archive by month
Skip to content

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.

massive purple goop

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.

Trackbacks

No Trackbacks

Comments

Antiga / Iruian on :

Late in zvz, pros build maybe 5-9 devours only , then plague / defilers are considered as a better supporting tech choice after that.

Jay Scott on :

Just what I was thinking. In the game: When you’re outnumbered that much, scourge are no use. Steamhammer should have spent most of its gas on mutalisks. And it desperately needed red goop to go with the purple—that could have been enough to save the game. Of the 3 big fixes needed, I implemented only 1; I set a devourer limit of 9. So much to do!

krasi0 on :

I would be interested to know how you came up with the damage formula: 9+9 + 3+9 + 1+9. Those 4 * 9 must be the each one of the 4 mutalisks taking a shot, right? What about + 3 + 1 and what's with the displayed ordering of those numbers?

Jay Scott on :

Mutalisk bounce damage is 9 for the direct shot, 3 for the first bounce, 1 for the second bounce. Acid spores increase the damage done by each hit by 1 for each acid spore, up to a max of 9. So with 9 acid spores, the direct shot does 9+9, the first bounce does 3+9, etc. Of course each hit lands on a different target, but I totaled it up. Acid spores hurt!

MicroDK on :

Sounds like devourers are the default support unit for mutas! :D

Jay Scott on :

Yeah, if it is late game and your opponent went mass air, then you want devourers or defilers, or devourers and then defilers. Defilers are more powerful but take longer to get and need to consume stuff.

Jay Scott on :

By the way, there is a famous game Stork (P) versus GGPlay (Z) on Andromeda, from 2008, where Stork went corsair-reaver into carriers and GGPlay countered with both devourers and defilers. It’s a long game with almost all units and abilities. I think it is one of the great games of all time. https://www.youtube.com/watch?v=cNauKqRDDm4

Add Comment

E-Mail addresses will not be displayed and will only be used for E-Mail notifications.

To prevent automated Bots from commentspamming, please enter the string you see in the image below in the appropriate input box. Your comment will only be submitted if the strings match. Please ensure that your browser supports and accepts cookies, or your comment cannot be verified correctly.
CAPTCHA

Form options

Submitted comments will be subject to moderation before being displayed.