SC2 Math! How Many Workers for Constant Prodcution - Page 2
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ThE.SparkZ
United States381 Posts
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Whiztard
United States227 Posts
On October 11 2010 13:59 SneakPeek wrote: ... i dont get it. so basically you are using math to figure out how many workers you need for sustaining the amount of units you are having. therefore this shows when to get expansions. how bout teching up? and what to do when you are harassed at the mineral line? >.<" its used to find out how many miners you need to be able to support constant production of units. you're going to have to use separate equations for separate units. Each equation that you use accounts for a certain type of unit, and you're going to have to change the equation a little bit to account for what types of units you want. the variable u represents the unit you want, and the amount produced per wave is already given by X(u). for teching up, you're just going to increase your income or stop producing units. the equation that was proposed doesn't really account for this other than saying the amount of buildings you need to use to produce it. | ||
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AJMcSpiffy
United States1154 Posts
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Kyhol
Canada2575 Posts
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afirlortwo
United States161 Posts
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MrBitter
United States2940 Posts
On October 11 2010 14:08 Khol wrote: I'd like to see this math applied to starcraft 1, then compared in actual games to what the progamers are doing. I think there would be some interesting results. This has actually already been done somewhere in this forum... No idea what the thread title is, though. | ||
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l90 Proof
64 Posts
If you want to criticise OP, it is probably because you aren't good enough to use this information yet, so quiet down and go use up the rest of your bonus pool. This is information which is really useful for making builds, and for reverse-engineering your resource allocation/tolerance. IE how much can you support off of one saturated base, 2 bases, etc. Good work OP. | ||
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PROJECTILE
United States226 Posts
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SpiDaH
France198 Posts
going to plus stuff everywhere to figure out how to prod ultra broods and banes on 4 hatcheries yay! | ||
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DarkSmurf
Argentina11 Posts
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whomybuddy
United States620 Posts
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benjaminethanlim
Singapore25 Posts
really cool. | ||
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TheAntZ
Israel6248 Posts
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kojinshugi
Estonia2559 Posts
"Why do all this math, you learn by experience!" No, you learn to implement strategies by experience, you use math to figure out what's feasible. Especially for Zerg this is very important. Experience tells you how many fighting units you need to defend or attack at key timings. Math tells you what the optimal way to get those units is. Notice builds where workers are pulled off gas once there's enough for upgrade or building X. Should they all come off the gas? Will pulling only one or two workers off gas give you the necessary boost in minerals, letting you get midgame upgrades/units sooner? How many spine crawlers can you make while maintaining unit production instead of pumping drones? For how long? These things may not matter as much now but as the game matures builds will get tighter and pressure will get higher, so situations where you just turtle at will while pumping drones won't be as readily available. | ||
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supersoft
Germany3729 Posts
I thoght of making this myself for a while now, but I had no time. This lets you find the perfect timingattacks... But you have to use it the other way around, you have to look, what can I produce off for example two bases. I bet most of you don't know how many buildings you may support off even two bases... I will definetly use this function on my Thor/Marauder/Marine timongpush against Zerg. | ||
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razed.dead
Australia79 Posts
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kidcrash89
198 Posts
I'll try to generate a big table if I can figure out how to. | ||
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Koshi
Belgium38799 Posts
Some of us are mere humans and once setting up a third base it backfires into mass excess in minerals and a great amount of wasted clicks. | ||
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kidcrash89
198 Posts
On October 11 2010 15:45 Koshi wrote: I am pretty sure I will use this in the near future. Simply, because It is nice to know if you can fully utilize your production buildings on a 2 base. Pretty much the whole point I'm aiming for. I tend to make stupid amounts of drones. | ||
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Jaeger
United States1150 Posts
In fact it seems completely bonkers? this data: + Show Spoiler + Number of buildings producing 1st unit = 3 Mineral cost of 1st unit = 100 Gas cost of 1st unit = 1 Time to produce 1st unit = 28 Supply cost of 1st unit = 2 Number of buildings producing 2nd unit = 6 Mineral cost of 2nd unit = 50 Gas cost of 2nd unit = 150 Time to produce 2nd unit = 45 Supply cost of 2nd unit = 2 Number of buildings producing 3rd unit = 3 Mineral cost of 3rd unit = 100 Gas cost of 3rd unit = 1 Time to produce 3rd unit = 28 Supply cost of 3rd unit = 2 yields: Workers to put on minerals = 55 Workers to put on gas = 1334 Total workers = 1389 | ||
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