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Never Miss An Inject? What the Data Say - Page 3

Forum Index > SC2 General
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Windwaker
Profile Joined February 2012
Germany1597 Posts
May 21 2013 19:35 GMT
#41
one way to waste your time i guess

User was temp banned for this post.
The path of the righteous man is beset on all sides by the iniquities of the selfish and the tyranny of evil men. Blessed is he, who in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother
Vanngar
Profile Joined May 2013
United States30 Posts
Last Edited: 2013-05-21 19:38:17
May 21 2013 19:35 GMT
#42
Queen energy or total larva spawned seem like a significantly better way of going about this.
Ahelvin
Profile Blog Joined September 2010
France1866 Posts
May 21 2013 19:37 GMT
#43
On May 22 2013 04:22 dsjoerg wrote:
Show nested quote +
On May 22 2013 04:06 SpikeStarcraft wrote:
I dont think what you showed there means anything.


And then:
Show nested quote +

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.

Show nested quote +

"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.

It should be useful to introduce the number of hatcheries as a covariate for the inject %, what do you think?
Join the Liquipedia Zerg Project ! PM me for more information :).
dsjoerg
Profile Joined January 2012
United States384 Posts
May 21 2013 19:38 GMT
#44
On May 22 2013 04:14 Dangermousecatdog wrote:
Injects are important, no matter what what your poor interpretation and technique of your data says.


I shared the data in the article so that experts like you can get in there and show me how it's done.


Case in point, Masters will always have low energy queens, Silver will not.


Yes, I expect that high-level players are spending their Queen energy on creep tumors in favor of injecting in the later game, to some extent. That reinforces my point, which is that inject is (surprisingly) not the priority for high-level players.


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.


Please substantiate with an argument, or data, or something. Surely we can have a better discussion than a meaningless repeat of "Yes!" "No!" "Yes!" "No!". Have you looked at Masters-level and Silver-level matches? I have, and you won't have to look at very many to be struck by how the Silver-level players are doing fine in terms on Inject %. It is truly surprising.

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


I would love to advertise GGTracker and TheStaircase, but why don't we talk about injects instead.
card-carrying grubby fan. developer of GGTracker.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
May 21 2013 19:40 GMT
#45
On May 22 2013 04:34 tenklavir wrote:
Show nested quote +
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?

Where is the unit tab? I see army composition but nothing that has larvae. Also, 5 actions (or 10 per minute) really isnt that much to keep larvae injecting.
dsjoerg
Profile Joined January 2012
United States384 Posts
May 21 2013 19:41 GMT
#46
On May 22 2013 04:35 Vanngar wrote:
Queen energy or total larva spawned seem like a significantly better way of going about this.


I agree, but then again it depends on your goal. People go on about how critical injects are, they are right here in this thread.

Rather than total larva spawned, how about larvablock? To my way of thinking that cuts to the point, which is that you should always have enough larva so that you don't get larvablocked.
card-carrying grubby fan. developer of GGTracker.
sitromit
Profile Joined June 2011
7051 Posts
May 21 2013 19:41 GMT
#47
So this article essentially takes Idra and a bunch of random masters players as the high benchmark of skill, and claims based on raw mathematical analysis of their inject rates across random games played out in very different scenarios, that injecting is not very important.

Why I see absolutely no flaw in that aproach at all.
Ammoth
Profile Joined August 2011
Sweden391 Posts
May 21 2013 19:43 GMT
#48
Maybe I missed something, and I suspect what I'm about to ask is difficult to get out of a replay file, but how does these numbers (~60% of the time are they producing extra larvae) correlate to energy expenditure on the queens?

A few seconds here and there will result in alot of unused energy, can't this be used in order to figure a way to measure the efficiency of ones macro?

I'm kinda tired so I might be way off! Cool data nonetheless
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
Last Edited: 2013-05-21 19:45:09
May 21 2013 19:44 GMT
#49
The similarity between inject % with silver and masters players makes me feel there is something wrong with the analysis... having watched silver league games. There is no way the data stays that consistent across all leagues. Simply no way.

When there is an odd occurrence in the data collected it is usually either a significant finding or a flaw in the analysis/data collection. Considering the possible problems outlined in the posts before mine I think it is still a stretch to draw any conclusions from the analysis. More study necessary!
tenklavir
Profile Joined November 2010
Slovakia116 Posts
May 21 2013 19:45 GMT
#50
On May 22 2013 04:41 sitromit wrote:
So this article essentially takes Idra and a bunch of random masters players as the high benchmark of skill, and claims based on raw mathematical analysis of their inject rates across random games played out in very different scenarios, that injecting is not very important.

Why I see absolutely no flaw in that aproach at all.

Is 44,000+ games across from the largest leagues by population % not randomly sampled enough for you? Is there some game scenario not being captured?
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-05-21 19:48:36
May 21 2013 19:45 GMT
#51
On May 22 2013 04:41 sitromit wrote:
So this article essentially takes Idra and a bunch of random masters players as the high benchmark of skill, and claims based on raw mathematical analysis of their inject rates across random games played out in very different scenarios, that injecting is not very important.

Why I see absolutely no flaw in that aproach at all.


