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Priority of learnings for 1v1 in ZK

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Date Editor Before After
6/9/2016 8:26:04 AMAUrankSnuggleBass before revert after revert
Before After
1 Okay I'm going to adapt the list a bit, taking into account community input. 1 Okay I'm going to adapt the list a bit, taking into account community input.
2 \n 2 \n
3 I'm narrowing down the criteria so that operations are phrased in such a way that they are a behaviour of the player that can be contingent on gamestate. For instance, controlling large wreck fields is a very high priority, but players that prioritise them highly aren't going to be as strong as players that expand for instance. While controlling wreck fields is often a higher priority, when thought of in terms of which habits win games, expanding is a much higher priority habit to learn since it impacts every game from start until finish. 3 I'm narrowing down the criteria so that operations are phrased in such a way that they are a behaviour of the player that can be contingent on gamestate. For instance, controlling large wreck fields is a very high priority, but players that prioritise them highly aren't going to be as strong as players that expand for instance. While controlling wreck fields is often a higher priority, when thought of in terms of which habits win games, expanding is a much higher priority habit to learn since it impacts every game from start until finish.
4 \n 4 \n
5 I'll keep a spoilered version of each iteration of the list in the OP (so that the discussion makes sense), but only the current version will be unspoilered. 5 I'll keep a spoilered version of each iteration of the list in the OP (so that the discussion makes sense), but only the current version will be unspoilered.
6 \n 6 \n
7 99: Ensuring you have enough energy to spend metal 7 99: Ensuring you have enough energy to spend metal
8 98: Ensuring you have enough BP to spend metal 8 98: Ensuring you have enough BP to spend metal
9 96: Taking mexes that are in your territory 9 96: Taking mexes that are in your territory
10 - area mex tool 10 - area mex tool
11 95: Taking additional territory 11 95: Taking additional territory
12 90: Controlling the map if possible 12 90: Controlling the map if possible
13 90: Scouting if you have the opportunity 13 90: Scouting if you have the opportunity
14 90: Retreats micro 14 90: Retreats micro
15 80: Splitting the map in your favour 15 80: Splitting the map in your favour
16 80: Optimising your composition to better compare with your opponent's 16 80: Optimising your composition to better compare with your opponent's
17 75: Raiding if possible 17 75: Raiding if possible
18 75: Escalating your composition past raider when appropriate 18 75: Escalating your composition past raider when appropriate
19 75: Not committing to losing battles unecessarily 19 75: Not committing to losing battles unecessarily
20 74: Consolidating captured territory 20 74: Consolidating captured territory
21 70: Expanding or constantly building with commander 21 70: Expanding or constantly building with commander
22 70: Maintaining constructor productivity 22 70: Maintaining constructor productivity
23 70: Not trickling units (make sure they're together when they need to be) 23 70: Not trickling units (make sure they're together when they need to be)
24 70: Never leaving factory idle accidentally (otherwise known as using factory repeat) 24 70: Never leaving factory idle accidentally (otherwise known as using factory repeat)
25 - alt clicking units to manipulate repeat queue 25 - alt clicking units to manipulate repeat queue
26 69: Controlling large wreck fields 26 69: Controlling large wreck fields
27 68: Upgrading commander so that it has a weapon 27 68: Upgrading commander so that it has a weapon
28 65: Taking advantage of strong wind on maps that have it 28 65: Taking advantage of strong wind on maps that have it
29 65: Adding an additional factory in the mid-game 29 65: Adding an additional factory in the mid-game
30 65: Positioning commander in best position to be useful without losing him in 90% if cases 30 65: Positioning commander in best position to be useful without losing him in 90% if cases
31 60: Coordinating air and ground units simultaneously 31 60: Coordinating air and ground units simultaneously
32 55: Line moving units 32 55: Line moving units
33 45: Taking advantage of mountains for wind 33 45: Taking advantage of mountains for wind
34 45: Building geo-thermal plants when appropriate 34 45: Building geo-thermal plants when appropriate
35 43: Using terraform appropriately (to be expanded) 35 43: Using terraform appropriately (to be expanded)
36 40: Building moho when appropriate 36 40: Building moho when appropriate
37 35: Aggressive raider micro 37 35: Aggressive raider micro
38 30: Not building too much energy 38 30: Not building too much energy
39 20: Set target and target priorities 39 20: Set target and target priorities
40 15: Building fusion reactors when appropriate 40 15: Building fusion reactors when appropriate
41 8: Building Singus when appropriate 41 8: Building Singus when appropriate
42 5: Upgrading commander past the point of having a second weapon 42 5: Upgrading commander past the point of having a second weapon
43 2: Building storage 43 2: Building storage
44 2: Building more than two static defenses at the start of the game 44 2: Building more than two static defenses at the start of the game
45 0: Building ramps with which to launch roaches at opponents 45 0: Building ramps with which to launch roaches at opponents
46 \n 46 \n
47 \n 47 \n
48 To be added: 48 To be added:
49 - Area commands. 49 - Area commands.
50 - Overkill prevention. This is similar to tactical AI. I often see Racketeer fail to keep something disarmed because it is set to be efficient with its shots. 50 - Overkill prevention. This is similar to tactical AI. I often see Racketeer fail to keep something disarmed because it is set to be efficient with its shots.
51 - knowledge of states, armor, overdrive etc. 51 - knowledge of states, armor, overdrive etc.
52 -Keep retaking and rebuilding mexes. Mexes only take 30s to pay for themselves on most maps, so even if it seems contested, it's worth rebuilding.
53 -Move the commander as little as necessary, because it is slow and small losses of time add up.
54 - expand
55 - reclaim
56 - value defenses but don't ovebuild them
57 - make enough energy
58 - repair
59 \n
52 \n 60 \n
53 I don't really know how to approach adding these. I moved things around a bit. I expect to move things around a lot more, and to never achieve anything that everyone is truly happy with. But so long as the broad idea is refined then I think we'll end up with something useful. I'm thinking I want to move a lot of things down further still. ATM it's ordinal only, but that's not obvious. People could easily assume that line moving is more than 50% as important as expanding for instance, when it's really not. But I'll focus on getting them in order first, then perhaps think about representing them more in ratio. 61 I don't really know how to approach adding these. I moved things around a bit. I expect to move things around a lot more, and to never achieve anything that everyone is truly happy with. But so long as the broad idea is refined then I think we'll end up with something useful. I'm thinking I want to move a lot of things down further still. ATM it's ordinal only, but that's not obvious. People could easily assume that line moving is more than 50% as important as expanding for instance, when it's really not. But I'll focus on getting them in order first, then perhaps think about representing them more in ratio.