It is currently Thu May 15, 2025 6:08 am

All times are UTC - 8 hours [ DST ]




Post new topic Reply to topic  [ 930 posts ]  Go to page Previous  1 ... 16, 17, 18, 19, 20, 21, 22 ... 47  Next
Author Message
Offline
 Post subject: Re: Starcraft II
Post #361 Posted: Fri Oct 01, 2010 5:38 pm 
Lives in gote

Posts: 302
Liked others: 70
Was liked: 8
Rank: DDK
KGS: Sujisan 12 kyu
OGS: Sujisan 13 kyu
I also want to echo what has already been said to Araban. Get well soon. I hope that there isn't any lasting damage.

_________________
My plan to become an SDK is here.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #362 Posted: Fri Oct 01, 2010 9:39 pm 
Lives with ko
User avatar

Posts: 263
Liked others: 127
Was liked: 18
Rank: Eternal 10k
GD Posts: 188
I'm not sure if I missed it or not, but anyone know of a re-stream of the GSL finals? I'm thinking of staying awake until then(east coast), but it seems fun to watch "live".

_________________
I know nothing.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #363 Posted: Fri Oct 01, 2010 10:21 pm 
Gosei
User avatar

Posts: 1848
Location: Bellevue, WA
Liked others: 90
Was liked: 837
Rank: AGA 5d
KGS: Capsule 4d
Tygem: 치킨까스 5d
ketchup wrote:
I'm not sure if I missed it or not, but anyone know of a re-stream of the GSL finals? I'm thinking of staying awake until then(east coast), but it seems fun to watch "live".

Pretty sure it'll be re-streamed here (5am EST): http://www.livestream.com/fishersc2 - There are others of course, but I find his to be the only one with good quality.

You can also watch it through VLC: http://www.reddit.com/r/starcraft/comme ... scriptive/

I'll definitely be watching and cheering for the fruit dealer! Here's an awesome fanpic someone posted on TL:
Image

Also, thanks for the well wishes everyone! I'm still typing awkwardly with 8 fingers, but the finger is healing and the hand surgeon yesterday told me I'm on my way to a full recovery :). Now if only I was allowed to take both antibiotic and pain killer pills...

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #364 Posted: Sat Oct 02, 2010 1:20 am 
Lives with ko
User avatar

Posts: 295
Location: Linz, Austria
Liked others: 21
Was liked: 44
Rank: EGF 4 kyu
GD Posts: 627
One question to the more experienced players:

How do you know that your base is saturated? Or, equivalently, when do you move the rally point of your main to the expansion? Or do you stop producing workers in the main at some point?

I always lose track of how many workers I currently have after starting to produce units. Producing more workers continuously is not the problem, but at what point do I stop? Sure, in the late game, when minerals run out, I can just move the bunch of workers to a new, not yet saturated expansion. Usually I stop making workers at all at this point. But in the middle game, when my main is roughly saturated (but I have no idea about the exact count) and my second expansion is up, I never know whether I should continue producing workers in the main and whether I should rally them to the main or to the expansion.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #365 Posted: Sat Oct 02, 2010 3:33 am 
Dies with sente
User avatar

Posts: 97
Liked others: 2
Was liked: 12
Rank: 3k
I just drag a box around the mineral area and make sure there are between 2 and 3 rows.

_________________
19/02/2011: this grumpy person takes a voluntary holiday from L19.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #366 Posted: Sat Oct 02, 2010 4:12 am 
Lives with ko

Posts: 160
Liked others: 10
Was liked: 37
Rank: UK 3 dan
flOvermind wrote:
How do you know that your base is saturated?


Two workers per patch is ideal in terms of minerals per worker. With 3 workers, the third worker has to wait around a bit before mining so you are starting to have less return per worker. More than 3 workers per patch and the extra workers don't do anything. In general you want 16 workers (on minerals) at each expansion, and if you have more workers then you're looking to expand. At the beginning of a game it's not always safe to expand so it's ok to just keep pumping workers and transfer them when you finally do. I think this applies more to T/P as Z can have more control about the number of drones at any one time.

As schilds said, you can check by just boxing your workers. When watching streams of high-level players (particularly zerg) they seem do be doing this almost constantly.

flOvermind wrote:
when do you move the rally point of your main to the expansion? Or do you stop producing workers in the main at some point?


