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Active: 1160 users

Never Miss An Inject? What the Data Say - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 11 12 13 Next All
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
May 21 2013 19:09 GMT
#21
On May 22 2013 04:07 75 wrote:
Show nested quote +
On May 22 2013 04:06 SpikeStarcraft wrote:
Im calling bullshit on this.
I dont think what you showed there means anything. The inject percentage is correlated to the numbers of hatcheries. And in higher level play you have more hatcheries way faster. so after 10 minutes when the master zerg is on 4 base he does way more absolute injects than the silver level player thats still on one base. So thats not an useful comparison.

"Wow, the silver level player hit injects on one base almost as good as master level players on 4 base. I guess injects dont really matter that much." Kappa


they also build macro hatcheries :D


oh im sure of that. But way less and later in the game.
Dingodile
Profile Joined December 2011
4139 Posts
May 21 2013 19:11 GMT
#22
I dont understand it. What does this mean "Inject Timing = 62%".
Did only 62 from 100 injects (if you do perfect) at this timeframe?
Grubby | ToD | Moon | Lyn | Sky
sCFade
Profile Joined September 2010
307 Posts
May 21 2013 19:12 GMT
#23
Am I missing something, or did you not factor in the additional difficulty of injecting more bases? It's not hard to nail your injects consistently when you're on 2 bases for 30 minutes. As well, it's not hard to hit your injects when there's literally nothing else going on, which is a hallmark of silver league games - either you kill each other in 10 minutes, or you sit around til 200 food and one of you dies shortly after.
willstertben
Profile Joined May 2013
427 Posts
May 21 2013 19:12 GMT
#24
does it count queenless hatcheries?

because in lategame there will be a lot of these, while having more than 4 queens for injecting is bad (arguably it might be best to have literally no queens injecting endgame, because queens take up supply and you don't need as much larvae as ressources dry up and you only want high tech units anyway)
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
May 21 2013 19:13 GMT
#25
On May 22 2013 04:02 Embir wrote:
Terran is the most difficult race mechanically

Zerg ..., it is just the easiest to master, it is the most noobie friendly race by far


this mentality is disgusting and a cancer on the entire starcraft 2 scene.

Guess which race has the highest APM on average? No, it's not terran..

we can cherrypick stats all day long.


User was warned for this post
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
May 21 2013 19:13 GMT
#26
On May 22 2013 04:06 SpikeStarcraft wrote:
Im calling bullshit on this.
I dont think what you showed there means anything. The inject percentage is correlated to the numbers of hatcheries. And in higher level play you have more hatcheries way faster. so after 10 minutes when the master zerg is on 4 base he does way more absolute injects than the silver level player thats still on one base. So thats not an useful comparison.

"Wow, the silver level player hits injects on one base almost as good as master level players on 4 base. I guess injects dont really matter that much." Kappa


this is definitely true, just use common sense and you'll understand how important injects are, when they stop being important and how a high level macro-zerg player in mid/lategame will always have more hatcheries than queens.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2013-05-21 19:15:51
May 21 2013 19:14 GMT
#27
Yeah, this seems complete rubbish. Injects are important, no matter what what your poor interpretation and technique of your data says.

Case in point, Masters will always have low energy queens, Silver will not. 30% Masters will have worse injects than the average Silvers? Don't kid yourself. Not even 1% of masters will have worse injects than the average silver, who would be still be Bronze league level under WoL. It just shows your methodolgy is flawed.

All in all, this is just a poorly disguised advert for your sc2 training method.
orBitual
Profile Joined January 2011
United States96 Posts
May 21 2013 19:14 GMT
#28
"A hatch is considered active from the first time a Queen injects it"
So what happens if a hatch is never active because it never gets an inject? Or it only gets one after being idle for 10 minutes and then you win at minute 11?
Ahelvin
Profile Blog Joined September 2010
France1866 Posts
May 21 2013 19:14 GMT
#29
On May 22 2013 04:12 willstertben wrote:
does it count queenless hatcheries?

because in lategame there will be a lot of these, while having more than 4 queens for injecting is bad (arguably it might be best to have literally no queens injecting endgame, because queens take up supply and you don't need as much larvae as ressources dry up and you only want high tech units anyway)

The inject rate is computed using hatchery data, not queen.

