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[Q] 1st supply placement

Forum Index > Brood War Strategy
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1 2 3 Next All
YPang
Profile Blog Joined April 2007
United States4024 Posts
Last Edited: 2008-01-04 20:51:07
January 04 2008 20:50 GMT
#1
i've noticed many gosu's on VOD's no matter match up place there supply where the SCV spawns, is there a reason for that? does it like make the SCV jump forewards, so like less time to travel to minerals? t.t
[image loading]
sMi.Gladstone | BW: B high| SC2: gold T_T
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 04 2008 20:54 GMT
#2
It's close by and a marine can pass in between but a zealot can't?
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
January 04 2008 21:04 GMT
#3
I'd imagine they would place it there to fix workers' cargo routes. Jumping your SCV forward a few pixels is not worth anything.
Moderator
XuoriG
Profile Blog Joined October 2007
Canada165 Posts
January 04 2008 21:19 GMT
#4
or just because its the fastest way ? so you got 100min and not 116min when you build your supply ?
XCetron
Profile Joined November 2006
5226 Posts
January 04 2008 21:22 GMT
#5
habits? I place my buildings certain ways too.
zobz
Profile Joined November 2005
Canada2175 Posts
January 04 2008 21:35 GMT
#6
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.
"That's not gonna be good for business." "That's not gonna be good for anybody."
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
January 04 2008 21:39 GMT
#7
It's probably just a habit like XCetron said
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
January 04 2008 21:42 GMT
#8
If they aren't going to wall they want to lose the minimum amount of mining time possible so the scv can get back to mining after it is finished or go on to build the barracks. Therefore, they might as well make the depot as close as possible It might also push the scv's spawning point forward a little, and possibly change mining path although in the picture you posted I don't' think it would.
ii.blitzkrieg
Profile Joined November 2006
Canada1122 Posts
January 04 2008 21:43 GMT
#9
Often placing it there when the minerals are on the right of the cc makes your scv pop out closer to the minerals and corrects mining routes from the bottom minerals at the same time. Placing it in the position of the op's pic corrects mining time but doesn't make the scv pop any closer. Depends on map/position on how well it works obviously.
iloveoov / Flash / Fantasy / Midas / Boxer -BW forever
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
January 04 2008 22:09 GMT
#10
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?
Moderator
chrusher97
Profile Blog Joined October 2004
Canada811 Posts
January 04 2008 22:50 GMT
#11
its just because its close and you dont have to wait for the scv to walk over to the building spot far away. Also, if you get zergling or zealot rushed and have to keep your marines in your scv line, your much more likely to lose the depot if its built farther from your CC.
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
January 04 2008 23:12 GMT
#12
I'm 90% sure it's so the scv can pop out closer to the minerals, which when coupled with manual control of your workers to the correct mineral patches, can speed up your build order by a few seconds (which can be critical).
Hypnosis
Profile Blog Joined October 2007
United States2061 Posts
January 04 2008 23:14 GMT
#13
for that depot think of a barracks right below it, it would stop a zealot rush in its tracks because a marine can fit but a zealot cant. it also makes the scvs return faster to mine once done building the depot. it is a number of pro things, small as they are, that make these people better than YOU.
Science without religion is lame, Religion without science is blind
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
January 04 2008 23:15 GMT
#14
On January 05 2008 08:12 skyglow1 wrote:
I'm 90% sure it's so the scv can pop out closer to the minerals, which when coupled with manual control of your workers to the correct mineral patches, can speed up your build order by a few seconds (which can be critical).

If it was about SCV popping, it would be a matrix left.
Moderator
homeless_guy
Profile Joined June 2005
United States321 Posts
January 04 2008 23:19 GMT
#15
i have never quite understood how it corrects the mining path. can someone plz explain this to me?
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
January 04 2008 23:27 GMT
#16
On January 05 2008 08:15 Chill wrote:
Show nested quote +
On January 05 2008 08:12 skyglow1 wrote:
I'm 90% sure it's so the scv can pop out closer to the minerals, which when coupled with manual control of your workers to the correct mineral patches, can speed up your build order by a few seconds (which can be critical).

