[G] How to win - The ETA-Concept - Page 7
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Flix
Belgium114 Posts
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ApocAlypsE007
Israel1007 Posts
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Alch3mist
Belgium29 Posts
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Felo
Germany392 Posts
On January 06 2012 19:01 ApocAlypsE007 wrote: Felo do you thing it's good to quantify each + on each categories into an actual statements like for example for Protoss each "+" in economy is 10 probes, or a gate, or ++ is a Nexus, or lets say tech each "+" is a key tech like + for cyber core, + for twilight council and + for templar archives? Or is it too specific and hard to scout all of it? Hmm, I feel that thats something that is very hard to do, especially as the value isn't static - a Templar Archive is infinetely more worth against a pure Medivac/Marine force than against a mech composition. I wouldn't focus to much on the actual amount of plusses, just focus on the trend of where the advantages are with a rough estimation of how strong they are. But if you come up with a system then please let me know and I'd love to discuss it | ||
di4m0nd
United States297 Posts
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Hordeon
Lithuania72 Posts
Now I'm going with 70% winratio each day in diamond league! | ||
GhandiEAGLE
United States20754 Posts
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Felo
Germany392 Posts
On January 07 2012 06:03 Hordeon wrote: Thanks, just because this guide my winratio increasted by full 10%! Now I'm going with 70% winratio each day in diamond league! I'm not entirely sure if you are trying to make fun of me/the guide :> But thank you as well as to the other two of you ^.^ | ||
Vronti
United States111 Posts
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Baerinho
Germany257 Posts
On January 06 2012 23:42 Felo wrote: Hmm, I feel that thats something that is very hard to do, especially as the value isn't static - a Templar Archive is infinetely more worth against a pure Medivac/Marine force than against a mech composition. I wouldn't focus to much on the actual amount of plusses, just focus on the trend of where the advantages are with a rough estimation of how strong they are. But if you come up with a system then please let me know and I'd love to discuss it I think the only way to give a value to the "+" would be to set a fixed amount overall, e.g.: 9 "+"´s overall, spread over 3 categories E:+++ T:+++ A:+++ or E:+++++++ T:+ A:+ It doesnt really matter as the way you did it makes it clear anyway, and even can suggest e.g. an army advantage after an early economic advantage E:+ T:+++ A:+++++ vs E:+ T:+++ A:++++++++ One could go and assing mineral/gas values /supply or whatever to them, but it´d never really make sense, you gave a perfect example. The actual worth of those values changes every second, every tech decision and so forth. As for the whole article, i totally loved it. Finally someone that is able to put it into words for me to show some friends learning the game, while i myself never was smart enough to have the idea to simplify it into such simple terms for myself to be able to use it as a quick ingame decision making tool. Looking forward to further installments | ||
Felo
Germany392 Posts
On January 09 2012 06:40 Baerinho wrote: I think the only way to give a value to the "+" would be to set a fixed amount overall, e.g.: 9 "+"´s overall, spread over 3 categories E:+++ T:+++ A:+++ or E:+++++++ T:+ A:+ It doesnt really matter as the way you did it makes it clear anyway, and even can suggest e.g. an army advantage after an early economic advantage E:+ T:+++ A:+++++ vs E:+ T:+++ A:++++++++ One could go and assing mineral/gas values /supply or whatever to them, but it´d never really make sense, you gave a perfect example. The actual worth of those values changes every second, every tech decision and so forth. As for the whole article, i totally loved it. Finally someone that is able to put it into words for me to show some friends learning the game, while i myself never was smart enough to have the idea to simplify it into such simple terms for myself to be able to use it as a quick ingame decision making tool. Looking forward to further installments Thank you! ^.^ I personally only use it in the sense of thinking who is ahead in which regard without paying much attention to the number of plusses. So for me it could even work like this E+ T A+ As its supposed to be easy and quick there's no room for counting anything on the battlefield to create detailed statistics in my opinion. Thank you for your feedback, glad you appreciate itt <3! | ||
somefatkid
United States9 Posts
+ Show Spoiler + I think an important aspect that needs to be in this guide is the concept of "the wall" that is that any advantage you may gain in E T A will hit a point in the game where they will become less impactful or even negligible. For example Scenario 1 Army + Show Spoiler + If you are a zerg player making roaches off 3 base you might have a very big army advantage on a protoss player in the mid game, but as time goes on since there is a "wall" on army advantage 200/200. At this point the zerg player will only be able to lose army advantage Scenario 2 Economy + Show Spoiler + If we take the same example of a zerg playing a protoss, and we see the protoss take a fast third base in respond to your third base. You might respond by double expanding putting you at 5 bases to 3 so you might imagine that your stats look like this + Show Spoiler + E++++++++++ T++ A++ And your opponent + Show Spoiler + E++++++ T+++ A++ But in reality the zerg looks more like + Show Spoiler + E++++++++ T++ A++ Why ?? Because after 3 bases with rare exceptions you won’t want to exceed 75 workers otherwise you will not leave enough space for your army. Since the purpose of your economy is to build a strong army this would contradict your goals. Since the number of mining workers is quite comparable. Your effective mining rate will be comparable to your opponent, while having the downside of adding many more points of vulnerability to defend. Scenario 3 Tech + Show Spoiler + The tech example is simple. In PvT there is often a point where chrono boost will give a protoss a large upgrade advantage, but since upgrades stop at 3/3/3 there is a limit on how long you can maintain this advantage before the terran catches up Conclusion + Show Spoiler + Basically what needs to be understood is this guide largely describes the mid game. If both players play a macro style then E/T/A changes in priority to army efficiency and expnsion control which includes things like controlling space and worker harassment. Whereas these aspect weren't as highlighted in the guide thus far I personally believe a very under explored aspect of play is the concept of the late game. Where all the values E/T/A will all slowly equalize Thanks for reading ♥ | ||
infinity21
Canada6683 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=197258 | ||
Cyber_Cheese
Australia3615 Posts
On January 06 2012 23:42 Felo wrote: Hmm, I feel that thats something that is very hard to do, especially as the value isn't static - a Templar Archive is infinetely more worth against a pure Medivac/Marine force than against a mech composition. I wouldn't focus to much on the actual amount of plusses, just focus on the trend of where the advantages are with a rough estimation of how strong they are. But if you come up with a system then please let me know and I'd love to discuss it I feel like a terran that went mech would have more ++ to it's tech than one with marine/medivac. It needs to have some sort of gas spent quantifier if this is even possible. | ||
ODKStevez
Ireland1225 Posts
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msTrT
Russian Federation13 Posts
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