Imbalanced Hatcheries - Page 2
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Jer99
Canada8157 Posts
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[PkF] Wire
France24192 Posts
On August 15 2014 18:12 boxerfred wrote: Not wanting to take anything away from that analysis - but the tl;dr part was rather obvious . Though you seem to love those mathematics, so keep going! Giving a mathematical proof and exact measure of what intuition can guess is part of a mathematician's work. I love these series too. | ||
Sholip
Hungary422 Posts
On August 15 2014 19:53 HaRuHi wrote: Great math as usual! Thank you. I wish you would take on a "bigger" aspect in future posts, of course it is not easy to know beforehand wether something will have a big or small influence. I try to cover problems that are relatively easy to solve. Alas, they often tend to be insignificant ones, as more practical applications can be really complex. Anyway, any idea for the topic of a future post is appriciated, although I still have some ideas, but I will run out of them eventually. | ||
EsportsJohn
United States4883 Posts
On August 15 2014 19:56 boxerfred wrote: Hm, I do pay attention to mineral stacking. Seriously. Thing is, I mostly play 3v3/4v4 these days, and on many of those maps, the mineral patches are truely poor placed, so that might be the reason? (ofc, I do not always stack perfectly, so that might be the reason, too, yep) Well, yeah, some maps are just bad. For instance, I noticed today that on Foxtrot Labs in the top left (?) position, my drones will rally to a far away patch by walking behind the mineral line. The idea is not necessarily that mineral stacking will completely prevent these imbalances, but it should mitigate it some and give you the extra 10-15 minerals that you're used to. | ||
Hunta15
United States81 Posts
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SuperHofmann
Italy1741 Posts
On August 15 2014 17:14 lichter wrote: The biggest difference in hatch-mineral positioning is the defense of early pools. If you are at a north hatch, your lings can easily be surrounded by enemy lings. If you are at the south hatch, your lings can never be surrounded without the risk of a drone surround. This is one of the main problems in the early game of ZvZ. This is a huge difference. U can avoid this problem making the pool under the larvas so when the queen spawns it is 50% covered by the pool and the hatch, but it's not the same. | ||
oBlade
United States5140 Posts
On August 15 2014 19:52 StatixEx wrote: only way it can be solved if this EVER poses some kind of issue is that the camera is relative to you so you always spawn south On August 15 2014 17:54 Dapper_Cad wrote: Licheter makes a strong point. There should have hatch orientation and an option to set it in melee initialisation as a minimum, that way mappers can use it if they wish. More completely Blizzard could give players access to building orientation on hatches for other possible minuscule advantages, like spawning larvae away from potential bunker rushes. Assuming you've done that in a way which works - isn't ugly as hell, is ignorable for newer players, doesn't require 6 fingers a hand to do, that sort of thing - the same for Terran addons at Barracks/Factory/Starport could be implemented as I'd guess that's decided more games than larva spawning. What's wrong with just having larvae obey a rally point? | ||
Sholip
Hungary422 Posts
On August 15 2014 18:29 JustPassingBy wrote: How do you obtain the images? You are not using Latex and Tikz, do you? :o I make the images using GeoGebra (sorry for late answer). | ||
stuchiu
Fiddler's Green42661 Posts
On August 15 2014 19:50 SC2John wrote: Artosis wants the math on hatch first nexus blocking in ZvP GOGOGOGO the normal one or the TRUE v Stork version? | ||
deacon.frost
Czech Republic12125 Posts
On August 15 2014 19:52 StatixEx wrote: only way it can be solved if this EVER poses some kind of issue is that the camera is relative to you so you always spawn south Oh my, this was in NHL games(TAB key switched the view, so you can play all periods from down to up). I so much want this in SC2, I have a really big issues playing from Northern regions. | ||
Mafs
Canada458 Posts
Is the difference 3.5 minerals per drone at the worst case scenario? Then its not worth looking into really, build order counters, and simple micro mistakes are far more influential than any kind of small drone imbalance like this. | ||
.kv
United States2332 Posts
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graNite
Germany4434 Posts
On August 19 2014 01:22 .kv wrote: the day they fix this will be the day they give terrans the option to put their addons on the left if they want to so... never? | ||
deacon.frost
Czech Republic12125 Posts
On August 19 2014 01:22 .kv wrote: the day they fix this will be the day they give terrans the option to put their addons on the left if they want to This could be together with the "view" rotation in LotV. But, yeah, I do not believe it will be there. Is there any bnet forum or thread where we can write these ideas? I know, that some Blizzard employees read TL.net from time to time, but I fear it is not enough. (Hope dies last ) | ||
tili
United States1332 Posts
Many thanks | ||
Uvantak
Uruguay1381 Posts
On August 15 2014 21:24 SC2John wrote: Well, yeah, some maps are just bad. For instance, I noticed today that on Foxtrot Labs in the top left (?) position, my drones will rally to a far away patch by walking behind the mineral line. The idea is not necessarily that mineral stacking will completely prevent these imbalances, but it should mitigate it some and give you the extra 10-15 minerals that you're used to. Can you upload a picture indicating which was the mineral patch you where targeting? In Foxtrot i'm using one of the standard mineral placements specially to avoid such issues, if this issue still persists i will have to talk to the other mapmakers so we all stop using this configuration. PSA: If anyone finds something that looks clearly like a bug or an unintentional issue with a map, please post in the corresponding map thread here in TL, otherwise we will have no way to fix it or even to know about it. ♦ Here i leave you a picture so it is easier for you to highlight which is the mineral you were targeting. | ||
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