker first and then send your workers. mining first and building second as p/t actually slows your worker production down because if split correctly there is no delay between 1st and 2nd worker building.

as a zerg it is doubly important because the faster you build your first worker the faster the cooldown for the next larvae pop will be.
CharlieBrownsc
Profile Blog Joined December 2010
Canada598 Posts
July 28 2011 22:28 GMT
#18
I wouldn't consider those benchmarks to matter. Improving your drone split by 0.8 seconds isn't going to make much of a difference in your game
SC2 ID: CharlieBrown.318, #1 bitbybit.Prime fan
Geiko
Profile Blog Joined June 2010
France1947 Posts
July 28 2011 22:35 GMT
#19
On July 29 2011 07:28 gdot5 wrote:
I wouldn't consider those benchmarks to matter. Improving your drone split by 0.8 seconds isn't going to make much of a difference in your game


Yes it is. People who care about those things also get more precision later in the game. It's the difference between a master execution and a plat execution which gets everything out 1 minute later.
geiko.813 (EU)
Island
Profile Joined September 2010
Sweden22 Posts
July 28 2011 22:40 GMT
#20
But basic goals that you should be able to meet with your race further in into the game will really let you know how good your mechanics are. I've found goals such as "get 48 drones by 6.30" to be very motivating and helpful for both training and build order design
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