• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:51
CET 11:51
KST 19:51
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
SC2 All-Star Invitational: Jan 17-1819Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises2Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
OSC Season 13 World Championship WardiTV Mondays $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
I would like to say something about StarCraft A cwal.gg Extension - Easily keep track of anyone BGH Auto Balance -> http://bghmmr.eu/ (UMS) SWITCHEROO *New* /Destination Edit/ What monitor do you use for playing Remastered?
Tourneys
SLON Grand Finals – Season 2 [BSL21] Non-Korean Championship - Starts Jan 10 [Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Awesome Games Done Quick 2026! Stormgate/Frost Giant Megathread Mechabellum
Dota 2
Official 'what is Dota anymore' discussion
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI 12 Days of Starcraft
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1872 users

Questions about DT builds

Forum Index > Brood War Strategy
Post a Reply
WinstonBlack
Profile Joined September 2022
14 Posts
Last Edited: 2022-09-14 09:00:25
September 14 2022 08:12 GMT
#1
Hey guys, new BW player here, and I came up with a few questions looking at the builds in TL's strategy sections:

1) 2 Gate DT

Is it an oversight that there is no Probe scout timing mentioned here? I'm 90% sure it is, because a related build for PvT (This one) shows the Probe scout, but I thought maybe because of the very all-in nature it's on purpose that this one doesn't scout and you just go "oh well if they hardcounter me I lose anyway", so I wanted to make sure

2) Also related to that, is there a specific "priority list" for that PvP build that tells you in which order to get the next steps after you got your Nat Nexus up (Storm, HTs, additional gates, and I assume also a Robo for Obs?) or is that too much dependant on the gamestate?

3) This is more of a general question, but at the beginning of the game my apm aren't yet good enough to split the Probes to different mineral patches in time to not have a gap between the first 2 Probes being produced. Is it better to start the first Probe asap and split "after", accepting the small gap in production, or should I focus on the split first, and start the first new Probe once I DID split the probes I have? I assume the former, but again, just wanted to make sure.

Thanks a lot already for the help!
Highgamer
Profile Joined October 2015
1444 Posts
Last Edited: 2022-09-14 11:32:52
September 14 2022 11:27 GMT
#2
Hey, welcome to BW.

I'm not a Protoss so I won't comment on 1) and 2), but as for 3): Always start the worker first, then send the guys out and do the split.

Like so:
Learn from the best

I recommend you just take a minute every time you start playing, start a singleplayer game and do this a couple dozen times in a row, just the first 3-5 seconds with the split, then restart, redo, restart...

It'll be second nature in no time. You'll get better and more consistent at it and the gap in worker-production will get smaller.
WGT-Baal
Profile Blog Joined June 2008
France3425 Posts
September 14 2022 12:39 GMT
#3
Hi,

For 1) I would say it s map dependent, 2p map you don't need to scout at all, 3p map some scout may be once you get the first goon and fully block the ramp (use the probe that was previously on the ramp with the zealot), 4p map same timing or a bit earlier.
Obviously if you don't scout at all, you are committed to the build and can't branch off, but i think that s fine.

2) depends on the opponent,.if you see reaver, you can skip your robo for a while (guaranteed no dt) and get storm quickly to deal with ennemy reavers. If 3 gate goon, similar stuff but i d get maybe some more gates for zealot/archons (a few extra goons don't hurt). If however you get into a tricky dt vs dt situation or you run into a natural with canons already, i d go for robo asap. But it s a bit hard to say and sometimes you just don't have the info so it s a call you have to make.

3) previous post is right, build probe first then move

Welcome to BW and good luck with the build
Horang2 fan
WinstonBlack
Profile Joined September 2022
14 Posts
September 14 2022 14:58 GMT
#4
Thanks a ton for the warm welcome and quick info already

Good to know I was at least doing the produce/split order right, just too slow for now And yeah I figured itd be too dependant on the opponent's build to give a clear followup order, thanks a ton for the confirmation again!
MeSaber
Profile Joined December 2009
Sweden1235 Posts
September 15 2022 05:25 GMT
#5
I would recommend you watch Snow how he splits: https://www.youtube.com/c/쭉튜브장윤철TV

One thing to remember is that Snow splits differently depending on map because probes position determines mining speed, so he splits in such way that they land in perfect position at once.

Here is the general way to do it:
[image loading]
-.-
WinstonBlack
Profile Joined September 2022
14 Posts
September 15 2022 08:59 GMT
#6
On September 15 2022 14:25 MeSaber wrote:
I would recommend you watch Snow how he splits: https://www.youtube.com/c/쭉튜브장윤철TV

One thing to remember is that Snow splits differently depending on map because probes position determines mining speed, so he splits in such way that they land in perfect position at once.

