Posted: Thu Jan 08, 2015 7:38 pm
P1's Notebook 5:
Income, expenses, timing.
I'm going to, before we run this, rate the various faction's economies from top to bottom. You're free, of course, to disagree... but this is how I see it:
1) Bios
2) Giga
3) OH
4) GT
5) IC
6) Belters
7) Rix
8) Phoenix
9) TF
10) Drac
11) Dreg
Generally speaking I rate the faction's economies like this: First and foremost, the price of tech and constructors. Lowering expenses is HUGE, and in that regard Bios (with their dirt-cheap tech) and Giga (with their dirt-cheap bases) have excellent economies. Second, I look at paydays and starting cash. Belters have low paydays and starting cash, as does IC. Giga has a huge buff to both paydays and starting cash. Third I look at how efficient their miners are. Dreg's miners spend three days at a rock, TF miners are slow enough that they need a ref in every sector, but Giga miners can suck up 2 rocks each on some settings and are quite zippy, being enh and having that giga 1.1 speed. Fourth I look at how resilient the econ is: how hard it is to kill their miners. Giga miners are hard to kill early because they start as enh, plus Giga can always go specs against an overly aggressive exp or tac team. Dreg miners are easy to kill thanks to a hull nerf and how long it takes for them to mine, plus their specs aren't very cost effective.
What's interesting is that these econs can, I feel, be broken up into a different kind of grouping: "top tier," "middle tier," and "bottom tier." Specifically, Bios, Giga, and OH occupy the "top tier" where their econs are so stronk you're either going to have a hard time stopping them (Giga, Bios) or they can very easily dual-tech if you don't really pressure them (OH, Giga). The "middle tier" is everyone except Drac and Dreg: these guys don't have *bad* economies and are really sort of grouped together. Getting your first adv tech isn't a challenge at all, but getting the second requires some careful thinking, thrifty spending, and excellent planning. The "bottom tier" is Drac and Dreg: getting adv tech with these factions can actually be easily stopped by light miner pressure.
I can already hear TheAlaskan objecting to my low placement of Drac, so I guess I'll use them to show you a guide to my thinking:
Drac miners are tough and they're speedy, sucking down rocks fairly quickly. However, they have a 5% starting money nerf and lose $100 per payday. To offset that, their tech prices are exactly the same as everyone else's, while having miners which are actually easier to kill than Belters miners once you get guns on them. They basically have Rix's completely average and mediocre econ... but with a miner capacity nerf, a payday nerf, and a starting money nerf. To top it all off, they can't even quickly channel their money into defensive or offensive tech with a 3 minute research time! The end result is that Drac has to mine more cash than any other faction by a fair margin. What saves them from being the Dregs of econ (`gu) is the toughness of their miners. Dreg miners will spend about a year and a half staring at a rock and then explode if you look at them funny. Drac miners spend a few minutes at a rock and will casually eat through a lt ints mini1 ammo with no $#@!s given.
This all means that what you buy and when you buy it is very important. Drac miners are basically immune to mini1, and yet there are people who don't buy mini2 when facing off against drac. Last week I talked about the GAs, yet I still see commanders deciding that, even with 10k in the bank, sig GA is just not "useful" because they won't be sneaking around. Or I'll see people who just blindly buy everything because why not.
I'm probably the only commander who will routinely purchase EWS2/3. I love those techs and they're very high on my list because they make my probers happy and also make my probers more efficient and effective. If my miners are being consistently harrassed, you can bet that EWS 2/3 is going to be the first expense that goes "off the books" so I can get us the tech we need to end the game. Pausing for 10k to get insane probage is fine when we have a robust economy. Pausing for 10k to get insane probage when we're unsure if we're going to make adv figs and galvs is insane.
