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On January 05 2008 08:55 Zherak wrote:Show nested quote +On January 05 2008 07:09 Chill wrote: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............... But up until that point (3~ worker per patch), it makes a huge difference because it's passively speeding up your mineral collection.
[edit] I hate it when I don't quote and it goes to the next page. [/edit]
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On January 05 2008 08:55 Zherak wrote:Show nested quote +On January 05 2008 07:09 Chill wrote: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...............
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On January 05 2008 09:09 jngngshk321 wrote:Show nested quote +On January 05 2008 08:55 Zherak wrote:On January 05 2008 07:09 Chill wrote: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...............  Why? He was confused about something, and implied that he needed clarification.
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Its to correct scv mining pathing.
If you put the supply depot one matrix to the left, the scv would spawn to the right of the supply depot, as units spawn at the most southeast spawn like chill said, but would not spawn to the left of the depot if moved one matrix to the left, since that space is being occupied by a depot. (The initial spawning point does not go beyond the buildings borders)
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On luna at 12 they put it to the left of the cc to correct the mining path and on python 1.2 on 9 if you dont manually control your scv it goes all the way to the back like it got manner pyloned or something so a depot fixes that. And on some other maps like i guess zodiac has the same problem. Saw in the recent msl group games mind puts his depot to the bottom right of his cc at 11 o clock. I guess its the same as putting depots or a pool in the path of your gas so you can put 3 instead of 4 sometimes on some spots on luna.
And i guess it makes a big difference cause i remember commentators mentioning that sometimes in mirror matchups you notice people with the same build order one having more scvs or a faster rax/fact.
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A lot of Protoss players do this as well, the bottom mineral of 3 Longinus, 7 Rush Hour 3, and some others (I forget, there's actually quite a lot) all need Pylons there to make Probes mine faster or else they move in a weird \_ shape instead of a normal \ shape or w/e
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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? You're still saying 3 pixels which is a large exageration. Half a command centre's width is a little bit more than that, and as i said when it effects every scv after your 9th it's got to be fairly significant. Every scv after your 9th implies that it is obviously well before saturation, and that though it requires manual attention in order to make any difference at all, i.e you have to tell the scv to mine while it's still moving off its rallypoint, this is not especially hard in the first 5 minutes of the game, and i'm sure progamers get the occassional one right throughout the game and somewhat consistantly well after the 5 minute mark.
It also doesn't matter how small a difference it makes as long as it makes any difference at all unless you can think of a better place to put it.
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On January 05 2008 15:57 zobz wrote:Show nested quote +On January 05 2008 07:09 Chill wrote: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? You're still saying 3 pixels which is a large exageration. Half a command centre's width is a little bit more than that, and as i said when it effects every scv after your 9th it's got to be fairly significant. Every scv after your 9th implies that it is obviously well before saturation, and that though it requires manual attention in order to make any difference at all, i.e you have to tell the scv to mine while it's still moving off its rallypoint, this is not especially hard in the first 5 minutes of the game, and i'm sure progamers get the occassional one right throughout the game and somewhat consistantly well after the 5 minute mark. It also doesn't matter how small a difference it makes as long as it makes any difference at all unless you can think of a better place to put it. You completely misunderstood his post.
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On January 05 2008 08:14 Hypnosis wrote: 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. This is the reason, at this location it isnt possible to make the depot spawn the scv closer to the mins so its definitely not that.
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On January 05 2008 16:13 5HITCOMBO wrote:Show nested quote +On January 05 2008 15:57 zobz wrote:On January 05 2008 07:09 Chill wrote: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? You're still saying 3 pixels which is a large exageration. Half a command centre's width is a little bit more than that, and as i said when it effects every scv after your 9th it's got to be fairly significant. Every scv after your 9th implies that it is obviously well before saturation, and that though it requires manual attention in order to make any difference at all, i.e you have to tell the scv to mine while it's still moving off its rallypoint, this is not especially hard in the first 5 minutes of the game, and i'm sure progamers get the occassional one right throughout the game and somewhat consistantly well after the 5 minute mark. It also doesn't matter how small a difference it makes as long as it makes any difference at all unless you can think of a better place to put it. You completely misunderstood his post. I'll take you word for it.
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i tried this on python 1.3 3 o'clock but instead of supply i build a barracks, and the scv popped out at least 3 pixels closer to the minerals!!!! it was pretty much gg...
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I hate to ask for this, but could someone post the picture of the barracks with supply at that configuration? I've seen the old building placement thread, but there's no picture for this supply position.
I see a lot of T players not doing that anti zealot arrangement and just pulling SCVs instead to fight zeals. Why would you not do that arrangement in all cases (maybe they are just used to using SCVs?)?
