• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:35
CEST 16:35
KST 23:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Balance hotfix patch 5.0.16b (July 16)49Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!5Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) [D] Wireframe Casting Removed Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken?
Tourneys
Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
ASL22 General Discussion BW General Discussion Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) Etiquete rules in Asl? Recent recommended BW games
Tourneys
[Megathread] Daily Proleagues Escore Tournament - Season 3 Small VOD Thread 2.0 [IPSL] Spring 2026 Grand Finals - This Weekend!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Path of Exile General RTS Discussion Thread Nintendo Switch Thread Beyond All Reason Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8128 users

April win percentages - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
Eventine
Profile Blog Joined September 2011
United States307 Posts
May 01 2013 18:37 GMT
#41
On May 02 2013 03:25 BronzeKnee wrote:
Show nested quote +
On May 02 2013 03:05 Integra wrote:
On May 02 2013 02:52 Alryk wrote:
On May 02 2013 02:45 synd wrote:
I don't trust this statistics at all


Any reasoning for that lol?

52/48 is almost definitely within margin of error, although we don't know exactly what the margin of error is.

I don't know if including qualifiers was a good idea because of the potential for amateur vs pro matches, but there should be so few of them included that they get drowned out in the sample anyways. Kind of interesting statistics, and I'm not too too surprised by what I see.

Even 55/45 is potentially close to margin of error, although in this case it's unlikely. I hope we see buffs to zerg and not nerfs to whatever is necessary - it's usually a much more entertaining way of doing the game.

Because it's bullshit, nor sample size, how relevant the sample size or that the numbers actually are showing "balance" are determined or properly explained.

How do we know that the sample size is represental for the game a a whole, how accurate does it reflect the MU's on other leagues such as gold, plat, diamond etc, How does it compare to different regions, like EU, NA and KR etc.

How do we know that these numbers only relate to race balance issues, it could just as well showing bad designed maps, people with actual lower skill meeting other players with better skill or just the fact that certain players are better at playing on high latency and that just happens to be Terran players, or maybe Terran players ARE easier to play during latency compared to the other races.

No methodlogy for data collecting has been determined and no attempt has been made to actually isolate the important variables for proving if one race is better than another, we don't even know what those variables are
People will only start to speculate and make their own shit up as of why this has happened, and depeding of their personal bias they will either confirm reject the statistics.


There is a very simple argument for only using professional games and ignoring ladder. Ladder automatically correct win rates to 50%. Thus if the game favors Zerg, a medicore Zerg player will play a good Terran, yet the ladder win rates will not show this entirely.

Using professional games shows how the game is played at the highest level. While a 4 Gate might seem overpowered in Gold, a Platinum player might have the skills to hold it easy. And a Gold player could learn those skills, and then the 4 Gate doesn't seem overpowered. Thus the only way to balance the game is at the top, everyone below simply needs to learn the skills necessary to get to the top before they can complain about balance.

Map balance is related to racial balance. The statistics show that with the current balance and maps, Terran has an advantage over Zerg. Perhaps it is balance, perhaps it is the map. Unfortunately, these two variables are intertwined and can be difficult to seperate. In other words, since Starcraft games have to be played on a map, and strategies are developed based on the map and the strengths and weaknesses of each race the go hand in hand. Remember the Stephano 200 Roach push in PvZ? It lead to the creation of a map pool where thirds were easy to defend because it was easy to deny a Protoss third with that push on some maps.

Furthermore because strategies are developed over a period of time, you can't just use random maps as the independent in determining balance unless tournaments began using random maps (meaning people wouldn't be able to plan strategies for maps and would have adjust on the fly).

Finally, the methodology used is fine. Looking at the win percentages of each race in professional tournaments and comparing them is very useful. Are there uncontrolled variables? Of course. Player skill and latency are huge problems that would be very difficult to control for (though we did control for player skill by picking from tournament games). Also differing map pools between tournaments might lead to different win rates. However, with a large enough sample size, latency and player skill be should evenly effect all races and it is probably worth controlling l for the map pool to some extent.


My methods knowledge is't great but I think there might be a way to run the data in an improved fashion. You use a probit model with the dependent variable as Winning and the independent variable as say being terran (0 if zerg, 1 if terran). I'm not sure how you can control for player skill. I don't know if there are a few individuals that play enough games such that you can run a fixed effects model to take out the individual level characteristics. But you might be able to do something along the lines of using a skill gap, that is the difference in overall win percentage between the players. I'm not sure how best to implement that. Then you control for map, use a dummy variable for each map to take out the map effect. Then control for game length.

What you're trying to do is take the effect of everything else out of the impact of being terran on winning in a TvZ format. If someone wants to provide me the data set, I'll run the model.

