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Patch/map balance stats

Forum Index > SC2 General
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1 2 3 Next All
Teddyman
Profile Joined October 2008
Finland362 Posts
Last Edited: 2011-05-13 09:20:52
January 19 2011 13:20 GMT
#1
Update 13 May 2011: added patch 1.3 stats.

I have been keeping track of pro-level games going on for a while with the help of TLPD. I've also added a lot of the missing games myself and organized the games by patch to see how the balance of SC2 has evolved after release. Because I like numbers, I also made up a name for one that describes the overall balance of a patch or map: the Inherent Matchup(/Map) Balance Assessment - IMBA. It's basically the sum of how much the win rate in each matchup (TvZ, ZvP, PvT) differs from 50%. For example if the win rates for those matchups are 60%, 50% and 55% respectively, the IMBA is 10%+0%+5% = 15%.

Since 1.2, the data is now just games that appear on the TLPD. Note that the early patches have quite a small sample size in some matchups, so those shouldn't be taken too seriously. From 1.2 onwards, the margin for error for each matchup is around +/- 3%.

Patch 1.0 - 1.0.3
Non-mirror games: 967
IMBA: 19.5%
TvZ: 180-120 (60.0%)
ZvP: 77-109 (41.4%)
PvT: 236-245 (49.1%)

Patch 1.1 - 1.1.1
Non-mirror games: 406
IMBA: 20.6%
TvZ: 65-45 (59.1%)
ZvP: 24-31 (43.6%)
PvT: 108-133 (44.8%)

Patch 1.1.2 - 1.1.3
Non-mirror games: 1689
IMBA: 7.0%
TvZ: 330-306 (51.9%)
ZvP: 189-207 (47.7%)
PvT: 310-347 (47.2%)

Patch 1.2.0 - 1.2.2 - Now with all TLPD games!
Non-mirror games: 4002
IMBA: 8.3%
TvZ: 692-556 (55.4%)
ZvP: 534-573 (48.2%)
PvT: 842-805 (51.1%)

Patch 1.3 - 1.3.2
Non-mirror games: 3358
IMBA: 6.9%
TvZ: 619-554 (52.8%)
ZvP: 516-461 (52.8%)
PvT: 588-620 (48.7%)


Graph of how the matchups have played out in each patch:
[image loading]

+ Show Spoiler [Out of date map stats] +
"Chess is a dead game" -Bobby Fischer 2004
aristarchus
Profile Blog Joined September 2010
United States652 Posts
January 19 2011 13:25 GMT
#2
I really like the matchup stats, but you really can't analyze the maps without separating by patch. Kulas was an imbalanced map, yes, but it's made a lot worse in these stats by the fact that it was only played under a balance condition that was pretty bad regardless of the map. Shakuras has had much more of its play under more balanced patches.
Dont Panic
Profile Joined October 2010
United States194 Posts
January 19 2011 13:25 GMT
#3
Close position metal is as bad if not worse than steppes. Zerg has a much harder time taking a third.The only other big map is Shakuras which is the most balanced because positions don't offer as great of a variation
I am order. I am logic. I know exactly who I am.
NotSupporting
Profile Joined February 2008
Sweden1998 Posts
January 19 2011 13:26 GMT
#4
Shakuras Plateau seems to be really balanced, hopefully I will get to play it more on the ladder...oh wait....nvm.
Alphasquad
Profile Joined August 2010
Austria505 Posts
January 19 2011 13:41 GMT
#5
On January 19 2011 22:25 Dont Panic wrote:
Close position metal is as bad if not worse than steppes. Zerg has a much harder time taking a third.The only other big map is Shakuras which is the most balanced because positions don't offer as great of a variation


thats so very true, on steppes at least you are in an uphill position while terrans hold the hill and are able to crawl into your natural

i personally find shakuras is the most boring map where games usually end up into a macro festival where none attacks within the first 15mins aside from a little harassment attempts

im also not surprised that there are so many games on metalopolis as in my own case almost half my games are exactly there
OdjebiTe
Profile Joined January 2011
7 Posts
January 19 2011 13:50 GMT
#6
Wow, nice stats. They just prove what I was claiming all along from the start of SC2 to people on another forum, that Terrans dominate all tournaments. The ONLY surprising thing here is the TvZ on Steppes of War.

Anyways, I will eagerly await stats for maps based on recent patches only.
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
January 19 2011 14:00 GMT
#7
TvZ in steppes is pretty hard sometimes because you get 0 practice on that map against zerg if you play ladder and against a zerg who trained the map a lot he might have an ace up his sleeve.

Not saying the map is anything but horrible but the wins i've seen from zerg has been terrans losing due to doing outdated or poor things.

Shakuras is my favorite map. I do feel that it should be three stones blocking (or two with greater health) but other then that I think it's a great map and it blows my mind it's gone from the ladder
Jayme
Profile Blog Joined February 2009
United States5866 Posts
January 19 2011 14:03 GMT
#8
Why would we rage at Metalopolis looking so bad?

