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The Gas Issue, second edition - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 Next All
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
May 07 2010 01:32 GMT
#61
nice clean no-frills write-up and diagrams. thanks
Slurgi
Profile Joined March 2010
United States118 Posts
May 07 2010 01:37 GMT
#62
Absolutely excellent! GREAT job!

This should be on liquipedia...?
zomgzergrush
Profile Joined August 2008
United States923 Posts
May 07 2010 01:45 GMT
#63
I was suspicious about this but completely forgot about it.

I think the take home message is that Blizzard needs to read this and reposition their geysers on their maps.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
May 07 2010 01:48 GMT
#64
we need more threads like these ^^
Long live BroodWar!
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 07 2010 01:54 GMT
#65
I would like to agree with everyone and say gj
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 07 2010 07:59 GMT
#66
On May 07 2010 08:22 Nightmarjoo wrote:
Nice job spines! Did you test 4 workers at all?


Considering doing mineral formation tests too? bw had such bizarre mineral mining pathing. Sometimes if you moved entire formation over by 1 tile, it would be the exact same formation, but would mine completely differently. Definitely different workers mined the same minerals at a different rate (took longer/shorter paths to/from each mineral block).


I did a test with 4 workers too, but the result was as expected: every single position mines at 100%, and 3 workers mine at the same rate on good positions.

I have some other tests in mind that I would try before tackling mineral formations. Mineral mining has so many factors that it is really hard to draw any decent conclusions, and zerg still can only spawn units at the bottom of a hatchery...

On May 07 2010 08:38 Bey wrote:
I'm a bit confused by the first picture in your post. It seems to indicate that you mine at 79% from the nearest spots with both one and two workers? Since this cannot possibly be right, I'm either misreading your diagram or there's a typo. Are the box and numbers on the left for 1 worker, middle for 2, and right for 3? Nice research though, interesting stuff.


That first picture is just a compilation of pictures repeated later in the thread. It shows, from left to right, 2 workers relative to 3 workers, 2 workers relative to the maximum, 3 workers relative to the maximum.
I didn't even test mining with 1 worker, but it is safe to assume that it would mine half as much gas as 2 workers would.
If you have a good reason to disagree with the above, please tell me. Thank you.
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
May 07 2010 08:00 GMT
#67
Without a picture at this spot I'd lose half of my readers.

brilliant [image loading]
brood war for life, brood war forever
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 06 2010 08:14 GMT
#68
I definitely noticed the bad mining rate on the top geyser of the top base on metalopolis in the first few days of beta.
..and then I would, ya know, check em'. (Aka SpoR)
Buddhist
Profile Joined April 2010
United States658 Posts
June 06 2010 10:23 GMT
#69
Great work! Someone make a post on the official forums and edit it into the OP here, imo.
isuckalot
Profile Joined September 2008
France27 Posts
June 06 2010 11:00 GMT
#70
That's why I love TL.

Very good job
SnuggleKittens
Profile Joined April 2010
Australia57 Posts
June 06 2010 12:48 GMT
#71
Top right:
52 (top), a bad position
19 (bottom), bad for two workers

Bottom left:
47 (top), bad for two workers
24 (bottom), bad for two workers


So this means that if both players have 3 workers on both geysers, then the player who spawned top right will have less gas income?
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-06-06 12:55:28
June 06 2010 12:54 GMT
#72
On June 06 2010 21:48 SnuggleKittens wrote:
Show nested quote +
Top right:
52 (top), a bad position
19 (bottom), bad for two workers

Bottom left:
47 (top), bad for two workers
24 (bottom), bad for two workers


So this means that if both players have 3 workers on both geysers, then the player who spawned top right will have less gas income?

Yes. For these exact positions it's an overall difference of 1.4% less for top. Usually not significant. The cutoffs I chose probably make it sound a bit more extreme than it is in this case.
If you have a good reason to disagree with the above, please tell me. Thank you.
kmkkmk
Profile Joined August 2010
Germany418 Posts
September 23 2010 14:03 GMT
#73
On May 07 2010 10:45 zomgzergrush wrote:
I was suspicious about this but completely forgot about it.

I think the take home message is that Blizzard needs to read this and reposition their geysers on their maps.


I think blizzard should increase/decrease the movement/mining speed to adjust for equal mining speed on all positions and not reposition their geysers, since this is something really nontransparent.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
September 23 2010 15:10 GMT
#74
wow amazing amount of effort. nice post.
Noxie
Profile Blog Joined April 2010
United States2227 Posts
September 23 2010 15:16 GMT
#75
Really a great post..thanks for sharing
TechDeft
Profile Joined August 2010
United States211 Posts
September 23 2010 15:24 GMT
#76
On May 06 2010 05:30 zealing wrote:
"Without a picture at this spot I'd lose half of my readers."

YOU SIR........ARE A GENNIUS!!!

but serious dude man nice work this must have taken like a while or something.

gg ty


Genius*

:p
Djeez
Profile Blog Joined September 2010
543 Posts
Last Edited: 2010-09-23 16:39:57
September 23 2010 16:03 GMT
#77
Let me get this straight... the geyser in DO's main can both operate at full capacity with only 2 workers? Because that is pretty huge.

EDIT: nvm I read too fast. Tried on metalopolis and got around the same percentage as you. Still an interesting research though.
''Watching steppes of war in the gsl would be like watching the dreamhack 1.6 finals start out on fy_iceworld. '' -red_b
Kpyolysis32
Profile Joined April 2010
553 Posts
September 23 2010 16:31 GMT
#78
This is really interesting. It's actually very nice that this topic got bumped at around the same time the iCCup custom maps for tournaments one was created, and hopefully it will play a part in influencing their mapmaking.
Man, do I not keep this up to date, or what?
ithree
Profile Joined January 2010
443 Posts
September 23 2010 16:45 GMT
#79
On September 24 2010 01:31 Kpyolysis32 wrote:
This is really interesting. It's actually very nice that this topic got bumped at around the same time the iCCup custom maps for tournaments one was created, and hopefully it will play a part in influencing their mapmaking.

Absolutely, Blizzard may have made the game but that doesn't mean anyone understands what came out the other end.

Studies like this one are what actually help us to understand the actual results of all those design decisions made, especially for those of us without that pro-'star sense' about how a map feels.

gj op
Sirion
Profile Joined August 2010
131 Posts
September 23 2010 16:49 GMT
#80
Hm, does that mean one should put a 4th worker into the gas for the worst geysers once saturation of the base becomes high? It is probably an increase of 4-5% gas income, which is not that negligible. Of course having an expansion is the preferred option, but especially for terrans with mules for minerals it might be worth considering.
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