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On September 13 2020 19:54 Anc13nt wrote:MiningDoesn't the Saturation table in this article kind of go against the idea of diminishing mineral returns for each scv beyond 1 scv per mineral saturation? In a mineral field with 9 patches, it appears every 2 scvs after 9 scvs yields 78 minerals per minute (so 39 minerals per minute for each scv) up to 27 scvs, after which additional scvs do not change total minerals per minute. In other words, it seems like there is a constant marginal return on total minerals per minute starting from the 10th scv to the 27th scv. The liquipedia entry agress with what I mentioned earlier, saying "Total mineral mining rate increases at a linear rate up to 1.0x saturation, then at an approximately linear (but slower) rate up to 3.0x saturation." Perhaps someone could try to test it again. I would like to know if this is true because it is very counter-intuitive and it does have some implications on strategy too. The main thing I'm thinking about is that it might make sense to maynard more workers than expected so your bases mine out more evenly. For instance, if you are doing an 8 gate PvZ on FS and your main and natural are running low on minerals while your third has just finished, you may want to maynard as many probes as possible (up to 27 at most because the third has 8 mineral patches and a gas) while maintaining 1 probe per mineral saturation in your natural and main. This will help you mine out more evenly as your main and natural will mine out later so you will have a more stable mineral income for longer period of time than if you maynarded fewer probes to the third. One might've been reluctant to do this before knowing this information because they feared that they wouldn't mine as many minerals per minute but in theory, the total minerals mined per minute wouldn't be any different. Lost mining time.
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On September 14 2020 09:56 Jealous wrote:Show nested quote +On September 13 2020 19:54 Anc13nt wrote:MiningDoesn't the Saturation table in this article kind of go against the idea of diminishing mineral returns for each scv beyond 1 scv per mineral saturation? In a mineral field with 9 patches, it appears every 2 scvs after 9 scvs yields 78 minerals per minute (so 39 minerals per minute for each scv) up to 27 scvs, after which additional scvs do not change total minerals per minute. In other words, it seems like there is a constant marginal return on total minerals per minute starting from the 10th scv to the 27th scv. The liquipedia entry agress with what I mentioned earlier, saying "Total mineral mining rate increases at a linear rate up to 1.0x saturation, then at an approximately linear (but slower) rate up to 3.0x saturation." Perhaps someone could try to test it again. I would like to know if this is true because it is very counter-intuitive and it does have some implications on strategy too. The main thing I'm thinking about is that it might make sense to maynard more workers than expected so your bases mine out more evenly. For instance, if you are doing an 8 gate PvZ on FS and your main and natural are running low on minerals while your third has just finished, you may want to maynard as many probes as possible (up to 27 at most because the third has 8 mineral patches and a gas) while maintaining 1 probe per mineral saturation in your natural and main. This will help you mine out more evenly as your main and natural will mine out later so you will have a more stable mineral income for longer period of time than if you maynarded fewer probes to the third. One might've been reluctant to do this before knowing this information because they feared that they wouldn't mine as many minerals per minute but in theory, the total minerals mined per minute wouldn't be any different. Lost mining time.
that is something i haven't considered. also, in my example, it can be abused by lurker drops at the 3rd. I don't think it's anything groundbreaking but I can still see it being used advantageously sometimes.
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Is there a premier Korean language site where pro level players write articles and/or discuss modern bw? Getting interested in learning some Korean and being able to read/translate such a site would be a fun goal.
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On September 14 2020 20:20 Chameleon wrote: Is there a premier Korean language site where pro level players write articles and/or discuss modern bw? Getting interested in learning some Korean and being able to read/translate such a site would be a fun goal.
Not exactly what you are asking but ygosu : https://www.ygosu.com/community/st1 has some interesting things. But it s more like tl
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any place where i can find the 111 build? didnt find it on liquipedia... or probably just searching wrong
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to quote bhindt: Thanks, man!
Oh, when it sais on iloveooves 111 at 14 search - its scouting right?
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You're welcome.
Has to be that, scouting, yes.
As I wrote in that old post, definitelly also check out lemmata's first post right below the OP. The further explanations in there are invaluable to play this build successfully.
