I looked over the spread sheet and I'm pretty impressed with the amount of data you've managed to gather so far. However, for anyone to be able to draw any sort of useful conclusions there are just so many variables left out when you look at the game purely numerically and disregard all the special traits and characteristics of each race.
Stuff like protoss rushing to 2-2 in a very short time interval due to CB or various aoe damages and special abilities etc etc. I'm just not sure exactly what you're trying to accomplish.
The game obviously isn't meant to have units of each race stack up equally in cost effectiveness, damage and so forth (as I'm sure you're aware). The macro mechanics and the way the macro of each race is designed can be viewed as a form of equalizer that makes up for the short-comings of the race by extending it in other areas in terms of "expandability", econ, production blah blah.
I like the information presented here, but I'm not sure exactly how it is applicable in it's current form. If I were you, I'd take the numbers you've found and divide them among average unit costs and/or build times to maybe better paint a picture of where the races stand in relation to each other. I suspect that zerg are being less screwed over if these things are taken into consideration.
Also, specific unit costs should be altered to include the costs of developing that unit, which I think will help better account for the macro variables.
For instance, an HT costs way more than it's base price of 50/150, considering you also need to build pylon -100, gateway - 150, twilight - 150/100, archives - 150/200 and then research storm - 200/200... meaning 800/650 to get 1 storm-capable templar on the field (1450 total resources, all things being even).
Compared to say Infestor which uses an overlord - 100, spawn pool - 200, lair tech - 150/100, infestor pit - 100/100, then infestor 100/150... total cost 650/350 to get an infestor on the field (1000 total resources, all things being even).
I don't know, just maybe some insight on what could be done with this info...
It's interesting statistics, but not really applicable for any balance discussion. Splash, bonus damage, range, spells and passive abilites all are important factors to consider. E.g., DPS from a marauder would differ against melee units depending on if concussive shells were researched or not. I don't know how such stats could be applied though, probably too hard to make an overall analysis like in the OP, maybe for individual units, but the work would be a bit too much I guess.
Interesting how costs have increased since BW though, but I think mining is more efficient now and might make up for it?
The problem with this is that you tend to average many units. Protoss units definitely feel weak-ass in SC2, simply because Terrans and Zerg now have units that have comparable hp.
Thus, let's compare the "bread and butter units".
Request stats of "bi modal" units of equal supply: Marine + Maurauder vs. Roach + Hydra vs. Zealot Stalker. For kicks, let's do 40 supply of each race, and 20 supply of each unit.
Then at the end display the stats as well as the resources consumed.
My Hypothesis: It's going to come out with the results of what most of us feel when playing SC2. MMM is much more crazier than in SC1.
On March 16 2011 05:07 Ghost-z wrote: Can anyone explain to me the simple difference between the BW Marine-vs-Zergling and the SC2 Marine-vs-Zergling? What I mean is in BW the zergling will kill the marine in 1v1 combat but in SC2 the marine kills the zergling. I know the marine has 5 extra HP in SC2 but it survives the fight with more than 5 HP remaining. Were their fire rates changed at all? Movement speed or ranges different? Can someone explain this to me because I'm puzzled by it.
Unstimmed = same Stimmed BW = 100% increase ( 40 hp all game ) Stimmed SC2 = 50% increase ( up to 55 hp ) Lings Normal / Adrenaline BW = 3 and 4 hits/sec or 8 / 24 frames and 6/ 24 frames ( " Fastest " ) Lings in SC2 hit for 1 / 0.70 and 1 / 0.56 and then multiplied by gamespeed SC2 lings come with auto surround ( Jaedong/July don't really need this though ) Speed on lings in SC2 have a + ~0.20 http://wiki.teamliquid.net/starcraft/Unit_Movement_Speed ( bw stats ) all based on relations to workers
On March 16 2011 05:07 Ghost-z wrote: Can anyone explain to me the simple difference between the BW Marine-vs-Zergling and the SC2 Marine-vs-Zergling? What I mean is in BW the zergling will kill the marine in 1v1 combat but in SC2 the marine kills the zergling. I know the marine has 5 extra HP in SC2 but it survives the fight with more than 5 HP remaining. Were their fire rates changed at all? Movement speed or ranges different? Can someone explain this to me because I'm puzzled by it.
Unstimmed = same Stimmed BW = 100% increase ( 40 hp all game ) Stimmed SC2 = 50% increase ( up to 55 hp ) Lings Normal / Adrenaline BW = 3 and 4 hits/sec or 8 / 24 frames and 6/ 24 frames ( " Fastest " ) Lings in SC2 hit for 1 / 0.70 and 1 / 0.56 and then multiplied by gamespeed SC2 lings come with auto surround ( Jaedong/July don't really need this though ) Speed on lings in SC2 have a + ~0.20 http://wiki.teamliquid.net/starcraft/Unit_Movement_Speed ( bw stats ) all based on relations to workers
Marines fire a lot faster in SC2 than in BW, makes a huge difference when it comes to range vs melee. Also marines in SC2 can stutter step, BW marines can't (as well).