Again, my methods aren't great, still learning, but if anyone has any ideas on improvement, that would be good. Then if we can get the data we can improve on our understanding of the match up.
You are everything, I never knew, I always wanted.
tuho12345
Profile Blog Joined July 2011
4482 Posts
May 01 2013 18:41 GMT
#42
Zergs won the first 2 major tourneys, they can't complain much tbh
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2013-05-01 18:43:41
May 01 2013 18:43 GMT
#43
On May 02 2013 03:37 Eventine wrote:
Show nested quote +
On May 02 2013 03:25 BronzeKnee wrote:
On May 02 2013 03:05 Integra wrote:
On May 02 2013 02:52 Alryk wrote:
On May 02 2013 02:45 synd wrote:
I don't trust this statistics at all


Any reasoning for that lol?

52/48 is almost definitely within margin of error, although we don't know exactly what the margin of error is.

I don't know if including qualifiers was a good idea because of the potential for amateur vs pro matches, but there should be so few of them included that they get drowned out in the sample anyways. Kind of interesting statistics, and I'm not too too surprised by what I see.

Even 55/45 is potentially close to margin of error, although in this case it's unlikely. I hope we see buffs to zerg and not nerfs to whatever is necessary - it's usually a much more entertaining way of doing the game.

Because it's bullshit, nor sample size, how relevant the sample size or that the numbers actually are showing "balance" are determined or properly explained.

How do we know that the sample size is represental for the game a a whole, how accurate does it reflect the MU's on other leagues such as gold, plat, diamond etc, How does it compare to different regions, like EU, NA and KR etc.

How do we know that these numbers only relate to race balance issues, it could just as well showing bad designed maps, people with actual lower skill meeting other players with better skill or just the fact that certain players are better at playing on high latency and that just happens to be Terran players, or maybe Terran players ARE easier to play during latency compared to the other races.

No methodlogy for data collecting has been determined and no attempt has been made to actually isolate the important variables for proving if one race is better than another, we don't even know what those variables are
People will only start to speculate and make their own shit up as of why this has happened, and depeding of their personal bias they will either confirm reject the statistics.


There is a very simple argument for only using professional games and ignoring ladder. Ladder automatically correct win rates to 50%. Thus if the game favors Zerg, a medicore Zerg player will play a good Terran, yet the ladder win rates will not show this entirely.

Using professional games shows how the game is played at the highest level. While a 4 Gate might seem overpowered in Gold, a Platinum player might have the skills to hold it easy. And a Gold player could learn those skills, and then the 4 Gate doesn't seem overpowered. Thus the only way to balance the game is at the top, everyone below simply needs to learn the skills necessary to get to the top before they can complain about balance.

Map balance is related to racial balance. The statistics show that with the current balance and maps, Terran has an advantage over Zerg. Perhaps it is balance, perhaps it is the map. Unfortunately, these two variables are intertwined and can be difficult to seperate. In other words, since Starcraft games have to be played on a map, and strategies are developed based on the map and the strengths and weaknesses of each race the go hand in hand. Remember the Stephano 200 Roach push in PvZ? It lead to the creation of a map pool where thirds were easy to defend because it was easy to deny a Protoss third with that push on some maps.

Furthermore because strategies are developed over a period of time, you can't just use random maps as the independent in determining balance unless tournaments began using random maps (meaning people wouldn't be able to plan strategies for maps and would have adjust on the fly).

Finally, the methodology used is fine. Looking at the win percentages of each race in professional tournaments and comparing them is very useful. Are there uncontrolled variables? Of course. Player skill and latency are huge problems that would be very difficult to control for (though we did control for player skill by picking from tournament games). Also differing map pools between tournaments might lead to different win rates. However, with a large enough sample size, latency and player skill be should evenly effect all races and it is probably worth controlling l for the map pool to some extent.


My methods knowledge is't great but I think there might be a way to run the data in an improved fashion. You use a probit model with the dependent variable as Winning and the independent variable as say being terran (0 if zerg, 1 if terran). I'm not sure how you can control for player skill. I don't know if there are a few individuals that play enough games such that you can run a fixed effects model to take out the individual level characteristics. But you might be able to do something along the lines of using a skill gap, that is the difference in overall win percentage between the players. I'm not sure how best to implement that. Then you control for map, use a dummy variable for each map to take out the map effect. Then control for game length.

What you're trying to do is take the effect of everything else out of the impact of being terran on winning in a TvZ format. If someone wants to provide me the data set, I'll run the model.

Again, my methods aren't great, still learning, but if anyone has any ideas on improvement, that would be good. Then if we can get the data we can improve on our understanding of the match up.

It's doable actually, You simply perform some qualitive based research and find a very clear link between skill factors and run them as criteria against a current pool of players and rank them skillwise then just pair up players against each other with the closest skill cap and run some quantative (statistical) research on those groups only. That would actually mean something.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
LoveBuzz
Profile Joined September 2010
Canada28 Posts
Last Edited: 2013-05-01 18:44:45
May 01 2013 18:44 GMT
#44
On May 02 2013 03:27 Integra wrote:
Show nested quote +
On May 02 2013 03:22 Alryk wrote:
On May 02 2013 03:05 Integra wrote:
On May 02 2013 02:52 Alryk wrote:
On May 02 2013 02:45 synd wrote:
I don't trust this statistics at all


Any reasoning for that lol?