It's 44,000 games. Don't be dismissive because you don't emotionally agree with the results.
Embir
Profile Joined January 2011
Poland567 Posts
May 21 2013 19:46 GMT
#52
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.


APM has nothing to do with difficulty of playing with given race. In SC2 Zerg gets spikes of APM because of production with larva, when you push S and then constantly hold R or Z you got massive APM spikes, thus Zerg players often got the highest APM.
Teoman
Profile Blog Joined October 2011
Norway382 Posts
May 21 2013 19:49 GMT
#53
I think what some people are saying is really what it is.

I don't think higher level players are just as bad at injecting as lower level players. It is just that there are a lot more factors that make constant injects impossible at higher levels (harrass, difference in base taking, emphasis on creep, idle larva).
"Quisque est barbarus alii."
sitromit
Profile Joined June 2011
7051 Posts
May 21 2013 19:50 GMT
#54
On May 22 2013 04:45 DemigodcelpH wrote:
Show nested quote +
On May 22 2013 04:41 sitromit wrote:
So this article essentially takes Idra and a bunch of random masters players as the high benchmark of skill, and claims based on raw mathematical analysis of their inject rates across random games played out in very different scenarios, that injecting is not very important.

Why I see absolutely no flaw in that aproach at all.


It's 44,000 games. Don't be dismissive because you don't personally agree with the results.


44K random games. One may be 5 minutes. The other may be a 40 minute game where the player pulled all his Queens off the hatcheries in the last 15 minutes to transfuse his Ultras. And these are random ladder players, not exactly the high benchmark of skill, and frankly, neither is Idra.

tenklavir
Profile Joined November 2010
Slovakia116 Posts
May 21 2013 19:53 GMT
#55
On May 22 2013 04:50 sitromit wrote:
Show nested quote +
On May 22 2013 04:45 DemigodcelpH wrote:
On May 22 2013 04:41 sitromit wrote:
So this article essentially takes Idra and a bunch of random masters players as the high benchmark of skill, and claims based on raw mathematical analysis of their inject rates across random games played out in very different scenarios, that injecting is not very important.

Why I see absolutely no flaw in that aproach at all.


It's 44,000 games. Don't be dismissive because you don't personally agree with the results.


44K random games. One may be 5 minutes. The other may be a 40 minute game where the player pulled all his Queens off the hatcheries in the last 15 minutes to transfuse his Ultras. And these are random ladder players, not exactly the high benchmark of skill, and frankly, neither is Idra.


You realize random sampling is precisely what you want, right?
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
May 21 2013 19:54 GMT
#56
Guess which race has the highest APM on average? No, it's not terran..


My APM gets a 30-50% inflation when i offrace as zerg man

People seem to think APM correlates to player, when infact it's extremely variable based on race
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 21 2013 19:55 GMT
#57
I think if one analyzed "larva produced", you would see a great difference between the leagues. This would account for spending of larva, thus enabling automatic larva production, and also having more bases.
Vanngar
Profile Joined May 2013
United States30 Posts
May 21 2013 19:56 GMT
#58
On May 22 2013 04:41 dsjoerg wrote:
Show nested quote +
On May 22 2013 04:35 Vanngar wrote:
Queen energy or total larva spawned seem like a significantly better way of going about this.


I agree, but then again it depends on your goal. People go on about how critical injects are, they are right here in this thread.

Rather than total larva spawned, how about larvablock? To my way of thinking that cuts to the point, which is that you should always have enough larva so that you don't get larvablocked.

That seems like it could provide something interesting too, but then again, due to the nature of teching for zerg, they stockpile larva (i.e. saving larva so they can mutate 10 mutas at once or just waiting for a roach warren)

and it would become potentially meaningless after 200/200
though it may be best to only keep this data relegated to the first x amount of minutes for that and other reasons?

the nature of zerg seems to make it hard to get anything concrete here
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2013-05-21 19:59:43
May 21 2013 19:57 GMT
#59
Maybe a better measurement might be how often they are under 3 larva, since most of the time over 3 larva it means the hatchery wont' be producing natural larva, as well as the fact it probably means the zerg built too many hatcheries/injecting-queens.

If a zerg is spending most of their time over 3 larva it means that their hatchery isn't producing any, which is nearly just as bad as a queen not doing anything.

On May 22 2013 04:55 Kaitlin wrote:
I think if one analyzed "larva produced", you would see a great difference between the leagues. This would account for spending of larva, thus enabling automatic larva production, and also having more bases.

Or this. Similar things since optimal larva production would require hatcheries to always have less than 3 larva. Sometimes larva doesn't get used though despite good production amounts, so it might be good to say "larva expended", but at that point it's hardly any different from just saying "units produced" :\
"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!"
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 21 2013 19:57 GMT
#60
On May 22 2013 04:49 Teoman wrote:
I think what some people are saying is really what it is.

I don't think higher level players are just as bad at injecting as lower level players. It is just that there are a lot more factors that make constant injects impossible at higher levels (harrass, difference in base taking, emphasis on creep, idle larva).


Maybe part is the fact that higher level players are active on the map, while lower levels are looking at their bases lol.
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