• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:26
CEST 20:26
KST 03:26
  • 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
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
so ive been playing broodwar for a week straight. Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Pros React To: JaeDong vs Queen [ASL21] Ro24 Preview Pt2: News Flash
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1631 users

[I]Terran vs. Protoss Optimal Gas SCVs - Page 2

Forum Index > Brood War Strategy
Post a Reply
Prev 1 2 All
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 20 2009 09:45 GMT
#21
I very well could be wrong, but it seems like some unnecessary data was presented to merely confuse us.

Such as why did you give us the ingame "time" compared to actual seconds? What relevance does this actually hold? Instead you just assign them both variables, causing that many more things for the reader to remember, and instead making it more likely for the reader to skip over the actual math and just accept your conclusion.

A lot doesn't make sense (to me at least, and I very well could be wrong as stated at the beginning of my post). Such as how do you explain that the marginal benefit from an additional SCV at 12 --> 13 is 0? Mathematically, it would mean that the mineral lines are saturated at 13, but all of a sudden mineral rate actually increases again? Wandering has no relevance concerning these details.

Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
Last Edited: 2009-07-20 10:18:02
July 20 2009 10:15 GMT
#22
On July 20 2009 18:45 FabledIntegral wrote:
I very well could be wrong, but it seems like some unnecessary data was presented to merely confuse us.

Such as why did you give us the ingame "time" compared to actual seconds? What relevance does this actually hold? Instead you just assign them both variables, causing that many more things for the reader to remember, and instead making it more likely for the reader to skip over the actual math and just accept your conclusion.

A lot doesn't make sense (to me at least, and I very well could be wrong as stated at the beginning of my post). Such as how do you explain that the marginal benefit from an additional SCV at 12 --> 13 is 0? Mathematically, it would mean that the mineral lines are saturated at 13, but all of a sudden mineral rate actually increases again? Wandering has no relevance concerning these details.


If you'd read the thread a bit more careful, you see the answers are there.

He uses the ingame time because, a follow-up message says, any other time measures were found to be too inconsistent. Is there another reason why he used ingame time? No, you're reading too much into it.

He explained the marginal benefit by worker wandering. It is also explained why. Why don't you explain why wandering would not explain this phenomenon? And yes, it is apparently a phenomenon, you can test it yourself as well and show your findings, perhaps in this same thread. It'd be great to have more people come up with the same numbers, then we know this for sure-er. Or if you get different numbers, that would be interesting too.
I <3 the internet, I <3 you
Sublimis
Profile Joined May 2009
Sweden70 Posts
July 20 2009 10:16 GMT
#23
On July 20 2009 18:45 FabledIntegral wrote:
I very well could be wrong, but it seems like some unnecessary data was presented to merely confuse us.

Such as why did you give us the ingame "time" compared to actual seconds? What relevance does this actually hold? Instead you just assign them both variables, causing that many more things for the reader to remember, and instead making it more likely for the reader to skip over the actual math and just accept your conclusion.

A lot doesn't make sense (to me at least, and I very well could be wrong as stated at the beginning of my post). Such as how do you explain that the marginal benefit from an additional SCV at 12 --> 13 is 0? Mathematically, it would mean that the mineral lines are saturated at 13, but all of a sudden mineral rate actually increases again? Wandering has no relevance concerning these details.



Well the time compared to seconds discussion was added so people would have a grasp of how many minerals per second those minerals per time unit correspond to. It is quite irrelevant for the result.

12 -> 13 isn't 0 it is almost as good as 11 -> 12. Mathematically it does not mean that the mineral lines are saturated at 13 because then the average mining rate is only about 9 m/t (or 9/9 m/t = 1 m/t per mineral patch if you wish) while the maximal gathering rate is 13.5 m/t (or 13.5/9 m/t = 1.5 m/t). The marginal benefit may very well be close to 0. Note it is not 0 over time but over, say, a build time of 1 SCV the additional SCV will bring close to 0 minerals in average. This is simply because of wandering. If you add additional SCVs to your mineral line they will start wandering. It's simple as that. As you can see the mining rate starts climbing up at around 23 SCVs which means that wandering is large enough for those "wandering SCVs" to efficiently pick up idle patches.

