• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:55
CET 17:55
KST 01:55
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (March 2-8): ByuN overcomes PvT block0GSL CK - New online series13BSL Season 224Vitality ends partnership with ONSYDE20Team Liquid Map Contest - Preparation Notice6
StarCraft 2
General
GSL CK - New online series Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza Vitality ends partnership with ONSYDE How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game?
Tourneys
Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL 22 Map Contest — Submissions OPEN to March 10 BSL Season 22 battle.net problems
Tourneys
ASL Season 21 Qualifiers March 7-8 [Megathread] Daily Proleagues BWCL Season 64 Announcement [BSL22] Open Qualifier #1 - Sunday 21:00 CET
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread PC Games Sales Thread Path of Exile No Man's Sky (PS4 and PC) Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Mexico's Drug War Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
Formula 1 Discussion General nutrition recommendations 2024 - 2026 Football Thread Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
ONE GREAT AMERICAN MARINE…
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1888 users

Why protoss always underperforms on pro level? - Page 11

Forum Index > BW General
Post a Reply
Prev 1 9 10 11 12 13 22 Next All
TMNT
Profile Joined January 2021
3122 Posts
January 26 2025 11:26 GMT
#201
Why are you guys trying to argue over a few seconds of timing for the Nexus why the freaking elephant in the room is not addressed: what are you gonna do when the lings come from a 9 pool?

I mean, for example:
75 probes from 3 bases have just enough mining as 54 probes from six bases

Wtf is this supposed to mean as an in game strategy? what mode are you playing lol? No rushes before 10 min? This guy is like a troll but given the amount of calculations he put into this it doesn't seem like a troll so I dont know what it is haha.
iopq
Profile Blog Joined March 2009
United States1060 Posts
January 26 2025 11:47 GMT
#202
On January 25 2025 05:59 FlaShFTW wrote:
you're right, all the pros have never tried to cut more probes from their build ever. You've discovered the secret! You should switch to protoss to show all these bad pros how to do it



wut

pros make mistakes in builds all the time

people still go 12 hatch even though it doesn't gain anything over 11 hatch (since you don't delay any drones)

it's a minor thing, but you gain 5 minerals per each drone you produce from an 11 hatch since they are all 5 seconds faster, so if you make 10 drones 5 seconds earlier you just gain free 50 minerals which makes your third hatchery faster
mtcn77
Profile Joined September 2013
Turkey660 Posts
Last Edited: 2025-01-26 12:21:12
January 26 2025 12:21 GMT
#203
On January 26 2025 20:26 TMNT wrote:
Why are you guys trying to argue over a few seconds of timing for the Nexus why the freaking elephant in the room is not addressed: what are you gonna do when the lings come from a 9 pool?

I mean, for example:
Show nested quote +
75 probes from 3 bases have just enough mining as 54 probes from six bases

Wtf is this supposed to mean as an in game strategy? what mode are you playing lol? No rushes before 10 min? This guy is like a troll but given the amount of calculations he put into this it doesn't seem like a troll so I dont know what it is haha.

The fact that you don't understand six bases mining one probe per patch vs three bases mining three probes per patch both having the same mineral income - which is 3200 minerals per minute - gives me the grounds for having to explain it. You sure you play starcraft with all its intricate aspects before you criticize me for having tried my luck at explaining it?
Turrican
mtcn77
Profile Joined September 2013
Turkey660 Posts
Last Edited: 2025-01-26 14:15:13
January 26 2025 12:48 GMT
#204
On January 26 2025 16:05 QRCode wrote:
Bro don't be a number guy. The audio world is full of you and those guys are insufferable. Numbers don't get the big picture. You are coming up with total costs and taking them out of in game context. It's like comparing images in two different photographs, and trying to argue they should be switched. Doesn't make sense. Your numbers are not even right anyway, you keep saying Bisu got his nexus at 3:45, but I watched the game and he got it at ~2:55. The way he opened is pretty ideal, if you hope to have a standing army, tech fast, and establish map control, things which you say are good. Going nexus first is just not worth it because you will die to pool first builds, or need to make cannons early, which is not meta anymore. The tempo of the game is so tight right now that any wasted minerals for Protoss in the beginning is basically gg.

