.. okay, I'm sorry, but this actually really bugs me, so I'm going to become that guy again for a moment. So yeah -- sorry.
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Alright, let me pull up a direct list since this seems to be coming directly into question. Lets ignore the tiered upgrades for a second since that really only boils down to three of them, and even without further additions they can currently be scouted.Puppetbones wrote:So now to the scouting issue: yes scouting is easier in sc2 then in CC but I don't think it's as unfruitful as you say it is.Not exactly. For example if I see penta burst I can be pretty sure money is being invested in laser damage, not kinetics. That can be countered. Although it could be my enemy is bluffing and actually going kinetics. There is sort of a mind reading element there. And some of the other things you mentioned - hardened shields, energy production, can be deduced. If you click on the enemy BC, you can see hull, shields, and energy (and roughly the rate of change in energy). Let's say I am playing my proposed version and I were to see (via shields number) that the enemy has well upgraded fusion core, a little bit of hull upgrades, and while scouting their resource mining I see that they have high miner/chomper count and relatively moderate amount ofwhytedragon wrote:hardened shields? Essentially invisible. Energy Production? Essentially invisible. BC laser damage? Essentially invisible.and
mined, I can assume they are lacking in hardened shields, repair bots, probably dont have utility tier upgrades, etc. I could be wrong but it's likely a correct assumption...
Upgrades Visible By Scouting
- Fusion Core (BC, x6)
- Improved Hull (BC, x??)
--- - Reinforced Hull (Small Ships, x8)
- Enhanced Thrusters (Small Ships, x4)
--- - Yamato Cannon (BC)
Upgrades Visible Upon Usage
- Kinetics (BC)
- Kinetics Tracking (BC, x3)
- Triple Burst (BC)
- Penta Burst (BC)
- Broadsides (BC)
- Engine Boost (BC)
- Warp (BC)
- Tractor Beam (BC)
- Iron Curtain (BC)
- Energy Transfers (BC, Choice)
--- - Mining Scan (Miner)
- Plasma Leech (Wraith, Can be Hard to See)
- Photon Condenser (Corevette)
- Quantum Leech (Destroyer)
- Chroniton Torpedoes (Destroyer)
- Core Overdrive (Chomper)
- Gravitic Pulse (Chomper)
--- - Missiles (BC, x??)
- Hanger Bay (Small Ships x12)
Upgrades That Are Mostly Invisible
- Kinetics Damage (BC, x5)
- Laser Damage (BC, x10)
- Enhanced Stabilizers (BC, x5)
- Dialectric Sensor Recovery (BC)
- Hardened Shields (BC, x4)
- Nanobot Miniaturization (BC, x3)
--- - Improved Mining Laser (Miner, x6)
- Wraith Damage (Wraith, x4)
- Corvette Damage (Corvette, x5)
- Photon Rush (Corvette)
- Mine Damage (Minelayer, x5)
- Upgrade Quantum Bombardment (Destroyer, x4)
- Vessel Energy Upgrade (Small Ships, x3)
There are essentially 18 (5 Unique) upgrade levels you can truly 'scout out' on your own merit. And only 3 unique ones actually belong to the BC, while one of them hardly even counts as an upgrade and the other is pretty much never even used until you have everything else.
There are 31 (17 Unique) technical upgrade levels you might get a glimpse at if the other team lets you. In reality, 4 of them overlap in terms of scouting potential meaning you can only really get a glimpse at 14 sets of them. In reality, a lot of these you may not even get the chance to see before it makes the difference required to swing the game, especially since so many of them actually belong to the unique factor. And, most importantly, a lot of them are very niche.
And then there are 56 (13 Unique) upgrade levels that are pretty much invisible, since you won't be able to get a good grasp over due to how quickly they resolve. And moreover, among these, they include all of the damage dump upgrades in the game which are used with a high frequency.
The vast majority falls under pretty much impossible or pointless to attempt scouting visually. Even the ones you can scout visually are difficult to.
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Assuming that someone has not invested into kinetics because they have penta feels bizarre to me. It's a 70r upgrade with no real prerequisites -- it's a convenient entry level battle mechanic for the battlecruiser with a low preparation cost, and comes fast.
I also do not understand why when a team mines Yellow and Blue, you seem to suggest that they should be lacking in both hardened shields and repair bots -- BOTH are yellow and blue upgrades. I feel like it's an unrealistic assumption to to draw it off, especially considering the nature of scaling costs. The issue is the term 'moderate' is vague -- it's hard to determine ratios like you can in SC2 since the number of miners you can invest into your two geysers is, at best, 6. Moreover, even if you can estimate the rough change in energy, I severely doubt you're going to be able to peg the fine differences between +140 energy per second and +160 energy per second when you're literally forced off the information in less than a half second.
SO. With all of this in mind, do you really think that you can accurately manage to pin point the number of available resources they've invested based upon the number of missing asteroids in their fields while simultaneously calculating the rate of which their energy grows in order to determine the number of small ships they've used in order to powerdock while also calculating their level of hardened shields by observing the damage dealt by a wraith laser and also tallying their invested small ship hull and energy production?
Because if you can you're wasting your talents. Go become a world class mathematician and change the world!
Sure, you can utilize the rate of which your own team mines as a rough reference, but there are so many issues with that -- mining rates of a team aren't comparable due to the varying skill levels of miner and chomper users. It's just not possible to make those sorts of estimations, which would be required for you to make the kind of guestimates you were in your quote.
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... okay, finished. Sorry for the rant.
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