I'm not sure about this but I think I remember day9 saying that it's bad to rally your main to your expansion, especially on maps where the distance between them is large. You want to transfer roughly half your workers when you expand so that you can make workers at both. I think with zerg you can transfer less if some of the drones at your main aspire to become buildings and with any race you might want to transfer less if the expansion is risky.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #367 Posted: Sat Oct 02, 2010 6:46 am 
Lives with ko
User avatar

Posts: 263
Location: Philadelphia, PA
Liked others: 32
Was liked: 10
Rank: KGS 5-kyu
GD Posts: 60
I did a little test for myself a while ago on mining speed. The first 16 workers mine about 42 minerals/minute each, depending on the exact distance to the mineral patch. After that, each one mines less than the one before. As a point of reference, the 20th worker mines about 20 m/m, and the 22nd only mines about 5 m/m. The game's claim in that one Challenge mission that the ideal is 3/patch is a small exaggeration, as you can see. I'd say 2.5/patch is a better rule. (Fun fact: This means that you want to top out at 26 workers per base, including 3 on each geyser, which means that if you ctrl-click all the workers at a base, you want to see exactly one full selection window of 24, since at any moment two workers will be inside the gas buildings.)

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #368 Posted: Sat Oct 02, 2010 10:24 am 
Lives with ko
User avatar

Posts: 295
Location: Linz, Austria
Liked others: 21
Was liked: 44
Rank: EGF 4 kyu
GD Posts: 627
Tooveli wrote:
You want to transfer roughly half your workers when you expand so that you can make workers at both.


Ah, yes, that makes sense. I might try that next time ;)

It doesn't really make a difference at what base my workers, so I can just try to not saturate any base and build in each one. And when the expansion is risky, my main usually is far away from being saturated anyway :)

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #369 Posted: Sat Oct 02, 2010 10:48 am 
Lives in sente
User avatar

Posts: 766
Liked others: 24
Was liked: 59
Rank: KGS 4 kyu
GD Posts: 227
KGS: Aphelion02
Tooveli wrote:
flOvermind wrote:
How do you know that your base is saturated?


Two workers per patch is ideal in terms of minerals per worker. With 3 workers, the third worker has to wait around a bit before mining so you are starting to have less return per worker. More than 3 workers per patch and the extra workers don't do anything. In general you want 16 workers (on minerals) at each expansion, and if you have more workers then you're looking to expand. At the beginning of a game it's not always safe to expand so it's ok to just keep pumping workers and transfer them when you finally do. I think this applies more to T/P as Z can have more control about the number of drones at any one time.

As schilds said, you can check by just boxing your workers. When watching streams of high-level players (particularly zerg) they seem do be doing this almost constantly.


This is not accurate. While its true that 3 workers / patch (24 workers per base) saturates it, thats beside the point. You never want to stop worker production even at oversaturation, because you want to be ready for when you expand. Therefore when I am at one base, I don't stop at 24 probes. I keep making so that I can saturate my second base immediately when I do expand.

While there are exceptions to this rule (such as when you need to cut troops for a timing push or you are behind and need to do a lot of damage immediately), that is advanced play. Its similar to the "empty triangle" rule in Go. There are situations where cutting workers maybe good, but if you need to ask, don't do it. When the time comes that you can get an edge in your play by cutting workers at specific times, you won't need to ask such a question.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #370 Posted: Sat Oct 02, 2010 1:28 pm 
Lives with ko
User avatar

Posts: 263
Liked others: 127
Was liked: 18
Rank: Eternal 10k
GD Posts: 188
GSL spoiler, do not read if you have not watched finals.
Very great GSL Finals. Cool/Fruit Dealer was always a step ahead of HopeTorture/Rainbow. Some of his trades were awesome. Game three especially showed off how flexible Fruit Dealer was. Great games to watch overall. Also, it helps he did all of that using Zerg.

_________________
I know nothing.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #371 Posted: Sat Oct 02, 2010 1:47 pm 
Lives with ko

Posts: 160
Liked others: 10
Was liked: 37
Rank: UK 3 dan
Aphelion wrote:
This is not accurate. While its true that 3 workers / patch (24 workers per base) saturates it, thats beside the point. You never want to stop worker production even at oversaturation, because you want to be ready for when you expand. Therefore when I am at one base, I don't stop at 24 probes. I keep making so that I can saturate my second base immediately when I do expand.


I didn't mean to imply anything about stopping worker production. Maybe I should have said "when" you have more (than 16(+6)) workers you are "even more" looking to expand.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #372 Posted: Sat Oct 02, 2010 1:58 pm 
Lives in sente
User avatar

Posts: 766
Liked others: 24
Was liked: 59
Rank: KGS 4 kyu
GD Posts: 227
KGS: Aphelion02
Ahh I see. Still, you should always be "looking to expand", so isn't that moot? :)

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #373 Posted: Sat Oct 02, 2010 2:11 pm 
Lives in gote
User avatar

Posts: 643
Location: Munich, Germany
Liked others: 115
Was liked: 102
Rank: KGS 3k
KGS: LiKao / Loki
Aphelion wrote:
Ahh I see. Still, you should always be "looking to expand", so isn't that moot? :)

When you have a few bases your old bases run out of minerals about as fast as you expand to new ones. And you don't want to get too many workers due to the supply limit. So you'll stop around 70 or so.