I wasn't aware of that, must have missed it by a year lol. Thanks for understanding my perspective. I got lost in the numbers, but was following the meta in my own way. I still liken Starcraft to those other games and like to verify the math. Truth be told, not even AI can replicate what humans do in starcraft, so it is still not fully mapped out.
PS: I didn't go out of my way and do a stunt against FE builds out of ignorance. I just wanted to say FE is not core meta and people make such false assumptions like bigger maps will strengthen 'FE' 12 Nexus and small maps will reinforce gate first openings #44 and #60 that I felt compelled to verify. Even there was a personal commentary #75 embellishing his FE corsair DT rush. So, even before myself and my erroneous ways showed up people were making these false assumptions and arguing for a patch to make two wrongs one right.
Turrican
TMNT
Profile Joined January 2021
3122 Posts
Last Edited: 2025-01-26 14:41:39
January 26 2025 14:40 GMT
#205
On January 26 2025 21:21 mtcn77 wrote:
Show nested quote +
On January 26 2025 20:26 TMNT wrote:
Why are you guys trying to argue over a few seconds of timing for the Nexus why the freaking elephant in the room is not addressed: what are you gonna do when the lings come from a 9 pool?

I mean, for example:
75 probes from 3 bases have just enough mining as 54 probes from six bases

Wtf is this supposed to mean as an in game strategy? what mode are you playing lol? No rushes before 10 min? This guy is like a troll but given the amount of calculations he put into this it doesn't seem like a troll so I dont know what it is haha.

The fact that you don't understand six bases mining one probe per patch vs three bases mining three probes per patch both having the same mineral income - which is 3200 minerals per minute - gives me the grounds for having to explain it. You sure you play starcraft with all its intricate aspects before you criticize me for having tried my luck at explaining it?

Everyone understands that. No need to even explain.

But it means jack shit if you can't protect 6 bases.

In the real game you can only have 3 bases because you can only afford to protect them.

So all your economical analytics means nothing.
QRCode
Profile Joined December 2024
United States36 Posts
Last Edited: 2025-01-26 17:49:44
January 26 2025 17:49 GMT
#206
"People make such false assumptions like bigger maps will strengthen 'FE' 12 Nexus and small maps will reinforce gate first openings"

What do you mean? You don't think a bigger map and more travel distance to being attacked helps when you want to expand so early? Or the opposite, having less distance between you and the enemy will help with your attacks?
mtcn77
Profile Joined September 2013
Turkey660 Posts
Last Edited: 2025-01-26 18:48:38
January 26 2025 18:37 GMT
#207
On January 27 2025 02:49 QRCode wrote:
"People make such false assumptions like bigger maps will strengthen 'FE' 12 Nexus and small maps will reinforce gate first openings"

What do you mean? You don't think a bigger map and more travel distance to being attacked helps when you want to expand so early? Or the opposite, having less distance between you and the enemy will help with your attacks?

