That's off of memory.
Maximum # of Worker per se - Page 2
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Rock_Lee[Z]
Canada34 Posts
That's off of memory. | ||
Casper...
Liberia4948 Posts
On November 13 2004 15:43 BigBalls wrote: 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 i've tested it scv/probe returns linear to worker count up to around 20 workers (800/minute) drones return about 680/16 workers but it evens out at around 21/22 workers | ||
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IntoTheWow
is awesome32275 Posts
I think zerg is the race in which you actually have to specifically measure your drone count. | ||
LOcDowN
United States1015 Posts
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LOcDowN
United States1015 Posts
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worst.player
625 Posts
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Locked
United States4182 Posts
On November 13 2004 17:24 worst.player wrote: Why would you ever stop making workers? More workers = more expos = more money = more gateways = more wins. ... thats a pretty dumb question... what if you don't have enough expos to make use of all your workers.. your equation is correct except the first part more workers != more expos making more workers does not give you more expos making expos gives you more expos, for which you need more workers for. | ||
Rock_Lee[Z]
Canada34 Posts
On November 13 2004 16:41 Casper... wrote: i've tested it scv/probe returns linear to worker count up to around 20 workers (800/minute) drones return about 680/16 workers but it evens out at around 21/22 workers What map? I think it depends a lot on what map, how many mineral patches and how close they all are. I think we can all assume that the minerals were as close as possible in a normal base but what map was it? | ||
Locked
United States4182 Posts
On November 13 2004 17:39 Rock_Lee[Z] wrote: What map? I think it depends a lot on what map, how many mineral patches and how close they all are. I think we can all assume that the minerals were as close as possible in a normal base but what map was it? like 90% of legit maps have the same mineral lines.... 8 patches arranged in a curve that minimizes the distance between the base and the mins. of course he probably used LT but i'd atleast assume it was 8 patches. | ||
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Empyrean
16992 Posts
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Catyoul
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France2377 Posts
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NeverTheEndlessWiz
Singapore827 Posts
On November 13 2004 17:52 This-is-not-a-smurf wrote: It's because you must balance your larvae. If you power too hard, you won't have enough Zerglings and will be run over. Conversely, if you have too many lings, you won't have a good economy. Zerg has the hardest macro for this reason, to master. plus zerg units are more cheaper in terms of minerals most of the time =P | ||
yeehaw
San Marino888 Posts
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Day[9]
United States7366 Posts
What i mean by that is that anymore workers than 36 won't increase the rate of money collection I can work out the set of integrals for it if you REALLY REALLY wanted to ;p takes a while but, hey, i am a serious friggin nerd ;P | ||
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IntoTheWow
is awesome32275 Posts
On November 13 2004 17:24 worst.player wrote: Why would you ever stop making workers? More workers = more expos = more money = more gateways = more wins. Because sometimes you may want to get a little less of workers to get more units or a faster tech. You get the edge out fo your economy at a particular time you want. Like for example a 3 rax rush vs a zerg. You won have enought money early game for units from 3 raxes + depots. | ||
AMDme
84 Posts
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ahk-gosu
Korea (South)2099 Posts
On November 13 2004 16:38 Rock_Lee[Z] wrote: I remember reading somewhere (I think Tsunami's strategy guide?) that it is best to have at least 2.5 miners to a mineral pile but it was then suggested that Zerg has at least 1.5 per mineral pile to be able to make use of larvae. That's off of memory. hmm yea thats what i thought the larva. i remembered that long time ago before brood war, people used to be able to mass hydras off of 1 or 2 hatcheries and make a huge number. but now you need atleast 3. i knew it wasnt the cost for the drone. | ||
ahk-gosu
Korea (South)2099 Posts
the only time you really stop is if your becoming a bit short on cash while your massing up or if you want a certain tech or building or unit. also obviously i wouldnt make workers when im trapped in my base. rule of thumb for me is whenever my eyes pass my main building, or if my screen passes it, i make a worker or 2. in my expo i make about 7 for minerals and 3 for gas after i transfer 12 from my main. i try to have more workers in my main than my others. seems that my static defense placement is good so no one attacks my main. they go for my expos. building placement for toss is so strange. 3 or 2 nicely placed gateways can create such a burden for zergs. | ||
MiniRoman
Canada3953 Posts
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Empyrean
16992 Posts
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