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Forum Index > StarCraft 2 Strategy
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Orbry
Profile Joined March 2013
Russian Federation3 Posts
March 28 2013 17:01 GMT
#661
Oh, it seems it was added after I visited it last time, and I only go to version 6.0 tab now which doesn`t have any SQ references, sorry for misguiding
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 28 2013 17:35 GMT
#662
np np, 6.0 is in this huge limbo because we're still considering different benchmark options with ggtracker. Will make it happen asap!
Commentatorhttps://www.youtube.com/JaKaTaKtv
fengshaun
Profile Joined April 2012
149 Posts
March 28 2013 17:53 GMT
#663
I've been thinking and tinkering with supply effectiveness. Not "supply efficiency" in army exchange, rather how well one can make just enough ovies to never get supply blocked and not build excess ovies with money that could have been spent better. I came up with a few things I outline below. I would appreciate if others chimed in so we can have some sort of pattern for ovie production, making it easier for everyone (zerg players for now) to reach that supply benchmark.

-----------
NOTE: this method of keeping track of supply requires you to check your larvae constantly and react as soon as they pop. Please see the thread on TheCore (hotkey layout by TheJak himself) where spaceboy talked about a method to keep track of larva inject timing. This method can also be used to keep track of your supply.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=341878&currentpage=155#3097

read until the topic changes!
------------

1 hatch produces 1 larva per 15s.
1 queen produces 4 larvae per 40s.
1 hatch can produce larvae until 3 or more larvae are present.

Let N be the number of hatcheries you have, assuming every hatchery has an injecting queen.
Let L be the total number of larvae.
Let x be the number of new ovies needed.
Let t be the time from the last inject.

Assuming you use all of your larvae and produce on average 2-supply units, you'll need about 2*L supply. During 1 production cycle:

at t=0s: 0 larvae (you have just used up all your larvae.
at t=15s: N larvae
at t=30s: 2N larvae
at t=40s: 2N + 4N larvae = 6N larvae

I'm thinking based on a 2-supply army, you'll need about N+(N/2) ovies giving you 8*(N+(N/2)) = 8 * 3/2N = 12N supply. If you use N+(N/2) larvae, you're left with about 6N-(N+N/2)=4.5N larvae making a supply of 9N.

Okay, that's too much supply. Let's try N/3:

8 * (N+N/3) = 8 * 4/3N = 10.666N = 10.7N supply, leaving 6N-(N+N/3)=4.666N=4.7N larvae which makes a supply of 2*4.7N=9.4N supply.

That's *almost* perfect. You make 10.7N supply right before a production cycle and then make 9.4N supply, giving you some wiggle room.

How can you use this information?

Overlord production time: 25s

at t=0: used all larvae and no additional supply.
at t=15: N larvae, produce N ovies = 8N supply.
at t=30: use about 1/3 of larvae to produce ovies = 8/3N supply
at t=40: larvae pop: you have 8N additional supply to make units (1st set of ovies pop)
at t=55: additional 8/3N supply (2nd set of ovies pop). This can be used for the *next* production cycle.

If you continue this path, you should, in thought, never get supply blocked, although you will almost always have 8/3N additional supply that you can't use because you don't have enough larvae. I haven't thought a way around that. There simply isn't enough time for all ovies to pop in 1 production cycle, so you have use some larvae from 1 production cycle to build ovies for the next cycle.

This is not optimized, of course. I've been focusing exclusively on supply effectiveness for the past week and this seems to be a good pattern to get used to (something like the idle SCV trick that terrans use, someone might be able to write the details).

note: if you really want to get better as you're getting used to this pattern, try forcing yourself to look at your supply whenever you make the ovies. This way, you'll know when you don't need any more ovies because you just 1A'd lings into a siege line! :D
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 28 2013 19:41 GMT
#664
Feng, I'm not sure if I missed it, but there is N times larva that spawns at 5 (45). Then the next one will spawn at 20 (60)... Etc
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
fengshaun
Profile Joined April 2012
149 Posts
March 28 2013 21:43 GMT
#665
That's taken care of, as soon as you hit 40s, you inject again, which puts you at 0s. The new larvae that are generated at 45s and 60s are the same ones as 15s and 30s. You just reset the timer. I put 55s there as to not confuse the reader of how new ovies pop at 15s when you haven't made one.
fengshaun
Profile Joined April 2012
149 Posts
March 28 2013 22:09 GMT
#666
1 question, though: does the hatchery begin the larva production cycle as soon as the number of larvae drop below 3, or it immediately produces a larvae after there is room?