Expanding early is only good when you can keep expanding and have map control, so you don't hand over the late game to the zerg. It is better to expand naturally, like fibonacci numbers. No base sooner than necessary, but no turtling thereafter. I schemed up a 62.5 minerals counter to see how long probes pay for themselves including their pylon cost. If you make 17 probes like those games mentioned earlier, no matter how soon you have fast expanded, newer probes take longer to fill their shoes to cover their 62.5 mineral cost. Such comparisons can be found on the fighting spirit mineral rates thread and ideal mining thoughts thread. You can make money, however your mineral counter rises slower than what you put into your base economy. Suppose 41 minerals per scv, taken from 2.8 scv density per patch(9 mineral patches). At 25 probes your probes take 1:31 minutes to pay themselves back when normal probes at 1/1 saturation take 60 seconds, even 48 seconds in boosted examples. In order to make up the time for the lost minerals, there might be a far fetched strategy(that only I can think of) to pace probes according to the supply count to never fall below natural scaling rate of previous probes. Those that mine less don't matter because after the initial minute they have already paid for their initial 62.5 minerals cost and actually provide to the protoss economy.
Likewise FE is only good because there are more 1/1 patches, but that can get totally screwed if you get boxed in. No moment in the game is the same. FE is just one of the instances to make more probes hit their target 60 second payback window. Apart from that, the economy does not matter. All that matters is map control and your initiative.
TL;DR: I went on this wild tangent to make new ground rules for economy to see in an instant how many probes you should be queueing from your nexuses and therefore always having surplus minerals to never fall behind zerg in the game.
I said before I had high hopes for the protoss. Even if a noob like me can surmise that protoss probes can harvest faster and nexuses can be setup cheaper, economy wise there should not be anything that puts the protoss at a disadvantage.
Turrican
TMNT
Profile Joined January 2021
3122 Posts
January 26 2025 19:30 GMT
#208
So your entire theory crafting is like saying if I make 5k per month I'll be able to have 100k in my bank account in 20 months. Nothing can stop me from getting rich.

Except that I forget I also have to pay rents, buy foods,...
mtcn77
Profile Joined September 2013
Turkey660 Posts
Last Edited: 2025-01-27 09:19:24
January 26 2025 19:52 GMT
#209
On January 27 2025 04:30 TMNT wrote:
So your entire theory crafting is like saying if I make 5k per month I'll be able to have 100k in my bank account in 20 months. Nothing can stop me from getting rich.

Except that I forget I also have to pay rents, buy foods,...

I think you are trying to change the topic.
PS: I'm trying to explain how you don't need FE. Unless you are changing your stance and suggesting rapid expanding after all, each nexus can make its own probes. According to how much time new probes harvest 62.5 minerals,
1.0 scvs/patch mined 59 minerals/scv per minute. > 63.6 seconds,
1.3 scvs/patch mined 54 minerals/scv per minute. > 69.4 seconds,
1.6 scvs/patch mined 50 minerals/scv per minute. > 75 seconds,
1.9 scvs/patch mined 47 minerals/scv per minute. > 79 seconds
2.2 scvs/patch mined 45 minerals/scv per minute. > 83.3 seconds,
2.5 scvs/patch mined 43 minerals/scv per minute. > 87.2 seconds,
2.8 scvs/patch mined 41 minerals/scv per minute. > 91.4 seconds,
3.1 scvs/patch mined 41 minerals/scv per minute. 91.4 seconds.

•9th scv could be stalled 4 seconds,

•12th scv could be stalled 8 seconds,

•14th scv could be stalled 12 seconds,

•17th scv could be stalled 12.5 seconds,

•20st scv could be stalled 17 seconds,

•22nd scv could be stalled 19 seconds,

•25th and later scvs could be stalled 20.5 seconds in each base.
PS2: I just noticed Impervious said in his ideal mining thoughts thread he didn't like fastest game time. Maybe he did his tests at fast which would increase his 59 mineral harvesting rate to - you guessed it - 68.9 minerals per scv. That would align with fighting spirit tests perfectly. I didn't rewrite the upper section, but estimated that it takes near the 12th consecutive probe that the probes start generating a surplus while you are probing. Will develop on this later.
Turrican
WombaT
Profile Blog Joined May 2010
Northern Ireland26339 Posts
January 26 2025 22:45 GMT
#210
On January 27 2025 03:37 mtcn77 wrote:
Show nested quote +
On January 27 2025 02:49 QRCode wrote:
"People make such false assumptions like bigger maps will strengthen 'FE' 12 Nexus and small maps will reinforce gate first openings"

What do you mean? You don't think a bigger map and more travel distance to being attacked helps when you want to expand so early? Or the opposite, having less distance between you and the enemy will help with your attacks?

