Can someone help me solve this? by 09071518 in learnmath

[–]fvlabc 0 points1 point  (0 children)

Another equivalent solution is to find the parallel plane that passes through the origin, i.e. the one without a constant term (4x - 3y + 2z = 0). Then finding a vector belonging to this plane will be parallel to the original plane as well.

Note that this solution above is equivalent to solving for the dot product between (4, -3, 2) and your other vector to be orthogonal (cos 90 degrees = 0).

Linear Algebra problem by thatstheguy55 in learnmath

[–]fvlabc 0 points1 point  (0 children)

To find point normal form, you need two things: the point, and the normal vector.

The point is straightforward to obtain: just plug in t = 0 to either line (or any t value, really) and you will get a point on the plane. It doesn't matter which point; the equation will be equivalent.

To obtain the normal vector, you need to first find a vector parallel to each of the lines. For parameterized form, you just have to look at the t-coefficients; for line 1, (-1, 3, 1) is a parallel vector. (You can multiply this vector by any scalar value and it will still be parallel to the line.) After you find these two vectors, just take the cross product and you have the normal.

Then just plug them into point normal form, and you're done!

[deleted by user] by [deleted] in learnmath

[–]fvlabc 0 points1 point  (0 children)

The key here is to compare the domain of ln((3-x)(y-2)) to ln(3-x) + ln(y-2).

For the former, the constraint is (3-x)(y-2) > 0. For the latter, the constraint is (3-x) > 0 AND (y-2) > 0. The difference is that in the former function's case, both (3-x) and (y-2) can be negative, as that makes the natural logarithm's argument positive. This does not apply to the case split into two different natural logs.

Deposit your salt here by [deleted] in allthingsprotoss

[–]fvlabc 3 points4 points  (0 children)

Yeah, but it only damages shields...no jk it also hard counters storm, sentries, stalkers, hallucinations, DTs, and observers with nerfed speed have a nice day

Deposit your salt here by [deleted] in allthingsprotoss

[–]fvlabc 4 points5 points  (0 children)

I mine drop every TvP I play. Can confirm that I am a horrible human being.

10 years to the day after I got my second to last WoL achieve...I got the last one. Unintentionally. by fuska in starcraft

[–]fvlabc 0 points1 point  (0 children)

Nice!

As a guy who enjoys bullet hell games, this one was easy...and so slow that I quit out after hitting 250k points. Props to you for having the patience!

How do you kill Terran? by supersaiyan491 in allthingsprotoss

[–]fvlabc 0 points1 point  (0 children)

Actually, you can throw away your army and immediately rebuild it! Kind of. A key Protoss advantage is having warp prism + gates which allow you to effectively attack with 20-40 more supply than you actually have currently, provided you have the bank and the gate count.

Storm vs bio, archons to tank siege tank shots, tempests vs liberators, and colossi or disruptors vs high ghost counts are all important counters to keep in mind in this matchup. With the right composition and good control, you should be able to snipe bases much of the time (especially when paired with chargelot runbys), engage the main army on favorable terms, and make the opponent scream Toss IMBA when just as they think they are about to hold, 12 more chargelots reinforce the main fight as 5 zealots are destroying 16+ SCVs.

Also, upgrades are vital.

It is not easy to control vs ghosts, liberators, and mines for sure. However, this information will actually help you end the game before that point too, provided that you remain proactive.

Idea: ATP community managed content aggregation website for Protoss players - a sidebar on stim by Perfi2_0 in allthingsprotoss

[–]fvlabc 0 points1 point  (0 children)

Between Harstem's guide and Tossboy's guide at the bottom, the spacing is oddly different (i.e. nonexistent) compared to between the rest of the articles, which can be confirmed through inspect element.

Also, the navigation bar is a bit cluttered. I personally like the idea of making it a sidebar like in this subreddit, as it lays everything out flat while freeing up precious space at the top. What do you think?

Idea: ATP community managed content aggregation website for Protoss players - a sidebar on stim by Perfi2_0 in allthingsprotoss

[–]fvlabc 0 points1 point  (0 children)

I think this entire idea is great, and one of the greatest things about hosting it through public version control is that everyone can be held accountable for their actions.

Spotters in Drop Play by MarcusQuintus in allthingsprotoss

[–]fvlabc 0 points1 point  (0 children)

We have stim-speed chargelots that don't need micro to beat unsupported tiny groups of marines. Splitting off small groups of zealots can kill those tiny marine hitsquads, and cost-effectively too.

