Dps per cost - Page 7
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RoboBob
United States798 Posts
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Pepe-
Germany87 Posts
On October 28 2010 05:49 RoboBob wrote: Oh, I also feel that making the "range dps modifier" just the sqrt of range is a bit iffy. That would imply that a unit with 4 range would have double the effective dps of an identical unit with 1 range. I think ^(1/4) would be more appropiate, to tone it down from 2x to 1.4x. You mean having range 9 is just 1.73 times better than range 1? Maybe I shouldnt upgrade thermal lances before I already have 3-4 Colossi :D If we are talking about only 2 units figting each other you could be right, but when we are trying to get relevant data for a normal match, sqrt fits much better I guess. | ||
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RoboBob
United States798 Posts
Any chart like this needs to be valued like a unit tester in order to have any relevancy at all. The wonderful thing about this chart is that it can get you approximations without requiring you run a ton of matches via mapeditor for every unit matchup, which is going to have little relevancy anyway because its pretty rare to have a pure unit composition | ||
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minithor
Netherlands32 Posts
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Tyler918273
115 Posts
On October 28 2010 11:31 minithor wrote: It is balanced by the fact that zerg needs to spend least on technology buildings and has the best mobility while the opposite is true for terran. About the tech cost, I hear this all of the time but its not really true. It depends on the number of bases, saturation, and unit mix being produced (or perhaps rather desired unit mix). As a general guideline, the fewer the bases and earlier the tech the more expensive it is proportionately for zerg. At least I ran this between zerg and protoss and in some instances your claim was correct, but in others it swung the other way. Thats why all of these racial generalizations (damn I sound so pc) dont really apply to actual game situations. | ||
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