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Active: 13201 users

Maximum # of Worker per se

Forum Index > Brood War Strategy
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LOcDowN
Profile Joined February 2003
United States1014 Posts
Last Edited: 2004-11-13 06:08:30
November 13 2004 06:06 GMT
#1
I'm specifically looking for the # of maximum worker per mineral line (8 patches in LT). People often don't find themselves keeping track of the # of SCV per base, and I don't think this has been posted yet.

Also is there also a rate of speed or rate of mineral collection difference between an scv, a drone, and a probe?

If you're knowledgeable please answer, if you're just going to bullshit please dont even try.
Casper...
Profile Joined October 2002
Liberia4948 Posts
November 13 2004 06:09 GMT
#2
drones mine slowest by like 11% or something if reduced, but once saturated they mine the same
it's because they turn around slower than other workers
JAM THE FUCKER!
LOcDowN
Profile Joined February 2003
United States1014 Posts
November 13 2004 06:12 GMT
#3
Also, when I say the maximum # of worker per mineral line, I'm looking for the highest efficiency rate for mineral collection. If you're knowledgeable please post, newbies please read & learn...and don't hit the post button.

Thanks.
LOcDowN
Profile Joined February 2003
United States1014 Posts
Last Edited: 2004-11-13 06:25:25
November 13 2004 06:14 GMT
#4
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
Last Edited: 2004-11-13 06:44:38
November 13 2004 06:32 GMT
#5
I produce scv's whole game and then i redistribute them to my expansions.I have never needed to count my scv's.You must just feel it.I only look at my minerals and i see :
a) I have enough scv's
b) I dont have enough scv's
So again you must just feel it not cont every single scv.
Nick Cave & the Bad Seeds
ares01256
Profile Joined March 2004
United States355 Posts
November 13 2004 06:34 GMT
#6
never stop making miners = best
i think all miners mine at the same speed
Freedom costs a buck o five
LOcDowN
Profile Joined February 2003
United States1014 Posts
November 13 2004 06:35 GMT
#7
That's nice sundance, but I'm specifically looking for an estimated value.
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
November 13 2004 06:40 GMT
#8
There is no estimated value that was my point.
Nick Cave & the Bad Seeds
LOcDowN
Profile Joined February 2003
United States1014 Posts
November 13 2004 06:43 GMT
#9
There alway is a range.
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 13 2004 06:43 GMT
#10
Then someone test it.

Ive been wanting to do this for a long time but never got around to it.

Ive been thinking that my macro is stronger midgame than almost all other players because i play with a low amount of workers

if an optimal amount of workers per base could be found, then people could perhaps save hundreds of minerals that would be better spent on other things
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
LOcDowN
Profile Joined February 2003
United States1014 Posts
November 13 2004 06:47 GMT
#11
It is easy to say when it "feels" right you can stop the production or send them workers elsewhere. However, with everything in life, there is an average ratio of specificity involved. Anyway, I appologize if this thread is somewhat vague.
LeJester
Profile Joined July 2003
United States211 Posts
Last Edited: 2004-11-13 06:51:58
November 13 2004 06:49 GMT
#12
I believe the maximum number is about 2.5 workers per patch. I've never tested it myself but I know people who have, and thats the number they came up with.
No seriously, Im not kidding.
LOcDowN
Profile Joined February 2003
United States1014 Posts
November 13 2004 06:49 GMT
#13
Maybe it's best to ask Iloveoov.
karelen
Profile Joined October 2003
Sweden2407 Posts
November 13 2004 06:52 GMT
#14
ask NTT
zzzzzz
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
November 13 2004 06:52 GMT
#15
Pros don't count their workers (at least T and P pros).They just feel if they have enough workers.You can see in FP vods where zerg player count drones at early stage of game.He want only ensure if he have at least 12 drones per base (when he exp to his nat).After that stage of game there are only two degrees for them : thy have enough drones in that particular base or the dont have enough drones in that base.That's how i see it.
Nick Cave & the Bad Seeds
LOcDowN
Profile Joined February 2003
United States1014 Posts
November 13 2004 06:58 GMT
#16
Asking NTT would probably spike the optimal value.
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
Last Edited: 2004-11-13 07:06:29
November 13 2004 07:04 GMT
#17
And btw BW is not W3 where these exact numbers exist.As a Human you need 5 peons to mine gold and (i dont know if i remeber it right) 8 peons to mine lumber.If you watch W3 reps you'll see every pro use exactly same numbers of peons for each job.
Nick Cave & the Bad Seeds
Gryffindor_us
Profile Blog Joined November 2002
United States5606 Posts
November 13 2004 07:20 GMT
#18
I came up with a formula for T v P. Basically I decided that it was about 18 workers per mineral line was in my opinion most efficient.
Remember 11-12-04. 이윤열 ~. |||| ZerO, IriS, JangBi, Stork, BackHo! Mah Jae Yoon is no longer a feared entity.
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 13 2004 07:32 GMT
#19
i have wondered this
why do zerg players make only about 12 workers for their minerals in their main?
isnt it more efficient to make more?
Micro.Macro.Scouting.Harassment.
ItchReliever
Profile Joined April 2004
2489 Posts
November 13 2004 07:37 GMT
#20
On November 13 2004 16:32 ahk-gosu wrote:
i have wondered this
why do zerg players make only about 12 workers for their minerals in their main?
isnt it more efficient to make more?


more is better but most times you can't afford to power that hard
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