too many devourers
I’ve been watching the replays of Steamhammer’s losses in AIIDE 2017 against its lowest-scoring opponents. I reason that if A beats B nearly every time, then a weakness which causes A to lose to B must be a severe weakness that I should fix.
Steamhammer scored 105-5 against Overkill in this tournament. The losses were all due to the same basic strategy blunder, teching too fast and not making enough mutalisks. One loss was an interesting one that taught me something: It involved making too many devourers.
Here’s the game. Steamhammer played its turtle opening, which it was set to do 1% of the time in ZvZ. (It’s a weak opening, but it is played rarely and it poses challenges that some bots can’t meet, so I don’t mind.) Meanwhile, Overkill also turtled, on 2 bases instead of 1 but with fewer drones.
As in the other losses, Steamhammer spent on zerglings and on teching to hive when it should have been making mutalisks. Overkill flew over, killed a lot of drones—then left for no apparent reason. Overkill was ahead, but Steamhammer could recover. Mistakes like that may explain how Overkill scored so poorly. Steamhammer still didn’t feel like making many mutas, but it did add scourge and morphed a greater spire, which (since it was behind and had already invested in a hive) was reasonable.
Steamhammer started morphing its mutas into devourers. It can’t catch up in mutalisks, so it was a good try to turn the game around. But as I watched, I realized there was a flaw in the strategy logic: It wanted to morph all the mutalisks and go straight devourer. The unit mix is declared as mutalisk + devourer, but because of how gas accounting works, the strategy boss preferred to turn gas-heavy mutas into mineral-heavy devourers.
Overkill finally moved out when it was maxed, with 72 mutalisks. Steamhammer had 20 devourers and 4 mutalisks, plus a fleet of scourge. Now, devourers are support units. They don’t do much damage; their benefit is that they splash acid spores which reduce the enemy’s attack rate and increase the damage taken, and to get the benefit you need fast-attacking units to deal the damage. Because acid spores only stack up to 9, it is not likely that 20 devourers will ever be useful, and definitely not if you fly them around in a group. I guess that about 6 devourers would have been best, certainly not more than 9.
The battle was hilarious. The devourers fought well enough, apparently not harmed by the known bugs, and instantly stacked their purple goop up to the limit of 9 on every Overkill mutalisk that appeared. Devourers are tough, and Overkill’s mutas had their attacks slowed, so the the devourers took a long time to die. But with only 4 mutalisks to deal damage, even though the damage per shot was 9+9 + 3+9 + 1+9 = 40 (spread over 3 enemies with mutalisk bounce) Overkill’s losses were minor.
The ultralisk cavern you can see in the picture was useless. Steamhammer never made an ultra. It shouldn’t have wanted to.
In the next version I’ve taken measures. Steamhammer tries to make more units, techs more moderately, and limits the number of devourers.

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