Here is a template for 1 Gas 4 Gate with 20 Probes:
http://www.sc2planner.com/#PaaaoCaffaaaoDdaoBaoCacaoFagaaffffuAjjoDoDoDoCoOoOoOoOqqqqoCmmmm
Forum Index > SC2 General |
Xanatoss
Germany539 Posts
Here is a template for 1 Gas 4 Gate with 20 Probes: http://www.sc2planner.com/#PaaaoCaffaaaoDdaoBaoCacaoFagaaffffuAjjoDoDoDoCoOoOoOoOqqqqoCmmmm | ||
Korinai
Canada413 Posts
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iSTime
1579 Posts
On September 05 2011 08:26 Xanatoss wrote: You have to stack all chronoboosts determined for the same unit/upgrade before that unit/upgrade. Currently there is a small issue with CB that you can only stack as much CB as there are available if you boost nonstop from the beginning of that unit/upgrade. The Planner is smart enough to take additional generated energy during boosting into calculation but it is currently not possible to boost an unit/upgrade at certain times, like at the the end of warpgate-tech to synchronize it with your gateways. Here is a template for 1 Gas 4 Gate with 20 Probes: http://www.sc2planner.com/#PaaaoCaffaaaoDdaoBaoCacaoFagaaffffuAjjoDoDoDoCoOoOoOoOqqqqoCmmmm Supposed to be gate on 12 cyber on 16 fwiw. | ||
Stone
United Kingdom155 Posts
related thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348¤tpage=54 and hopefully he will add support for an sc2planner url compatible output. also could you have the queens special abilities not interfere with the timings of anything else. hard to explain, for example if i have a bunch of injects already lined up, and i'm just adding drones, i have to be careful where i place my drones checking they dont push the injects further forward, when i see this happen i then have to place that next drone after the injection to stop this from occurring. if its possible could you have the injection timings work independently from drone production. | ||
Xanatoss
Germany539 Posts
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DeltaOne
Sweden51 Posts
@ Xanatoss: I'll add gas before nexus next upload. Thanks for pointing it out. | ||
DjSpectre
United States62 Posts
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ShObiT
Dominican Republic39 Posts
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Xanatoss
Germany539 Posts
2 Questions: Do workers use a fixed average coefficient for Minerals/Minute - Calculation or is the diminishing efficency dependend on how much workers I have? In addition, does the planner allocate workers automatically for optimal mineral-saturation (like 2x10 workers on 2 bases instead of 20 workers on one and 0 on other, for greater income), because it seems like this for gas (3 workers on 1 Gas net less income than 3 on 2 Gas). 2nd one is, do you think it is possible and useful to implement a "accumulated ressources gathered" Display? I need that for several considerations but have to calculate it on my own atm, which is a bit cumbersome (?). Keep up the great work! :D | ||
DeltaOne
Sweden51 Posts
I'll add minerals per second, total minerals and similar stats in a future version for sure. | ||
Gyro_SC2
Canada540 Posts
I found some bug. Reator barack don't give additionnal production. | ||
Ascel
Australia4 Posts
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CrazyFabiO
Germany28 Posts
http://www.sc2planner.com/#TaaaaoEaoFaaoDacajdoCoPoFfaloEaaloEoQaaoVfakjj | ||
CrazyFabiO
Germany28 Posts
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Stone
United Kingdom155 Posts
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muzzy
United States640 Posts
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ZaphoD[42]
Germany16 Posts
Keep up the great work! | ||
tdh.
Denmark3 Posts
A couple of ideas for improvements: I would be nice if things could be planned in parallel. For instance larva injects should generally be made as soon as possible, but when you are changing around in the build order, you have to rearrange larva injects afterwards. The same goes for buildings/upgrades where the timing is based on gas. You could add a symbol in the url to mean as soon as possible, this symbol could be added as standard to larva injects. Another nice feature: It would be great to be able to plan two builds in parallel, where one build is shifted with a variable amount of time, corresponding to the time it takes to get to the enemy base. Then you could compare your build to a counter-build or the build you are trying to counter. | ||
Talin
Montenegro10532 Posts
Anyways, awesome tool, I wanted something like this for a long long time as I'm often on a PC that can't even run SC2. | ||
BOOSE.867
United States32 Posts
One question: Has it been updated yet with 1.4 changes? Most notably the rax build time? Edit: nm, checked liquipedia. Planner seems to be up to date. | ||
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