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new dps charts (ordered high to low) - Page 2

Forum Index > SC2 General
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Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
June 23 2012 02:48 GMT
#21
Nor does it take into account splash damage. I find that blue flame hellions tend to deal better with the front line of zealots simply due to their splash.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10380 Posts
June 23 2012 02:54 GMT
#22
On June 23 2012 11:27 HeroMystic wrote:
Show nested quote +
On June 23 2012 11:17 Yoshi Kirishima wrote:
On June 23 2012 11:13 HeavOnEarth wrote:
On June 23 2012 10:49 killerdog wrote:
Huh, I wonder if super lategame tvp/tvz the terran is better off just making 25 rax with techlabs and going reaper marauder medivac instead of marines... If you get into a situation where cost is irrelevant and you have enough rax, then reapers just seem objectively better in every way (except 5 less health)

plz make these vs my bls ;o


hm maybe add vikings? But i don't think reapers is a good idea in TvZ. Reapers can harass (*can*) or like in a drop, but marine drops are much less expensive and can kill both drones and hatches/tech. Also you're better off saving your gas for those medivacs. Reapers reinforce a lot slower than marines too, and it would probably be better to make less Rax and make more OCs. Also obviously reapers will only be useful against light units in battle... meaning lings and banelings. What if he goes ultralisks or roach (likely)? Suddenly your army is much less flexible and there are more opportunities for the zerg to punish your composition.


Banelings aren't light units.

And I would naturally agree with Reapers vs Armored, but it seems Reaper's DPS increases dramatically at higher supply, to the point where they're about equal to a Marauder. Of course, a Marauder has higher damage per hit (which makes them more valuable in smaller numbers and in shorter engagements), but Reapers are smaller and with Nitro-packs, much faster.

I'd say it's worth experimenting with.

EDIT: Also, Terran really doesn't have a gas problem at all in the lategame if you aren't significantly behind. In fact, we have a gas surplus most of the time. Getting Reapers out wouldn't be a problem at all.


Oh, I see... 2 reapers does slightly more dps than a marauder.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
ShatterZer0
Profile Joined November 2010
United States1843 Posts
Last Edited: 2012-06-23 02:55:51
June 23 2012 02:55 GMT
#23
On June 23 2012 11:48 Belisarius wrote:
The reaper's range is important to take into account. When you're talking huge numbers of units, their dps is pretty irrelevant when most of them are retarding around in the back.

I'd obviously like to see P/Z of this, but also dps/cost, adjusted for gas and +100 minerals/supply.


Don't ask for the supremely subjective and generally impossible, "adjusting for gas and... minerals/supply".
It's a brawl waiting to happen. Mostly because such comparisons become meaningless with different styles of play.

Lategame Terran in normal PvT could care less about how much any unit costs in gas, so adjustments would have to be made for earlygame/lategame?

Zerg nowadays tend to take bases for purely gas and skew their mineral/gas ration from the normal 4/1 in arbitrary ways when the game gets to that point. Zerg also has to think about larvae per unit...

Protoss only really think about gas when it comes to units that aren't zealots anyways... except early game?

Please, think before asking for something that's both already been done, poorly in this case, and completely variable according to a dozen normal situations and quirks.

SC2 is not WoW or D3, number crunching doesn't really work out to be even marginally applicable.
A time to live.
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2012-06-23 03:01:12
June 23 2012 02:59 GMT
#24
On June 23 2012 11:55 ShatterZer0 wrote:
Show nested quote +
On June 23 2012 11:48 Belisarius wrote:
The reaper's range is important to take into account. When you're talking huge numbers of units, their dps is pretty irrelevant when most of them are retarding around in the back.

I'd obviously like to see P/Z of this, but also dps/cost, adjusted for gas and +100 minerals/supply.


Don't ask for the supremely subjective and generally impossible, "adjusting for gas and... minerals/supply".
It's a brawl waiting to happen. Mostly because such comparisons become meaningless with different styles of play.


This entire thing is meaningless with different styles of play, though. I mean, seriously, the top unit per supply is the reaper, and tanks are miles down the list. It ignores range, splash, armour and a ton of other things.

If you care about this thread enough to post in it, you obviously think this kind of stuff is at least an idle distraction worth pursuing for interest's sake. There's no harm in adding other metrics just to see what happens.
Snoodles
Profile Joined March 2012
401 Posts
Last Edited: 2012-06-23 03:02:53
June 23 2012 03:00 GMT
#25
There's a guy here, fencer710, who suggests making reapers late game against protoss. There was also a pro who said that. Was it thorzain? doesnt seem like a bad idea if you have enough medivacs. and who doesn't bank thousands of gas after 3/3 is done? gas cost seems irrelevant.

