《星际争霸2》基地退口一格位置可加快资源采集速度
游戏攻略Let me start by saying Im a complete noob, so forgive me if what Im writing sounds retarded, but it seems logical to me from what knowledge I have from watching VODs.
首先需要在此声明下,本人还是新手入门级别,天资愚钝,才疏学浅,本贴如有不当之处还望各位大神多多指教。不管怎么说,小弟通过看视频还是学到了很多的。
Since I dont have a beta key and the current AI is pretty bad, I started doing random little tests on damage, how many shots it takes to kill what, etc. and I started testing the optimal number of drones for harvesting. I found a couple of things out, the more obvious of which is that mineral nodes which are closest to your HQ can support only 2 harvesters whereas the ones that are a space farther can support 3 with each worker being slightly less efficient as a result of the timing. So optimal saturation should be 2xclose nodes + 3xfarnodes which is usually 21 or 20. You can put more on, but beyond this point the mining rate of your worker will drop approximately 20 fold.
现实如此无奈,咱没码玩不了对战,打电脑都被虐,于是最近我就搞了些小小的测试——诸如“几炮一个”的这种伤害输出的问题,还有使一片矿区进入满负荷采集状态所需的最佳农民数等等,也确实发现了一些小技巧。众所周知,基地(或者叫大本)都造在离矿区最近的位置(3格)上,最多可以派两个两个农民采一块矿;如果大本离矿区远一格(4格),那就可以派三个农民采一块矿了,尽管实现这一步会稍慢些。最佳的采矿方案还是2农民采3格矿与3农民采4格矿的结合运作模式,有20或21个农民采矿就差不多饱和了。如果到了这个数还继续补农民采矿,效率就会下降,甚至不如20个的效率。
I figured I would try some tests to figure out the average income with various HQ positions in combination with certain numbers of harvesters. Long story short I found that placing an expo 1 space farther away from the minerals actually allows you to mine out a mineral field more quickly at full saturation for an increase of only 3 workers. The downside is obviously that your workers have to travel slightly longer to return home with their cargo, meaning that before you approach the saturation point you will be making less than you would with normal placement, making it pretty impractical for early expos.
我将农民的数量固定,通过调整大本的位置进行研究。我长话短说——将分矿的大本造在离矿区4格的位置上,采集每块矿的农民数增加到3个并进入饱和状态,其采集效率比正常3格位置的情况要高,资源耗竭所需的时间也更短。4格位置的弊端也很明显,农民采矿得多走一格,那么你就需要更多的农民才能达到饱和,在此之前的收益肯定少于正常情况,将4格大本应用于早期分矿的方案绝对不可取。
I realized though that it could be applied to high yield expos in mid/late- game for a couple of reasons. First, the high yield fields dont have as many nodes as the normal ones, meaning the number of workers needed for full saturation will drop by around 6. Second, by the time youre expoing at the high yield you should have enough workers to fully saturate the nodes immediately when the HQ finishes, skipping the part of the curve where you would be mining more slowly than an HQ placed 1 square closer. Finally, because the high yields offer double minerals the disparity between the average intake of the differently placed HQs is also doubled accordingly.
与此同时,在下灵光一闪,突然想到一个好点子:如果战斗打到中后期,这招可以在富矿上试一试。首先富矿不同于普通矿,一共就6块,达到饱和状态所需的农民自然也就只有 6块矿那么多;其次,你既然开了富矿,肯定不缺农民,大本刚建好就可以立即进入满负荷运作状态,每块矿那一格距离所需要的一个额外农民不用再临时补;最后,富矿采一次10点水晶,是普通矿的两倍,大本远了一格,而农民采一次还是10点不会少。
So if you get a high-yield expo up, place it 1 space farther from the nodes than you normally would, and immediately saturate it with 18 workers, you will be able to mine it out a few minutes faster than someone with a properly placed HQ.