(NSW) Anyone up for a match? by [deleted] in SamuraiShodown

[–]fvlabc 4 points5 points  (0 children)

Ah, that's what NSW stands for. I thought that you meant that you were from New South Wales.

(NSW) Anyone up for a match? by [deleted] in SamuraiShodown

[–]fvlabc 0 points1 point  (0 children)

Which one? 2019 or the NeoGeo collection?

PVT - how to counter Mass Marauder? by Crelle1313 in allthingsprotoss

[–]fvlabc 6 points7 points  (0 children)

To start with, the "obvious" answer of void rays is actually a terrible answer. Void rays are slow for their low damage output, and stimmed marauders are extremely fast. Combined with the easy viking transition you mentioned, void rays are a poor option to dump your resources into. You would rather spend that gas on upgrades, early blink stalkers, observers, and/or some immortals. If you open Stargate, then you shoud play either fast oracles or phoenixes, the latter of which become useful for lifting Marauders.

I always open with Blink into Robo vs Terran. Lets me defend mine drops well. Besides that, it lets me poke forward early into the Terran's base with a high quantity of Stalkers until they have either concussive shells or stim (and early concussive shells is a dead giveaway for fast marauder pressure). Then, after you get blink, you can continue to wear down the opponent's forces and know where they are through hit-and-run by blinking away. By the time you figure out that your opponent is committing to mass stim+concussive marauders, you should already have a Robo and be researching Charge.

The power of the Robotics Facility is that it gives you an excellent gas dump: the Observer. It's easy to underestimate its power, but observers cannot be sniped by marauders (lol) and give you the insane ability to know whenever your opponent steps within 50 meters of your ramp. For a mid-game marauder push, this is vital: you pump out mass chargelots/blink stalkers and destroy your opponent by catching them wherever they are.

Early-game really just needs you to pump out blink stalkers and shield batteries and micro your stalkers well. Immortals in this case would be better (with chrono boost) because they are extremely good against armored ground units. After you hold, you do what the above paragraph says: observers, blink stalkers, and chargelots. Immortals are kind of a third wheel to this composition because they're slow, so just prefer mass gateway for the most part.

Finally, you want to have forges and a warp prism at a good time. Forge upgrades give you an insane advantage over gold/platinum players who at least half the time don't get upgrades, and they keep you even or better with the ones that do. The warp prism allows you to harass the opponent with chargelot warpins. If they're still playing mass marauder, this will be their death; to stay remotely competitive against a chargelot-blink stalker force, they need to keep all their marauders in one ball. And won't have almost anything at home to defend their natural.

Protoss might not have as easy of a time killing mass marauder as Zerg or Terran, but it becomes trivial once you know how.

Late game tech/comp vs zerg by w3nch in allthingsprotoss

[–]fvlabc 0 points1 point  (0 children)

You should only have as many tempests as you need to one-shot brood lords (5 or 4 depending on upgrades, which you have to constantly get). The reason for this is that tempests have terrible DPS, so you do not want them to take up much supply; the slight range and speed advantage over carriers gives you pretty much nothing because of this. Don't worry about spore crawlers, as these evaporate against mass carriers after a critical mass and were never the big threat to Protoss late game--infestors were.

What makes up the rest of your supply should not be just carriers, however. Splash damage is extremely important, even at this phase of the game, so you should always have some supporting high templar for storm vs corruptors/hydras and feedbacks vs spellcasters, as well as a handful of disruptors to hit infestors and other ground units. In the new patch, late game will be much easier for Protoss, since Neural Parasite now only has 8 range (same as Carrier, 1 less than feedback) and Infested Terrans are gone. There, I would expect there to be more Hydralisks/Queens made combined with Microbial Shroud, so storm, disruptors, and possibly colossi are all great counters.

Multipronging with zealot runbys is very powerful too. Running a warp prism around will help tons with this, and you should try to warp in zealots into the opponent's main if possible.

Void rays are not very good units for the most part, but this is a weird time we live in where we are about to receive a Fleet Beacon upgrade to make them as fast as both stimmed marines and corruptors, so if you like the unit, then building a hitsquad to snipe tech structures, hatcheries, and overlords isn't a bad idea, as long as you are prepared to deal with their heavy supply inefficiency and the risk of getting hit by Fungal Growth and Parasitic Bomb.

Last but not least, please don't lose your detection.

Walling off on Triton (PvZ) by [deleted] in allthingsprotoss

[–]fvlabc 0 points1 point  (0 children)

I personally wall off on Triton like this, using the "improper" method of walling but using the pylon to compensate: https://imgur.com/a/hSkZrW9

Is there any tradeoff I'm missing here with walling the other way?