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Worker mining micro - Page 2

Forum Index > Brood War Strategy
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tKd_
Profile Joined February 2005
United States2916 Posts
October 27 2006 08:16 GMT
#21
I think it matters to the point where you can avoid a zealot rush with a second to spare or get a faster 4 pool/5 pool timing, but this is only theory. think of why people do 11 pool over 12 pool. isn't this the same concept?
RaiZ
Profile Blog Joined April 2003
2813 Posts
Last Edited: 2006-10-27 08:16:53
October 27 2006 08:16 GMT
#22
I don't agree with you hertzz sorry but it's not important, i just hope skyglow2 will have his vod though >_<
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Alborz
Profile Blog Joined March 2006
Canada1551 Posts
October 27 2006 08:17 GMT
#23
no difference fo sho
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
October 27 2006 08:17 GMT
#24
On October 27 2006 17:08 gg_hertzz wrote:
guys, it's not that important. The majority of progamers do not do it, and more importantly, the majority of progamers who've won titles don't do it. Therefore, it doesn't matter.


Bahhhhhhhhhhhhhhh! Please listen: I just want to see it in a vod or something, I don't care whether or not its effective. Thats not the aim of this thread, and if you want to discuss its effectiveness please make a new thread.
zobz
Profile Joined November 2005
Canada2175 Posts
October 27 2006 08:31 GMT
#25
way to kill the thread.
"That's not gonna be good for business." "That's not gonna be good for anybody."
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2006-10-27 08:59:19
October 27 2006 08:56 GMT
#26
This seems to be something one could easily check up on by oneself (as far as doing the action of playing like this). Also the question is why would you want to see it if its not worth it. I'd suggest putting a R in the tag if your seeking something like this. Maybe post in broodwar section.
| www.ArtofProtoss.vze.com |
dream-_-
Profile Blog Joined April 2006
United States1857 Posts
October 27 2006 09:24 GMT
#27
if you yell at your workers they will mine faster.
DruggedMarine
Profile Joined July 2006
79 Posts
October 27 2006 09:28 GMT
#28
Leave skyglow alone guys. I love how he ends up finding cute little tricks like this such as the "magical box" and the cute barrax+supply depot wall against the zealot rush. Maybe if u guys will just do as he wants(he doesn't care whether it works or not, he's doing it becuz he's interested and what's so bad about finding little tricks like this)he can find anotehr cute trick for all of us! :D
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
October 27 2006 09:39 GMT
#29
On October 27 2006 17:56 Knickknack wrote:
This seems to be something one could easily check up on by oneself (as far as doing the action of playing like this). Also the question is why would you want to see it if its not worth it. I'd suggest putting a R in the tag if your seeking something like this. Maybe post in broodwar section.


Yeah its partly my fault. [R] is a good idea.
racebannon
Profile Joined January 2004
Canada1225 Posts
October 27 2006 09:46 GMT
#30
pro's kill their own workers to scare the others into mining faster
when they really get to know you they will run
micronesia
Profile Blog Joined July 2006
United States24752 Posts
October 27 2006 10:24 GMT
#31
I'm having trouble imagining controlling workers that much especially later in the game. Hell sometimes I have a probe pop out of my nexus and idle for 5-10 seconds only several minutes into the game..
ModeratorThere are animal crackers for people and there are people crackers for animals.
Chill
Profile Blog Joined January 2005
Calgary25991 Posts
October 27 2006 10:31 GMT
#32
On October 27 2006 17:08 gg_hertzz wrote:
guys, it's not that important. The majority of progamers do not do it, and more importantly, the majority of progamers who've won titles don't do it. Therefore, it doesn't matter.


If that was true, any of the multitude of innovations we've seen happen in Brood War would not matter. Sometimes things have to catch on.

I agree; I don't think always sending workers to the closest patch really matters. I just don't agree with your logic against it.
Moderator
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2006-10-27 10:51:20
October 27 2006 10:50 GMT
#33
I always do that.


If a worker is mining on an awkwardly positioned mineral i also try to relocate it after he returns his minerals.
BlueLaguna on West, msg for game.
NonYold
Profile Joined April 2004
United States2814 Posts
October 27 2006 11:22 GMT
#34
On October 27 2006 17:08 gg_hertzz wrote:
guys, it's not that important. The majority of progamers do not do it, and more importantly, the majority of progamers who've won titles don't do it. Therefore, it doesn't matter.


hahaha

but seriously, let the tl.net strat forum retain some dignity
tae
Profile Joined September 2006
United States101 Posts
October 27 2006 11:28 GMT
#35
Im not sure which game it was but I was watching the Group A reps from the WCG06 rep pack and I saw oov take his scvs off gas after building his factory and put them back on about 15 sec later if memory serves.

