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Active: 1838 users

[Q]How many SCV's do i need?

Forum Index > Closed
Post a Reply
akechi
Profile Joined October 2008
United States43 Posts
October 31 2008 05:44 GMT
#1
I have been getting varied answers to this question, the most prominent answer being "never stop". But by following this advice my unit distribution(BWChart) almost always shows that i have more scvs than my opponent. So do i follow the # of Patches and half of the number of patches per base, IE: python 9 patches, so about 13 scvs per CC, or do i just never stop?
TeNken.1
Profile Blog Joined July 2007
United States226 Posts
October 31 2008 05:48 GMT
#2
Never stop. It's true that 1.5 scv per patch is optimal, but the point to continuously make scv's is that when a new expansion is finished you can transfer workers to it and have it mining at 100% capacity asap.
"The G-Don is the official family hitman."
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
October 31 2008 05:50 GMT
#3
On October 31 2008 14:48 TeNken.1 wrote:
Never stop. It's true that 1.5 scv per patch is optimal, but the point to continuously make scv's is that when a new expansion is finished you can transfer workers to it and have it mining at 100% capacity asap.

oooh, that brings up one of my problems too, i keep producing SCV's but I expand so slow even when I transfer a dozen works from one of my bases i still have like 2 dozen+ leftover. i think i need to focus on being more aggressive with my expanding.
thnx for question OP
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
clazziquai
Profile Blog Joined October 2007
6685 Posts
October 31 2008 05:50 GMT
#4
http://www.teamliquid.net/forum/viewmessage.php?topic_id=81316
Aren't these two topics basically the same thing LOL.
#1 Sea.Really Fan / #1 Nesh Fan / Terran Forever~
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-10-31 05:55:27
October 31 2008 05:54 GMT
#5
Answers differ based on race. Terran isn't very prone to having too many SCVs.

I thought either 2.2 or 2.4 each patch gave maximum. What 'optimal' means depends on many many things.
akechi
Profile Joined October 2008
United States43 Posts
October 31 2008 06:18 GMT
#6
if im never supposed to stop, whats up with this thing called "scv stopping"
Pyro]v[aniac
Profile Joined October 2008
United States147 Posts
October 31 2008 08:09 GMT
#7
On October 31 2008 15:18 akechi wrote:
if im never supposed to stop, whats up with this thing called "scv stopping"

you mean cutting workers?
hymn
Profile Blog Joined February 2008
Bulgaria832 Posts
October 31 2008 09:10 GMT
#8
You stop making SCV when you do a timing attack on the Protoss' third, for example. There might be the same deal vs zerg.

Vs other Terrans SCVs are expendable, I see them in battle really often.

I think 2 SCVs per mineral patch is the best. So for two bases with total of 17 patches you need 34 for minerals, 6 for gas and 2-3 for building. Total of 43 scvs. For 3 bases it will be with 16 more, up to 60.

A lot less than the 3 per patch the Protoss needs, huh?
azk he is the north american player but the titan he is the french stars
Stimpacked
Profile Joined June 2008
Philippines368 Posts
October 31 2008 09:20 GMT
#9
maybe around 3 groups of scvs so thats like 36+9 (on gas) = 45. assume terran works on 3 bases.
live and let live...
NiGoL
Profile Joined September 2008
1868 Posts
October 31 2008 09:48 GMT
#10
You should produce scv almost the entire game?
http://www.twitter.com/NiGoLBW playing league on a competitive level
o3.power91
Profile Blog Joined November 2007
Bahrain5288 Posts
October 31 2008 09:50 GMT
#11
Never stop making workers. Never. The only time you should not be making workers is when you are maxed out or mined out (and have leftover peons). Even if my bases are fully saturated, I dont stop making peons. The reason for this is so that when I expand, I can maynard peons to that expo and instantly have full saturation in that base while still mining at 100% efficiency back where the peons came from.

I try not to stop peon production in my main and nat (unless theyre mined out ofc; then i pump from expos). In my expos I initially keep around 2 peons per mineral patch and 3 for gas.

