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Floating to the gold base - Page 2

Forum Index > StarCraft 2 Strategy
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duckk
Profile Joined March 2013
United States622 Posts
August 02 2014 23:30 GMT
#21
On August 03 2014 08:14 darkness wrote:
Show nested quote +
On August 03 2014 08:09 duckk wrote:
On August 03 2014 07:56 darkness wrote:
There is always a risk with this I think, what if you do this so frequently that your opponent sends their first worker to block? Even worse, proxy gateway or any early pool. I think it's a build that is good for one game only.


at one point every terran did this and I sent a drone at 0 seconds, and by the time I got to the watch tower they were already mining.


Alright, so what about proxy/early pool?


havent tested it because if they go reaper and dont float to the gold the game is over, but I assume the one depot barracks wall would not die in time and the one marine would eventually finish even if scvs have to run around forawhile.
dsousa
Profile Joined October 2011
United States1363 Posts
Last Edited: 2014-08-02 23:52:17
August 02 2014 23:50 GMT
#22
1.4.3 ... got it

MULEs don't need accounting because they mine the same on gold/blue patches.
sUgArMaNiAc
Profile Joined March 2013
Australia110 Posts
August 02 2014 23:54 GMT
#23
I think psychologically floating to the gold terrifies me. If I scout that my mind instantly thought 'quick hit hard and fast, end it before somehow he overpowers me with mass production' and for some reason it has worked for me by making me harass like a boss and apply constant pressure. But like with the Phoenix micro, great job with the theory behind it,
No luck catching those swans then?
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
August 03 2014 00:18 GMT
#24
Can we get some numbers on old country, the new 2v2 map? I've been toying around with the float to gold on that map, but I'm not sure if it's beneficial or not.
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
August 03 2014 01:25 GMT
#25
On August 02 2014 22:31 Sholip wrote:
considering he needs 4 less SCVs


or she
maru G5L pls
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 03 2014 07:15 GMT
#26
I absolutely love the discussion for hab stat but it makes me extremely sad to see all this theorycrafting yet the map isn't in the season mappool anymore. As much as it might seem selfish that I want Hab Stat to still be in the map pool because it's my creation, honestly I want it to still be in the map pool because it has been the only map in the entire HotS expansion that has actually produced different, meta changing & overall very entertaining games compared to every other map.

You look at all the memorial games on it, bomber vs scarlett, ty vs stork, pigbaby vs bomber & major vs violet to name a few and you see all these different playstyles which just wouldn't work in any other map. Overall, I think the main reason it got removed was because terran had a fairly poor win ratio on it, yet now we got all these terran buffs which overall would most likely improve the win rate.

Oh Psione, please PM me why you guys at blizzard decided to remove Hab Stat...it's not like it was getting boring or too "stale" to watch...
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
Last Edited: 2014-08-03 13:36:01
August 03 2014 11:52 GMT
#27
On August 03 2014 08:50 dsousa wrote:
1.4.3 ... got it

MULEs don't need accounting because they mine the same on gold/blue patches.

They actually do. If both the gold and the blue base mines faster by a certain amount, it changes things. Imagine if MULEs provided an additional income of, say, 10,000 per gmin. Then the workers' mining would be nothing compared to MULEs, and the delay caused by the floating would be so substantial that this strategy would never pay off. Of course, this is not the case; it is merely an illustration that MULEs can make an impact on the strategy even if they mine at the same speed on both patch types.

On August 03 2014 09:18 Jer99 wrote:
Can we get some numbers on old country, the new 2v2 map? I've been toying around with the float to gold on that map, but I'm not sure if it's beneficial or not.

Yeah, of course! I totally forgot there were 2v2 maps as well.

On August 03 2014 10:25 neptunusfisk wrote:
Show nested quote +
On August 02 2014 22:31 Sholip wrote:
considering he needs 4 less SCVs


or she

Of course, sorry. Henceforth, I shall always write "they."
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
August 03 2014 13:44 GMT
#28
On August 03 2014 08:30 duckk wrote:
Show nested quote +
On August 03 2014 08:14 darkness wrote:
On August 03 2014 08:09 duckk wrote:
On August 03 2014 07:56 darkness wrote:
There is always a risk with this I think, what if you do this so frequently that your opponent sends their first worker to block? Even worse, proxy gateway or any early pool. I think it's a build that is good for one game only.


at one point every terran did this and I sent a drone at 0 seconds, and by the time I got to the watch tower they were already mining.


Alright, so what about proxy/early pool?


havent tested it because if they go reaper and dont float to the gold the game is over, but I assume the one depot barracks wall would not die in time and the one marine would eventually finish even if scvs have to run around forawhile.


