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The effect of larvae-mineral distance on Zerg. - Page 8

Forum Index > SC2 General
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xOff
Profile Joined October 2010
United States247 Posts
December 02 2011 03:26 GMT
#141
Really slight positional imbalance affects all races.

If i spawn on the left side of the map vs the right, i use the add-on of my rax to complete my wall in makings it significantly weaker to baneling busts. Its annoying but not game-breaking.
Anything can be accomplished through sheer discipline.
SkimGuy
Profile Joined December 2010
Canada709 Posts
December 02 2011 03:27 GMT
#142
Just bring back the overlord bug
paintfive
Profile Joined September 2011
785 Posts
Last Edited: 2011-12-02 03:34:35
December 02 2011 03:34 GMT
#143
this is minor compared to the difficulties protoss faces if they want to FFE. Some naturals on the same map require 3-4 buildings while some will take 2.
Xapti
Profile Joined April 2010
Canada2473 Posts
December 02 2011 03:37 GMT
#144
On December 02 2011 12:34 paintfive wrote:
this is minor compared to the difficulties protoss faces if they want to FFE. Some naturals on the same map require 3-4 buildings while some will take 2.

that's more a problem of the map than a problem with the game. Yes the map can fix the games problems (resulting in either other positional imbalances on the map, or very bland/similar maps), but anything where changing the game instead of the map will fix the problem should be done.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Mr Showtime
Profile Joined April 2011
United States1353 Posts
December 02 2011 03:43 GMT
#145
The reason you should do a worker split at the beginning of the game is that you can save ~2 seconds, and many people find that essential. In light of that, a 6 second difference is MASSIVE. Nice work.
johngalt90
Profile Joined May 2010
United States357 Posts
December 02 2011 03:44 GMT
#146
This problem existed in BW too, it never was a big deal. It doesnt seem to be problematic here either. Personally i think load screen lag is a bigger problem than this.
fuck the haters
Conquerer67
Profile Joined May 2011
United States605 Posts
December 02 2011 05:58 GMT
#147
On December 02 2011 12:37 Xapti wrote:
Show nested quote +
On December 02 2011 12:34 paintfive wrote:
this is minor compared to the difficulties protoss faces if they want to FFE. Some naturals on the same map require 3-4 buildings while some will take 2.

that's more a problem of the map than a problem with the game. Yes the map can fix the games problems (resulting in either other positional imbalances on the map, or very bland/similar maps), but anything where changing the game instead of the map will fix the problem should be done.


It's actually more of a positional problem than a map or a game problem. On Shakuras, if I spawn at 5 or 7 o'clock positions, then I get more money than if I had spawned at the top. Protoss has to wall with the same number of buildings, regardless of position, on a single map.
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
hersenen
Profile Joined November 2011
Belize176 Posts
December 02 2011 06:19 GMT
#148
Oh so this is whats been holding me back from becoming Grandmaster league! Darn you Blizzard!

Good to see someone collecting real data to put the debate to rest.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
December 02 2011 07:36 GMT
#149
Actually this problem spirals out of control for Zerg, because their drone timing isn't limited by constant production of their main building. This means if the drones reach the mineral patches 2.5 seconds later, the second drone built will be delayed by 2.5 seconds (because the initial drones that have to mine the 50 minerals are 2.5 gs late) and then takes another 2.5gs more to reach the patch.

With this in mind, it's actually surprising, that in a ZvZ mirror we don't see pronounced differences depending on the start positions.
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-12-02 16:31:31
December 02 2011 16:25 GMT
#150
On December 02 2011 15:19 hersenen wrote:
Oh so this is whats been holding me back from becoming Grandmaster league! Darn you Blizzard!

Good to see someone collecting real data to put the debate to rest.

Real data is the best data :-).

Anyways, I won't deny that how large a difference it makes depends on the build and metagame. I don't want to make predictions because of that. I just needed to show a single situation where the difference is noteworthy to say that the larvae-mineral distance can affect the game in some situations, if not all.
An ignorant person makes a mistake. A stupid person makes it again.
driftme
Profile Joined June 2010
United States360 Posts
Last Edited: 2011-12-02 16:32:25
December 02 2011 16:31 GMT
#151
each race is affected by positional things on every map... it introduces a slight variance to each game and is good.

for instance, nerazim crypt... terrans have to travel uber far to wall off. mining time lost. i dont care about your larva positioning lol
gr8stalin
Profile Joined September 2011
United States20 Posts
December 02 2011 16:37 GMT
#152
So where's the linear relationship test between this and the loss rate of Zerg players?
spase marens
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
December 02 2011 16:40 GMT
#153
On December 02 2011 12:43 Mr Showtime wrote:
The reason you should do a worker split at the beginning of the game is that you can save ~2 seconds, and many people find that essential. In light of that, a 6 second difference is MASSIVE. Nice work.