_________________
Sanity is for the weak.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #374 Posted: Sat Oct 02, 2010 2:15 pm 
Lives with ko

Posts: 160
Liked others: 10
Was liked: 37
Rank: UK 3 dan
ketchup wrote:
GSL spoiler, do not read if you have not watched finals.
Very great GSL Finals. Cool/Fruit Dealer was always a step ahead of HopeTorture/Rainbow. Some of his trades were awesome. Game three especially showed off how flexible Fruit Dealer was. Great games to watch overall. Also, it helps he did all of that using Zerg.


More Spoiler (Including specific game comments)

So good! Better than any other sport/game I have spectated. Probably all the sweeter that the player I was supporting managed to win. I found it odd that the least recommended game on TL was the Kulas Ravine game which I would have said was by far the best. I thought the roaches were going to move out of sight of the drop ship and fruit dealer would miss it until I realised that they were moving out of its way so it wouldn't see them and they could come in and pincer the drop (which would be at the far back of the ledge due to the spine crawler). As I was being amazed by this, fruit dealer had also prepared a neat way to win the game there and then.

I got the same feeling of him just being a step ahead of his opponent in every game. I wonder if it was because of all the balance discussion. I believe Fruit Dealer had said before (and after about ZvP) that Zerg were UP and maybe this led him to spend more time planning out map-specific strategies. He couldn't just work on his mechanics and feel that it would be enough to bring him to victory.

The Kulas game plan seemed to be - I take the gold and if you rush to tank drop it I have a counter that lets me win and if you don't ... well I have the GOLD! I'm hoping that the game will become a lot more interesting as Terrans learn how to counter these strategies and Zergs in turn need to learn how to adapt to the counters and so on... Also, if Zerg start managing to put more counterattacks into their early game defending (which seems promising given the finals), then the whole matchup dynamics will get more exciting.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #375 Posted: Sat Oct 02, 2010 3:49 pm 
Gosei
User avatar

Posts: 1848
Location: Bellevue, WA
Liked others: 90
Was liked: 837
Rank: AGA 5d
KGS: Capsule 4d
Tygem: 치킨까스 5d
Regarding the GSL Final:
Wow, just wow. I didn't get a chance to watch the whole set (fell asleep one game short), but the games I did watch really tempts me to consider playing Z seriously. Oddly, I'd have to say my favorite game was the one I couldn't watch and had to watch a re-stream of, the 5th game on Scraps. It was just sick that Cool could play a build that's almost insta-loss to proxy reapers and still hold it together, even if building time increased by 5 seconds. There were some cute tactics like using the smoke to bait the reapers that was nice as well. Using the mutas to contain the terran while macroing up like MAD and then unleashing a roflstomp was a sight to behold. A fruit dealer definitely deserved the crown :).
Image
For those who missed the final, you can either watch an archived stream of it here or here, or check it out on youtube here.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #376 Posted: Sat Oct 02, 2010 5:19 pm 
Lives with ko
User avatar

Posts: 263
Location: Philadelphia, PA
Liked others: 32
Was liked: 10
Rank: KGS 5-kyu
GD Posts: 60
Aphelion wrote:
While its true that 3 workers / patch (24 workers per base) saturates it, thats beside the point. You never want to stop worker production even at oversaturation, because you want to be ready for when you expand. Therefore when I am at one base, I don't stop at 24 probes. I keep making so that I can saturate my second base immediately when I do expand.

While there are exceptions to this rule (such as when you need to cut troops for a timing push or you are behind and need to do a lot of damage immediately), that is advanced play. Its similar to the "empty triangle" rule in Go. There are situations where cutting workers maybe good, but if you need to ask, don't do it. When the time comes that you can get an edge in your play by cutting workers at specific times, you won't need to ask such a question.
Very true. I tend to take this idea for granted (why on Earth wouldn't you want something that pays for itself in about a minute?), but most players up to Gold league seemingly don't, and it cripples them. It's like playing Monopoly and just not buying more than a couple properties. It makes no sense, and you will auto-lose to anyone who understands that.

The best use of the knowledge of mining efficiency is probably for deciding how to distribute your workers among multiple bases, especially if one is vulnerable or far away. For example, you might choose not to put any Drones on a new Hatchery right away if the existing ones don't have more than 16 on minerals each. Other than that, it just helps to know when to stop making workers in the very late game when you start getting 80+ of them (although at that point, players start to get 200/200 armies, so you're probably more concerned with leaving enough food for your attack units).