I had never seen/heard of this before, but if the macro master oov did it, I bet he has the ratio of cost effectiveness of workers mining different resources at different times with respect to what units he is producing down to an art.

oov macro
They see me trollin, Im hatin, they hopin that they gon catch me writin dirty...
gg_hertzz
Profile Blog Joined January 2004
2152 Posts
October 27 2006 12:03 GMT
#36
On October 27 2006 19:31 Chill wrote:
Show nested quote +
On October 27 2006 17:08 gg_hertzz wrote:
guys, it's not that important. The majority of progamers do not do it, and more importantly, the majority of progamers who've won titles don't do it. Therefore, it doesn't matter.


If that was true, any of the multitude of innovations we've seen happen in Brood War would not matter. Sometimes things have to catch on.

I agree; I don't think always sending workers to the closest patch really matters. I just don't agree with your logic against it.


mining the closest patch is an idea that has been around a long time. I remember entertaining that idea 3 years ago. I'm sure progamers have thought about it, but there is obviously a reason why 99.99% of them don't bother.
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
October 27 2006 16:52 GMT
#37
I'm surprised nobody has mentioned this. This is actually really important to a position like 10 on Luna where 2 of the mineral patches mine "slowly."

Why do these two minerals mine more slowly than the others? It's because the natural path the peon takes to it is slower than if it mined at a different angle to the mineral patch. Haven't you guys noticed that when a worker returns at a 45 degree angle it turns RIGHT back really fast without pausing? But when it comes back down vertically it pauses a little and then goes back? 30 degree returns are by FAR the slowest returning speed for a peon. The bottom left patch is naturally returned at a 30 degree and it is VERY slow. That is why all progamers build a supply depot or something to alter it to make sure it goes horizontally.

If you guys didn't know, every unit it StarCraft moves in 16 directions. But some directions for peons return slower than others. Do be precise, anything 30 degrees away from a horizontal or vertical will be a slowed down return. Sometimes bad mineral patches will even have an SCV go one way and change directions and that slows down the return quite a bit, unless it's straight and then 45 degrees, that's good.

[image loading]


There's different spots a mineral can be mined at, the bottom left corner, somewhere inbetween, a little closer to the next corner, the bottom right corner. Next time you play alone or are bored and are bored when observing a game, try mining the mineral patch at different spots and see the different speeds the peon will return at.
Do your best, God will do the rest.
superjoppe
Profile Joined December 2004
Sweden3685 Posts
October 27 2006 17:52 GMT
#38
Nice information jkillashark!
Can you somehow choose which one of them the peon will take?
For example on rushhour, at 3clock, the second from highest mineralpatch, my probes always take the weirdest way there, taking much more time than the other patches.
So can you actively choose somehow, for example by telling it to mine from somewhere else, making it taking another route to the minerals?
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
October 27 2006 18:09 GMT
#39
On October 28 2006 01:52 jkillashark wrote:
I'm surprised nobody has mentioned this. This is actually really important to a position like 10 on Luna where 2 of the mineral patches mine "slowly."

Why do these two minerals mine more slowly than the others? It's because the natural path the peon takes to it is slower than if it mined at a different angle to the mineral patch. Haven't you guys noticed that when a worker returns at a 45 degree angle it turns RIGHT back really fast without pausing? But when it comes back down vertically it pauses a little and then goes back? 30 degree returns are by FAR the slowest returning speed for a peon. The bottom left patch is naturally returned at a 30 degree and it is VERY slow. That is why all progamers build a supply depot or something to alter it to make sure it goes horizontally.

If you guys didn't know, every unit it StarCraft moves in 16 directions. But some directions for peons return slower than others. Do be precise, anything 30 degrees away from a horizontal or vertical will be a slowed down return. Sometimes bad mineral patches will even have an SCV go one way and change directions and that slows down the return quite a bit, unless it's straight and then 45 degrees, that's good.

[image loading]


There's different spots a mineral can be mined at, the bottom left corner, somewhere inbetween, a little closer to the next corner, the bottom right corner. Next time you play alone or are bored and are bored when observing a game, try mining the mineral patch at different spots and see the different speeds the peon will return at.


I thought it was common knowledge that the left 2 patches mined slower on Luna 11 oclock position. What I'm talking about when I refer to worker mining micro is not really this but actually keeping the 4 or so closest patches mined constantly which is taking worker micro a bit farther than just correcting the mining of "crappy" patches.
Manifesto7
Profile Blog Joined November 2002
Osaka27157 Posts
October 27 2006 18:17 GMT
#40
I will dig up the VOD if I can find it, it was a long time ago though.
ModeratorGodfather
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