52/48 is almost definitely within margin of error, although we don't know exactly what the margin of error is.

I don't know if including qualifiers was a good idea because of the potential for amateur vs pro matches, but there should be so few of them included that they get drowned out in the sample anyways. Kind of interesting statistics, and I'm not too too surprised by what I see.

Even 55/45 is potentially close to margin of error, although in this case it's unlikely. I hope we see buffs to zerg and not nerfs to whatever is necessary - it's usually a much more entertaining way of doing the game.

Because it's bullshit, nor sample size, how relevant the sample size or that the numbers actually are showing "balance" are determined or properly explained.

How do we know that the sample size is represental for the game a a whole, how accurate does it reflect the MU's on other leagues such as gold, plat, diamond etc, How does it compare to different regions, like EU, NA and KR etc.

How do we know that these numbers only relate to race balance issues, it could just as well showing bad designed maps, people with actual lower skill meeting other players with better skill or just the fact that certain players are better at playing on high latency and that just happens to be Terran players, or maybe Terran players ARE easier to play during latency compared to the other races.

No methodlogy for data collecting has been determined and no attempt has been made to actually isolate the important variables for proving if one race is better than another, we don't even know what those variables are
People will only start to speculate and make their own shit up as of why this has happened, and depeding of their personal bias they will either confirm or reject the statistics.


That sc2 statistics guy did the exact same thing for about 2 years and nobody complained. And obviously we aren't looking at gold etc. statistics because it takes too much work. The majority of people however are interested in balancing the game at the pro level, not for bronze players. And while you don't want it to be impossible for a bronze zerg to win, it doesn't make sense to make changes FOR them.

Badly designed maps are a fact of life - there's no way around them. The statistics aren't trying to show that. They're simply showing game balance as is. If you notice, the OP didn't actually bring his opinions into the actual statistics. For what they're intended to represent, they work well. Are they perfect? no not really. But pointing out the things you did makes no sense; the survey doesn't aim to address map balance.

Also, the low vs high latency games are so few and far between that they're drowned out by normal games. Things like that. I don't really feel like explaining all of statistics though lol. You point out bias, but it isn't relevant bias. It's not something they can prevent. How would you gather statistics that determined how good a map was? That's almost entirely subjective.

So by other words, it could mean ANYTHING, and thus is just useless statitsics with no real intent or clear focus or aim.

@BronzeKnee; thank you for proving my point regarding speculation and making their own shit up regarding what it it could mean.


Actually, what they literally mean is simple: zergs are the least winning race right now. Period. Do we know why? No, but that doesn't matter right now. The important thing is to watch and see if this trend continues or changes. If win rates are different next month or 6 months from now, then there is no cause for alarm. However, if this trend keeps up, THEN we need to look for explanations.
tili
Profile Joined July 2012
United States1332 Posts
May 01 2013 18:44 GMT
#45
Please explain your process :D

I'd love to know:
a: which tournaments
b: total number of games per race/match-up
kathode
Profile Joined April 2010
United States265 Posts
May 01 2013 18:47 GMT
#46
On May 02 2013 03:44 tili wrote:
Please explain your process :D

I'd love to know:
a: which tournaments
b: total number of games per race/match-up


He kind of explained (a) in the first post.
And (b) is shown in the bottom right square.
Collegiate E-Sports Series Co-Founder/Administrator
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
May 01 2013 18:51 GMT
#47
On May 02 2013 03:44 LoveBuzz wrote:
Show nested quote +
On May 02 2013 03:27 Integra wrote:
On May 02 2013 03:22 Alryk wrote:
On May 02 2013 03:05 Integra wrote:
On May 02 2013 02:52 Alryk wrote:
On May 02 2013 02:45 synd wrote:
I don't trust this statistics at all


Any reasoning for that lol?

52/48 is almost definitely within margin of error, although we don't know exactly what the margin of error is.

I don't know if including qualifiers was a good idea because of the potential for amateur vs pro matches, but there should be so few of them included that they get drowned out in the sample anyways. Kind of interesting statistics, and I'm not too too surprised by what I see.

Even 55/45 is potentially close to margin of error, although in this case it's unlikely. I hope we see buffs to zerg and not nerfs to whatever is necessary - it's usually a much more entertaining way of doing the game.

Because it's bullshit, nor sample size, how relevant the sample size or that the numbers actually are showing "balance" are determined or properly explained.

How do we know that the sample size is represental for the game a a whole, how accurate does it reflect the MU's on other leagues such as gold, plat, diamond etc, How does it compare to different regions, like EU, NA and KR etc.

How do we know that these numbers only relate to race balance issues, it could just as well showing bad designed maps, people with actual lower skill meeting other players with better skill or just the fact that certain players are better at playing on high latency and that just happens to be Terran players, or maybe Terran players ARE easier to play during latency compared to the other races.