Here is the general way to do it:
[image loading]


Now this is curious. Is it just for better visibility or do you actually want 2 probes on the "futher back" mineral nodes? I was under the impression that you want to fill up the frontal nodes first, as they have a slightly shorter travel time from node to Nexus
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2022-09-15 10:49:17
September 15 2022 10:28 GMT
#7
Yes the mining speed is determined by how fast they drop off minerals at CC, so specific minerals are still faster than the closest ones.

The best representation of this is if you watch a pro zerg player like Soma or Queen. Zerg got the best mining efficiency. There you can see this clearly.

The reason for this is because hatchery got the biggest collision offset meaning Drones dont drive straight into the hatchery and stop but do an instant turn instead. This is true for Nexus and CC too but not to the same extent.

This is very dependant on how the worker turns (what direction) and what pathing the map has from CC to mineral.

Try this.. Start a BGH map at top left position as Terran. Mine the left most minerals and observe pathing to CC.

Then you try build some Turrets at different locations inbetween and observe pathing getting fixed.

You cant do much about pathing except for adding buildings at different places that reroutes pathing for better or worse. Its a trial&error per map and pros do this all the time so you dont have to

Second you can change attack angle slightly towards a mineral and get a new pathing. Worst case here is that it resets after mineral drop-off. But what im speaking about here is permanent speed increase until you filled your mineral line with more workers than minerals, at that point workers will start to hop around to empty minerals.

All this is nerdy stuff and not necessary until you play at pro gaming level.
-.-
WinstonBlack
Profile Joined September 2022
14 Posts
September 15 2022 11:43 GMT
#8
So the graphic you sent was just for better visibility and I don't actively want to aim 2 of my initial workers to the forward, and 2 to the further back nodes, correct?
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2022-09-15 14:10:02
September 15 2022 13:15 GMT
#9
On September 15 2022 20:43 WinstonBlack wrote:
So the graphic you sent was just for better visibility and I don't actively want to aim 2 of my initial workers to the forward, and 2 to the further back nodes, correct?


Well no. It was both to show how you split, in what order you select workers and also what minerals to prefer to both have time to split and to get the best out of your mining.

As the MSpaint image doesnt display a real map scenario it was more of a guesstimate which minerals to choose.

An image how you should align the workers:
[image loading]

Building size in green and collision in red:
[image loading]

collision sizes of all buildings (real size): (Wiki)List of Unit and Building Sizes

Here is the BGH i was talking about using Terran on top left:
[image loading]

The yellow regions and green lines represents pathing regions how units move around the map. By slightly just modifying the top left corner made new pathing regions as you see on "new bgh".
-.-
Piste
Profile Blog Joined July 2006
6180 Posts
September 15 2022 13:18 GMT
#10
On September 15 2022 20:43 WinstonBlack wrote:
So the graphic you sent was just for better visibility and I don't actively want to aim 2 of my initial workers to the forward, and 2 to the further back nodes, correct?

Shortest distance is not the same as fastest route if that is what you are asking.
Sometimes you mine faster from the "further" node.

There are tricks involving manually returning cargo and correcting the pathing manually.
You can search mineral boosting or optimization.
WinstonBlack
Profile Joined September 2022
14 Posts
September 15 2022 15:41 GMT
#11
On September 15 2022 22:18 Piste wrote:
Shortest distance is not the same as fastest route if that is what you are asking.
Sometimes you mine faster from the "further" node.

There are tricks involving manually returning cargo and correcting the pathing manually.
You can search mineral boosting or optimization.


yeah that was my initial impression, thanks for clearing up that I was wrong about it!

On September 15 2022 22:15 MeSaber wrote:Explanation


Holy shit, that was detailled. I understand now why you mentioned it wouldn't be relevant for me until I'm at a much higher level. This is incredibly interesting though, I'll try to incorporate it as early as possible, makes sure I only have to add small pieces later on.

Again, thanks a ton everybody for the quick and detailled help
MeSaber
Profile Joined December 2009
Sweden1235 Posts
September 15 2022 18:47 GMT
#12
Well now you know what happens if there is some weird pathing with your workers. You can try to fix it using buildings by the sides or in the way of the path.

All pro gaming maps have their pathfinder regions fixed so there shouldnt be any weird quirks.
-.-
WinstonBlack
Profile Joined September 2022
14 Posts
September 16 2022 15:00 GMT
#13
On September 16 2022 03:47 MeSaber wrote:
Well now you know what happens if there is some weird pathing with your workers. You can try to fix it using buildings by the sides or in the way of the path.

All pro gaming maps have their pathfinder regions fixed so there shouldnt be any weird quirks.


Talking about workers, is it correct that like in SC2, it takes 2 workers to optimally mine a node, and 3 workers to optimally mine a geysir? I know some builds include taking workers off of Gas for a short period of time, just talking in general.