Expanding early is only good when you can keep expanding and have map control, so you don't hand over the late game to the zerg. It is better to expand naturally, like fibonacci numbers. No base sooner than necessary, but no turtling thereafter. I schemed up a 62.5 minerals counter to see how long probes pay for themselves including their pylon cost. If you make 17 probes like those games mentioned earlier, no matter how soon you have fast expanded, newer probes take longer to fill their shoes to cover their 62.5 mineral cost. Such comparisons can be found on the fighting spirit mineral rates thread and ideal mining thoughts thread. You can make money, however your mineral counter rises slower than what you put into your base economy. Suppose 41 minerals per scv, taken from 2.8 scv density per patch(9 mineral patches). At 25 probes your probes take 1:31 minutes to pay themselves back when normal probes at 1/1 saturation take 60 seconds, even 48 seconds in boosted examples. In order to make up the time for the lost minerals, there might be a far fetched strategy(that only I can think of) to pace probes according to the supply count to never fall below natural scaling rate of previous probes. Those that mine less don't matter because after the initial minute they have already paid for their initial 62.5 minerals cost and actually provide to the protoss economy.
Likewise FE is only good because there are more 1/1 patches, but that can get totally screwed if you get boxed in. No moment in the game is the same. FE is just one of the instances to make more probes hit their target 60 second payback window. Apart from that, the economy does not matter. All that matters is map control and your initiative.
[b]TL;DR: I went on this wild tangent to make new ground rules for economy to see in an instant how many probes you should be queueing from your nexuses and therefore always having surplus minerals to never fall behind zerg in the game.
I said before I had high hopes for the protoss. Even if a noob like me can surmise that protoss probes can harvest faster and nexuses can be setup cheaper, economy wise there should not be anything that puts the protoss at a disadvantage1/b].

There are two ways this can go:

1. The new pair of eyes can find some new angle to revolutionise how a game is played. One that had a full professional scene for years, and probably cumulatively billions of hours of collective playtime from its entire player base over 2 decades and counting. Everyone has just missed this simple truth the entire time.

2. Convention is convention for good reason.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1154 Posts
Last Edited: 2025-01-27 02:53:52
January 27 2025 02:39 GMT
#211
The issue is that you are thinking about it wrong. As a toss you have to hit near exact timings constructed around what the zerg is doing, not around your own maximized income plan. If your timings are off you lose. Either quickly or slowly. In vacuum we can min-max probe counts and expansion timings. In actual game play vs a pro zerg we can not. Because the ultimate goal of the zerg is to defeat you. If you dont have exactly what is required to hold or defend something you lose. Just earlier I watched a rep of Bisu skipping out on 1 thing to maximize his income and just got ling flooded as a response and fell behind.
JDON MY SOUL!
Kyle8
Profile Joined October 2024
31 Posts
January 27 2025 02:43 GMT
#212
balance issues, but they'll probably ban me just for saying it
WombaT
Profile Blog Joined May 2010
Northern Ireland26339 Posts
January 27 2025 03:02 GMT
#213
On January 27 2025 11:43 Kyle8 wrote:
balance issues, but they'll probably ban me just for saying it

Will ‘they’ fuck lmao
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
January 27 2025 03:25 GMT
#214
It's simply because there aren't enough Man Toss anymore, time to man up boys.
AKA: TelecoM[WHITE] Protoss fighting
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1154 Posts
January 27 2025 04:10 GMT
#215
On January 27 2025 12:25 TelecoM wrote:
It's simply because there aren't enough Man Toss anymore, time to man up boys.

SnOw is the chosen one!
JDON MY SOUL!
FlaShFTW
Profile Blog Joined February 2010
United States10332 Posts
January 27 2025 16:18 GMT
#216
On January 27 2025 03:37 mtcn77 wrote:
Show nested quote +
On January 27 2025 02:49 QRCode wrote:
"People make such false assumptions like bigger maps will strengthen 'FE' 12 Nexus and small maps will reinforce gate first openings"

What do you mean? You don't think a bigger map and more travel distance to being attacked helps when you want to expand so early? Or the opposite, having less distance between you and the enemy will help with your attacks?