No methodlogy for data collecting has been determined and no attempt has been made to actually isolate the important variables for proving if one race is better than another, we don't even know what those variables are
People will only start to speculate and make their own shit up as of why this has happened, and depeding of their personal bias they will either confirm or reject the statistics.


That sc2 statistics guy did the exact same thing for about 2 years and nobody complained. And obviously we aren't looking at gold etc. statistics because it takes too much work. The majority of people however are interested in balancing the game at the pro level, not for bronze players. And while you don't want it to be impossible for a bronze zerg to win, it doesn't make sense to make changes FOR them.

Badly designed maps are a fact of life - there's no way around them. The statistics aren't trying to show that. They're simply showing game balance as is. If you notice, the OP didn't actually bring his opinions into the actual statistics. For what they're intended to represent, they work well. Are they perfect? no not really. But pointing out the things you did makes no sense; the survey doesn't aim to address map balance.

Also, the low vs high latency games are so few and far between that they're drowned out by normal games. Things like that. I don't really feel like explaining all of statistics though lol. You point out bias, but it isn't relevant bias. It's not something they can prevent. How would you gather statistics that determined how good a map was? That's almost entirely subjective.

So by other words, it could mean ANYTHING, and thus is just useless statitsics with no real intent or clear focus or aim.

@BronzeKnee; thank you for proving my point regarding speculation and making their own shit up regarding what it it could mean.


Actually, what they literally mean is simple: zergs are the least winning race right now. Period. Do we know why? No, but that doesn't matter right now. The important thing is to watch and see if this trend continues or changes. If win rates are different next month or 6 months from now, then there is no cause for alarm. However, if this trend keeps up, THEN we need to look for explanations.

OR until somene gives us another size or context sample, the manipulation of the data alone is enough to change the outcome of the statistics.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
May 01 2013 18:51 GMT
#48
Id say buff the swarmhost a bit since it's underused and then sit back and wait. Possibly some buff that makes it more viable vs terran so it wont tip the scale vs toss.
I have the best fucking lawyers in the country including the man they call the Malmis.
Tuczniak
Profile Joined September 2010
1561 Posts
May 01 2013 18:51 GMT
#49
Results are as expected.
Eventine
Profile Blog Joined September 2011
United States307 Posts
May 01 2013 18:54 GMT
#50
On May 02 2013 03:43 Integra wrote:
Show nested quote +
On May 02 2013 03:37 Eventine wrote:
On May 02 2013 03:25 BronzeKnee wrote:
On May 02 2013 03:05 Integra wrote:
On May 02 2013 02:52 Alryk wrote:
On May 02 2013 02:45 synd wrote:
I don't trust this statistics at all


Any reasoning for that lol?

52/48 is almost definitely within margin of error, although we don't know exactly what the margin of error is.

I don't know if including qualifiers was a good idea because of the potential for amateur vs pro matches, but there should be so few of them included that they get drowned out in the sample anyways. Kind of interesting statistics, and I'm not too too surprised by what I see.

Even 55/45 is potentially close to margin of error, although in this case it's unlikely. I hope we see buffs to zerg and not nerfs to whatever is necessary - it's usually a much more entertaining way of doing the game.

Because it's bullshit, nor sample size, how relevant the sample size or that the numbers actually are showing "balance" are determined or properly explained.

How do we know that the sample size is represental for the game a a whole, how accurate does it reflect the MU's on other leagues such as gold, plat, diamond etc, How does it compare to different regions, like EU, NA and KR etc.

How do we know that these numbers only relate to race balance issues, it could just as well showing bad designed maps, people with actual lower skill meeting other players with better skill or just the fact that certain players are better at playing on high latency and that just happens to be Terran players, or maybe Terran players ARE easier to play during latency compared to the other races.

No methodlogy for data collecting has been determined and no attempt has been made to actually isolate the important variables for proving if one race is better than another, we don't even know what those variables are
People will only start to speculate and make their own shit up as of why this has happened, and depeding of their personal bias they will either confirm reject the statistics.


There is a very simple argument for only using professional games and ignoring ladder. Ladder automatically correct win rates to 50%. Thus if the game favors Zerg, a medicore Zerg player will play a good Terran, yet the ladder win rates will not show this entirely.

Using professional games shows how the game is played at the highest level. While a 4 Gate might seem overpowered in Gold, a Platinum player might have the skills to hold it easy. And a Gold player could learn those skills, and then the 4 Gate doesn't seem overpowered. Thus the only way to balance the game is at the top, everyone below simply needs to learn the skills necessary to get to the top before they can complain about balance.

Map balance is related to racial balance. The statistics show that with the current balance and maps, Terran has an advantage over Zerg. Perhaps it is balance, perhaps it is the map. Unfortunately, these two variables are intertwined and can be difficult to seperate. In other words, since Starcraft games have to be played on a map, and strategies are developed based on the map and the strengths and weaknesses of each race the go hand in hand. Remember the Stephano 200 Roach push in PvZ? It lead to the creation of a map pool where thirds were easy to defend because it was easy to deny a Protoss third with that push on some maps.