The thing is the biggest struggle for terran late game is unit build time after fighting a huge 200 for 200 battle against zergs and protoss. If there were some kind of expensive research tech that let you build faster in the late game then we'd really be able to see the potential of terran units.
Perception
Profile Joined August 2011
United States26 Posts
June 23 2012 03:06 GMT
#26
Does this account for stim-pack usage?
┻━┻ ︵╰(°□°)╯︵ ┻━┻
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
June 23 2012 03:10 GMT
#27
On June 23 2012 12:06 Perception wrote:
Does this account for stim-pack usage?


I am sorry for being so blunt but if you would bother to look at the first image, you would see he lists stim and non stim DPS as different categories and numbers on the actual chart.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
ShatterZer0
Profile Joined November 2010
United States1843 Posts
June 23 2012 03:12 GMT
#28
On June 23 2012 11:59 Belisarius wrote:
Show nested quote +
On June 23 2012 11:55 ShatterZer0 wrote:
On June 23 2012 11:48 Belisarius wrote:
The reaper's range is important to take into account. When you're talking huge numbers of units, their dps is pretty irrelevant when most of them are retarding around in the back.

I'd obviously like to see P/Z of this, but also dps/cost, adjusted for gas and +100 minerals/supply.


Don't ask for the supremely subjective and generally impossible, "adjusting for gas and... minerals/supply".
It's a brawl waiting to happen. Mostly because such comparisons become meaningless with different styles of play.


This entire thing is meaningless with different styles of play, though. I mean, seriously, the top unit per supply is the reaper, and tanks are miles down the list. It ignores range, splash, armour and a ton of other things.

If you care about this thread enough to post in it, you obviously think this kind of stuff is at least an idle distraction worth pursuing for interest's sake. There's no harm in adding other metrics just to see what happens.


If you say so... I guess that's enough backseat modding for me hahahaha

I just can't think of any way it could turn out okay for Protoss players to see that landed vikings have nearly double the DPS of stalkers, or that DPS/Supply immortals are somehow actually intensely pathetic...
A time to live.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 23 2012 03:15 GMT
#29
On June 23 2012 11:17 Yoshi Kirishima wrote:
Show nested quote +
On June 23 2012 11:13 HeavOnEarth wrote:
On June 23 2012 10:49 killerdog wrote:
Huh, I wonder if super lategame tvp/tvz the terran is better off just making 25 rax with techlabs and going reaper marauder medivac instead of marines... If you get into a situation where cost is irrelevant and you have enough rax, then reapers just seem objectively better in every way (except 5 less health)

plz make these vs my bls ;o


hm maybe add vikings? But i don't think reapers is a good idea in TvZ. Reapers can harass (*can*) or like in a drop, but marine drops are much less expensive and can kill both drones and hatches/tech. Also you're better off saving your gas for those medivacs. Lately they've been making ultralisks vs MMM tank so you need that high medivac count to keep your [small MMM numbers] alive and abuse the weakness of Ultralisks in small numbers since you can just keep kiting and he won't have enough fungals (seen often in MKP's games).

Reapers reinforce a lot slower than marines too, and it would probably be better to make less Rax and make more OCs. Also obviously reapers will only be useful against light units in battle... meaning lings and banelings. What if he goes ultralisks or roach (likely)? Suddenly your army is much less flexible and there are more opportunities for the zerg to punish your composition.

If I saw RMM+V I would just go balls to the wall infestor brood lord. Just fungal pew pew fungal pew pew fungal pew pew. Did you see the IPL China matches with XiGua today? His opponent used mech+viking on Metropolis and his solution was 26 corruptors, 12 brood lords and some infestors for fun-gals. It was not pretty.

That's how I imagine Reaper Marauder Medivac going. I'm not saying reapers aren't great. They are. Find me suggesting them about 2 weeks ago in the TLPD May Win Rates thread. Late/Mid game 8 reapers jumping/being dropped in your main, bye pool, bye tech, bye spines, bye everything I don't want you to kill
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Inquisitor1323
Profile Joined March 2012
370 Posts
June 23 2012 03:43 GMT
#30
dude can you put in something that compares DPS the fragility of the unit? That would be really great
Promethelax
Profile Joined February 2012
Canada7089 Posts
June 23 2012 03:44 GMT
#31
Wow, these are some excellent cgarts. I hope we see this inspire someone to try something new as Terran soon, especially vZ, what terrans are doing right now isn't working.

