Introducing SC2 Manager - Page 97
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Steamroller
Finland756 Posts
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GWaLK
United States184 Posts
channel sc2m | ||
Benjef
United Kingdom6921 Posts
Trying to sort out my ELO so I can level up. I think im gonna drop some guys got an ELO of 1850 need 2000 ><. | ||
TheKilla25
Canada9 Posts
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RmoteCntrld
United States596 Posts
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Meteora.GB
Canada2479 Posts
On September 02 2011 16:53 RmoteCntrld wrote: Site wants me to download some stuff now? Uh is that supposed to happen? Nope. Someone said on the IRC that they're switching hosts or something so the site will load static content faster. | ||
JohnnyBoi
United States25 Posts
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Morphling_
87 Posts
So damn proud of you WayRay! | ||
Benjef
United Kingdom6921 Posts
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Meteora.GB
Canada2479 Posts
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ArhK
France287 Posts
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bovineblitz
United States314 Posts
I haven't been able to dig up any of this information and it makes me feel very disconnected from the match results as I'm not even sure what I'm looking at. | ||
Benjef
United Kingdom6921 Posts
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dartoo
India2889 Posts
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alexhard
Sweden317 Posts
On September 02 2011 18:31 bovineblitz wrote: Some general info about the basics would add a lot for me.. such as, is 5 protoss army the same a 5 zerg army? Do their economies grow differently? Is there a defender's advantage? Are workers used in defense? Is there static defense? Is there a maximum number of workers? Is there a 200 supply cap? What is the investment to attempt to drop (and does it vary by race)? What is the investment to scout? Are late game armies more powerful than early game armies? Is there teching? I haven't been able to dig up any of this information and it makes me feel very disconnected from the match results as I'm not even sure what I'm looking at. Almost all of those questions are answered in the FAQ and Wiki. In other news, after a ton of optimizations and changes (primarily moving to a parallel, asynchronous model for running tournaments and using nginx to serve static content) the server should be fine for now. | ||
Steamroller
Finland756 Posts
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craz3d
Bulgaria856 Posts
On September 02 2011 18:31 bovineblitz wrote: Some general info about the basics would add a lot for me.. such as, is 5 protoss army the same a 5 zerg army? Do their economies grow differently? Is there a defender's advantage? Are workers used in defense? Is there static defense? Is there a maximum number of workers? Is there a 200 supply cap? What is the investment to attempt to drop (and does it vary by race)? What is the investment to scout? Are late game armies more powerful than early game armies? Is there teching? I haven't been able to dig up any of this information and it makes me feel very disconnected from the match results as I'm not even sure what I'm looking at. Basically, P army is 25% stronger. Z is 25% weaker. T stays the same. I don't think there is any investment in scouting. Just that you are more vulnerable to drops in that time. Dropping invests some of your army, but I've noticed it often doesn't do any damage, maybe my players' micro is too low. As for early game, if you have a cheeser trait, you get a micro bonus. Late game armies just have more stuff, and if the army numbers are equal then the guy with more micro will win the battle, barring some ability procs from the races (FF's, PDD). There is no teching. You just decide whether your player should attack early or sit there and go heavy economy. If your guy has shit macro but good micro, you want to be attacking early because someone with crazy macro will start to get an advantage as early as the 3rd or 4th minute (they have like 2 or 3 more workers than you even though you are both going 100% economy). The inverse also applies if you have a macro player on your hands. That;s just basic stuff. I think that even if you devise a strategy countering a much better player (mechanically), you will still lose if your player's mechanics blow. | ||
KeksX
Germany3634 Posts
On September 01 2011 22:24 KeksX wrote: Hm... I more and more start to think that the strategy system is flawed, or I just don't see how it works: I tested some stuff with going full army all the time(except for early game) and getting 100 % economy when behind while scouting every 2 turns, so that he always tries to be at least equal if not ahead in economy while getting out his units. I tested some stuff: 1 Player, WhipDelicate(Top 15 ELO, peak top2, yay), does it perfectly. He gets always a few more economy and pumps out units being aggressive all the time. All the other players though get only to a certain point of economy and then never get anything more(they just don't do this if 1% behind get 100% economy thing eventhough they scouted that they are way behind)... Just as I'm writing this post I made another game and suddenly a zergplayer does it, but it seems to be completely random. When it comes to scouting I only have decent players, all 6+ except for one(5.4) and some even on 7.. I really don't want to micro all my battles and coinflip strategies and would like to have some "play safe while teching properly" strategies but if it's all just random you pretty much can't do it... Does someone have an idea on whats the issue here? What am I missing? Sorry guys but I have to repost this as it is quite a big issue for me. I really don't want to babysit every game and there has to be a way that the players do what I say they should do... | ||
Kwanny
Germany222 Posts
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darlhet
Italy548 Posts
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