Furthermore because strategies are developed over a period of time, you can't just use random maps as the independent in determining balance unless tournaments began using random maps (meaning people wouldn't be able to plan strategies for maps and would have adjust on the fly).

Finally, the methodology used is fine. Looking at the win percentages of each race in professional tournaments and comparing them is very useful. Are there uncontrolled variables? Of course. Player skill and latency are huge problems that would be very difficult to control for (though we did control for player skill by picking from tournament games). Also differing map pools between tournaments might lead to different win rates. However, with a large enough sample size, latency and player skill be should evenly effect all races and it is probably worth controlling l for the map pool to some extent.


My methods knowledge is't great but I think there might be a way to run the data in an improved fashion. You use a probit model with the dependent variable as Winning and the independent variable as say being terran (0 if zerg, 1 if terran). I'm not sure how you can control for player skill. I don't know if there are a few individuals that play enough games such that you can run a fixed effects model to take out the individual level characteristics. But you might be able to do something along the lines of using a skill gap, that is the difference in overall win percentage between the players. I'm not sure how best to implement that. Then you control for map, use a dummy variable for each map to take out the map effect. Then control for game length.

What you're trying to do is take the effect of everything else out of the impact of being terran on winning in a TvZ format. If someone wants to provide me the data set, I'll run the model.

Again, my methods aren't great, still learning, but if anyone has any ideas on improvement, that would be good. Then if we can get the data we can improve on our understanding of the match up.

It's doable actually, You simply perform some qualitive based research and find a very clear link between skill factors and run them as criteria against a current pool of players and rank them skillwise then just pair up players against each other with the closest skill cap and run some quantative (statistical) research on those groups only. That would actually mean something.



My fear in that scenario is sample size. It's not even difficult to rank them, we can use the TL ranking systems to do so. But if we constrain our sample to say only the top 5 T and Z players, I don't know if we'll have large amount of samples, especially given the degrees of freedom I want to use to up control for maps. Again, it's all conjecture without seeing the data.

Continuing with thinking process, I think using the close skill level, we'll quickly jump down on the actual skill. It's easier to find a similarly skilled players at lower levels of competition. There is a possibility that different races have different skill caps. Potentially, this method could be more vulnerable to challenges than a less than perfect skill gap measurement.
You are everything, I never knew, I always wanted.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
May 01 2013 18:57 GMT
#51
--- Nuked ---
Eventine
Profile Blog Joined September 2011
United States307 Posts
May 01 2013 18:59 GMT
#52
On May 02 2013 03:57 Emzeeshady wrote:
Show nested quote +
On May 02 2013 03:41 tuho12345 wrote:
Zergs won the first 2 major tourneys, they can't complain much tbh

What kind of flawed logic is this. Since 2 or 3 Zergs had a really good tournament the game is balance?


Zerg also won the first 2 gsl, I don't think there's too much debate over the terran imbalance during that time. Speaking of small sample size...
You are everything, I never knew, I always wanted.
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2013-05-01 19:03:09
May 01 2013 18:59 GMT
#53
On May 02 2013 03:54 Eventine wrote:
Show nested quote +
On May 02 2013 03:43 Integra wrote:
On May 02 2013 03:37 Eventine wrote:
On May 02 2013 03:25 BronzeKnee wrote:
On May 02 2013 03:05 Integra wrote:
On May 02 2013 02:52 Alryk wrote:
On May 02 2013 02:45 synd wrote:
I don't trust this statistics at all


Any reasoning for that lol?

52/48 is almost definitely within margin of error, although we don't know exactly what the margin of error is.

I don't know if including qualifiers was a good idea because of the potential for amateur vs pro matches, but there should be so few of them included that they get drowned out in the sample anyways. Kind of interesting statistics, and I'm not too too surprised by what I see.

Even 55/45 is potentially close to margin of error, although in this case it's unlikely. I hope we see buffs to zerg and not nerfs to whatever is necessary - it's usually a much more entertaining way of doing the game.

Because it's bullshit, nor sample size, how relevant the sample size or that the numbers actually are showing "balance" are determined or properly explained.

How do we know that the sample size is represental for the game a a whole, how accurate does it reflect the MU's on other leagues such as gold, plat, diamond etc, How does it compare to different regions, like EU, NA and KR etc.

How do we know that these numbers only relate to race balance issues, it could just as well showing bad designed maps, people with actual lower skill meeting other players with better skill or just the fact that certain players are better at playing on high latency and that just happens to be Terran players, or maybe Terran players ARE easier to play during latency compared to the other races.

No methodlogy for data collecting has been determined and no attempt has been made to actually isolate the important variables for proving if one race is better than another, we don't even know what those variables are
People will only start to speculate and make their own shit up as of why this has happened, and depeding of their personal bias they will either confirm reject the statistics.


There is a very simple argument for only using professional games and ignoring ladder. Ladder automatically correct win rates to 50%. Thus if the game favors Zerg, a medicore Zerg player will play a good Terran, yet the ladder win rates will not show this entirely.