You can test these facts out yourself and feel free to do so. Thanks for the criticism, more of that!
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
July 20 2009 13:03 GMT
#24
If a mod could either hard delete this or ban users with a terran icon from reading this thread that would be great .

jkjk this is a good analysis I didn't know that there was only a 3 mineral difference, very interesting
"We have unfinished business, I and he."
AlwaysGG
Profile Joined March 2009
Taiwan952 Posts
July 20 2009 13:23 GMT
#25
good calculation work
Trust 神教教主 FlaSh | Believe 火心 EffOrt
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
July 21 2009 03:44 GMT
#26
This is an amazing idea and really helpful. Hopefully it gets added to liquipedia.

really nice work
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-07-23 18:50:43
July 23 2009 18:49 GMT
#27
Each spot mines slightly differently on python, and even within that, there are faster patches at each base, there was a post about this a while ago. How many times did you test this? And isn't the main purpose of scv off gas to have more workers when the CC/FE is done for transfer? You don't need the extra gas anyways.
..and then I would, ya know, check em'. (Aka SpoR)
GreEny K
Profile Joined February 2008
Germany7312 Posts
July 23 2009 19:32 GMT
#28
On July 16 2009 23:41 okum wrote:
Yeah, but what about if you micro all your SCVs individually to minimize wandering?


I guess this is not general knowledge but people already micro them into empty patches. So in a way i guess people already knew that doing that would get them more minerals also a bit of common sense i guess ( if they mine more they get more minerals...) This also works for all races obviously.
Why would you ever choose failure, when success is an option.
Eggplant
Profile Joined June 2009
United States120 Posts
Last Edited: 2009-07-23 21:17:48
July 23 2009 21:15 GMT
#29
I believe the y axis of your graph should not be labeled dm/dt but rather marginal dm/dt or something like that. As I understand it, the reimann sum of your graph should end up resulting in that quantity you call dm/dt, correct?
I found this confusing on first read simply because you referred to how the dm/dt remains roughly horizontal, I was confused by the plot, which, obviously, was not horizontal, though it was labeled dm/dt. Whatever you choose to label this marginal dm/dt which is really the derivative of the function (dm/dt) with respect to the number of scvs ( d(dm/dt)/d(scvs) ), it should not ALSO be dm/dt.

Other than the notation, I found the results of your paper (yes, i called it a paper, that's how good I thought it was) both academically exciting and practically applicable.
TL peepz are geniuses

edit: Actually, now I see what you did there. The horizontal section referred to the previous plot. Sorry about that.
:)
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
Last Edited: 2009-07-24 02:32:37
July 24 2009 02:30 GMT
#30
Shenanigans!

1s = 1.6 t.
Saturated patch
1.5 m/t * 1.6 t / 1s > 1 > 0.9375 m/s
Your mineral rate per second should increase on fastest vs fast or normal or whatever.
ImNotBisu
Profile Joined July 2009
Canada142 Posts
July 24 2009 06:47 GMT
#31
This is all very good in theory, however most of the progamer terrans I watch still pull scvs off gas when they fast expend:O

I guess it's a Korean thing.
Sublimis
Profile Joined May 2009
Sweden70 Posts
Last Edited: 2009-07-24 08:05:53
July 24 2009 08:03 GMT
#32
On July 24 2009 03:49 CharlieMurphy wrote:
Each spot mines slightly differently on python, and even within that, there are faster patches at each base, there was a post about this a while ago. How many times did you test this? And isn't the main purpose of scv off gas to have more workers when the CC/FE is done for transfer? You don't need the extra gas anyways.


If you read my main post I actually refer to this post you speak of. I take an "average" efficiency of the mineral patches on the 9-o-clock patch and multiply this with a constant to get an average over all Python mains.

I tested each odd SCV count twice as is said in the main post.

On July 24 2009 04:32 GreEny K wrote:
Show nested quote +
On July 16 2009 23:41 okum wrote:
Yeah, but what about if you micro all your SCVs individually to minimize wandering?


I guess this is not general knowledge but people already micro them into empty patches. So in a way i guess people already knew that doing that would get them more minerals also a bit of common sense i guess ( if they mine more they get more minerals...) This also works for all races obviously.

My "data" assumes that all workers are uniformly distributed among the patches and not biased towards any single patch. That is, say you remove some SCVs in a real game on gas then you end up with two free patches, then one of course micros idle SCVs onto these patches. This is an assumption I tacitly make.


On July 24 2009 06:15 Eggplant wrote:
I believe the y axis of your graph should not be labeled dm/dt but rather marginal dm/dt or something like that. As I understand it, the reimann sum of your graph should end up resulting in that quantity you call dm/dt, correct?
I found this confusing on first read simply because you referred to how the dm/dt remains roughly horizontal, I was confused by the plot, which, obviously, was not horizontal, though it was labeled dm/dt. Whatever you choose to label this marginal dm/dt which is really the derivative of the function (dm/dt) with respect to the number of scvs ( d(dm/dt)/d(scvs) ), it should not ALSO be dm/dt.