If it was about SCV popping, it would be a matrix left.


Hmm you sure it wouldn't pop up on the right side of the supply if you put it 1 matrix to the left?

On January 05 2008 08:19 homeless_guy wrote:
i have never quite understood how it corrects the mining path. can someone plz explain this to me?


Sometimes the workers that are mining from the lower patches will not return their minerals to the closest point on the CC. Instead, they'll travel more to the right before returning their minerals, so the point at which they return their minerals is something like bottom center of the CC. If you put the supply there, the scvs are forced to return their minerals at the bottom left corner of the CC, which reduces the distance the scv travel when mining.
LosingID8
Profile Blog Joined December 2006
CA10827 Posts
January 04 2008 23:28 GMT
#17
when the mineral patch is on the right side it's advantageous to have your first supply below the command center on the left side, so that way the scv's pop out on the right side immediately.
ModeratorResident K-POP Elitist
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
January 04 2008 23:39 GMT
#18
On January 05 2008 08:27 skyglow1 wrote:
Show nested quote +
On January 05 2008 08:15 Chill wrote:
On January 05 2008 08:12 skyglow1 wrote:
I'm 90% sure it's so the scv can pop out closer to the minerals, which when coupled with manual control of your workers to the correct mineral patches, can speed up your build order by a few seconds (which can be critical).

If it was about SCV popping, it would be a matrix left.


Hmm you sure it wouldn't pop up on the right side of the supply if you put it 1 matrix to the left?



My understanding is that StarCraft has a point it wants to create a unit (I think it's typically bottom left but I could be wrong) and if that's blocked it rotates around counter-clockwise until there's an opening and places the unit there. I don't think there's a "buffer zone" where it checks if there is an opening closer to the clockwise side than counter-clockwise. So I don't think it's possible to force units to be created farther left unless you block off everything else.

This can be seen in UMS maps where Terran has no building time - the first SCV pops out bottom left, and then they continue around to the right. At no point does one suddenly come out at the left.

Of course I could be wrong, I'm not at home to test this out.
Moderator
Zherak
Profile Blog Joined November 2007
Norway256 Posts
Last Edited: 2008-01-04 23:57:04
January 04 2008 23:54 GMT
#19
It normally pops bottom left, the left edge of the CC and SCV lining up. If blocked, it will pop in first available spot, searching counterclockwise. This popping system is the same for all units, and its very practical to know when trapping about-to-pop Vultures when Zealot rushing.

With minerals on the right hand side of your CC, lining up the left edges of a building and the CC will make the SCV spawn closer to the minerals. The benefit is not quite as insignificant as it might seem, because workers path really weird. Acceleration seems a lot better, and it is a bit easier to time it so the worker reaches its patch just as it becomes available.

With minerals on the left hand side, it is not really possible to make the SCVs spawn any closer without walling all the way around the CC.
EDIT: It is possible to fix spawning with minerals over the CC, but difficult and hardly worth it.

This can also be done with Protoss, most easily with the CCore. This doesn't make sense for Zerg, obviously.

Somebody would have to run test games to measure the actual significance.

NOTE: The SS in the OP: That supply depot will not affect SCV spawning. Actually, if an SCV is returning minerals just as a new SCV is spawning, it forces the new SCV to spawn on the right side of the CC, above the SD. If this SD was moved t the left, SCVs would always spawn on the right hand side of the CC.
The bowsprit got mixed with the rudder sometimes...
Zherak
Profile Blog Joined November 2007
Norway256 Posts
January 04 2008 23:55 GMT
#20
On January 05 2008 07:09 Chill wrote:
Show nested quote +
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?


If your mineral field is saturated, no amount of SD-correction will help your mining...............
The bowsprit got mixed with the rudder sometimes...
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