Maybe it'll be mass reaper. I'd be happy.
TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
Promethelax
Profile Joined February 2012
Canada7089 Posts
June 23 2012 03:46 GMT
#32
On June 23 2012 12:00 Snoodles wrote:
There's a guy here, fencer710, who suggests making reapers late game against protoss. There was also a pro who said that. Was it thorzain? doesnt seem like a bad idea if you have enough medivacs. and who doesn't bank thousands of gas after 3/3 is done? gas cost seems irrelevant.

The thing is the biggest struggle for terran late game is unit build time after fighting a huge 200 for 200 battle against zergs and protoss. If there were some kind of expensive research tech that let you build faster in the late game then we'd really be able to see the potential of terran units.


For a great example of Tzain doing this, and one of my all time favourite TvPs, watch him in the EG MC SL 7 in his ace match against SlatersCrank.
TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
RenSC2
Profile Blog Joined August 2011
United States1094 Posts
Last Edited: 2012-06-23 07:30:11
June 23 2012 06:09 GMT
#33
red = edit

I created a Google Spreadsheet with all units from all races. It is currently sorted by unit name. I don't know how to let you sort it by other columns, but you can download into excel format.

https://docs.google.com/spreadsheet/ccc?key=0AhF0txvUsTAGdFdwOU1Zb0pqRGVxM05vcERROTU4MVE

I also added columns for vs 3 armor (I may change this to a variable sometime later) and +3 weapons vs 3 armor.
I now have variables for weapon upgrade and vs X armor. So you can adjust those as you see fit. The sloppiness of my original coding hurt my nerdy heart.

May also create some columns for DPS by cost effectiveness later, too late for me tonight.
Added DPS / 500 resources. Following along with the original creator, we're normalizing to a colossus/ultralisk/thor. This column treats minerals and gas as equals... your results may vary.


On June 23 2012 15:32 hunspirit wrote:
Interceptor attack cooldown = 3, not 1. So carrier dps is wrong.
http://wiki.teamliquid.net/starcraft2/Interceptor

Woah, yeah, in-game info is wrong. I pulled that value directly from the in-game data, but it turns out the interceptors fly around for 3 seconds.

Playing better than standard requires deviation. This divergence usually results in sub-standard play.
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
Last Edited: 2012-06-23 06:28:57
June 23 2012 06:27 GMT
#34
This has been done previously, and with all the races, and it also had information on the "tankiness" of each unit (depending on hp and armor etc). Again, this is not WoW, this information is not really practical, especially considering how hard some units are countered in this game. Try to do away with focusing on what units are better "dps" or "tanks" and concentrate on improving altogether instead.
Undefeated TL Tecmo Super Bowl League Champion
hunspirit
Profile Joined June 2012
7 Posts
June 23 2012 06:32 GMT
#35
Interceptor attack cooldown = 3, not 1. So carrier dps is wrong.
http://wiki.teamliquid.net/starcraft2/Interceptor
KAmaKAsa
Profile Joined July 2011
Finland210 Posts
June 23 2012 06:32 GMT
#36
On June 23 2012 10:49 killerdog wrote:
Huh, I wonder if super lategame tvp/tvz the terran is better off just making 25 rax with techlabs and going reaper marauder medivac instead of marines... If you get into a situation where cost is irrelevant and you have enough rax, then reapers just seem objectively better in every way (except 5 less health)


note the dps is vs light... and with marines is vs anything also its 50/50 so theyre pretty expensive and they take 45 seconds instead of 25(or 30 not sure)
eporter
Profile Joined June 2011
United States40 Posts
June 23 2012 06:34 GMT
#37
The cooldown on an interceptor is 3, not 1. If the carrier had 80 DPS people would actually use them.
The real advantage of the interceptors, besides the range, is that you get 8 of them with 80 hit points and building more only costs 25 minerals.
With no upgrades, 4 marines without stim have a higher DPS than a carrier costing 450/250!
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
June 23 2012 06:35 GMT
#38
This is so wrong.

Carrier has like 26dps really.
All workers dont have same dps.

As a stataholic. I could not watch more. These numbers are so wrong and make me cry.
Doublemint
Profile Joined July 2011
Austria8760 Posts
June 23 2012 06:59 GMT
#39
Gah... I kinda appreciate the effort generally - but the carrier should be a whole lot better according to the stats provided as ppl already mentioned. And that really devalues the effort...
Pride goeth before destruction, and an haughty spirit before the fall.
Mentor
Profile Joined July 2010
Germany219 Posts
June 23 2012 07:12 GMT
#40
Did you factor in the glaive worm dmg, when calculating the Mutalisk dps?
"Fame is like salty water, no last sip after the first, and before you drown you'll be dying of thirst." -Prezident-
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