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On September 15 2020 12:53 WGT-Baal wrote:Show nested quote +On September 14 2020 20:20 Chameleon wrote: Is there a premier Korean language site where pro level players write articles and/or discuss modern bw? Getting interested in learning some Korean and being able to read/translate such a site would be a fun goal. Not exactly what you are asking but ygosu : https://www.ygosu.com/community/st1 has some interesting things. But it s more like tl thanks this is great!
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Is there a reason Deserts and Ice tile maps aren't popular in the pro scene? I noticed through all of the ASL's there are only like 5 or 6 of them total.
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On September 18 2020 04:36 Ganynn wrote: Is there a reason Deserts and Ice tile maps aren't popular in the pro scene? I noticed through all of the ASL's there are only like 5 or 6 of them total. Ice strains the eyes.
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TLADT24917 Posts
On September 18 2020 04:36 Ganynn wrote: Is there a reason Deserts and Ice tile maps aren't popular in the pro scene? I noticed through all of the ASL's there are only like 5 or 6 of them total. They used avalon for a short period of time (before ASL though, in 2014/15 if I recall properly), but as mentioned above, due to eye strain. Not sure why Desert tiles aren't used though, but ice tiles are pretty rough on the eyes.
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can a defiler plague itself? See video below (spoiler ASL10 Ro.24 Day5)
+ Show Spoiler +
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On September 22 2020 06:26 tankgirl wrote:can a defiler plague itself? See video below (spoiler ASL10 Ro.24 Day5) + Show Spoiler +
Liquidpedia: "Defilers cannot self-target with Plague and are immune to their own Plague, but will be infected by another Defiler's Plague, even if it belongs to the same player."
https://liquipedia.net/starcraft/Plague
So each individual Defiler has its own flavor of plague-bacteria, lol. And they physically can't puke the shit on themselves, lel.
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How do you beat goliath timings in ZvT?
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You make mutalisks with +1 carpace
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On September 28 2020 18:48 kogeT wrote: You make mutalisks with +1 carpace bullshit
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Depends what you mean by goliath timings. Goliath timings isn't a build. Traditionally you use hydralisks. But I've seen mass mutas work sometimes on streams. You can try making lots of sunkens, but you may struggle afterwards. Making lings can work for small numbers of goliaths. l've seen lurkers work too, since T will rarely have detection ready and will be deterred by small numbers of lurkers.
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On September 27 2020 22:34 MapleLeafSirup wrote: How do you beat goliath timings in ZvT? Mech builds tend to start with a rather weak phase, take a while to build up, and then crawl across the map rather slowly. From what I've seen, against goliaths it's not only about your composition but also how well you play the mobility- and buying-time-game (and hitting the right timing to go into mass unit production obviously, as usual with Zerg). There is not really a "simple answer" to how you do that but here are some suggestions:
For instance, if you opt to go for mutas first, then you have to get a feeling for how long you can be a real threat inside the Terran's base while he is still bound to stay home and produce more goliaths. If you watch some good Zerg streams, you see that there are pretty subtle decisions going on about finding gaps to snipe a few SCVs, where to just show your mutas to lure his goliaths away, and such. How well you do in this phase can have a huge impact on how well the rest of the game will go for you. Then, when Terran has enough gols and dares to move out, for a while, you can keep harrassing and back-stabbing him because if you commit to this, he cannot really move all his goliaths across the map and rely only on his reinforcements to defend. If you do this right, you can force him to turn around once or twice, waste money on turrets, buying yourself more time to grow a bigger economy and army. Then, when he's really ready to move out, you have to make decisions like: Does he go for my natural or is he going for my expansions? Should I fortify a place heavily with sunkens? Should I let one expo die, but make him walk all the way there and meanwhile take another one far away? Or can I pump out enough hydras in time and go for a pincer-attack or a counter-attack because the map allows for it? Later on when he has added tanks, you have to make the call whether it's better to surprise him with mass muta because he didn't keep up in the gol production (and you don't see valks/science vessels yet) or if mass hydra is the better choice (as long as no hive tech is available).
tl;dr Check out this thread maybe: https://tl.net/forum/bw-strategy/525298-how-the-fuck-do-i-beat-mass-goliath For example L_Master's post on page one, but there is more good advice further below.
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