Using professional games shows how the game is played at the highest level. While a 4 Gate might seem overpowered in Gold, a Platinum player might have the skills to hold it easy. And a Gold player could learn those skills, and then the 4 Gate doesn't seem overpowered. Thus the only way to balance the game is at the top, everyone below simply needs to learn the skills necessary to get to the top before they can complain about balance.

Map balance is related to racial balance. The statistics show that with the current balance and maps, Terran has an advantage over Zerg. Perhaps it is balance, perhaps it is the map. Unfortunately, these two variables are intertwined and can be difficult to seperate. In other words, since Starcraft games have to be played on a map, and strategies are developed based on the map and the strengths and weaknesses of each race the go hand in hand. Remember the Stephano 200 Roach push in PvZ? It lead to the creation of a map pool where thirds were easy to defend because it was easy to deny a Protoss third with that push on some maps.

Furthermore because strategies are developed over a period of time, you can't just use random maps as the independent in determining balance unless tournaments began using random maps (meaning people wouldn't be able to plan strategies for maps and would have adjust on the fly).

Finally, the methodology used is fine. Looking at the win percentages of each race in professional tournaments and comparing them is very useful. Are there uncontrolled variables? Of course. Player skill and latency are huge problems that would be very difficult to control for (though we did control for player skill by picking from tournament games). Also differing map pools between tournaments might lead to different win rates. However, with a large enough sample size, latency and player skill be should evenly effect all races and it is probably worth controlling l for the map pool to some extent.


My methods knowledge is't great but I think there might be a way to run the data in an improved fashion. You use a probit model with the dependent variable as Winning and the independent variable as say being terran (0 if zerg, 1 if terran). I'm not sure how you can control for player skill. I don't know if there are a few individuals that play enough games such that you can run a fixed effects model to take out the individual level characteristics. But you might be able to do something along the lines of using a skill gap, that is the difference in overall win percentage between the players. I'm not sure how best to implement that. Then you control for map, use a dummy variable for each map to take out the map effect. Then control for game length.

What you're trying to do is take the effect of everything else out of the impact of being terran on winning in a TvZ format. If someone wants to provide me the data set, I'll run the model.

Again, my methods aren't great, still learning, but if anyone has any ideas on improvement, that would be good. Then if we can get the data we can improve on our understanding of the match up.

It's doable actually, You simply perform some qualitive based research and find a very clear link between skill factors and run them as criteria against a current pool of players and rank them skillwise then just pair up players against each other with the closest skill cap and run some quantative (statistical) research on those groups only. That would actually mean something.



My fear in that scenario is sample size. It's not even difficult to rank them, we can use the TL ranking systems to do so. But if we constrain our sample to say only the top 5 T and Z players, I don't know if we'll have large amount of samples, especially given the degrees of freedom I want to use to up control for maps. Again, it's all conjecture without seeing the data.

Continuing with thinking process, I think using the close skill level, we'll quickly jump down on the actual skill. It's easier to find a similarly skilled players at lower levels of competition. There is a possibility that different races have different skill caps. Potentially, this method could be more vulnerable to challenges than a less than perfect skill gap measurement.

no it is doable. What I was talking about is a proven metholodgy to measure performance in sports and its very reilable, even from small samples given the research is done properly,

And regarding skill cap for various races: simply do mirror games for starters and then do comparative analysis with mixed MU's, find the differences, explain them, find way to quanitifie and map them out, should not be a problem either.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Eventine
Profile Blog Joined September 2011
United States307 Posts
Last Edited: 2013-05-01 19:10:26
May 01 2013 19:10 GMT
#54
On May 02 2013 03:59 Integra wrote:
Show nested quote +
On May 02 2013 03:54 Eventine wrote:
On May 02 2013 03:43 Integra wrote:
On May 02 2013 03:37 Eventine wrote:
On May 02 2013 03:25 BronzeKnee wrote:
On May 02 2013 03:05 Integra wrote:
On May 02 2013 02:52 Alryk wrote:
On May 02 2013 02:45 synd wrote:
I don't trust this statistics at all


Any reasoning for that lol?

52/48 is almost definitely within margin of error, although we don't know exactly what the margin of error is.

I don't know if including qualifiers was a good idea because of the potential for amateur vs pro matches, but there should be so few of them included that they get drowned out in the sample anyways. Kind of interesting statistics, and I'm not too too surprised by what I see.

Even 55/45 is potentially close to margin of error, although in this case it's unlikely. I hope we see buffs to zerg and not nerfs to whatever is necessary - it's usually a much more entertaining way of doing the game.

Because it's bullshit, nor sample size, how relevant the sample size or that the numbers actually are showing "balance" are determined or properly explained.

How do we know that the sample size is represental for the game a a whole, how accurate does it reflect the MU's on other leagues such as gold, plat, diamond etc, How does it compare to different regions, like EU, NA and KR etc.

