2008-05-01, 13:36:36
On Bounty-Control
1 Preface
This rather short guide focuses’ on the control of anyones own bounty, more precisely I try to find an answer to the question when should I and how can I get my bounty lower when I’m about to die. I’ll present a, in my opinion quite smart, way to do this, which isn’t easy to be used well and which only a few players have in their arsenal of moves. This should be seen as my first attempt to bring a part of my playing style into theory and might have mistakes in maths or general thoughts, so keep your reading critical.
2 Basics
The basic bounty formula for tanks is:
(1) (125 + ( Tankcosts / 65)) * ( ( Kills + 80 ) / ( Deaths +80 ) )
For example a Demolisher with 0-0 stats and Multi Bow has a tankcost of 3000, 0 kills and 0 deaths:
(2) (125+ (3000/65))*((0+80)/(0+80)) = ~171.15
It’s quite evident that the only variable we are able to control or at least manipulate in our favor is the tankcost. We can manipulate kills and deaths as well to keep the bounty lower, but the effect is rather negative, because we either get less money (less kills) or we give our opponent more money (more deaths). Both are not appreciated, so we have to focus on the tankcost. The basic rule we learn from the bounty formula is not “the more items we have, the higher our bounty is”, it’s rather “the more items we have in our inventory when dying, the higher our bounty is”, so we can use this fact to lower our bounty by dropping weapons right before we die. This is the main thesis analyzed in this article, but we have to ask ourselves in which situations it is the correct move to drop weapons (I’ll use weapons in the text synonymous with items).
Let’s see the effect of dropping the Multi Bow in our mentioned example: A Demolisher with 0-0 stats has a Tankcost of 1900, 0 Kills and 0 Deaths:
(3) (125+ (1900/65))*((0+80)/(0+80)) = ~154.32
If we drop our multi bow we deny our enemy 171.15-154.32 = 16.83 (17) gold. This seems to be quite low, a bit higher than 1 marine-creep, but we want to play well, so we need to use small edges. Lets check out a mid game scenario: A Heavy Tank with 8-1 stats and Fire Arrows. Tankcost is 9000, 8 kills and 1 death.
(4) (125+ (9000/65))*((8+80)/(1+80)) = ~286.22
With a drop of the Fire Arrows:
(5) (125+ (5500/65))*((8+80)/(1+80)) = ~227.73
The difference is now 286.22-227.73 = 58.49 (58) gold. As you can see our expected saved value gets higher with the amount of kills and the gold cost of weapons we drop. 58 gold is quite something, as if you die 5 times saving 58 gold each time your opponent gets gold close to 4 times killing you.
3 When to drop
As I showed the weapon drop can save you gold (deny your opponent gold), but there are several aspects to be known concerning the “when to drop”. There are several rules which we have to take care of:
*Of course you shouldn’t drop weapons when the chance you die is zero or quite low, so you have to guess the chance you’ll die.
*As you could see (2) and (3) we saved in this situation approximately one creep in gold. So if we could kill 1 creep instead of dropping the weapon in this situation we got a small positive expected value since our opponent gets +17 gold, while we get for example +25 from the creep we kill, so we got +8 total. If we are able to kill more creeps the value increases with the higher amount. If we can kill the opponent tank its even better. If the weapon we drop is more expensive the amount of creeps we need to kill increases (see (4) and (5)). We have to guess our chances to kill creeps/tanks correctly to be able to adept our behavior to the situation correctly. The only way learning that is by playing and analyzing replays/situations in replays to get kind of feeling for the hp, positions…
*After dropping the weapon we have to get it again, so the weapon has to be at a position we can safely and fast drive to, like close to a control point, or in mid near our towers. If the weapon is far away the opponent can stop us from getting it back and it will need more time (and as the value saved might not be too big it could be too much time to make our drop have positive value: for example we saved +58 gold by dropping, but while we drive to our weapon we could have killed 15 creeps which are worth more. Of course this has to be seen different if another player from your team can kill the 15 creeps (and there are exactly 15, not more) while you get your weapon.
Summary of points which show you when you should drop your weapon:
- You’ll be dead quite certainly
- No or only few creeps around you
- No or very small chance of killing your opponent
- You can reach your weapon easily and fast
At the end I want to show you the thoughts on one situation which occurs quite often:
Let’s check our “rules”:
- You’ll be dead quite certainly: True, the demolisher is level 2 which means level 1 artillery shot, which will kill us.
- No or only few creeps around you: True, there are only allied creeps and enemy tanks.
- No chance of killing your opponent: True
- You can reach your weapon easily: True if we drop our weapon on the way to our control point (approximately where I made the red circle, could be a bit more out of the direct way to the cp to increase or chance of dodging the artillery shot, but it should be not too far away from the control point.
Let’s see how much gold we can save here:
(6) (125+ (3000/65))*((0+80)/(0+80)) = ~171.15
(7) (125+ (800/65))*((0+80)/(0+80)) = ~137.30
= 171.15 – 137.3 = 33.85 (34)
Similar situations occur against demolishers quite often, where the weapon dropping can be used more frequently.
I hope you can learn just a bit from this article. Please mention any critics, especially mistakes in thought or maths. I’d also appreciate you to post screenshots of situations in which you are not sure if you should drop the weapon or not, to analyze it together.