Zerg macro is different though. I'm not sure how drone production is done for Zerg. I heard (i forgot from whom) that for every 3 larvae, one must be a drone.
economist_
Profile Blog Joined April 2008
Vietnam719 Posts
October 31 2008 10:07 GMT
#12
I have been heard that progamers almost produce about 80 workers or something if the game comes to 200v200 fight
Economics forecast assumes everything, except responsibilities
kemoryan
Profile Blog Joined December 2007
Spain1506 Posts
October 31 2008 10:38 GMT
#13
On October 31 2008 18:10 hymn wrote:
You stop making SCV when you do a timing attack on the Protoss' third, for example. There might be the same deal vs zerg.

Vs other Terrans SCVs are expendable, I see them in battle really often.

I think 2 SCVs per mineral patch is the best. So for two bases with total of 17 patches you need 34 for minerals, 6 for gas and 2-3 for building. Total of 43 scvs. For 3 bases it will be with 16 more, up to 60.

A lot less than the 3 per patch the Protoss needs, huh?


3 per patch for protoss? Does that mean probes mine slower? :o
Freedom is a stranger
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 31 2008 10:55 GMT
#14
9001
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 31 2008 10:56 GMT
#15
On October 31 2008 19:38 kemoryan wrote:
Show nested quote +
On October 31 2008 18:10 hymn wrote:
You stop making SCV when you do a timing attack on the Protoss' third, for example. There might be the same deal vs zerg.

Vs other Terrans SCVs are expendable, I see them in battle really often.

I think 2 SCVs per mineral patch is the best. So for two bases with total of 17 patches you need 34 for minerals, 6 for gas and 2-3 for building. Total of 43 scvs. For 3 bases it will be with 16 more, up to 60.

A lot less than the 3 per patch the Protoss needs, huh?


3 per patch for protoss? Does that mean probes mine slower? :o


No protoss normally ran out fastest. Terran slowest. Zerg would be same as protoss ran out but they have low drone count in favor of more expo/gas income.

So in PvT you need to watch when to expand because one second u could be owning it up w/ 3 bases and huge inflow of money then before u know it they ran dry and u get raped by a 2 base terran :D
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 31 2008 10:58 GMT
#16
On October 31 2008 18:50 o3.power91 wrote:
Never stop making workers. Never. The only time you should not be making workers is when you are maxed out or mined out (and have leftover peons). Even if my bases are fully saturated, I dont stop making peons. The reason for this is so that when I expand, I can maynard peons to that expo and instantly have full saturation in that base while still mining at 100% efficiency back where the peons came from.

I try not to stop peon production in my main and nat (unless theyre mined out ofc; then i pump from expos). In my expos I initially keep around 2 peons per mineral patch and 3 for gas.

Zerg macro is different though. I'm not sure how drone production is done for Zerg. I heard (i forgot from whom) that for every 3 larvae, one must be a drone.


Although it is understandible that you want to keep making workers, when you're at 3 bases what is more important is to look out for new expansions. The worst is you make crapload worker, then u go "on wiat I have no expo" and sitting idle w/ 432432 scv
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
October 31 2008 11:16 GMT
#17
wait, isn't there a thread that talks about the same topic but on probes instead?

Well, never stop, best thing to do because you will expand and you want to keep the expansion running at an optimal rate. The best thing to be able to saturate your expansion is by pumping scvs from the start. Then from there, maynard a group and a half to your expo (depends on you), then pump scvs from both bases. That is what I do, so I can get my 3rd to jumpstart as well. After I get my 3rd to jumpstart, I'd judge if the scv saturation is enough and I stop making scvs, so the rest of the population and minerals can be dedicated towards army production.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
FaCE_1
Profile Blog Joined December 2006
Canada6182 Posts
October 31 2008 11:59 GMT
#18
only 8, then you bunk rush all in !
-------
I normally never stop producing them but after if I ever got to late game tha tI got a third CC, I stop producing scv after my third one is full.
n_n
Cambium
Profile Blog Joined June 2004
United States16368 Posts
October 31 2008 12:16 GMT
#19
On October 31 2008 19:55 evanthebouncy! wrote:
9001

When you want something, all the universe conspires in helping you to achieve it.
meegrean
Profile Joined May 2008
Thailand7699 Posts
October 31 2008 12:37 GMT
#20
Every once in a while, you should cut scvs to build more production facilities. Otherwise, don't stop building.
Brood War loyalist
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