Rush Distance Comparisons - Page 4
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dimfish
United States663 Posts
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iGrok
United States5142 Posts
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FlopTurnReaver
Switzerland1980 Posts
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iGrok
United States5142 Posts
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dimfish
United States663 Posts
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GhostBusters
United States198 Posts
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dimfish
United States663 Posts
On April 15 2011 06:49 Smiggins wrote: Doesn't matter when you can warp in at a pylon. Don't you want to know which map has the longest walk for your probe to put down the pylon in the first place? ;p | ||
Jaeger
United States1150 Posts
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RibsNGibs
64 Posts
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ZeroTalent
United States297 Posts
I checked to see if this is covered in the thread, but I've heard that the walk distance for close air is actually longer than cross positions on some (all?) maps with 4 spawn points. Is that true, and if so for which maps? Also how do I go from distance (in map cells) to time (in game seconds)? Divide by the unit's speed as listed in Liquipedia? | ||
dimfish
United States663 Posts
On April 15 2011 16:44 RibsNGibs wrote: Haha, I agree, but I would consider that secondary information; as you can see the image is a circus of colored lines with the primary data plotted already.Would be nice to see main->opponent-nat distances on maps that are not symmetric (rotational symmetry). e.g. Delta quadrant main->nat is ridiculously short if going CCW, which is important for, say, defending a fast expand from a rush. I could generate a side table or image just for the rotational symmetry maps if you consider this data particularly helpful. On April 20 2011 01:12 ZeroTalent wrote: If I was a boss and wanted to spend my nights coding instead of sleeping I would automatically filter out which maps have the property you are asking about. I do know that Shakuras is like that, though, but it is because it has a very unusual (and subtle) layout. Go to the OP and check the last spoiler called "Wacky Shakuras." You'll see that the 4 spawns are a rhombus meaning the top-left spawn and bottom-right (we normally say cross for this, right?) are on the shorter path across the rhombus. This path is shorter by ground than going to the close-by-air positions. NOW, if you spawn in the other cross-positions (BL and TR) its not true anymore, this spawn is longer than the walks to the close-by-air positions. Capice?Thanks for updating this for the new map pool! I checked to see if this is covered in the thread, but I've heard that the walk distance for close air is actually longer than cross positions on some (all?) maps with 4 spawn points. Is that true, and if so for which maps? I will put the calculation of which maps have this property on my list of interesting things to do, so it might pop up in a future update of the OP. On April 20 2011 01:12 ZeroTalent wrote: Yes. But don't use this as gospel for several reasons:Also how do I go from distance (in map cells) to time (in game seconds)? Divide by the unit's speed as listed in Liquipedia?
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Blacklizard
United States1194 Posts
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michaelhasanalias
Korea (South)1231 Posts
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dimfish
United States663 Posts
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Chill
Calgary25938 Posts
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GxZ
United States375 Posts
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marvellosity
United Kingdom35817 Posts
What I think would be the most useful as a measuring tool is main - nat, or more likely choke - nat. Choke - nat is basically what you need to know when making decisions about fast expanding - how fast can a one-baser try to punish my FE? | ||
Ben...
Canada3485 Posts
Oh Incineration Zone, the worst map of all time... | ||
lolsixtynine
United States600 Posts
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I)etox
1240 Posts
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