In other words, is like this?
pop larva -> 15s -> pop larva -> 15s -> pop larva -> limit reached, no more larvae production -> use 1 larva -> 15s -> pop larva.

Or like this?
pop larva 3 times -> 15s -> limit reached, no more larvae production -> use 1 larva -> pop larva (the one that was waiting)

I assumed the former, but if it's the latter, that might actually make it easier to keep track of ovies! (I would have checked it, but I don't have access to SC2 right now. I'll report back in a few hours)
Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2013-03-28 22:16:36
March 28 2013 22:15 GMT
#667
Wait, so by injecting consistently, you "lose" the third larva generated naturally by the hatch?

To be more explicit, every 15 seconds, one larva is generated. To generate 3, it takes 45 seconds. An inject takes 40 seconds, so in that cycle, two larva are spawned (at t=15 and t=30). By injecting on the second cycle, does that reset the natural regeneration to 0?

I'm pretty sure it works like the first way you suggest above.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JDub
Profile Joined December 2010
United States976 Posts
Last Edited: 2013-03-28 22:40:31
March 28 2013 22:39 GMT
#668
This is a pretty good look at how larvae generation works (there is a bug where injecting can make you miss larvae, not sure if it was ever fixed): http://www.teamliquid.net/forum/viewmessage.php?topic_id=323422

Edit: to summarize:
On March 25 2012 14:25 Jonoman92 wrote:

It took me a really long time to figure out what the OP was saying. I think an easier way of explaining it might be:

1. hatchery larvae generation is on a time counter
2. when the hatchery has 3 or more larvae this timer is paused
3. for some odd reason if the spawn larvae pops at the same time as the larvae generation then the timer is reset, when it should actually pop the larvae as soon and there are fewer than 3 larvae remaining, hence robbing the z player of a larvae they should have
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 28 2013 22:51 GMT
#669
Ok, so once you begin injecting, you get 6 larva, 2 naturally, and 4 from the pop?
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
fengshaun
Profile Joined April 2012
149 Posts
Last Edited: 2013-03-28 22:57:15
March 28 2013 22:51 GMT
#670
On March 29 2013 07:15 Ninjury_J wrote:
Wait, so by injecting consistently, you "lose" the third larva generated naturally by the hatch?


Potentially, at least according to http://wiki.teamliquid.net/starcraft2/Spawn_Larva

Oh JDub, I've been looking for something like that for so long! Thanks a ton! I'll revise my post above after I learn a bit more!
Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2013-03-28 23:04:06
March 28 2013 23:03 GMT
#671
Sorry im confused. Does the natural timer "save"?

For example, I inject at 0. L1 spawns at 15. L2 spawns at 30. At 40 my inject pops and I reinject. Will my next larva spawn in 5 seconds or in 15?
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
fengshaun
Profile Joined April 2012
149 Posts
Last Edited: 2013-03-28 23:39:32
March 28 2013 23:15 GMT
#672
yes, the larva generation timer "pauses" and does not reset! And according to that post, the larvae pop at 40s, but you can inject at 45s. Although we can assume you can inject at 40s anyway! So, you have:

t=0s inject
t=15s N larvae pop
t=30s N larvae pop
t=40s 4N new larvae pop (6N larvae total), timer pauses, 5s remaining. Use larvae, Inject.
t=45s N larvae pop (7N larvae total)

So the next cycle and susequent ones will be:
t=0s inject (previous t=40s)
t=5s N larvae pop
t=20s N larvae pop
t=35s N larvae pop
t=40s 4N new larvae pop, timer pauses, 10s remaining. Use larvae, inject.

next cycle:
t=0s inject (previous 40s)
t=10s N larvae pop
t=25s N larvae pop
t=40s 4N new larvae pop + N larvae pop. timer pauses, 15s remaining. Use larvae, inject.

next cycle: same as the first cycle.

total: 7N larvae per cycle

So, you can use the third and first set of popped larvae to make ovies, and they'll be ready for the corresponding production cycle. Also, you won't lose any larva production.