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i usually put my first supply at my gas so that it mines more efficiently
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it's 10000000000000% to fix the mining path, 1st pool/depot/pylon placement in progaming is 100000000000000000% for the purpose of better mining, nothing else.
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1. fix gas route ( i dont see much of an improvement though) 2. fix min route (very big one, esp on maps with fucked up pathing like luna and some versions of python) 3. Make scv pop closer to minerals (Ex: the minerals are to your right, and the scv naturally pops to the bottom left of the CC, so they place a depot to make it pop out on the bottom right. placing in the SS of OP does not affect scv pop.)
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You're right, this is alot more than 3 pixels but not that significant repeated probably about 10 times. Would add up to i guess like a little under 5 seconds mining time. I would guess the time to walk to the edge of your base to build the depot and back to be at most not much more than double that, though.
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On January 05 2008 18:35 naventus wrote: I hate to ask for this, but could someone post the picture of the barracks with supply at that configuration? I've seen the old building placement thread, but there's no picture for this supply position.
I see a lot of T players not doing that anti zealot arrangement and just pulling SCVs instead to fight zeals. Why would you not do that arrangement in all cases (maybe they are just used to using SCVs?)?
Probably cause they don't know about it, it's too troublesome in their mind, or their confident in their marine + scv micro.
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On January 05 2008 09:09 jngngshk321 wrote:Show nested quote +On January 05 2008 08:55 Zherak wrote:On January 05 2008 07:09 Chill wrote: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............... 
Well... his statement is actually true.
"If your mineral field is saturated, no amount of SD-correction will help your mining......"
But very rarely would you have that many scvs mining off of one base and if you do you're probably in a very bad position anyway. To be totally saturated you need about 3 scv per patch and that's a ton.
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Oops, I think this needs clarification. At the end of this post I'll post download links to some example images (right now I can't find a better image sharing system).
The depot is built on the bottom left of the cc. This is not to correct mining routes neither does it have a noticeable impact on the income. Afaik the first player to introduce this was Hwasin. It is an improvement for his defense vs zealot rush. It is an alternate "wall-in". Let me explain. The depot is the first step, the reason he builds it there is that the barracks can be placed right next to it (bottom left, be careful to place it correctly because other positionings don't work afaik from my own testings), creating the effect of a wall-in. Why so complicated? Because if done correctly marines can walk through but zealots cannot. By doing so marines can dodge the 1st zealot easily. Of course as soon as the 2nd zealot arrives you've got to kill one of them if you haven't done it yet but some protoss players are still confused and won't be able to pressure real hard. The effect is big enough to legitimate the (hardly noticeable) inconveniences because it allows you to protect your factory (advise: build it close to the "wall-in") from early zealot-pressure until it finishes (normally before the 2nd zealot arrives). (hint: if the zealot attempts to attack the scv at the factory which it should, just send the scv back to mining as soon as the zealot comes close to it and replace it without losing a second. In that time the zealot may get damaged heavily and you can even stay relaxed). In addition you're able to save more marines with ease for the incoming zealots. Then how I would do it: factory done, hide your marines inside of your economy and outsmart the invaders with some scv's as soon as they enter your little death zone. Build a vulture at the same time, abuse the patrol-command and after smoke clears up you should have a tiny advantage, especially if p has 2 off-gates instead of just 1.
Now I'll post the images. They show two different alternative wall-ins. Map is Python, the first wall-in is for 12 and 3, the second wall-in is for 6 and 9.
First wall-in: Step 1: http://www.elnoy.org/elnoyhost/download.php?file=194alternate wall-in A-1.pcx Step 2: http://www.elnoy.org/elnoyhost/download.php?file=273alternate wall-in A-2.pcx
Second wall-in: Step 1: http://www.elnoy.org/elnoyhost/download.php?file=964alternate wall-in B-1.pcx Step 2: http://www.elnoy.org/elnoyhost/download.php?file=29alternate wall-in B-2.pcx
Good luck & have fun outplaying rushing noobs, I hope you enjoyed reading
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On January 06 2008 07:45 Jonoman92 wrote:Show nested quote +On January 05 2008 09:09 jngngshk321 wrote:On January 05 2008 08:55 Zherak wrote:On January 05 2008 07:09 Chill wrote: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...............  Well... his statement is actually true. "If your mineral field is saturated, no amount of SD-correction will help your mining......" But very rarely would you have that many scvs mining off of one base and if you do you're probably in a very bad position anyway. To be totally saturated you need about 3 scv per patch and that's a ton. Saturated is a rate of mineral harvesting, not a number of SCVs per patch. Correcting the path allows you to reach this state faster with less SCVs.
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