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #377 Posted: Sat Oct 02, 2010 5:55 pm 
Lives with ko
User avatar

Posts: 263
Location: Philadelphia, PA
Liked others: 32
Was liked: 10
Rank: KGS 5-kyu
GD Posts: 60
Tooveli wrote:
More Spoiler (Including specific game comments)

I found it odd that the least recommended game on TL was the Kulas Ravine game which I would have said was by far the best. I thought the roaches were going to move out of sight of the drop ship and fruit dealer would miss it until I realised that they were moving out of its way so it wouldn't see them and they could come in and pincer the drop (which would be at the far back of the ledge due to the spine crawler). As I was being amazed by this, fruit dealer had also prepared a neat way to win the game there and then.
I definitely agree with this. Artosis made some remark about how genius it was to cover the small high-ground area with Spine Crawlers on one side and Roaches on the other, but I can't help but wonder if it's just a matter of not enough players really taking the time to study each map and measure all the distances and think about all the possibilities. In particular, I'm in love with the idea for Zerg of going for a gold mineral location as the first expansion on maps that allow it in order to better take advantage of Zerg's normal practice of expanding quickly. If the supposed "natural" is already dangerous anyway, why the heck not?

But I've got to say that my favorite game was the first one, on Delta Quadrant, where neither player had any clever "ideas". It was just amazing standard play from Fruit Dealer beating good standard play from Hope Torture. After all the frustration in the community about Zerg being an impotent race, it was so refreshing for me to be able to look once again at a Zerg army and fear its pulsating power, ready at any moment to close in on you and explode all over your face with acid and spines and claws.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #378 Posted: Sat Oct 02, 2010 6:05 pm 
Lives with ko
User avatar

Posts: 263
Liked others: 127
Was liked: 18
Rank: Eternal 10k
GD Posts: 188
Araban wrote:
Regarding the GSL Final:
Wow, just wow. I didn't get a chance to watch the whole set (fell asleep one game short), but the games I did watch really tempts me to consider playing Z seriously. Oddly, I'd have to say my favorite game was the one I couldn't watch and had to watch a re-stream of, the 5th game on Scraps. It was just sick that Cool could play a build that's almost insta-loss to proxy reapers and still hold it together, even if building time increased by 5 seconds. There were some cute tactics like using the smoke to bait the reapers that was nice as well. Using the mutas to contain the terran while macroing up like MAD and then unleashing a roflstomp was a sight to behold. A fruit dealer definitely deserved the crown :).
Image


I WISH Zerg was seriously that easy to play/ adapt to for me. I think a big part is being able to predict what your opponent will be doing. Which, without game experience, will be SO difficult. In this case, I think if the opponent wasn't as good as he was, a lot of his counters would not have worked as well as they did. Then again, a general look at what strategies FruitDealer used WILL translate over pretty well. For example, his expansion timings, and overall play style WILL be fun to try to imitate. Also, his ultralisk build order is awesome. All the timings would be nice to learn. Although it's amazing how much Terran can support himself off two base, while Zerg has to expand to four/five before it's comfortable.

_________________
I know nothing.

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #379 Posted: Sat Oct 02, 2010 9:18 pm 
Lives in sente
User avatar

Posts: 766
Liked others: 24
Was liked: 59
Rank: KGS 4 kyu
GD Posts: 227
KGS: Aphelion02
Li Kao wrote:
Aphelion wrote:
Ahh I see. Still, you should always be "looking to expand", so isn't that moot? :)

When you have a few bases your old bases run out of minerals about as fast as you expand to new ones. And you don't want to get too many workers due to the supply limit. So you'll stop around 70 or so.


If you have the APM to build workers at that point in game you also don't need to ask this question :)

Top
 Profile  
 
Offline
 Post subject: Re: Starcraft II
Post #380 Posted: Sat Oct 02, 2010 9:35 pm 
Gosei
User avatar

Posts: 1435
Location: California
Liked others: 53
Was liked: 171
Rank: Out of practice
GD Posts: 1104
KGS: fwiffo
On the GSL final:
I'm glad I'm not the only one who liked the Kulas Ravine game. It was short, to be sure, and HopeTorture kinda got crushed, but Fruit Dealer's play was so thoughtful. He had completely planned out in advance a way to completely nullify that particular map advantage with a minimal amount of resources; 3 roaches, a spine crawler and an overlord. My thought was "well, I guess this is joseki for this position now".

HopeTorture was just completely agog, and then BLAM, nydus. Very satisfying to the go playing part of me.

_________________
KGS 4 kyu - Game Archive - Keyboard Otaku

Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 930 posts ]  Go to page Previous  1 ... 16, 17, 18, 19, 20, 21, 22 ... 47  Next

All times are UTC - 8 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group