How do we know that these numbers only relate to race balance issues, it could just as well showing bad designed maps, people with actual lower skill meeting other players with better skill or just the fact that certain players are better at playing on high latency and that just happens to be Terran players, or maybe Terran players ARE easier to play during latency compared to the other races.

No methodlogy for data collecting has been determined and no attempt has been made to actually isolate the important variables for proving if one race is better than another, we don't even know what those variables are
People will only start to speculate and make their own shit up as of why this has happened, and depeding of their personal bias they will either confirm reject the statistics.


There is a very simple argument for only using professional games and ignoring ladder. Ladder automatically correct win rates to 50%. Thus if the game favors Zerg, a medicore Zerg player will play a good Terran, yet the ladder win rates will not show this entirely.

Using professional games shows how the game is played at the highest level. While a 4 Gate might seem overpowered in Gold, a Platinum player might have the skills to hold it easy. And a Gold player could learn those skills, and then the 4 Gate doesn't seem overpowered. Thus the only way to balance the game is at the top, everyone below simply needs to learn the skills necessary to get to the top before they can complain about balance.

Map balance is related to racial balance. The statistics show that with the current balance and maps, Terran has an advantage over Zerg. Perhaps it is balance, perhaps it is the map. Unfortunately, these two variables are intertwined and can be difficult to seperate. In other words, since Starcraft games have to be played on a map, and strategies are developed based on the map and the strengths and weaknesses of each race the go hand in hand. Remember the Stephano 200 Roach push in PvZ? It lead to the creation of a map pool where thirds were easy to defend because it was easy to deny a Protoss third with that push on some maps.

Furthermore because strategies are developed over a period of time, you can't just use random maps as the independent in determining balance unless tournaments began using random maps (meaning people wouldn't be able to plan strategies for maps and would have adjust on the fly).

Finally, the methodology used is fine. Looking at the win percentages of each race in professional tournaments and comparing them is very useful. Are there uncontrolled variables? Of course. Player skill and latency are huge problems that would be very difficult to control for (though we did control for player skill by picking from tournament games). Also differing map pools between tournaments might lead to different win rates. However, with a large enough sample size, latency and player skill be should evenly effect all races and it is probably worth controlling l for the map pool to some extent.


My methods knowledge is't great but I think there might be a way to run the data in an improved fashion. You use a probit model with the dependent variable as Winning and the independent variable as say being terran (0 if zerg, 1 if terran). I'm not sure how you can control for player skill. I don't know if there are a few individuals that play enough games such that you can run a fixed effects model to take out the individual level characteristics. But you might be able to do something along the lines of using a skill gap, that is the difference in overall win percentage between the players. I'm not sure how best to implement that. Then you control for map, use a dummy variable for each map to take out the map effect. Then control for game length.

What you're trying to do is take the effect of everything else out of the impact of being terran on winning in a TvZ format. If someone wants to provide me the data set, I'll run the model.

Again, my methods aren't great, still learning, but if anyone has any ideas on improvement, that would be good. Then if we can get the data we can improve on our understanding of the match up.

It's doable actually, You simply perform some qualitive based research and find a very clear link between skill factors and run them as criteria against a current pool of players and rank them skillwise then just pair up players against each other with the closest skill cap and run some quantative (statistical) research on those groups only. That would actually mean something.



My fear in that scenario is sample size. It's not even difficult to rank them, we can use the TL ranking systems to do so. But if we constrain our sample to say only the top 5 T and Z players, I don't know if we'll have large amount of samples, especially given the degrees of freedom I want to use to up control for maps. Again, it's all conjecture without seeing the data.

Continuing with thinking process, I think using the close skill level, we'll quickly jump down on the actual skill. It's easier to find a similarly skilled players at lower levels of competition. There is a possibility that different races have different skill caps. Potentially, this method could be more vulnerable to challenges than a less than perfect skill gap measurement.

no it is doable. What I was talking about is a proven metholodgy to measure performance in sports and its very reilable, even from small samples given the research is done properly,

And regarding skill cap for various races: simply do mirror games for starters and then do comparative analysis with mixed MU's, find the differences, explain them, find way to quanitifie and map them out, should not be a problem either.


Okay. I don't know the methodology to do that... So I'm just sounding out concerns without knowing what that model would do.
You are everything, I never knew, I always wanted.
Butterednuts
Profile Blog Joined September 2010
United States859 Posts
May 01 2013 19:17 GMT
#55
Pie charts are probably the least efficient and lease useful method of presenting information.

Regardless, I have a hard time believing these statistics simply because of he lack of references or major tournaments that went into this calculation. Sample size feels small to me too, but I don't know whether it actually is or not as I am not a statistician.
Chameleons Cast No Shadows
Eventine
Profile Blog Joined September 2011
United States307 Posts
Last Edited: 2013-05-01 19:26:28
May 01 2013 19:21 GMT
#56
On May 02 2013 04:17 Butterednuts wrote:
Pie charts are probably the least efficient and lease useful method of presenting information.