So If a main base has 9 Mineral nodes (Fighting Spirit for example), it would be fully saturated at 21 probes? (1x3 for Gas + 2x9 for Minerals)

Also, if sliding workers to a new base, is there a rule of thumb for how many workers you transfer? Say, for example, 1 per mineral node, or roughly half of what you had in your main base, etc.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2022-09-16 18:33:33
September 16 2022 18:29 GMT
#14
Well yes and no. The reason yes is because its possible to have 2 workers saturate a mineral.

The reason no is because the reasons mentioned here. You sometimes gets workers taking weird or slow routes to drop minerals and if they cant return in time then its not perfectly saturated.

The other reason no is because of worker syncing. If you have a worker coming back to its mineral and its taken already, it will search in a 10 ish tile radius for empty minerals to gather from. If your other minerals for some reason doesnt have a worker mining this will cause unsyncing where workers will randomly jump around.

So best possible saturation is 3 per mineral but its by far the most optimal.

1.5 per mineral is more like it or for zergs 1 per. Workers will always have the best possible mining in a fresh expand 1 per, even as terran/toss but you will rarely see this because how the game is played. Most of the time you will see 3 per or more in games because its a habit to constantly build workers until you expand and make a sizeable transfer depending on how many you have (leaving 1.5/2 per).

It all depends on how many minerals there are as for BGH you could use 2 per and still not feel saturated because the random jumps.

For gas its 3 yes.
-.-
WinstonBlack
Profile Joined September 2022
14 Posts
September 17 2022 08:42 GMT
#15
On September 17 2022 03:29 MeSaber wrote:
Most of the time you will see 3 per or more in games because its a habit to constantly build workers until you expand and make a sizeable transfer depending on how many you have (leaving 1.5/2 per).

.


That's exactly my "problem". Given my current level, I wanted to limit myself to 2 base play and win with a strong timing attack off of those until I'm able to handle more bases and longer macro games. So with the "regular" method of just pumping Probes non-stop I will eventually always end up with too many x) That's why I was curious if there is a "perfect" saturation of a base in SC1
MeSaber
Profile Joined December 2009
Sweden1235 Posts
September 17 2022 14:12 GMT
#16
If you limit yourself to 2 bases there is definitely a disadvantage to constantly pump workers as thats minerals who could be spent on army instead (also saves on psi limit (pylon costs)).

1.5/2 per mineral should be enough.

If you expand you could start producing workers for transfer as you start the expansion. You will get like 5 workers until exp is done.

There is a fine line when to stop producing workers and also when to produce. It all depends on the current game state. For example if you are at disadvantage you might need the minerals for army to regain control of the game first before getting workers.

Each worker you produce needs time to give return on investment. If you get too many they will be idle waiting for minerals instead of regaining value. This is also the case for a Nexus costing 400 which in itself doesnt add anything of value.

You should only exp when enemy cant kill you for doing so. Quite obvious one might think but yeah, some people gamble thinking enemy has no game sense and punish such mistakes.

If you think of the whole game as a trading game you will see where value and later a victory can be had. Killing a Nexus that cost 400 for no casualties is a great trade and possibly a victory. A Nexus kill by itself is possible mining value lost if enemy has produced a lot of probes now being idle instead of regaining value.
-.-
WinstonBlack
Profile Joined September 2022
14 Posts
September 18 2022 10:17 GMT
#17
Aye, that makes sense. Thanks a ton again for your help!
Please log in or register to reply.
Live Events Refresh
Next event in 2h 9m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 160
Creator 97
StarCraft: Brood War
PianO 1494
Horang2 1382
Shuttle 912
Jaedong 623
Stork 417
Larva 374
actioN 308
Light 287
Soma 239
Mini 211
[ Show more ]
Hyuk 185
ZerO 157
Hyun 148
Mong 130
ggaemo 101
Sharp 96
Pusan 91
EffOrt 90
hero 88
JYJ 77
Rush 73
ToSsGirL 57
Barracks 56
Mind 54
Killer 49
sorry 47
Bale 36
soO 30
zelot 29
yabsab 19
Sacsri 16
ajuk12(nOOB) 12
GoRush 7
Noble 5
Dota 2
NeuroSwarm105
League of Legends
C9.Mang0532
JimRising 496
Counter-Strike
shoxiejesuss1023
Other Games
ceh9412
B2W.Neo196
Fuzer 177
ZerO(Twitch)20
kaitlyn0
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 27
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Adnapsc2 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2274
• Stunt714
Upcoming Events
OSC
2h 9m
Korean StarCraft League
16h 9m
OSC
1d 1h
IPSL
1d 3h
Dewalt vs Bonyth
OSC
1d 7h
OSC
2 days
uThermal 2v2 Circuit
2 days
Replay Cast
2 days
Patches Events
3 days
Liquipedia Results

Completed

C-Race Season 1
WardiTV 2025
META Madness #9

Ongoing

IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
Escore Tournament S1: W2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.