![]() In the former I’d have an extra layer of complexity to worry about that might obscure the thing I was trying to observe, and in the latter it would give our chart less granularity. Zerg have to worry about larvae spawn rates and Protoss have more expensive units. What was supposed to be a quick, slapdash problem wound up taking the better part of a day and at the end I have a very strange bit of code and a graph that may or may not be useful.īut before we look at the data, let’s look at how we get the data.įor the purposes of our test, we’re going to be looking at a series of hypothetical Terran players. About two hours later I realized that even my twenty-minute re-assessment had been overlooking important details. It’s just like calculating compound interest, right? Just plug the numbers in and see what it gives you.Ībout twenty minutes into the project I realized I’d greatly oversimplified the complexity of the problem. ![]() The cost of everything is right there in the game: The cost of the buildings, the time to construct them, the cost of the units, etc. I so decided to write a little program to figure it out. Setting aside the jokes, the memes, the flame wars over game balance, and arguments over race: Just how much is the advantage of rushing, and how far behind will you be if you fail? What’s the damage, in a total numerical sense? How many units will you be ahead, and assuming there’s no game-ending engagement how long will it take for your opponent to pull ahead of you? I’m sure a pro player could intuit the answer just from the sheer volume of games they’ve played, but I wanted to see the breakdown on a chart where the rest of us mortals can visualize it. Trivia: The rapper (?) in that song is Husky, of BRONZE LEAGUE HEROES fame. There’s even a Sexy and I Know It parody song about it that makes fun of the notorious and meme-spawning Zerg rush: It’s considered a lame, cheesy trick only used by the unskilled, the desperate, or (occasionally) the troll. They’re rare because they’re risky, and the risk intensifies the more often you attempt them. Your opponent will be far more wealthy than you, and will be able to out-spend you over the next five minutes or so. All you’ve got is this small handful of units. You don’t have many workers, or defenses, or expansions. A rush is usually considered an “all in”, because if your initial attack fails then you’ll be at a massive disadvantage. Instead you begin the game by building as many of the most basic army unit as you can in the hopes of crushing your opponent before they have anything on the field. I wound up making the hilarious mistake of assuming it would be an easy thing to analyze with a bit of code.Ī “rush” in Starcraft is where you forego building workers, constructing defenses, or expanding. That folder will only keep about 25 of the most recent replays before it starts replacing the old ones, so please refer to this question for more options on how to save more, or manage your replay saves.Hang on a second… A Starcraft post filed under “programming”? What sort of organizational shenanigans are going on here, Shamus? Is this some kind of trick? I’ll tell you: Last week I was pondering the mechanics of a Starcraft II rush. In addition, any of the replays that you have not selected to "Keep" should show up under the "Unsaved" folder within your account under "Replays", here:Ĭ:\Users\Username\Documents\StarCraft II\Accounts\Some Numbers Here\Some More Numbers Here\Replays\Unsaved Then, from here, navigate to your SC2 account directory, which on Windows is usually located under:Ĭ:\Users\Username\Documents\StarCraft II\Accounts\Some Numbers Here\Some More Numbers Here\Replays\MultiplayerĪlso, you can download replays from the internet and then copy them directly to that folder, and they should show up instantly under the "Multiplayer" replay tab in the game! Pressing this button will move the replay into the "Multiplayer" tab if it was a ladder or custom game. In your "recent" replays folder in game, there is a button to the left called "Keep".
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