1 Preface
This rather short guide focuses’ on the control of anyones own bounty, more precisely I try to find an answer to the question when should I and how can I get my bounty lower when I’m about to die. I’ll present a, in my opinion quite smart, way to do this, which isn’t easy to be used well and which only a few players have in their arsenal of moves. This should be seen as my first attempt to bring a part of my playing style into theory and might have mistakes in maths or general thoughts, so keep your reading critical.
2 Basics
The basic bounty formula for tanks is:
(1) (125 + ( Tankcosts / 65)) * ( ( Kills + 80 ) / ( Deaths +80 ) )
For example a Demolisher with 0-0 stats and Multi Bow has a tankcost of 3000, 0 kills and 0 deaths:
(2) (125+ (3000/65))*((0+80)/(0+80)) = ~171.15
It’s quite evident that the only variable we are able to control or at least manipulate in our favor is the tankcost. We can manipulate kills and deaths as well to keep the bounty lower, but the effect is rather negative, because we either get less money (less kills) or we give our opponent more money (more deaths). Both are not appreciated, so we have to focus on the tankcost. The basic rule we learn from the bounty formula is not “the more items we have, the higher our bounty is”, it’s rather “the more items we have in our inventory when dying, the higher our bounty is”, so we can use this fact to lower our bounty by dropping weapons right before we die. This is the main thesis analyzed in this article, but we have to ask ourselves in which situations it is the correct move to drop weapons (I’ll use weapons in the text synonymous with items).
Let’s see the effect of dropping the Multi Bow in our mentioned example: A Demolisher with 0-0 stats has a Tankcost of 1900, 0 Kills and 0 Deaths:
(3) (125+ (1900/65))*((0+80)/(0+80)) = ~154.32
If we drop our multi bow we deny our enemy 171.15-154.32 = 16.83 (17) gold. This seems to be quite low, a bit higher than 1 marine-creep, but we want to play well, so we need to use small edges. Lets check out a mid game scenario: A Heavy Tank with 8-1 stats and Fire Arrows. Tankcost is 9000, 8 kills and 1 death.
(4) (125+ (9000/65))*((8+80)/(1+80)) = ~286.22
With a drop of the Fire Arrows:
(5) (125+ (5500/65))*((8+80)/(1+80)) = ~227.73
The difference is now 286.22-227.73 = 58.49 (58) gold. As you can see our expected saved value gets higher with the amount of kills and the gold cost of weapons we drop. 58 gold is quite something, as if you die 5 times saving 58 gold each time your opponent gets gold close to 4 times killing you.
3 When to drop
As I showed the weapon drop can save you gold (deny your opponent gold), but there are several aspects to be known concerning the “when to drop”. There are several rules which we have to take care of:
*Of course you shouldn’t drop weapons when the chance you die is zero or quite low, so you have to guess the chance you’ll die.
*As you could see (2) and (3) we saved in this situation approximately one creep in gold. So if we could kill 1 creep instead of dropping the weapon in this situation we got a small positive expected value since our opponent gets +17 gold, while we get for example +25 from the creep we kill, so we got +8 total. If we are able to kill more creeps the value increases with the higher amount. If we can kill the opponent tank its even better. If the weapon we drop is more expensive the amount of creeps we need to kill increases (see (4) and (5)). We have to guess our chances to kill creeps/tanks correctly to be able to adept our behavior to the situation correctly. The only way learning that is by playing and analyzing replays/situations in replays to get kind of feeling for the hp, positions…
*After dropping the weapon we have to get it again, so the weapon has to be at a position we can safely and fast drive to, like close to a control point, or in mid near our towers. If the weapon is far away the opponent can stop us from getting it back and it will need more time (and as the value saved might not be too big it could be too much time to make our drop have positive value: for example we saved +58 gold by dropping, but while we drive to our weapon we could have killed 15 creeps which are worth more. Of course this has to be seen different if another player from your team can kill the 15 creeps (and there are exactly 15, not more) while you get your weapon.
Summary of points which show you when you should drop your weapon:
- You’ll be dead quite certainly
- No or only few creeps around you
- No or very small chance of killing your opponent
- You can reach your weapon easily and fast
At the end I want to show you the thoughts on one situation which occurs quite often:
Let’s check our “rules”:
- You’ll be dead quite certainly: True, the demolisher is level 2 which means level 1 artillery shot, which will kill us.
- No or only few creeps around you: True, there are only allied creeps and enemy tanks.
- No chance of killing your opponent: True
- You can reach your weapon easily: True if we drop our weapon on the way to our control point (approximately where I made the red circle, could be a bit more out of the direct way to the cp to increase or chance of dodging the artillery shot, but it should be not too far away from the control point.
Let’s see how much gold we can save here:
(6) (125+ (3000/65))*((0+80)/(0+80)) = ~171.15
(7) (125+ (800/65))*((0+80)/(0+80)) = ~137.30
= 171.15 – 137.3 = 33.85 (34)
Similar situations occur against demolishers quite often, where the weapon dropping can be used more frequently.
I hope you can learn just a bit from this article. Please mention any critics, especially mistakes in thought or maths. I’d also appreciate you to post screenshots of situations in which you are not sure if you should drop the weapon or not, to analyze it together.