Fact of the matter is that it's an awful map unless it's cross positions.
Python is garbage, number 1 advocate of getting rid of it.
phexac
Profile Joined March 2004
United States186 Posts
January 19 2011 14:29 GMT
#9
Imo on maps like metalopolis, it should be codeded into the game that players start cross-position from one another.
Neo.NEt
Profile Joined August 2010
United States785 Posts
January 19 2011 16:43 GMT
#10
On January 19 2011 23:29 phexac wrote:
Imo on maps like metalopolis, it should be codeded into the game that players start cross-position from one another.


As a biased zerg player, I agree 200%. IMO it's really frustrating that so much luck comes in to play with spawn positions... not that you can't win close positions but I guarantee if we had the stats on close vs. cross positions it would be scary.
Apologize.
greycubed
Profile Joined May 2010
United States615 Posts
Last Edited: 2011-01-19 16:54:35
January 19 2011 16:53 GMT
#11
Glad there's some stats now to back up the people saying Meta is bad for zerg. So tired of people saying otherwise- namely Tastosis raving about what a good map it is.

Two positions are as close to auto-loss as you can get. Close positions is way worse than Steppes. Close air positions and you have no angle of attack except through a narrow low-ground corridor of death.
http://i.imgur.com/N3ujB.png
Alsn
Profile Joined February 2008
Sweden995 Posts
January 19 2011 17:05 GMT
#12
On January 20 2011 01:43 Neo.NEt wrote:
Show nested quote +
On January 19 2011 23:29 phexac wrote:
Imo on maps like metalopolis, it should be codeded into the game that players start cross-position from one another.


As a biased zerg player, I agree 200%. IMO it's really frustrating that so much luck comes in to play with spawn positions... not that you can't win close positions but I guarantee if we had the stats on close vs. cross positions it would be scary.
Ask and you shall receive(original thread posted by heyoka).
Machina improba! Vel mihi ede potum vel mihi redde nummos meos!
greycubed
Profile Joined May 2010
United States615 Posts
Last Edited: 2011-01-19 17:23:57
January 19 2011 17:21 GMT
#13
Combined win percentages for each race- possibly useful in choosing which maps to thumbs down.

Zerg
Shakuras Plateau 102
Steppes of War 95
Scrap Station 96
Blistering Sands 96
Lost Temple 91
Xel'Naga Caverns 90
Delta Quadrant 91
Jungle Basin 80
Metalopolis 78
Desert Oasis 58
Kulas Ravine 69

Terran
Shakuras Plateau 100
Steppes of War 103
Scrap Station 109
Blistering Sands 103
Lost Temple 110
Xel'Naga Caverns 105
Delta Quadrant 117
Jungle Basin 111
Metalopolis 112
Desert Oasis 105
Kulas Ravine 129

Protoss
Shakuras Plateau 98
Steppes of War 102
Scrap Station 95
Blistering Sands 101
Lost Temple 99
Xel'Naga Caverns 105
Delta Quadrant 92
Jungle Basin 107
Metalopolis 110
Desert Oasis 137
Kulas Ravine 102
http://i.imgur.com/N3ujB.png
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2011-01-19 17:25:38
January 19 2011 17:22 GMT
#14
metalopolis is great for zerg if its non-close pos. if its close pos its very bad for zerg :p

nice statistics !
i still think xel naga, metal (non close pos) and shakuras are the best maps. but not because of balance, but because of gamestyle and that 90% of the games doesnt turn into cheese
Progamerpls no copy pasterino
FlamingTurd
Profile Joined April 2010
United States1059 Posts
January 19 2011 17:30 GMT
#15
Wow great information OP. This is just as I suspected - Zerg really needs a boost, especially on certain situations where maps give them unfairly high losing percentages.
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2011-01-19 17:32:27
January 19 2011 17:30 GMT
#16
EDIT: oh dam posted in a balance discussion thread and notice only 3 sek after i clicked post.
Whats wrong with me?
Save gaming: kill esport
embries
Profile Joined August 2010
United States70 Posts
January 19 2011 17:36 GMT
#17
I hope we see larger maps soon, and fixing metal start positions like shakuras as well as re-adding shakuras would really be nice. I can't stand the current map pool. No one likes watching a game boot up with that sick feeling in your stomach of plz don't spawn me an auto-loss.
thehitman
Profile Blog Joined July 2010
1105 Posts
January 19 2011 17:37 GMT
#18
Great statistics, very useful. Seems ridiculous how two maps are almost 50% unbalanced.
synapse
Profile Blog Joined January 2009
China13814 Posts
January 19 2011 17:43 GMT
#19
Somewhat surprising to see the matchup balance for Steppes to be so high, haha. Maybe the fact that you already know that your opponent is spawning very close to you has to do with it (whereas in Metalopolis blindly going for early gas early banelings may screw you over hard).
:)
Neo.NEt
Profile Joined August 2010
United States785 Posts
January 19 2011 17:52 GMT
#20
On January 20 2011 02:05 Alsn wrote:
Show nested quote +
On January 20 2011 01:43 Neo.NEt wrote:
On January 19 2011 23:29 phexac wrote:
Imo on maps like metalopolis, it should be codeded into the game that players start cross-position from one another.


As a biased zerg player, I agree 200%. IMO it's really frustrating that so much luck comes in to play with spawn positions... not that you can't win close positions but I guarantee if we had the stats on close vs. cross positions it would be scary.
Ask and you shall receive(original thread posted by heyoka).


Awesome, you're the man.
Apologize.
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