Expanding early is only good when you can keep expanding and have map control, so you don't hand over the late game to the zerg. It is better to expand naturally, like fibonacci numbers. No base sooner than necessary, but no turtling thereafter. I schemed up a 62.5 minerals counter to see how long probes pay for themselves including their pylon cost. If you make 17 probes like those games mentioned earlier, no matter how soon you have fast expanded, newer probes take longer to fill their shoes to cover their 62.5 mineral cost. Such comparisons can be found on the fighting spirit mineral rates thread and ideal mining thoughts thread. You can make money, however your mineral counter rises slower than what you put into your base economy. Suppose 41 minerals per scv, taken from 2.8 scv density per patch(9 mineral patches). At 25 probes your probes take 1:31 minutes to pay themselves back when normal probes at 1/1 saturation take 60 seconds, even 48 seconds in boosted examples. In order to make up the time for the lost minerals, there might be a far fetched strategy(that only I can think of) to pace probes according to the supply count to never fall below natural scaling rate of previous probes. Those that mine less don't matter because after the initial minute they have already paid for their initial 62.5 minerals cost and actually provide to the protoss economy.
Likewise FE is only good because there are more 1/1 patches, but that can get totally screwed if you get boxed in. No moment in the game is the same. FE is just one of the instances to make more probes hit their target 60 second payback window. Apart from that, the economy does not matter. All that matters is map control and your initiative.
TL;DR: I went on this wild tangent to make new ground rules for economy to see in an instant how many probes you should be queueing from your nexuses and therefore always having surplus minerals to never fall behind zerg in the game.
I said before I had high hopes for the protoss. Even if a noob like me can surmise that protoss probes can harvest faster and nexuses can be setup cheaper, economy wise there should not be anything that puts the protoss at a disadvantage.

First off, expanding early is not only good if you keep expanding. Expanding early opens up timing windows that are not afforded to you when you don't expand early. Examples like going 1 rax FE in TvP opens up more opportunities for early pushes compared to fact FE. The same is said with 14cc vs 1 rax fe vs fact FE in TvZ, especially in the context of mech play, where there's a huge difference in how the game feels/plays out when you go 14cc into 3 fact before ebay compared to even 1 rax FE where you can only get 2 facts before ebay to deal with muta. In none of these examples is Terran looking for a super fast 3rd base. In the context of PvZ, if Protoss early expands, they can afford more gateways faster, meaning Zerg can't just expand freely across the map, compared to if they don't expand earlier, their timings are later, meaning Zerg has more time to set up what you consider an invincible setup.

Finally, you still don't address the idea that, while each probe after 1 per patch loses efficiency, how a player is supposed to afford production from more gateways later in the game when they only have 1 probe per patch. Unless of course, your concept is: well, just make enough units to take another base then make probes to saturate that base 1 per patch when it's done, then you can afford more gates. The problem with this concept is: how do you afford the 3rd base when you can only afford like 4 gate production compared to the current meta of 8 gate production.

Like we've said constantly before, we'd love to see you play some games with your own theory in action and see how you do. Please post replays so we can track your progress and analyze the gameplay, because again, if you can figure this out, then maybe we'll see a new meta born. Until then, everything said here is pure theory and if you're not going to backup your theory with actual testing, then your words are empty.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
mtcn77
Profile Joined September 2013
Turkey660 Posts
Last Edited: 2025-01-28 12:15:29
January 28 2025 10:21 GMT
#217
On January 28 2025 01:18 FlaShFTW wrote:
Show nested quote +
On January 27 2025 03:37 mtcn77 wrote:
On January 27 2025 02:49 QRCode wrote:
"People make such false assumptions like bigger maps will strengthen 'FE' 12 Nexus and small maps will reinforce gate first openings"

What do you mean? You don't think a bigger map and more travel distance to being attacked helps when you want to expand so early? Or the opposite, having less distance between you and the enemy will help with your attacks?

