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Locust vs aa analyse

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when Locusts brawl vs AA (pure damage vs hp)

define brawl value (dps*hp) (BV) of a cluster of units, whose amont determines win lose directly

define brawl factor square (BF_sq) is that a cluster of units cost C has BV = BF_sq*Cost*Cost

BF_sq = dps/Cost * hp/Cost

define (standard) brawl factor is BF = sqrt(BF_sq)

so BV = (BF*Cost)^2

A unit with Cost/BF_A vs B unit with cost Cost/BF_B draw when brawl, we say brawl ratio of unit A,B is BF_A:BF_B

brawl factor: Locust 1.0082, Gremlin 1.5996, Toad 1.4257, Tarantula 1.1638, Ettin 1.1224, Reaver 2.2406, Razor 2.3877, Stardust 3.7344.

glaive 2.3907, trident 0.8606, raptor 1.1055.

assume brawl ratio Locust vs AA is 1:1.4

Assume locust has overwelming speed, so that:

AA must spread evenly across the front line, which is normally map width.

Locusts attacks and pass thorugh AA range immediately so we dont calculate damage that AA can done before locust attack.

AA range can affect how much AA can attack Locusts.

When rich ( players expanded enough and have frontline):

1 unit is 512 elmo(iirc) ( width x height of map's description).

assume typecal AA range 900

for width 14 map, when locusts attack, only (900*2) / (14*512) ~= 0.25 of AA unit can actually attack locusts.

So overall locust advantage ratio is Locust vs AA 2.85:1. You must cost 2.85x locust value on AA to defent them properly.

This calculation varies depends on map width, the wider the map the more advantage air have.

This calculation didnt take riots in count, which only affects when locust want to attack a regular army.

And the calculation may not be correct.

When expanding:

assume players expands as a circle, they need AA forces to cover then edge of circle.

define expand cost: cost they need to spend on army to protect area / area

more idea is required
+1 / -0
3 hours ago
What in the Lobstermatics.
+0 / -0