索尼承諾將“增加PS5主機(jī)供應(yīng)”
2023-01-31
更新時(shí)間:2022-04-10 17:02:42作者:未知
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.
首先需要在此聲明下,本人還是新手入門級(jí)別,天資愚鈍,才疏學(xué)淺,本貼如有不當(dāng)之處還望各位大神多多指教。不管怎么說,小弟通過看視頻還是學(xué)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.
現(xiàn)實(shí)如此無奈,咱沒碼玩不了對(duì)戰(zhàn),打電腦都被虐,于是最近我就搞了些小小的測(cè)試——諸如“幾炮一個(gè)”的這種傷害輸出的問題,還有使一片礦區(qū)進(jìn)入滿負(fù)荷采集狀態(tài)所需的最佳農(nóng)民數(shù)等等,也確實(shí)發(fā)現(xiàn)了一些小技巧。眾所周知,基地(或者叫大本)都造在離礦區(qū)最近的位置(3格)上,最多可以派兩個(gè)兩個(gè)農(nóng)民采一塊礦;如果大本離礦區(qū)遠(yuǎn)一格(4格),那就可以派三個(gè)農(nóng)民采一塊礦了,盡管實(shí)現(xiàn)這一步會(huì)稍慢些。最佳的采礦方案還是2農(nóng)民采3格礦與3農(nóng)民采4格礦的結(jié)合運(yùn)作模式,有20或21個(gè)農(nóng)民采礦就差不多飽和了。如果到了這個(gè)數(shù)還繼續(xù)補(bǔ)農(nóng)民采礦,效率就會(huì)下降,甚至不如20個(gè)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.
我將農(nóng)民的數(shù)量固定,通過調(diào)整大本的位置進(jìn)行研究。我長(zhǎng)話短說——將分礦的大本造在離礦區(qū)4格的位置上,采集每塊礦的農(nóng)民數(shù)增加到3個(gè)并進(jìn)入飽和狀態(tài),其采集效率比正常3格位置的情況要高,資源耗竭所需的時(shí)間也更短。4格位置的弊端也很明顯,農(nóng)民采礦得多走一格,那么你就需要更多的農(nóng)民才能達(dá)到飽和,在此之前的收益肯定少于正常情況,將4格大本應(yīng)用于早期分礦的方案絕對(duì)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.
與此同時(shí),在下靈光一閃,突然想到一個(gè)好點(diǎn)子:如果戰(zhàn)斗打到中后期,這招可以在富礦上試一試。首先富礦不同于普通礦,一共就6塊,達(dá)到飽和狀態(tài)所需的農(nóng)民自然也就只有 6塊礦那么多;其次,你既然開了富礦,肯定不缺農(nóng)民,大本剛建好就可以立即進(jìn)入滿負(fù)荷運(yùn)作狀態(tài),每塊礦那一格距離所需要的一個(gè)額外農(nóng)民不用再臨時(shí)補(bǔ);最后,富礦采一次10點(diǎn)水晶,是普通礦的兩倍,大本遠(yuǎn)了一格,而農(nóng)民采一次還是10點(diǎn)不會(huì)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,當(dāng)你占領(lǐng)一片富礦后,應(yīng)該把大本造在遠(yuǎn)一格的位置上,造好后立刻派 18個(gè)農(nóng)民去采,耗盡這片礦所需的時(shí)間要比正常位置的時(shí)間短那么幾分鐘。
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:
各位可以去親自試驗(yàn),我在這里給懶人提供一些基礎(chǔ)數(shù)據(jù)——基于對(duì)戰(zhàn)錄像計(jì)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)
一個(gè)農(nóng)民采礦,每分鐘最低 40.5單位資源(礦和氣都是這么多);
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個(gè)農(nóng)民采3格礦,效率差不多是一個(gè)農(nóng)民的2倍,而3個(gè)農(nóng)民采4格礦只能再增加每分鐘30礦的效率而不是40。出現(xiàn)這種情況的原因是一塊礦在同一時(shí)間只能由一個(gè)農(nóng)民來采,如果農(nóng)民多了,那么后趕到的農(nóng)民就得等前一個(gè)農(nóng)民采集完畢后再開始采集。如果用3個(gè)農(nóng)民去采近點(diǎn)3格礦,每分鐘只能增加2.5的收入,再增加農(nóng)民效率更低,甚至是指數(shù)級(jí)的下降趨勢(shì)。
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
當(dāng)一片普通礦區(qū)達(dá)到飽和狀態(tài)后,正常3格的大本位置每分鐘的收入大約是800礦,而遠(yuǎn)點(diǎn)4 格的大本位置每分鐘收入大約是850-860礦,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.
富礦達(dá)到飽和狀態(tài)后,遠(yuǎn)點(diǎn)4格的大本位置每分鐘的收入大約是1200礦,也就意味著你可以獲得每分鐘100至120的額外收入。
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.
這點(diǎn)資源看上去似乎并不多,但足以用于每分鐘多出一個(gè)狂徒,而且還能更早地耗盡富礦的資源,在對(duì)手進(jìn)攻之前爭(zhēng)取幾分鐘的時(shí)間。
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?
只要你事前造好農(nóng)民,在分礦開好后立即進(jìn)入飽和狀態(tài),大本遠(yuǎn)一格建造的方案還是大有裨益的。不同于騷擾,這種經(jīng)濟(jì)優(yōu)勢(shì)需要時(shí)間來體現(xiàn)。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格礦變4格,所以每片礦可以增加一個(gè)農(nóng)民以獲得更快的資源采集效率。普通礦8塊,如果采用這種后退一格的方式造大本需要額外8個(gè)農(nóng)民,在造好這8個(gè)農(nóng)民之前效率低于正常位置;而富礦則不同,只有6塊,而且占領(lǐng)富礦的時(shí)候早就不缺農(nóng)民了,采用這種方式建造后立刻投入18個(gè)農(nóng)民采礦,每塊3個(gè),這樣就可以獲得每分鐘100-120礦的額外收益。本段內(nèi)容即為本文摘要
在后面的回復(fù)中,很多人對(duì)此都持懷疑態(tài)度,有人制作了一副表格如下:
這個(gè)表格是關(guān)于普通8礦礦區(qū)的數(shù)據(jù),其中橙色為單位SCV的采集效率,縱坐標(biāo)數(shù)值在圖右邊;藍(lán)色為基地總收入,縱坐標(biāo)數(shù)值在圖左邊;橫坐標(biāo)即為SCV數(shù)目。下面的三排從左至右分別是SCV數(shù)目,每分鐘總收入和單位SCV的采集效率。此圖有一定爭(zhēng)議,后面有人認(rèn)為飽和農(nóng)民數(shù)是24個(gè)而不是作者所說的20個(gè),因?yàn)楸M管農(nóng)民數(shù)為24時(shí)單位農(nóng)民的采集效率有所下降,但總收入比20個(gè)的情況更高;也有人認(rèn)為這幅圖是正常3格大本位置的采集數(shù)據(jù),與作者的主題無關(guān)。