Expanding early is only good when you can keep expanding and have map control, so you don't hand over the late game to the zerg. It is better to expand naturally, like fibonacci numbers. No base sooner than necessary, but no turtling thereafter. I schemed up a 62.5 minerals counter to see how long probes pay for themselves including their pylon cost. If you make 17 probes like those games mentioned earlier, no matter how soon you have fast expanded, newer probes take longer to fill their shoes to cover their 62.5 mineral cost. Such comparisons can be found on the fighting spirit mineral rates thread and ideal mining thoughts thread. You can make money, however your mineral counter rises slower than what you put into your base economy. Suppose 41 minerals per scv, taken from 2.8 scv density per patch(9 mineral patches). At 25 probes your probes take 1:31 minutes to pay themselves back when normal probes at 1/1 saturation take 60 seconds, even 48 seconds in boosted examples. In order to make up the time for the lost minerals, there might be a far fetched strategy(that only I can think of) to pace probes according to the supply count to never fall below natural scaling rate of previous probes. Those that mine less don't matter because after the initial minute they have already paid for their initial 62.5 minerals cost and actually provide to the protoss economy.
Likewise FE is only good because there are more 1/1 patches, but that can get totally screwed if you get boxed in. No moment in the game is the same. FE is just one of the instances to make more probes hit their target 60 second payback window. Apart from that, the economy does not matter. All that matters is map control and your initiative.
TL;DR: I went on this wild tangent to make new ground rules for economy to see in an instant how many probes you should be queueing from your nexuses and therefore always having surplus minerals to never fall behind zerg in the game.
I said before I had high hopes for the protoss. Even if a noob like me can surmise that protoss probes can harvest faster and nexuses can be setup cheaper, economy wise there should not be anything that puts the protoss at a disadvantage.

First off, expanding early is not only good if you keep expanding. Expanding early opens up timing windows that are not afforded to you when you don't expand early. Examples like going 1 rax FE in TvP opens up more opportunities for early pushes compared to fact FE. The same is said with 14cc vs 1 rax fe vs fact FE in TvZ, especially in the context of mech play, where there's a huge difference in how the game feels/plays out when you go 14cc into 3 fact before ebay compared to even 1 rax FE where you can only get 2 facts before ebay to deal with muta. In none of these examples is Terran looking for a super fast 3rd base. In the context of PvZ, if Protoss early expands, they can afford more gateways faster, meaning Zerg can't just expand freely across the map, compared to if they don't expand earlier, their timings are later, meaning Zerg has more time to set up what you consider an invincible setup.

Finally, you still don't address the idea that, while each probe after 1 per patch loses efficiency, how a player is supposed to afford production from more gateways later in the game when they only have 1 probe per patch. Unless of course, your concept is: well, just make enough units to take another base then make probes to saturate that base 1 per patch when it's done, then you can afford more gates. The problem with this concept is: how do you afford the 3rd base when you can only afford like 4 gate production compared to the current meta of 8 gate production.

Like we've said constantly before, we'd love to see you play some games with your own theory in action and see how you do. Please post replays so we can track your progress and analyze the gameplay, because again, if you can figure this out, then maybe we'll see a new meta born. Until then, everything said here is pure theory and if you're not going to backup your theory with actual testing, then your words are empty.