If we think back a month or so, we'll remember P1's notebook #2 where I talked about your style. A corrollary to that style (and talked in that particular notebook) was the concept of a plan. If you don't have your tech expenditures planned out, then you don't have a plan. To give you an example, here was a plan I had for the map IO as GT:
1) Get enh cons, delay the cons until they're enh, only get 3 miners
2) Try to find a U rock in any of my four "backsectors"
3) Send TP and OP to the opposite direction of the U rock
4) Get ENH miners
5) Get an exp, buy mini2 ints and yield GA
6) Get a tac and a research
7) Get sfs with most of the pertinent tech
8) Get a palisade
9) Get adv tac
10) SBs, gauss, go win game.
I won't reproduce the numbers here, but I specifically worked out the entire build order including miner dockings on 1.0/1.0 settings. Obviously you don't have to go as in-depth as I did for this particular GT build, but the point here is that your gameplan should involve what you're going to buy, when you're going to buy it, and how much money you're going to have.
When I was playing Starcraft way back in the day I had a friend teaching me the basic theory of the game. One of his first lessons was: money in the bank doesn't earn interest. His second was that you can't win the game with photon canons. The overall point was that when you get money you should be spending it on things that are going to actively win the game because money in the bank does nothing and staying on the defensive literally means you can't ever win. There are, of course, times when it's good to have a bit of a bank roll (many commanders like to earmark $3500 for replacing a miner, for example, and it's usually correct to save $500 for RPs or bbrs just in case an opportunity presents itself), but generally speaking if you can buy something and you aren't, then you're wasting your time (see P1's Notebook #1).
Hopefully this explains why I like buying Probe 2/3. Spending $5k that I have just lying around on better probes is going to help me win the game. Sure, it's defensive tech (and I prefer to buy offensive tech), but I'd rather spend the 5k to shore up my defenses then let it rot in the bank stubbornly refusing to earn interest regardless of what the Fed's doing with their rates.
One last note: when multiteching you have to assume that every spacebuck you spend is your last. After getting the first adv tech with most factions, the second is a luxury. If my second tech, for example, is sup I'm probably not going to buy EWS 2/3 except in the strangest of corner cases, simply because there's not all that much helium left. Indeed, the longer the game goes the harder money is to come by and your thriftiness should increase as a result. Otherwise, see you out there!
Income, expenses, timing.
I'm going to, before we run this, rate the various faction's economies from top to bottom. You're free, of course, to disagree... but this is how I see it:
1) Bios
2) Giga
3) OH
4) GT
5) IC
6) Belters
7) Rix
8) Phoenix
9) TF
10) Drac
11) Dreg
Generally speaking I rate the faction's economies like this: First and foremost, the price of tech and constructors. Lowering expenses is HUGE, and in that regard Bios (with their dirt-cheap tech) and Giga (with their dirt-cheap bases) have excellent economies. Second, I look at paydays and starting cash. Belters have low paydays and starting cash, as does IC. Giga has a huge buff to both paydays and starting cash. Third I look at how efficient their miners are. Dreg's miners spend three days at a rock, TF miners are slow enough that they need a ref in every sector, but Giga miners can suck up 2 rocks each on some settings and are quite zippy, being enh and having that giga 1.1 speed. Fourth I look at how resilient the econ is: how hard it is to kill their miners. Giga miners are hard to kill early because they start as enh, plus Giga can always go specs against an overly aggressive exp or tac team. Dreg miners are easy to kill thanks to a hull nerf and how long it takes for them to mine, plus their specs aren't very cost effective.
What's interesting is that these econs can, I feel, be broken up into a different kind of grouping: "top tier," "middle tier," and "bottom tier." Specifically, Bios, Giga, and OH occupy the "top tier" where their econs are so stronk you're either going to have a hard time stopping them (Giga, Bios) or they can very easily dual-tech if you don't really pressure them (OH, Giga). The "middle tier" is everyone except Drac and Dreg: these guys don't have *bad* economies and are really sort of grouped together. Getting your first adv tech isn't a challenge at all, but getting the second requires some careful thinking, thrifty spending, and excellent planning. The "bottom tier" is Drac and Dreg: getting adv tech with these factions can actually be easily stopped by light miner pressure.
