ggtracker: site to track your stats, analyze games - Page 18
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JaKaTaKSc2
United States2787 Posts
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dsjoerg
United States384 Posts
On July 31 2013 08:18 ShadesofGraylin wrote: sc2reader here. The 2.0.10 patch didn't make any important changes to the replay format as far as I am concerned. The only significant change is that they are now recording out minerals/vespene lost to friendly fire for each player (reported every 10 seconds). While I can see some limited applications for the information I don't see how it would be very useful. The friendly fire data will be incorporated into the Resources Lost popups on the army chart. For example, when a baneling is instructed to detonate itself, until 2.0.10 we didn't have any record of the baneling's loss, so it was not appearing in the Resources Lost of its owner. | ||
shid0x
Korea (South)5014 Posts
And by that i mean something that would allow you to see what player has the best spending skill per league. As someone who use gg tracker ALOT i would like to see if compared to my actual league (diam) my macro is good,also wouldn't it be funny to see what bronze/silver/gold/plat/diam has the best macro ? Otherwise keep up the good work | ||
JaKaTaKSc2
United States2787 Posts
Not recording the banelings lost in battle seems huge. Should help improve understand combat efficiency. | ||
dsjoerg
United States384 Posts
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shid0x
Korea (South)5014 Posts
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mEdding3000
Netherlands1 Post
1. find which opponents i have been matched up before. So a sort of easy to use filter. 2. Let ggtracker identify specific 'cheese' builds (6/7/8/9/10 pool, 1/1/1, gate expand/FFE) to quickly see what i am losing to. I mean it cant be that hard with replay info to spot building timings that early game. It would really make it a LOT easier to see what to practice on. | ||
JaKaTaKSc2
United States2787 Posts
There is a group of people independent of ggtracker working on the idea of analyzing builds from replays. I don't know the details, but it is apparently much more difficult than it might seem. | ||
dsjoerg
United States384 Posts
On August 07 2013 00:28 mEdding3000 wrote: I would really like to see 2 things in ggtracker. 1. find which opponents i have been matched up before. So a sort of easy to use filter. 2. Let ggtracker identify specific 'cheese' builds (6/7/8/9/10 pool, 1/1/1, gate expand/FFE) to quickly see what i am losing to. I mean it cant be that hard with replay info to spot building timings that early game. It would really make it a LOT easier to see what to practice on. Thanks for the suggestion. Indeed, it's not _that_ hard to identify the cheese builds you mentioned. If you or someone you love would like to work on this, the build recognition code can be added in to the excellent open-source replay analysis library sc2reader, which is used by GGTracker, spawningtool, and others. | ||
[MIG]kenny
17 Posts
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dsjoerg
United States384 Posts
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[MIG]kenny
17 Posts
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dsjoerg
United States384 Posts
It's in BETA, please let us know if you see any bugs. X-axis is game time, and the Y-axis is what % of the map you've covered in creep: Also, on your player profile page, there is a new column MAX CREEP SPREAD %. So far, the fastest creep spread I've seen is this match, where ReubeN managed to cover 51% of the map in creep in only 19 minutes. The rate of 2.7% per minute is the fastest I've seen yet, but I'm sure once we get some Pros in there we'll get even higher! (Of course this is a silly fun e-penis stat since clearly it's easier to do this on smaller maps) Upload your favorite Pro games and see how good they are at creep spreading! And thanks in advance for any bug reports | ||
Wakamex
Canada47 Posts
polish that e-peen. | ||
JaKaTaKSc2
United States2787 Posts
It is most certainly time to find some Scarlett games and upload them to see that creep spread! :D | ||
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dsjoerg
United States384 Posts
Firstly, of course on bigger maps it takes longer to cover a certain % of the map. Secondly, because of that, on bigger maps it takes longer before your creep gets to places where the enemy can or must push it back. When we get around to studying creep spread stats, I was planning to segment the study by map size or even by map, in order to isolate those effects. | ||
dsjoerg
United States384 Posts
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JaKaTaKSc2
United States2787 Posts
On August 16 2013 04:12 dsjoerg wrote: Hi guys, I expect that the creep spread stats are going to be affected by map size for (at least) two reasons. Firstly, of course on bigger maps it takes longer to cover a certain % of the map. Secondly, because of that, on bigger maps it takes longer before your creep gets to places where the enemy can or must push it back. When we get around to studying creep spread stats, I was planning to segment the study by map size or even by map, in order to isolate those effects. That makes a lot of sense, very interested to see what kind of results come up from creep study | ||
ShadesofGraylin
United States32 Posts
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