Let me see the ups and downs of my math first. For instance, I figured nonstop probing starting from scratch, a single probe does not raise an economy until the 13th probe is started. Probing nonstop with 4 probes like in the starting position, make a return after the 9th probe is started, meaning you would have a higher economy until the 9th probe if you didn't make any probes which indicates an inverse economy that enables a 4 pool rush.
Like I said I want to sort out the ins and outs of the economy and find where the opportunities lie. These might be basic, but I want to lay out the whole economy tree when to start when to stop making probes. After all, good games, either macro oriented games, or micro oriented games like the 4 pool, build upon good economy.
PS: my early tests with making bases from a single probe demonstrate;
•9 SCVs: -1,547332857 - I'm losing minerals,
•12 SCVs: 2,361872234 - I'm gaining minerals,
•14 SCVs: 1,860399886 - I'm gaining minerals,
•17 SCVs: 3,185123583 - I'm gaining minerals,
•20 SCVs: 3,823084222 - I'm gaining minerals,
•22 SCVs: 2,763149521 - I'm gaining minerals,
•25 SCVs: 4,349133812 - I'm gaining minerals,
•28 SCVs: 5,267775539 - I'm gaining minerals. I still haven't figured how this translates, it should be the time gained, or lost to mine one SCV's cost. It should be the mining output in a 12,6 second period, but it still doesn't translate according to my expectations.
Turrican
kogeT
Profile Joined September 2013
Poland2041 Posts
Last Edited: 2025-01-28 12:50:59
January 28 2025 12:50 GMT
#218
Didn't read the thread, but what about the argument that Protoss player population is the biggest? Both T and Z get much more practice vs P than P gets practice vs T and Z. This should, in macro perspective, result in T>Z>P as terran is only 25% of player base.
https://www.twitch.tv/kogetbw
Bonyth
Profile Joined August 2010
Poland595 Posts
January 28 2025 14:18 GMT
#219
on the contrary, with the biggest protoss player population u have the biggest chance to have most S-ranks, champions, bonjwas etc
TMNT
Profile Joined January 2021
3122 Posts
January 28 2025 15:18 GMT
#220
On January 28 2025 21:50 kogeT wrote:
Didn't read the thread, but what about the argument that Protoss player population is the biggest? Both T and Z get much more practice vs P than P gets practice vs T and Z. This should, in macro perspective, result in T>Z>P as terran is only 25% of player base.

At pro level they practice with selected partners so this rule (if true) doesn't apply at all.
Prev 1 9 10 11 12 13 22 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 7h 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 437
elazer 217
Rex 74
StarCraft: Brood War
Britney 26983
Calm 4570
Hyuk 1263
Larva 248
Snow 161
Soma 132
Dewaltoss 98
hero 92
ggaemo 84
Aegong 56
[ Show more ]
Backho 42
Shine 26
sSak 23
scan(afreeca) 22
Free 21
IntoTheRainbow 20
yabsab 20
Rock 18
GoRush 12
910 11
NotJumperer 10
Dota 2
Gorgc8272
qojqva1508
monkeys_forever143
Counter-Strike
fl0m2935
Other Games
FrodaN1519
B2W.Neo1089
DeMusliM313
Hui .180
Fuzer 156
QueenE101
XaKoH 86
ceh961
Trikslyr56
C9.Mang047
Organizations
Dota 2
PGL Dota 2 - Secondary Stream13328
PGL Dota 2 - Main Stream7748
Other Games
gamesdonequick1304
BasetradeTV242
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 63
• poizon28 45
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix9
• Michael_bg 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis6548
• TFBlade1171
Other Games
• Shiphtur77
• imaqtpie20
Upcoming Events
PiGosaur Cup
7h 5m
GSL
17h 5m
WardiTV Team League
19h 5m
The PondCast
1d 17h
WardiTV Team League
1d 19h
Replay Cast
2 days
Replay Cast
3 days
CranKy Ducklings
3 days
RSL Revival
3 days
WardiTV Team League
3 days
[ Show More ]
uThermal 2v2 Circuit
4 days
BSL
4 days
Sparkling Tuna Cup
4 days
RSL Revival
4 days
WardiTV Team League
4 days
BSL
5 days
Replay Cast
5 days
Replay Cast
5 days
Wardi Open
5 days
Monday Night Weeklies
6 days
WardiTV Team League
6 days
Liquipedia Results

Completed

ASL Season 21: Qualifier #2
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.