Not really. That 2 second benefit from worker splitting comes IMMEDIATELY, whereas the 6 second difference with this is gradually built up as drones are produced over the course of several minutes.
Sometimes I sits and thinks, and sometimes I just sits
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
December 02 2011 16:43 GMT
#154
Good job, you've proved that some spawns net a 3 game second advantage over other spawns.

3 game seconds is nothing.
Bora Pain minha porra!
BBQSAC
Profile Joined August 2011
Australia89 Posts
December 02 2011 16:51 GMT
#155
A good read and quite interesting, props for finding stuff out 'cause you can, that mentality always makes me happy. I somehow doubt it has enough of an in-game effect to warrant some of the concern expressed in this thread though Typing "gl hf" at an inopportune moment will nullify your advantage lol
Pie Jesu Domine, dona eis requiem.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
December 02 2011 17:02 GMT
#156
On November 26 2011 04:49 DoubleReed wrote:
Maybe the larva could drift in the general direction of the worker rally. Other than that, it's minor enough to not need changing. Certainly not as significant as the add-on issues that terran has.

Actually this is more important then addon issue because the addon does not impair worker production and mining speed and as a result does not give a economy lead that only gets bigger to one side because of spawn position.
1Lamb1Rice
Profile Joined August 2010
United States435 Posts
December 02 2011 17:07 GMT
#157
I've always thought about this and hated when i have unfavorable spawns like that, especially in zvz. Thanks for cranking these numbers.
twitch.tv/lambnrice @LambNRice
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
December 02 2011 20:11 GMT
#158
The initial 6 drones with any distance disadvantage would be the same across all 3 races right?
Ignorant prodigy
Profile Blog Joined October 2009
United States385 Posts
December 02 2011 21:04 GMT
#159
Can you quantify the effect this has on reinforcing your army during battle?
Is there a bit of washing considering?

I mean in ZvZ ling battles (especially early on) reinforcements become a factor
http://www.twitch.tv/ignorantprodigy playing masters random with no hotkeys......big pimpin'
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2011-12-02 22:05:38
December 02 2011 21:54 GMT
#160
On November 26 2011 18:52 RevOrchid wrote:
This idea is completely negligible in the current state of the game... not saying that it's useless data, but it's irrelevant until the game develops further. It's the same as splitting your workers; you do not lose a game, and blame it on a bad split. I guess there's a point in that it is practically a free advantage given by the game, but I honestly can't see this advantage becoming a factor until maybe when the metagame calms down, and players have a stronger grasp on the game.


Well we still don't see everyone pairing their workers, you're right that it won't be a factor until later on, but I think it's good to point it out with all this data beforehand. Maybe Blizzard or map designers can fix it before it becomes a tangible problem.

Having this data out could change the metagame rapidly, all zergs should be paying attention to their spawns and then trying to squeeze in a drone here and there more than they would in the inferior spawn. I would suspect some zergs already do this of course they wouldn't have wanted to share it with the world.


On December 03 2011 06:04 Ignorant prodigy wrote:
Can you quantify the effect this has on reinforcing your army during battle?
Is there a bit of washing considering?

I mean in ZvZ ling battles (especially early on) reinforcements become a factor


That seems incredibly hard to calculate because more often than not one player or another already has an overwhelming advantage. For example if you are about to lose a game because you need 10 more seconds for your lings to finish the 1 second or so advantage of reinforcement would not really effect either side. Also keep in mind because of creep the time difference in units will always be smaller than it is with drones, on top of economy nearly always (outside of early all ins) being a better advantage to have than a 1 second shorter rally time.

With this data we can assume that with two players of equal skill and equal decision making the player with the best spawn can have more drones at all times.


On December 02 2011 16:36 Thrombozyt wrote:
Actually this problem spirals out of control for Zerg, because their drone timing isn't limited by constant production of their main building. This means if the drones reach the mineral patches 2.5 seconds later, the second drone built will be delayed by 2.5 seconds (because the initial drones that have to mine the 50 minerals are 2.5 gs late) and then takes another 2.5gs more to reach the patch.

With this in mind, it's actually surprising, that in a ZvZ mirror we don't see pronounced differences depending on the start positions.


I think that is mostly because of ZvZ being "not figured out" where they are generally the shortest games next to PvP, to really take advantage of it best you would already want to be a player who likes to go for long game economic advantage in ZvZ and then this would help a play style you're already good at.
http://shroomspiration.blogspot.com/
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