Could you run the same analysis using the number of hatcheries as a covariate at the different steps of the game?
Join the Liquipedia Zerg Project ! PM me for more information :).
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
May 21 2013 19:15 GMT
#30
On May 22 2013 04:11 Dingodile wrote:
I dont understand it. What does this mean "Inject Timing = 62%".
Did only 62 from 100 injects (if you do perfect) at this timeframe?
It is explained in the article.
You don't choose to play zerg. The zerg choose you.
DemigodcelpH
Profile Joined August 2011
1138 Posts
May 21 2013 19:19 GMT
#31
On May 22 2013 04:13 darkscream wrote:
Show nested quote +
On May 22 2013 04:02 Embir wrote:
Terran is the most difficult race mechanically

Zerg ..., it is just the easiest to master, it is the most noobie friendly race by far


this mentality is disgusting and a cancer on the entire starcraft 2 scene.

Guess which race has the highest APM on average? No, it's not terran..

we can cherrypick stats all day long.


That's because of "S+ZZZZZZ". There's nothing disgusting about it. Terran was also the hardest to play in BW.
anatase
Profile Joined May 2010
France532 Posts
May 21 2013 19:19 GMT
#32
On May 22 2013 04:14 Dangermousecatdog wrote:
Yeah, this seems complete rubbish. Injects are important, no matter what what your poor interpretation and technique of your data says.

Case in point, Masters will always have low energy queens, Silver will not. 30% Masters will have worse injects than the average Silvers? Don't kid yourself. Not even 1% of masters will have worse injects than the average silver, who would be still be Bronze league level under WoL. It just shows your methodolgy is flawed.

All in all, this is just a poorly disguised advert for your sc2 training method.



I would not be that aggressive but clearly it's not only counter intuitive it also goes against any kind of observations. Reaching a point where some can say a Silver hits his injects more often or as often as a master does not make sense, unless all the silvers game you analysed were played by smurfing masters.

I am very skeptic about these results
Diavlo
Profile Joined July 2011
Belgium2915 Posts
Last Edited: 2013-05-21 19:22:57
May 21 2013 19:21 GMT
#33
On May 22 2013 03:54 Embir wrote:
Finally solid confirmation that Zergs macro is the easiest - we already knew they had it easy with only one production building and easiest tech switches in the game, now we know that they macro mechanic is also forgiving - and note that supposed unforgiveness of zerg mechanics was main argument for zerg's macro difficulty.


How does this article confirms that Zergs macro is the easiest? If anything the fact that the best players in the world only manage to maintain a 60+ inject score kinda shows that it's pretty fucking hard to do perfectly.

It would make sense that Lower leagues have pretty similar scores since it's the thing you should focus on the most. They don't spread creep, they don't deal with heavy harass, they don't expand as often and as fast.

If you made an experiment about how different leagues manage the timing of their mule drops you would probably get the same results.


"I don't know how many years on this Earth I got left. I'm gonna get real weird with it."
dsjoerg
Profile Joined January 2012
United States384 Posts
May 21 2013 19:22 GMT
#34
On May 22 2013 04:06 SpikeStarcraft wrote:
I dont think what you showed there means anything.


And then:

The inject percentage is correlated to the numbers of hatcheries. And in higher level play you have more hatcheries way faster. so after 10 minutes when the master zerg is on 4 base he does way more absolute injects than the silver level player thats still on one base.


Now people know that the higher-level players are not hitting perfect injects on their 4 bases. Maybe you already knew that, I didn't.

The original goal of this work was to set a benchmark for inject %. Ideally, we could tell a player, "Good job, your injects were Master-level in that game" as we currently do with Spending.

However, based on the data, we cannot do that. That was the main conclusion of the article.


"Wow, the silver level player hits injects on one base almost as good as master level players on 4 base. I guess injects dont really matter that much."


