| Puppent_Master June 07 2012 03:55. Posts 27 | Profile # | |
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| Nihonjin June 07 2012 04:14. Posts 66 | Profile # |
Cool, but in that stage of game, i think i rather focus on my macro more instead of trying to calculate times that wont matter cause every scenario is diff. Drop, focus target and if it kills great, if not retreat seems to work or micro to kill the target. Dont see how knowing how many units it takes to kill certain buildings matter that much.
Im only high master so it might not be that important in my skill level. Thanks for stats though |
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| Puppent_Master June 07 2012 04:18. Posts 27 | Profile # |
On June 07 2012 04:14 Nihonjin wrote: Cool, but in that stage of game, i think i rather focus on my macro more instead of trying to calculate times that wont matter cause every scenario is diff. Drop, focus target and if it kills great, if not retreat seems to work or micro to kill the target. Dont see how knowing how many units it takes to kill certain buildings matter that much.
Im only high master so it might not be that important in my skill level. Thanks for stats though
Oh yeah macro is much more imp than this, but stats are always fun to know. |
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| Dark.EX United States. June 07 2012 09:40. Posts 1504 | Profile Blog # |
| This is really nice for high level or pro players if you for example do a 4 Marauder drop and want to kill a Forge, and you know how long it takes for, say, a Colossus to get there and stop you so you know if you can kill the Forge or if you have to settle for a Pylon, or if you have to run. |
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| Durp Canada. June 07 2012 09:49. Posts 2844 | Profile Blog # |
I do find this interesting, especially in PvZ. It's a good resource to know how many zealots I need to warp in to kill a hatchery in as quick time as possible. Would be great if this could be expanded to include the effect of upgrades or terran building armor upgrades (though I can't remember the last time I ever had a game where this was upgraded)
Or I could just drop marauders because I hear they're good.Last edit: 2012-06-07 09:50:33 |
| | SOOOOOooooOOOOooooOOOOoo Many BANELINGS!! |
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| phiinix United States. June 07 2012 09:51. Posts 1124 | Profile Blog # |
| Wouldn't it be better to create a macro that lets the user put in how many units of x they want to then it spits out the time it takes to kill x unit? Thinking about marine and marauder in medivacs, and all the possible combinations, I can't imagine how long it would say, 8 marines and 2 marauders (2 medis each with 3 marine 1 marauder) to kill certain buildings. |
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| Roarer Hong Kong. June 07 2012 09:57. Posts 123 | Profile # |
| Thanks, at least some people will find your contribution helpful ~ ~ |
| | Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏= |
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| normalman United Kingdom. June 07 2012 10:55. Posts 36 | Profile # |
| I don't get how 8 banelings kills a hive? Please explain? |
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| Puppent_Master June 07 2012 11:08. Posts 27 | Profile # |
On June 07 2012 10:55 normalman wrote: I don't get how 8 banelings kills a hive? Please explain?
Yes that one is stupid and should prob remove it, the time is actually the multiple of bane you need more to kill the unit. Again I will do that the maths for that one later and then test it.
Sorry for the confusion. |
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| Puppent_Master June 07 2012 11:15. Posts 27 | Profile # |
On June 07 2012 09:51 phiinix wrote: Wouldn't it be better to create a macro that lets the user put in how many units of x they want to then it spits out the time it takes to kill x unit? Thinking about marine and marauder in medivacs, and all the possible combinations, I can't imagine how long it would say, 8 marines and 2 marauders (2 medis each with 3 marine 1 marauder) to kill certain buildings.
Well that's not the point I'm trying to make with these stats.
What I was hoping to get out of these STATS is more of an awareness that if a player wants to take out a particular building, how long does he need to focus at the particular drop, wrap in or run by.
I definitively don't expect the player to calculate any of the logistics in middle of a game.
But if you want that can be easily done.Last edit: 2012-06-07 11:17:00 |
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| Puppent_Master June 07 2012 11:22. Posts 27 | Profile # |
On June 07 2012 09:49 Durp wrote: I do find this interesting, especially in PvZ. It's a good resource to know how many zealots I need to warp in to kill a hatchery in as quick time as possible. Would be great if this could be expanded to include the effect of upgrades or terran building armor upgrades (though I can't remember the last time I ever had a game where this was upgraded)
Or I could just drop marauders because I hear they're good.
Hey if I ever see that upgrade being researched I will add to this list like their is no tomorrow. |
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| naggerNZ New Zealand. June 07 2012 12:01. Posts 700 | Profile # |
| It can be pretty handy to know off-hand how many banelings it takes to kill a building. Learning the hard way, I remember a lot of times where I threw away a lead trying to bust a wall just to fall one baneling short and have a repair go down or a last moment forcefield while my lings were trying to finish something off. |
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| reikai United States. June 07 2012 12:23. Posts 307 | Profile # |
On June 07 2012 04:14 Nihonjin wrote: Im only high master
made me smile :D lol |
| | Et Ducit Mundum Per Luce. :T: |
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| Puppent_Master June 07 2012 12:33. Posts 27 | Profile # |
On June 07 2012 12:01 naggerNZ wrote: It can be pretty handy to know off-hand how many banelings it takes to kill a building. Learning the hard way, I remember a lot of times where I threw away a lead trying to bust a wall just to fall one baneling short and have a repair go down or a last moment forcefield while my lings were trying to finish something off.
Yeah I will on that in couple of hours |
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