《星際爭霸2》基地退口一格位置可加快資源采集速度


《星際爭霸2》基地退口一格位置可加快資源采集速度


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別,天資愚鈍,才疏學淺,本貼如有不當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.
現實如此無奈,咱沒碼玩不了對戰,打電腦都被虐,于是最近我就搞了些小小的測試——諸如“幾炮一個”的這種傷害輸出的問題,還有使一片礦區進入滿負荷采集狀態所需的最佳農民數等等,也確實發現了一些小技巧 。眾所周知,基地(或者叫大本)都造在離礦區最近的位置(3格)上,最多可以派兩個兩個農民采一塊礦;如果大本離礦區遠一格(4格),那就可以派三個農民采一塊礦了,盡管實現這一步會稍慢些 。最佳的采礦方案還是2農民采3格礦與3農民采4格礦的結合運作模式,有20或21個農民采礦就差不多飽和了 。如果到了這個數還繼續補農民采礦,效率就會下降,甚至不如20個的效率 。
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.
我將農民的數量固定,通過調整大本的位置進行研究 。我長話短說——將分礦的大本造在離礦區4格的位置上,采集每塊礦的農民數增加到3個并進入飽和狀態,其采集效率比正常3格位置的情況要高,資源耗竭所需的時間也更短 。4格位置的弊端也很明顯,農民采礦得多走一格,那么你就需要更多的農民才能達到飽和,在此之前的收益肯定少于正常情況,將4格大本應用于早期分礦的方案絕對不可取 。
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,在下靈光一閃,突然想到一個好點子:如果戰斗打到中后期,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,達到飽和狀態所需的農民自然也就只有 6塊礦那么多;其次,你既然開了富礦,肯定不缺農民,大本剛建好就可以立即進入滿負荷運作狀態,每塊礦那一格距離所需要的一個額外農民不用再臨時補;最后,富礦采一次10點水晶,是普通礦的兩倍,大本遠了一格,而農民采一次還是10點不會少 。

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