The way to deal with it was around for a bit and was said by Catz, at the moment you spot it you charge in with all your drones, someone did it in proleague and won.
I will make Yogg Saron priest work...
varsovie
Profile Joined December 2013
Canada326 Posts
August 03 2014 16:22 GMT
#29
On August 03 2014 22:44 Ovid wrote:
Show nested quote +
On August 03 2014 08:30 duckk wrote:
On August 03 2014 08:14 darkness wrote:
On August 03 2014 08:09 duckk wrote:
On August 03 2014 07:56 darkness wrote:
There is always a risk with this I think, what if you do this so frequently that your opponent sends their first worker to block? Even worse, proxy gateway or any early pool. I think it's a build that is good for one game only.


at one point every terran did this and I sent a drone at 0 seconds, and by the time I got to the watch tower they were already mining.


Alright, so what about proxy/early pool?


havent tested it because if they go reaper and dont float to the gold the game is over, but I assume the one depot barracks wall would not die in time and the one marine would eventually finish even if scvs have to run around forawhile.


The way to deal with it was around for a bit and was said by Catz, at the moment you spot it you charge in with all your drones, someone did it in proleague and won.

That's why Z has the easiest auto-win. Your overlord spots it at a set time, and when you see it you pull all drones (unless you VERY early pool) because you have MORE workers and T don't have the $ to wall-off. You should have 1-2 drones popping to "macro". I've seen lots of "responses" both in pro-games than on player streams, and this one never failed.
Sadly T - P don't have that reliable automatic scout, but worker pull is still and option if seen early.

Anyway I don't think the OP understand the real strength of this technique.

-Shorter rush distance without the risks of proxies (once wall is up it's very easy to defend vs low tech units), because what hits earlier hits harder. The fact your econ is catching up right when you're about to hit means that in theory you also have more reinforcements.

-Psy advantages, at least in the first week(s) peoples went on ape-shit craziness in response, that don't work well.

-If cheese doesn't kill you opponent, then you don't have this exposed base to defend after 15min where drops/ warp-prism, mutas and army-position near watch tower can really screw the gold.

-All-in-all a pressure build that is safe (except very vs early rush/worker pull) both early and in the late game, that can win if your opponent is greedy and give you an edge if he's too careful.


May I also doubt a little the numbers:

Less SCV = Less $ to spend, but don't forget SCVs don't cost "50minerals". You need supply to produce them, and supply depots cost not only 100 minerals but also lost mining time (20 normally, so about 28 on gold), amounting for a real SCV cost of 65 and 71 respectively (par 11 supply at least). Considering we start with 6 worker and 11-6 "free" supply, we get a total (2per patch) saturation cost of 5*50+(5*65)= 575 minerals for normal and 5*50+(1*71)= 321 for gold, 254 minerals, or 5 (not 4) marines, 4 of those without hidden cost since they take place of the SCVs not built in a normal game.

It could also be argue that since each SCV is worth about 40% more mining, then each "hidden" construction cost should be 40% higher, bringing the price of a rax from 193 to 210 and the price of a supply from 15 to 21. The supply shouldn't matter much since most follow-up from flying to gold are very aggressive.

MULES can't be dismissed, they're an integral part of Terran economy, there's a good reason you always build orbital after 1st rax complete, unless you're cheesing or defending one. I don't play T, so I don't know if gold into rax wall-off vs normal 10 supply 11rax brings a faster rax or not. It's worth noting they worth a little less in gold base senarios because comparativly an SCV is worth more. Also "supply calldown" is less punishing, while not being as efficient than mules+building a depot.

I'd be also happy to consider the effect of good worker micro or even mineral boosting with a much more scalable income. When I see koreans doing it, the SCVs are already waiting the CC to land with gold mineral, then try directly saturate closer patches. If you plan those early "cheeses" at that level, every mineral counts.


All in all good work, very interesting. Sadly you seems to have dismissed everything other than scv saturation and that makes the experiment totally void of practical knowledge in my opinion. While your math is sound, it fails to answer your question : " is it worth doing at all".
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
August 03 2014 17:21 GMT
#30
On August 02 2014 22:45 Seeker wrote:
Bbyong wants a word with you >: (

Gangnam Terran is nothing else than a Terran playing a 1base allin that is not a proxy. That is afaik forbidden for the race.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 04 2014 13:06 GMT
#31
I regret to tell everyone that my previous calculations seem to have been wrong. I updated the pdf and I will update the post itself as well soon. According to the new results, strictly economically, the Gangnam Terran strategy is very well worth on Habitation Station, fairly good on Foxtrot short spawn, barely OK on Old Country, and not worth on Foxtrot long spawn nor on Overgrowth (of course). Also, always 15 SCVs should be built, rather than 12.

