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Bad Habits from Starcraft 1: Stop Spamming Workers - Page 2

Forum Index > StarCraft 2 Strategy
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semantics
Profile Blog Joined November 2009
10040 Posts
February 21 2010 01:04 GMT
#21
For zerg
On February 20 2010 18:22 Virtue wrote:
After 1 min this is what i got in minerals
16 drones 925
17 drones 945
18 drones 990 -- 995
19 drones 1040 -- -1050
22 drones 1080
32 drones 1060

19-20 Drones is full saturation on 8 minerals in a field for a zerg player

How did i do this well i put 32 drones on the min field waited 2 mins so they can shuffle all though
then i picked numbers at random till i saw a drop to show that it's no longer full saturation.

Basically i took units away waited 1 min then counted again to try to get the most accuracy but it's only to the second.

Still 19-20 drones seems to be the right numbers i know i could probably figure out if it's 19 or 20 but i already wasted like an hour doing this

3 on Gas is optimal ~160 a min on gas
4 doesn't bring anymore and 2 doesn't bring enough

I only really ran it once and didn't like triple check it but around 19 units on 8 min patches is fully saturated for zerg.
Ziph
Profile Blog Joined March 2008
Netherlands970 Posts
February 21 2010 01:13 GMT
#22
On February 21 2010 09:45 d3_crescentia wrote:
Show nested quote +
On February 21 2010 09:41 Ziph wrote:
I did the test for protoss. Did it in like 10minutes with a friend me building probes he as observer checking my income / harvesters.

Results:

12Probes: 457-533
16Probes: 629-686
20Probes: 725-781
22Probes: 743-819
+24Probes: 762-838+
26Probes: 762-838
30Probes: 781-857
34Probes: 781-857

Posted this 3 days ago but got ignored '-.-

This needs more attention (and information - how many patches? what do the numbers mean? did you stop at 34?)


its 8patches as thats the standard in sc2 for now. When watching the income screen as observer you can see that its constantly changing even with the same amount of workers. So the first number is the lowest mineral/minute it gives and the second number is the max minerals/minute it gives. Yes i stopped at 34. It didn't increase at all from that point. and only increased with 20minerals/minute from 24workers to 34 workers.
Starcraft 2 - Beta
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
February 21 2010 01:40 GMT
#23
THe maximum is 3 workers per patch, thus most bases are standard 8 patches, saturation is 24 workers. Any more produces 0 increase in production.

For protoss, this amounted to an average of 800 minerals per minute per base, presuming 8 patches.

QED: Do not produce more than 24 workers at a base (30 including your gas miners) unless you intend to expand.

Currently doing gas tests.
220 gas per base, 450 overall. Maximum saturation is 3 probes, more is worthless.
2 Probes you get: 146 per base, 292 overall.
Unsurprisingly, with 2 workers as opposed to 3, you gas 33% less.

This was on Steppes of War, where every base has the same gas setup (two opposite sides of base). Did not teset both same side.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 21 2010 01:44 GMT
#24
Since you can select so many units you can easily tell where you are at with worker count.

3 full rows in the selection box = 24 workers.
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
February 21 2010 02:51 GMT
#25
[image loading]

16 probes ought to be enough for anybody
nukular
Profile Joined July 2009
Germany5 Posts
February 21 2010 03:10 GMT
#26
On February 21 2010 10:44 floor exercise wrote:
Since you can select so many units you can easily tell where you are at with worker count.

3 full rows in the selection box = 24 workers.

usually plus two, which are currently mining gas. or are the workers in the geyser selected as well?
Dr.Frost
Profile Joined April 2009
United States389 Posts
February 21 2010 03:21 GMT
#27
On February 21 2010 09:41 Ziph wrote:
I did the test for protoss. Did it in like 10minutes with a friend me building probes he as observer checking my income / harvesters.

Results:

12Probes: 457-533
16Probes: 629-686
20Probes: 725-781
22Probes: 743-819
+24Probes: 762-838+
26Probes: 762-838
30Probes: 781-857
34Probes: 781-857

Posted this 3 days ago but got ignored '-.-


Nice work. Wonder if anyone has tested this with drones and scv's. To see if anything is different.
They are here to right our fall, they have heard someones troubled call???
Treeplant
Profile Blog Joined January 2010
United States214 Posts
February 21 2010 04:00 GMT
#28
On February 21 2010 07:52 peidongyang wrote:
As many people have been saying, it seems that wc3 players will be better off than sc players in sc2.

Notable human players.


Can you elaborate a bit? I thought that WC3 players specialize in micro, yet most of the TL staff have said that the game is heavily macro favored.
Alter
Profile Joined November 2009
United States33 Posts
February 21 2010 06:05 GMT
#29
Currently, it appears that SC2 focuses heavily on macro, not micro. You can see that in most streams.
Row Row Fight the Powa!
leejas
Profile Blog Joined August 2007
United States440 Posts
February 21 2010 06:17 GMT
#30
"spamming workers" is not a question of maximizing ONLY that base! It's having the extras to have the next base running ASAP.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-02-21 06:33:45
February 21 2010 06:33 GMT
#31
yes but I was mostly referring to people who keep spamming workers w/o even expanding soon after

im just saying, use your judgment and be watchful of your worker count.

