Also added alternating colors.
Unit Cost Effectiveness DPS HP Cost Table - Page 2
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Ixess
Canada13 Posts
Also added alternating colors. | ||
FinestHour
United States18466 Posts
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Resistentialism
Canada688 Posts
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Sea_Food
Finland1612 Posts
On March 07 2012 16:09 Resistentialism wrote: Thors do the most overkill, which is yet another form of intricacy this graph can't capture. no that is not it. It is because thors are expensive units and thus stack less as i mentioned in previous post. | ||
Fym
United Kingdom189 Posts
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eScaper-tsunami
Canada313 Posts
On March 07 2012 16:03 Ixess wrote: dps*hp/cost/supply doesn't make any sense, but i added dps*hp/supply for when the restriction isn't cost but supply with maxed armies. Also added alternating colors. On March 07 2012 16:02 Sea_Food wrote: For people that dont know math, i would like to remind that the cheap units are actually alot better than in the table because they stack more. For example even thou queen has almost equal dh/c as zergling, 3 zerglings (75 min) still beat 1 queen (150 min) because their dps is three times higer when all lings aare still alive and two times higer when two lings are still around. That's why dps*hp/cost/supply might make sense. Tyvm sea_food. On a side note, you left out immortal. | ||
Elefes
Russian Federation164 Posts
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JakeBurton
74 Posts
On March 07 2012 16:14 Sea_Food wrote: no that is not it. It is because thors are expensive units and thus stack less as i mentioned in previous post. Honestly, I think the biggest issue with thor dps is that it has high shot damage and slow shots (and thus overkill) combined with the setup time between targeting a unit and firing the first shot. Thors do great dps against large targets but ridiculously bad dps when they have to switch targets multiple times in a fight. | ||
Mooneyes
Sweden72 Posts
Adding a cell to set the lvl of attack 0 1 2 3. Shoud be relatively easy if the sheet uses formulas. | ||
ArhK
France287 Posts
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stingbear
16 Posts
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Ixess
Canada13 Posts
On March 07 2012 18:19 eScaper-tsunami wrote: That's why dps*hp/cost/supply might make sense. Tyvm sea_food. On a side note, you left out immortal. Stacking isn't related to supply, its based on fitting more units in the same space. supply is not a restriction, and so it does not make sense to divide by it. | ||
ZenithM
France15952 Posts
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CatNzHat
United States1599 Posts
Could also probably include column with dps increase per attack upgrade | ||
DeAnconia
United States22 Posts
On March 07 2012 19:22 stingbear wrote: Why does lings have 0.5 supply? Don't they have 1 supply? Well, two of them have a combined 1 supply. | ||
DOUDOU
Wales2940 Posts
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Deleuze
United Kingdom2102 Posts
On March 07 2012 15:28 OrchidThief wrote: Battles aren't determined by dps*hp vs dps*hp. They're determined by effective dps*hp vs effective dps*hp (including armor as you note). This means you don't gain much real information from sheets like these. I did one of these when SC2 came out, and I realised that even then all the units that on paper looked like they were the most powerful, were sometimes not used due to entirely different reasons. A more meaningful approach would be to include all the units secondary stats such as movement speed, surface area etc and make a stat called "usefulness" or something that weighs some of the secondary stats. Yep, sadly this is a meaningless spreadsheet. Micro is by far more determining factor for an engagement. After that it is positioning. If you're doing 1a v 1a this *might* be useful. | ||
Ixess
Canada13 Posts
Also deleted slightly higher cost versions of archon. If both players micro at the same skill level this is still fairly accurate(they will have similar total hp*dps and usage skill). This is also very useful for few units micro in at least 2 ways. You can use percentages to factor in skill difference. Or you can include all factors, which isn't that much usually, just regen,shields,time for each unit in battle, and focus. Also you don't have to use it the way I suggest. There are build times, costs, speed, dps, and hp. With all that you can do many more things. Use your imagination. | ||
Exigaet
Canada355 Posts
Carriers have 8 interceptors. Each Interceptor has 2 attacks dealing 5(+3) damage each, dealing 80(+48) damage between all 8 per wave, attacking at a fairly fast attack speed(forget the attack speed, someone else may know). Battlecruisers do 8(+3) damage to ground and 6(+3) damage to air every 0.23 seconds. | ||
KicKDoG
Sweden765 Posts
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