*The timer is approximate. According to that post, there is a 1-1.5s animation delay when larvae pop, but that shouldn't change the overall layout. The point is only to make a general layout of when to make ovies until you get used to looking at supply so you can go on autopilot!

EDIT: fixed second cycle timings, who would have thought I couldn't add 20 and 15! Thanks Ninjury!
Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2013-03-28 23:34:24
March 28 2013 23:31 GMT
#673
But then won't the second be at 5, 20, 35 then the thrid at 10, 25, 40 etc?

So inject one: 15, 30

Inject two: 5, 20, 35

Inject three: 10, 25, 40

Full reset?
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
fengshaun
Profile Joined April 2012
149 Posts
March 28 2013 23:42 GMT
#674
Oh God, sorry, I fixed it! No full resets! But the general layout remains the same. Third and first set of natural larvae can be used for ovie production and they'll pop right on time for your production cycle!
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 28 2013 23:54 GMT
#675
Haha all good. By full reset, I meant that we are back to cycle one. So there are three inject cycles in one "mega cycle".
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
fengshaun
Profile Joined April 2012
149 Posts
March 28 2013 23:58 GMT
#676
yes, that's right! Now, I believe only Protoss is left without a supply trick! If anyone can come up with something for Protoss, that'll be awesome!
Ninjury_J
Profile Joined August 2012
Canada408 Posts
March 29 2013 00:02 GMT
#677
"Probes and pylons and probes and pylons and probes and pylons...."

What is the Terran trick? I am unfamiliar.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
fengshaun
Profile Joined April 2012
149 Posts
Last Edited: 2013-03-29 00:07:02
March 29 2013 00:06 GMT
#678
Idle SCV trick! leave N scvs to constantly build supply depots where N is the number of CCs.

Probes and pylons is too general, there is still a very good chance one might forget the pylon part! It's not as autopilot as the other two races!
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 29 2013 13:48 GMT
#679
For Protoss Check your supply and chronoboost at every warp-in that you aren't furiously microing. You have 5s from the time the warpin starts until you can give them orders, so all chronoboosting and pylon building can be done then.
Commentatorhttps://www.youtube.com/JaKaTaKtv
fengshaun
Profile Joined April 2012
149 Posts
March 31 2013 07:04 GMT
#680
Hey Jak, I have a few suggestions for ggtracker.

A method to keep track of supply: I believe the replay has contains the information about supply, so it should be possible to list when supply = max supply and say how many seconds the player was supply blocked. If 25s or more, then it's a hard supply block. If less, then it's a soft supply block. Then, we can easily go back to that time in replay and see why we were supply blocked!

For inject timings, maybe add a graph for all Queens' energy that goes up to 200, and make it "hoverable" (is that even a word?) to say what time the player missed an inject and the queen went above 25. The current block graph for inject timing is really brief, you can't tell when exactly you missed the inject!

The reason I want there to be these time information is that with this extra information, you can just go to that time in the top big graph and see exactly how the map looked like. There is a very good chance you'll remember what you were doing at that time.

The inject timing modification is not really necessary. I look at each replay right after playing a game, so I'll just check my inject timings then. But checking supply blockage is really hard, and the "time supply blocked" is of no use (although I've recently been hovering at around 1:00 rather than 2:00 or even 3:00, which is a big improvement!).

Right now, it's really easy to keep track of both inject timings (pretty obvious from watching replay at 8x speed) and spending skill (ggtracker). In the same vein, I would really like an efficient an easy way to keep track of supply blockage so I have a better idea of how to make it better!
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