Other than the notation, I found the results of your paper (yes, i called it a paper, that's how good I thought it was) both academically exciting and practically applicable.
TL peepz are geniuses

edit: Actually, now I see what you did there. The horizontal section referred to the previous plot. Sorry about that.


If you speak of the lower graph then it is correct that it's not the precise derivative of the m/t graph but just marginal m/t. Which should properly be labled as you say d(m/t)/d(SCVs). The first graph is just m/t whose Riemann sum is the amount of minerals mined during the time in the x-axis. Afterall, the x-axis has SCV as label and since you have constant SCV production it's just is t multiplied by 20, the building time of an SCV. So in short, m/t remains "roughly" horizontal on the first graph and d(m/t)/d(SCVs) remains roughly around 0 in the corresponding interval as you can see on the second graph by the big drop in the middle. I do agree that the notation is kind of faulty here but I don't believe most TL members are mathematicians so I don't want to confuse them with unnecessary notation.

On July 24 2009 11:30 igotmyown wrote:
Shenanigans!

1s = 1.6 t.
Saturated patch
1.5 m/t * 1.6 t / 1s > 1 > 0.9375 m/s
Your mineral rate per second should increase on fastest vs fast or normal or whatever.


I don't see what 1.5 m/t * 1.6 t / 1s should mean, or what you're trying to show. And yes the mining rate is of course fastest on the fastest speed.

Thanks for the comments!
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 24 2009 18:50 GMT
#33
Here's an example, stasis last 70 t, or 70 /1.6 = 43.75 s (70 t *1 s/ 1.6 t).
If you stasis one saturated patch, they lose 70 t * 1.5 m/t=105 m
If you stasis one saturated patch on fastest speed, they lose 0.9375 m/s * 43.75 s = 41 m

So they lose less minerals in one stasis on fastest as opposed to normal speed, according to your numbers.
Sublimis
Profile Joined May 2009
Sweden70 Posts
July 25 2009 11:34 GMT
#34
On July 25 2009 03:50 igotmyown wrote:
Here's an example, stasis last 70 t, or 70 /1.6 = 43.75 s (70 t *1 s/ 1.6 t).
If you stasis one saturated patch, they lose 70 t * 1.5 m/t=105 m
If you stasis one saturated patch on fastest speed, they lose 0.9375 m/s * 43.75 s = 41 m

So they lose less minerals in one stasis on fastest as opposed to normal speed, according to your numbers.


Oh yes. Of course. The wrong think in my post was 0.9375 m/s doesn't equal 1.5 m/t. It should be 1.5 m/t = 1.5*1.6 m/s = 2.4 m/s. I'll change it. It doesn't change anything in the main post, however, since all the calculations are based on m/t. Thanks for being observant!
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
14:00
uThermal 2v2 Circuit April
uThermal490
SteadfastSC241
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 585
uThermal 490
SteadfastSC 241
IndyStarCraft 205
Hui .187
Railgan 55
StarCraft: Brood War
Britney 20100
Mini 784
Larva 392
firebathero 287
ggaemo 204
Soulkey 155
Dewaltoss 141
Hm[arnc] 44
Movie 44
Free 25
[ Show more ]
Sharp 21
HiyA 17
Rock 16
IntoTheRainbow 15
Shine 14
Counter-Strike
olofmeister15770
byalli1644
fl0m1470
Heroes of the Storm
Khaldor285
MindelVK16
Other Games
Grubby2777
FrodaN1393
B2W.Neo628
mouzStarbuck140
Trikslyr38
sas.Sziky11
Organizations
Other Games
gamesdonequick1101
StarCraft 2
angryscii 27
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• maralekos17
• intothetv
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• Azhi_Dahaki20
• 80smullet 16
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3013
League of Legends
• Jankos2222
• Nemesis1992
Other Games
• imaqtpie819
• Shiphtur219
• tFFMrPink 12
Upcoming Events
BSL
34m
Afreeca Starleague
15h 34m
Wardi Open
15h 34m
Replay Cast
1d 5h
Sparkling Tuna Cup
1d 15h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
4 days
Replay Cast
5 days
CranKy Ducklings
5 days
[ Show More ]
BSL
6 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
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.