You are suggesting the the # of bases and the absolute # of larva are very important, more important than the inject %. Good idea, I should study those at some point.
card-carrying grubby fan. developer of GGTracker.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-05-21 19:24:54
May 21 2013 19:23 GMT
#35
On May 22 2013 04:21 Diavlo wrote:
Show nested quote +
On May 22 2013 03:54 Embir wrote:
Finally solid confirmation that Zergs macro is the easiest - we already knew they had it easy with only one production building and easiest tech switches in the game, now we know that they macro mechanic is also forgiving - and note that supposed unforgiveness of zerg mechanics was main argument for zerg's macro difficulty.


How does this article confirms that Zergs macro is the easiest? If anything the fact that the best players in the world only manage to maintain a 60+ inject score kinda shows that it's pretty fucking hard to do perfectly.


He's suggesting that it doesn't need to be done perfectly to cross the threshold of being able to remax multiple times — hence the lack of difference between plat and masters.
Passion
Profile Joined December 2003
Netherlands1486 Posts
May 21 2013 19:24 GMT
#36
On May 22 2013 04:02 Embir wrote:
Show nested quote +
On May 22 2013 03:56 Assirra wrote:
On May 22 2013 03:54 Embir wrote:
Finally solid confirmation that Zergs macro is the easiest - we already knew they had it easy with only one production building and easiest tech switches in the game, now we know that they macro mechanic is also forgiving - and note that supposed unforgiveness of zerg mechanics was main argument for zerg's macro difficulty.


Sigh, did you had to turn this into a balance whine?


Some reading comprehension issues dude.
Difficulty of playing given race has nothing to do with balance, as long as it is humanly possible to play other races to win. Terran is the most difficult race mechanically, but in right hands it can be powerful tool. Zerg might even not the most powerful race at the moment, it is just the easiest to master, it is the most noobie friendly race by far, as soon as you getting used to its specific mechanics.

You're the one to talk about comprehension issues. Nothing in here points to Zerg being easier in any way than the other races.

I must say I also find the conclusions made in the article somewhat weird. Mainly because there is a clear difference in injection consistency between the various leagues, but it also seems a lot of factors aren't taken into account (e.g. better players might have similar inject % but twice the number of hatcheries, also relates to the absolute inject question in your FAQ -> injects/minute?).
BPLOL
Profile Joined February 2012
United States55 Posts
May 21 2013 19:26 GMT
#37
Wouldn't it still be important to tell these lower level players to focus on injects? That way they get it into muscle memory that they have to perform this task, and are able to do the other tasks that players in the higher leagues are doing at the same time.

Maybe that's not important though
★JD★MKP★DRG★BP★FIGHTING★
mnck
Profile Joined April 2010
Denmark1518 Posts
May 21 2013 19:27 GMT
#38
The reason highlevel players dont inject all the time is because they know when larva is needed and when creep is better. Sure maybe you could get more drones or army if you injected more, but the game is much more complex than that. Queens fight harass, spread creep and sometimes a queen per hatch instantly isnt the best. As for example any 3 base zerg build gets injects on 3rd hatch kind of late because otherwise you are at a surplus of larva but the 3rd base is still highly relevant for other reasons (Drone saturation and creep spread).

It's a good point that later game units require less larva and it can become less important. Also high level players can relatively easy achieved max (19) larva per hatch just from injecting lategame. This makes the queen float a lot of energy or makes injecting redundant.

Larva inject is by no means something that should be "kept up" but what would be a more interesting statistic, is how low the energy on the queens are. Thats something I'd love to see. If a queen stays low on energy then i'd be amazed! Not on the inject uptime.
@Munck
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
May 21 2013 19:31 GMT
#39
Interesting, apparently I am a boss at injects. My lowest inject% is 61% in a 35 minute ZvZ and it looks like I average around 75% injects until 20 minutes in. Not bad considering I play only like 10 games/month right now.
tenklavir
Profile Joined November 2010
Slovakia116 Posts
May 21 2013 19:34 GMT
#40
On May 22 2013 04:31 TheRabidDeer wrote:
Interesting, apparently I am a boss at injects. My lowest inject% is 61% in a 35 minute ZvZ and it looks like I average around 75% injects until 20 minutes in. Not bad considering I play only like 10 games/month right now.

Take a look at your Unit tab counts toward the end of the game in a replay. How many larvae do you have? Do you need to keep injections that high to still be competitive at that point in the game or can you focus your APM elsewhere?
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