| Forums \ Strategic forum \ Theory of surplus. Basis of timing. | |
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FT.aCt)Arch0n-
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| (1911 reads, 35 replies, 1 year ago) | |
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Theory of surplus- What is left over after spending minerals on neccesities. Example: When you start off with a nexus- If you continnue to make probes consistently, surplus will increase every production round so that at 8 supply you will have a 100 mineral surplus to make a pylon. This is why a pylon is made at 8. Not because it is a random number but because the surplus through consistent production of probes allows a player to create a pylon at 8. Following surplus(if you two gate zealot) it'll time out so that your first gateway is built at 10 and the second at 12. 10/12 gate is a surplus build. What this means is, if you did this build 100 times the timing of the build and the moment of gate production will always be at 10/12- As long as you never halted the production of probes. This is an important idea even though the example above is in its simplest form. If build timing is consistent through the use of surplus spending , then this means that all builds have a consitent timing. If you 2 gate zealot and consistently pump probes from your nexus (and units from your gates), surplus will allow you to expand around the same time every game. The timing isnt exact but it is plus or minus 10 seconds no matter how many times you do it. There is a margin of error because people make errors. A 10/12 surplus expansion will always come between (plus or minus 10 seconds away from 4:40) 4:30 to 4:50. Expanding is not a random time. It is controlled by the strength of your surplus -Surplus idea- Consider that every probe increases the strength of an economy exponentially. At 8 supply you will have fewer probes than at 12 supply and because of this every consecutive production round will be stronger than the last. If you build off surplus, eventually you will have units building from your nexus and gateways and be left over with 400 minerals. Since everything that can be done is being done, that 400 minerals is surplus. At 10/12 your surplus will be very weak because at that moment it is only strong enough to make probes and zealots. With every probe added onto your mineral line the strength of your surplus will increase. At 41-43 supply your surplus will be at 400. Surplus allows you to expand-The same way it allowed a pylon to be built at 8 supply. It allows an expansion in a 10/12 gate build to always come between 4:30-4:50 -surplus fact- If you surplus spend without fighting till you max, you will max out with 5 groups of unit and 80 probes. I read in another dossier that korean pros have 27 probes per expansion. However, the person who wrote that dossier did not understand why. Observe- 27 x 3 = 81 Pros do not count their probes. Through building off surplus you will max out plus or minues 10 probes from 80. You could macro 500 times off surplus and you will always have between between 70-90 probes(plus or minus 10 away from 80). The closer to 80 the stronger you macro and less mistakes you made. ---------------------------------------------------------------- If the timing of macro and expansion is consistent, then the timing of builds are also. I dont know many people whole argue that timing in this game doesnt exist but I've never met a person who has linked timing with surplus. Surplus spending can be used as a measure of timing Example on Lost Temple. (simplest form) If a protoss builds off surplus and 2 GATE GOONS into ROBO BAY, and a terran builds off surplus and ONE FACTORY into STARPORT (drops) each of these builds possess's a surplus timing. Game timing can be different because of mistakes, pressure or low econ pumps but if both builds were done without fighting or influencing factors they would both have a consistent surplus timing. Surplus timing in this situation dictates that the drop in a one fac starport will cliff a protoss expansion before the toss can stop it. 2 tanks take 30 seconds to kill a nexus. Coincidentally the travel time from main bases to an expansion's cliff are mostly 30 seconds. Travel time is slightly greater at far positions. Knowledge of a map and surplus timings can improve a person's game. If a protoss comes into the game with the knowledge that a 2 gate dragoon build into a robo bay (shuttle) does not out time a one fac starport than he can adapt to the terran build(the shuttle is out when drop ship is but the travel time will kill the toss expansion before the toss can drop onto the cliff and save his base). In this case he'd have to one gate robo into shuttles to save his expansion. Timing is hard to see consistently because of the many time-altering factors in this game:mistakes, low econing (non surplus building) attacking, loss of units. This is an explanation of timing from a protoss player's perspective. Terran players can also judge timing in this manner but it is more difficult for a zerg to do so because they do not make workers the same way. The example of surplus used to measure timing are vast. If every build has a surplus timing and surplus expansion timing then understanding this game and the importance of builds becomes easier. You begin to see a build as a means to alter timing to either get a tech sooner or to counter a tech.This ability is important in all match ups. As a protoss, my ability to understand my surplus timings and that of my opponents is what makes it possible for me to guess builds. Guessing builds is not 100% accurate but if you view a match up through the idea of surplus timing you begin to understand that your opponents options are limited by his surplus. So are yours. He can only do so many things at once. In early game your ability to do one thing takes away your ability to do another If a zerg builds 2 hatch muta and lurker tech early his macro will not be as strong as it would in a 3 hatch build. This is because the strength of his economy can only handle so much early. Early game surplus is weaker than late game surplus and becuase of this you have to use your builds to be efficient. | |
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Theory of surplus. Basis of timing. \
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