ALSO i updated the main post with another thing I thought up that's been bugging me
ModeratorBlame yourself or God
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 21 2010 10:52 GMT
#32
I agree with your edit Zelniq
Speedlings are difficult to stop as protoss, if you factor in trying to prepare for Roaches as well... Im starting to think gate forge is a necessary build;;
Administrator~ Spirit will set you free ~
shin ken
Profile Blog Joined October 2009
Germany612 Posts
Last Edited: 2010-02-21 10:55:32
February 21 2010 10:54 GMT
#33
On February 21 2010 10:02 Zeke50100 wrote:
With 8 patches at each base (this seems to be standard), you can have 16 workers, meaning you have 2 workers every patch.

If you add a third worker for every patch, you will take away that tiny, miniscule time-gap between when your mining worker gets off the patch and your incoming worker grabs the patch. If you have a third worker, it will stay at the patch and immediately grab it once the mining worker leaves.

That's why resourcing doesn't go any higher after 24 workers at a base. Basically, you can have up to 3 workers per patch without wasting any minerals.

In the end, you still only make like 200 extra minerals in the long run - and I mean the long run. You're better off going with 16 workers, while also stocking up additional workers if you're meaning to expand.


this post was very helpful!

So the basic strategy is 16 mineral workers per base + up to 24 when you're maynarding - and over 24 is never needed/wasted investing?
Rothbardian
Profile Joined January 2010
United States497 Posts
February 21 2010 10:58 GMT
#34
Iloveoov proved you can never have too many workers. From every game I've watched I've seen a distinct lack of worker production.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
Rothbardian
Profile Joined January 2010
United States497 Posts
Last Edited: 2010-02-21 11:05:13
February 21 2010 11:03 GMT
#35
On February 21 2010 10:40 ghosthunter wrote:
THe maximum is 3 workers per patch, thus most bases are standard 8 patches, saturation is 24 workers. Any more produces 0 increase in production.

For protoss, this amounted to an average of 800 minerals per minute per base, presuming 8 patches.

QED: Do not produce more than 24 workers at a base (30 including your gas miners) unless you intend to expand.

Currently doing gas tests.
220 gas per base, 450 overall. Maximum saturation is 3 probes, more is worthless.
2 Probes you get: 146 per base, 292 overall.
Unsurprisingly, with 2 workers as opposed to 3, you gas 33% less.

This was on Steppes of War, where every base has the same gas setup (two opposite sides of base). Did not teset both same side.


Yeah, because you never get harassed or raided....Workers have a lot of uses besides purely gatherers.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
Urth
Profile Blog Joined November 2007
United States1249 Posts
February 21 2010 11:04 GMT
#36
On February 21 2010 19:58 Rothbardian wrote:
Iloveoov proved you can never have too many workers. From every game I've watched I've seen a distinct lack of worker production.

gj completely missing the point of this thread
BY.HERO FIGHTING!!!!
Rothbardian
Profile Joined January 2010
United States497 Posts
February 21 2010 11:06 GMT
#37
On February 21 2010 20:04 Urth wrote:
Show nested quote +
On February 21 2010 19:58 Rothbardian wrote:
Iloveoov proved you can never have too many workers. From every game I've watched I've seen a distinct lack of worker production.

gj completely missing the point of this thread


The point of the thread was to see how many workers completely saturate a mineral field. What I am saying is that is irrelevant.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
drivec
Profile Joined May 2009
United States354 Posts
Last Edited: 2010-02-21 11:21:30
February 21 2010 11:20 GMT
#38
does this means at a certain point u would gain more from long distance mining with your extra workers then u would if u just keep them mining at your base(even if it wasnt alot more its still more then keeping them at your base)
starcraft is chess at warp speed
geno
Profile Blog Joined October 2007
United States1404 Posts
Last Edited: 2010-02-21 11:26:53
February 21 2010 11:25 GMT
#39
Your point is valid to a degree, but I would argue that throwing more on your patches really is a complete waste. If you need probes around your base for building, you may as well have them idling in good spots over putting them on the minerals. If you suspect a successful harass, by all means pump up production, but why throw them into the fray of the harass when you can keep them separate? Maximum saturation at 24 means there is literally no benefit to putting extras on the mineral fields compared to idling them anywhere else. If you plan on expanding, and are at 24 probes, you may as well rally them anywhere else in your base.

edit:
On February 21 2010 20:20 drivec wrote:
does this means at a certain point u would gain more from long distance mining with your extra workers then u would if u just keep them mining at your base(even if it wasnt alot more its still more then keeping them at your base)

Yes. In fact I made that point in my post on the last page I believe.
Puosu
Profile Blog Joined April 2007
6985 Posts
February 21 2010 11:35 GMT
#40
On February 21 2010 20:06 Rothbardian wrote:
Show nested quote +
On February 21 2010 20:04 Urth wrote:
On February 21 2010 19:58 Rothbardian wrote:
Iloveoov proved you can never have too many workers. From every game I've watched I've seen a distinct lack of worker production.

gj completely missing the point of this thread


The point of the thread was to see how many workers completely saturate a mineral field. What I am saying is that is irrelevant.

Mining works very differently in SC2, in SC1 you never really had 100% of the mining potential possible even if you pumped workers all the time, you certainly did not hit full mining potential at around 20 workers like it seems to be in SC2.
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