I can already hear TheAlaskan objecting to my low placement of Drac, so I guess I'll use them to show you a guide to my thinking:
Drac miners are tough and they're speedy, sucking down rocks fairly quickly. However, they have a 5% starting money nerf and lose $100 per payday. To offset that, their tech prices are exactly the same as everyone else's, while having miners which are actually easier to kill than Belters miners once you get guns on them. They basically have Rix's completely average and mediocre econ... but with a miner capacity nerf, a payday nerf, and a starting money nerf. To top it all off, they can't even quickly channel their money into defensive or offensive tech with a 3 minute research time! The end result is that Drac has to mine more cash than any other faction by a fair margin. What saves them from being the Dregs of econ (`gu) is the toughness of their miners. Dreg miners will spend about a year and a half staring at a rock and then explode if you look at them funny. Drac miners spend a few minutes at a rock and will casually eat through a lt ints mini1 ammo with no $#@!s given.
This all means that what you buy and when you buy it is very important. Drac miners are basically immune to mini1, and yet there are people who don't buy mini2 when facing off against drac. Last week I talked about the GAs, yet I still see commanders deciding that, even with 10k in the bank, sig GA is just not "useful" because they won't be sneaking around. Or I'll see people who just blindly buy everything because why not.
I'm probably the only commander who will routinely purchase EWS2/3. I love those techs and they're very high on my list because they make my probers happy and also make my probers more efficient and effective. If my miners are being consistently harrassed, you can bet that EWS 2/3 is going to be the first expense that goes "off the books" so I can get us the tech we need to end the game. Pausing for 10k to get insane probage is fine when we have a robust economy. Pausing for 10k to get insane probage when we're unsure if we're going to make adv figs and galvs is insane.
If we think back a month or so, we'll remember P1's notebook #2 where I talked about your style. A corrollary to that style (and talked in that particular notebook) was the concept of a plan. If you don't have your tech expenditures planned out, then you don't have a plan. To give you an example, here was a plan I had for the map IO as GT:
1) Get enh cons, delay the cons until they're enh, only get 3 miners
2) Try to find a U rock in any of my four "backsectors"
3) Send TP and OP to the opposite direction of the U rock
4) Get ENH miners
5) Get an exp, buy mini2 ints and yield GA
6) Get a tac and a research
7) Get sfs with most of the pertinent tech
8) Get a palisade
9) Get adv tac
10) SBs, gauss, go win game.
I won't reproduce the numbers here, but I specifically worked out the entire build order including miner dockings on 1.0/1.0 settings. Obviously you don't have to go as in-depth as I did for this particular GT build, but the point here is that your gameplan should involve what you're going to buy, when you're going to buy it, and how much money you're going to have.
When I was playing Starcraft way back in the day I had a friend teaching me the basic theory of the game. One of his first lessons was: money in the bank doesn't earn interest. His second was that you can't win the game with photon canons. The overall point was that when you get money you should be spending it on things that are going to actively win the game because money in the bank does nothing and staying on the defensive literally means you can't ever win. There are, of course, times when it's good to have a bit of a bank roll (many commanders like to earmark $3500 for replacing a miner, for example, and it's usually correct to save $500 for RPs or bbrs just in case an opportunity presents itself), but generally speaking if you can buy something and you aren't, then you're wasting your time (see P1's Notebook #1).
Hopefully this explains why I like buying Probe 2/3. Spending $5k that I have just lying around on better probes is going to help me win the game. Sure, it's defensive tech (and I prefer to buy offensive tech), but I'd rather spend the 5k to shore up my defenses then let it rot in the bank stubbornly refusing to earn interest regardless of what the Fed's doing with their rates.
One last note: when multiteching you have to assume that every spacebuck you spend is your last. After getting the first adv tech with most factions, the second is a luxury. If my second tech, for example, is sup I'm probably not going to buy EWS 2/3 except in the strangest of corner cases, simply because there's not all that much helium left. Indeed, the longer the game goes the harder money is to come by and your thriftiness should increase as a result. Otherwise, see you out there!