On August 03 2014 22:44 Ovid wrote:
Show nested quote +
On August 03 2014 08:30 duckk wrote:
On August 03 2014 08:14 darkness wrote:
On August 03 2014 08:09 duckk wrote:
On August 03 2014 07:56 darkness wrote:
There is always a risk with this I think, what if you do this so frequently that your opponent sends their first worker to block? Even worse, proxy gateway or any early pool. I think it's a build that is good for one game only.


at one point every terran did this and I sent a drone at 0 seconds, and by the time I got to the watch tower they were already mining.


Alright, so what about proxy/early pool?


havent tested it because if they go reaper and dont float to the gold the game is over, but I assume the one depot barracks wall would not die in time and the one marine would eventually finish even if scvs have to run around forawhile.


The way to deal with it was around for a bit and was said by Catz, at the moment you spot it you charge in with all your drones, someone did it in proleague and won.

It must have been another match, but I clearly remember a Zerg pulling drones immediately after scouting it and then loosing terribly. That was in Proleague as well, if I remember correctly.

On August 04 2014 01:22 varsovie wrote:
-Shorter rush distance without the risks of proxies (once wall is up it's very easy to defend vs low tech units), because what hits earlier hits harder. The fact your econ is catching up right when you're about to hit means that in theory you also have more reinforcements.

This is true, the calculations are strictly economic.

On August 04 2014 01:22 varsovie wrote:
-Psy advantages, at least in the first week(s) peoples went on ape-shit craziness in response, that don't work well.

I don't think this should really matter at pro level.

On August 04 2014 01:22 varsovie wrote:
Less SCV = Less $ to spend, but don't forget SCVs don't cost "50minerals". You need supply to produce them, and supply depots cost not only 100 minerals but also lost mining time (20 normally, so about 28 on gold), amounting for a real SCV cost of 65 and 71 respectively (par 11 supply at least). Considering we start with 6 worker and 11-6 "free" supply, we get a total (2per patch) saturation cost of 5*50+(5*65)= 575 minerals for normal and 5*50+(1*71)= 321 for gold, 254 minerals, or 5 (not 4) marines, 4 of those without hidden cost since they take place of the SCVs not built in a normal game.

This is mostly true. However, those if you work with 15 SCVs, you really don't have much less supply. The part on hidden costs is true, though.

I decided to disregard MULEs beacause they work in a way too complicated. Claiming that the 3 mentioned factors nullify the effect of MULEs is not exactly true, but it is approximately, I believe.

As for worker micro, it can provide about an extra 50 minerals compared to unmicroed mining on a regular base. The mineral functions I introduced already supposed perfect worker pairing, though.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
August 04 2014 13:46 GMT
#32
I think you used the far spawn for old country; I think there are 4 possible spawn locations and they will each have different float times, the ones I am interested in are of course the spawns right next to the gold base, I'm almost 100% certain that the float time should be similar to habitation station just by looking at the map
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 04 2014 14:08 GMT
#33
On August 04 2014 22:46 Jer99 wrote:
I think you used the far spawn for old country; I think there are 4 possible spawn locations and they will each have different float times, the ones I am interested in are of course the spawns right next to the gold base, I'm almost 100% certain that the float time should be similar to habitation station just by looking at the map

Uhm, yeah. In my defense, though, I have never played this map. I think the shorter spawn may even be closer than on Hab Station, but I'll have to check.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
August 04 2014 14:08 GMT
#34
I love when two of the things I like come together: math and SC2 ! Great threads man, your efforts are really appreciated. <3
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
Last Edited: 2014-08-11 15:16:38
August 11 2014 15:16 GMT
#35
On August 04 2014 22:46 Jer99 wrote:
I think you used the far spawn for old country; I think there are 4 possible spawn locations and they will each have different float times, the ones I am interested in are of course the spawns right next to the gold base, I'm almost 100% certain that the float time should be similar to habitation station just by looking at the map

The float time on Old Country close spawn is 41 gs, which is even better than Habitation Station (that being 45), so this style is even slightly better on Old Country. I don't know how it would play out in 2v2, especially that there are rocks in the middle of the map, iirc.
Edit: pdf updated.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
GodOfWarAReS
Profile Blog Joined February 2012
Germany105 Posts
August 11 2014 17:27 GMT
#36
thats really amazing. thank you so much for all the effort you put into your posts so we can understand starcraft better =P
hfsrj
Profile Joined October 2012
Germany166 Posts
August 12 2014 11:24 GMT
#37
In proleague, the drone rusher died. Just saying.
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
August 12 2014 13:01 GMT
#38
Thanks for the updates!
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
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