Regardless, I have a hard time believing these statistics simply because of he lack of references or major tournaments that went into this calculation. Sample size feels small to me too, but I don't know whether it actually is or not as I am not a statistician.


Given the number of tournaments that were said to be included in the data set (I don't know what other tournament you would add into the model), we're more likely looking at the results of the population data instead of a sample drawn from the population. In that case, there's no reason to be concerned with sample size.

Also, if we can consider the data set to be the entire population, we shouldn't even worry about a confidence interval, the results are the results. Though, given that it's constrained to one month, you can make the legitimate argument that it's not the population set.
You are everything, I never knew, I always wanted.
Elp
Profile Joined September 2010
Netherlands86 Posts
May 01 2013 20:11 GMT
#57
I noticed some vital matchup information was missing in the opening post. I took the liberty of creating some extra pie charts to further our understanding of the MU balance within HotS. Please add it to the OP.

http://i.imgur.com/vecxYX4.jpg



In all seriousness though, these kind of 'statistics' threads are silly.
bGr.MetHiX
Profile Joined February 2011
Bulgaria511 Posts
May 01 2013 20:12 GMT
#58
to me this seems pretty balanced.
Top50 GM EU Protoss from Bulgaria. Streaming with commentary : www.twitch.tv/hwbgmethix
Sissors
Profile Joined March 2012
1395 Posts
May 01 2013 20:25 GMT
#59
Using the google spreadsheet posted in some places I also looked at that data. While the TvZ winrate isn't completely off-center due to WCS europe, it does have a very significant influence. After deleting that row it suddenly was alot more even (and result was that you should nerf toss).

And WCS europe qualifiers (same for NA btw) is a bit hard to justify to use imo, since a larger number of zerg players than terran players were already invited. But regardless if you should use it or not, if a single tournament can make such a large shift the main conclusion is that sample size is too low to make accurate observations. Aditionally all races are still experimenting with the new units, so for sure you don't want large balance changes.

Finally while ladder is in principle always 50% win rate due to matchmaking, it is also true that in every game the strongest items, race, weapon, etc always seems to attract alot of people. And looking at SC2ranks is it absolutely not that terran has the most players, actually the opposite, it has the least players. While zerg in general for gold and higher leagues has most players.
-VapidSlug-
Profile Joined June 2012
United States108 Posts
May 01 2013 20:28 GMT
#60
On May 02 2013 03:22 Eventine wrote:
always nice to see people with demands and complaints on the data and a lack of commitment to actually provide "better" data or analysis.


Probably because:

"all pro data" = too small sample size
"all ladder data" = way too noob
"all tourny data" = korea vs foreign skew
"all top ladder" = too noob/cross region issues
"all top korea" = terran-culture/too small sample/(variable complaint here)

In short, I don't think the SC2 community will ever agree on any statistical analysis.
Rotting organs ripping grinding, Biological discordance, Birthday equals self abhorrence, Years keep passing aging always, Mutate into vapid slugs
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Epic.LAN
13:00
Epic.LAN 48 Playoff Stage
epiclan34
Liquipedia
WardiTV Invitational
12:00
Summer Cup 2026 - Group A
WardiTV898
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko536
BRAT_OK 115
RushiSC 27
StarCraft: Brood War
Calm 8445
Rain 2241
Shuttle 2065
Hyuk 1740
Jaedong 1369
Britney 1059
Mini 526
Horang2 471
BeSt 329
Rush 283
[ Show more ]
Stork 260
Larva 248
ZerO 230
ggaemo 151
hero 138
Sharp 113
Last 104
JulyZerg 92
Hyun 82
Pusan 81
JYJ 68
Free 46
sorry 37
Mong 37
Killer 36
Movie 31
soO 30
HiyA 26
Shine 24
ToSsGirL 22
Aegong 22
yabsab 17
Barracks 16
NaDa 16
Hm[arnc] 15
Yoon 12
IntoTheRainbow 12
ajuk12(nOOB) 11
Rock 11
Purpose 8
Noble 7
Dota 2
Gorgc7697
League of Legends
Doublelift3032
KnowMe21
Counter-Strike
byalli1606
allub665
kRYSTAL_45
Heroes of the Storm
Khaldor171
Trikslyr46
MindelVK3
Other Games
singsing2054
B2W.Neo816
DeMusliM218
RotterdaM212
Hui .175
XaKoH 101
ZerO(Twitch)16
BlysK10
Organizations
Other Games
gamesdonequick2172
BasetradeTV176
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• musti20045 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Pr0nogo 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1345
League of Legends
• Jankos2330
Upcoming Events
IPSL
1h 25m
Dragon vs Hawk
RSL Revival
18h 25m
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
19h 25m
OSC
22h 25m
IPSL
1d 1h
Bonyth vs Ret
WardiTV Weekly
1d 20h
Monday Night Weeklies
2 days
OSC
2 days
PiGosaur Cup
3 days
The PondCast
3 days
[ Show More ]
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Korean StarCraft League
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Escore Tournament S3: W3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.