所以,当你占领一片富矿后,应该把大本造在远一格的位置上,造好后立刻派 18个农民去采,耗尽这片矿所需的时间要比正常位置的时间短那么几分钟。
You can obviously test this really easily yourselves, but here are the basic numbers I came up with for anyone who is too lazy. Im assuming that the income counter on replays is measured in units per minute:
各位可以去亲自试验,我在这里给懒人提供一些基础数据——基于对战录像计算出的采集速率:
1 worker mining at minimum proximity can collect around 40.5 resources per minute (gas and minerals mine at the same rate)
一个农民采矿,每分钟最低 40.5单位资源(矿和气都是这么多);
2 workers mining any node will acquire fully double what one would, but if a node 1 space farther is given a third worker, this third worker will increase your MPM(minerals per minute) by roughly 30 instead of 40, because there is a brief period of waiting for the previous worker to finish.Dancing workers (a third worker on a proximity node) only increase your tally by roughly 2.5 MPM, after which point the increases get exponentially smaller.
2个农民采3格矿,效率差不多是一个农民的2倍,而3个农民采4格矿只能再增加每分钟30矿的效率而不是40。出现这种情况的原因是一块矿在同一时间只能由一个农民来采,如果农民多了,那么后赶到的农民就得等前一个农民采集完毕后再开始采集。如果用3个农民去采近点3格矿,每分钟只能增加2.5的收入,再增加农民效率更低,甚至是指数级的下降趋势。
Full saturation of a normal mineral field yields approximately 800MPM, whereas saturation with a misplaced HQ yields roughly 850-860MPM with a ceiling of about 900
当一片普通矿区达到饱和状态后,正常3格的大本位置每分钟的收入大约是800矿,而远点4 格的大本位置每分钟收入大约是850-860矿,最多能到900;
if you take 3/4 of that (x2)(for 6 nodes as opposed to 8) this is about 1200MPM with normal placement on a high yield with full saturation, meaning you would get minerals at an increase of about 100-120MPM.
富矿达到饱和状态后,远点4格的大本位置每分钟的收入大约是1200矿,也就意味着你可以获得每分钟100至120的额外收入。
May not sound like much but one extra zealot a minute and having your high-yield mined out a couple minutes before your opponent can make a big difference in a close game.
这点资源看上去似乎并不多,但足以用于每分钟多出一个狂徒,而且还能更早地耗尽富矿的资源,在对手进攻之前争取几分钟的时间。
I see very little downside to this if you are able to saturate the mineral field immediately. Other than harassment becoming slightly more effective. What do you people think?
只要你事前造好农民,在分矿开好后立即进入饱和状态,大本远一格建造的方案还是大有裨益的。不同于骚扰,这种经济优势需要时间来体现。不知各位意下如何?
PS:本文作者指出,大本靠后一格建造,原本的3格矿变4格,所以每片矿可以增加一个农民以获得更快的资源采集效率。普通矿8块,如果采用这种后退一格的方式造大本需要额外8个农民,在造好这8个农民之前效率低于正常位置;而富矿则不同,只有6块,而且占领富矿的时候早就不缺农民了,采用这种方式建造后立刻投入18个农民采矿,每块3个,这样就可以获得每分钟100-120矿的额外收益。本段内容即为本文摘要
在后面的回复中,很多人对此都持怀疑态度,有人制作了一副表格如下:
这个表格是关于普通8矿矿区的数据,其中橙色为单位SCV的采集效率,纵坐标数值在图右边;蓝色为基地总收入,纵坐标数值在图左边;横坐标即为SCV数目。下面的三排从左至右分别是SCV数目,每分钟总收入和单位SCV的采集效率。此图有一定争议,后面有人认为饱和农民数是24个而不是作者所说的20个,因为尽管农民数为24时单位农民的采集效率有所下降,但总收入比20个的情况更高;也有人认为这幅图是正常3格大本位置的采集数据,与作者的主题无关。