[D][G]Split Theory - Page 2
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uobradbury
United States45 Posts
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phiinix
United States1169 Posts
On February 24 2012 17:46 Hickorynut wrote: Why You Should Care Lets work through a quick example. Pro X can split with 240 APM (lower than max apm because of precision required). If Pro X has 10 seconds to split marines because he sees banelings coming and starts running, then he has 40 actions. 2*marineCount = 40 /2 /2 marineCount = 20 That is to say Pro X can perfectly split 20 marines or at least split his marine army into 20 pieces. This doesn't seem like an unreasonable situation to me, and a 20 piece marine army takes at least 40 banelings to kill (if non are shot down by marines at all). To me this seems far more effective than a patrol split. Excuse me? Is that a reasonable assumption? I'd like to see a game where a pro has 10 seconds of time to just sit and split his marines and just wait for the banelings. You're essentially using theory crafting to state that perfect marine positioning beats out the computer ai of patrol. I don't see how this is a useful argument at all. | ||
roflcopter420
Sweden168 Posts
no manual splitting is better | ||
MysteryMeat1
United States3292 Posts
Excuse me? Is that a reasonable assumption? I'd like to see a game where a pro has 10 seconds of time to just sit and split his marines and just wait for the banelings. I think their was a game where puma was playing against a zerg, he scans his base sees banelings coming. And then splits every single one of his marines behind his wall at his natural or main. Banelings come in, destroy the wall only to find every marine already perfectly split. If i remember correctly puma was behind and won the game. so it does happen | ||
ShatterZer0
United States1843 Posts
In general, players SHOULD use this method when they don't have the APM to spare, but I don't think it should become a crutch or the vogue for Pros. | ||
Belial88
United States5217 Posts
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boSeok
Canada177 Posts
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