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Z To Maynard or not to Maynard

Forum Index > StarCraft 2 Strategy
Post a Reply
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
March 01 2010 01:22 GMT
#1
So as I've noticed, 2 workers per patch works pretty well. As soon as the other worker comes back the worker mining the patch returns with cargo.

Judging simply by the eye, the income increase per worker is pretty much linear until you hit 16 drones on minerals correct?

If so, shouldn't it make sense to not maynard at all unless you have more than 16 workers per base?
Savio
Profile Joined April 2008
United States1850 Posts
March 01 2010 01:56 GMT
#2
I haven't been maynarding but mostly because of spawn larvae. Sometimes when I am scouting/harassing or whatever, when I come back and my hatch is almost done, I have 7 larvae waiting. Inject the hatch again, make 7 drones then 7 later. It seems a lot faster to get an expo up and running than it was in BW. So even if maynarding is still slightly better, the need for it is probably less than it was in BW.
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
March 01 2010 02:55 GMT
#3
If I'm not FEing I can usually count when I reach that 2drone/patch efficiency and then stop drone production for a while. I'll resume drone production when I have the new hat constructing and an available production window for drones.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-01 03:42:49
March 01 2010 03:40 GMT
#4
I've noticed in replays (although I might be wrong) that no matter what , if I split my workers from my main to my nat, I more than double my income. (this is probably due to the diminishing returns for every worker added)

fyi, there was a thread a few days ago where someone broke down all the mining rates when workers are added. 16-24 seems op , anything after that was negative production - unless of course you plan to maynard the overkill, which will pay off later.
..and then I would, ya know, check em'. (Aka SpoR)
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
March 01 2010 03:46 GMT
#5
damn, charliemurphy, nice response. you the man.
University of Kentucky Basketball #1
semantics
Profile Blog Joined November 2009
10040 Posts
March 01 2010 03:57 GMT
#6
I maynard anytime the patch i'm doing it form has more then 8 drones, ie more then 1 drone per patch. For zerg 19-20 drones per a field is fully saturated although most time zerg doesn't hit those high numbers
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
March 01 2010 04:15 GMT
#7
Tommorow I'm gonna do a simple test. record the income on a patch with 2 workers vs 2 patch with a worker each.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-01 04:41:19
March 01 2010 04:41 GMT
#8
On March 01 2010 12:46 Bill Murray wrote:
damn, charliemurphy, nice response. you the man.

Why thank you, William.
..and then I would, ya know, check em'. (Aka SpoR)
r.Evo
Profile Joined August 2006
Germany14080 Posts
Last Edited: 2010-03-02 02:05:04
March 02 2010 02:04 GMT
#9
I tested exactly that scenario today. =)

Case A) 1 base
Case B) 2 base

For 16 drones (or 2x8) you get exactly the same mineral return per minute.


If we have 20 drones the scenario changes drastically.

1x20 get about 110minerals/minute more than the 1x16.
2x10 get about 320minerals/minute more than the 1x16.


---> get 16 (+6 for gas)drones in your main, set worker rally to expansion, build more drones, be happy.

Just keep in mind that the 4 workers from 16 to 20 on one base need about 2 minutes to pay for themselves which is pretty crappy imo. More than 16 is just not worth it.


I've noticed in replays (although I might be wrong) that no matter what , if I split my workers from my main to my nat, I more than double my income. (this is probably due to the diminishing returns for every worker added)


...is therefore just wrong as long as you have less than 16 drones. At 20+ I'd suggest maynarding until you have 16 left and rally future workers to your expansion.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 02 2010 02:15 GMT
#10
24 drones at a main base is mathematically the maximum number of workers which will give any yield, excluding the Vespene. Anything after that adds 0% efficiency (actually, negative, since you spend 50 minerals on creating the unit itself). It CAN help if you're meaning to grab an expansion soon, in which case, having some extra workers won't hurt.

Note that 24 isn't the max number per base; 24 comes from there being 8 patches at every main base as of now. 3 workers per mineral patch is 100% saturation.

However, I don't recommend getting 3 per patch. 16 per patch will only yield 200 less minerals every X minutes (can't remember the X D, and in SC2, the 50 minerals in the short term is worth more than 200 minerals in the long term. Long term advantages only matter for tech, expansions, and creating more workers in the beginning (having more than 6 workers is quite a long term advantage :D)

Building up to 24 workers in anticipation for an expansion, of course, is fine. In fact, if you have 2 bases with 24 workers each (well, 21 if it's a 7 mineral base), you can basically insta-saturate any new expansions, although I'd still only recommend that if you're expanding soon.

Remember that 2 bases with 8 workers each WILL outproduce 1 base with 16 workers. The actual amount varies depending on how close the mineral patches are to the base.
r.Evo
Profile Joined August 2006
Germany14080 Posts
Last Edited: 2010-03-02 02:55:00
March 02 2010 02:53 GMT
#11
On March 02 2010 11:15 Zeke50100 wrote:
Remember that 2 bases with 8 workers each WILL outproduce 1 base with 16 workers. The actual amount varies depending on how close the mineral patches are to the base.


This statement is not true for any of the bases at the current LT, I did not test it on other maps.

Please don't make statements like these when you're not entirely sure.

Just in case you think the income tab in replays etc. is working good enough; it's not.


Edit: Your "x" btw is 1. 24 probes on one base gather about 200-220 minerals per minute more than 16.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
March 02 2010 13:05 GMT
#12
On March 02 2010 11:04 r.Evo wrote:
I tested exactly that scenario today. =)

Case A) 1 base
Case B) 2 base

For 16 drones (or 2x8) you get exactly the same mineral return per minute.


If we have 20 drones the scenario changes drastically.

1x20 get about 110minerals/minute more than the 1x16.
2x10 get about 320minerals/minute more than the 1x16.


---> get 16 (+6 for gas)drones in your main, set worker rally to expansion, build more drones, be happy.

Just keep in mind that the 4 workers from 16 to 20 on one base need about 2 minutes to pay for themselves which is pretty crappy imo. More than 16 is just not worth it.


Show nested quote +
I've noticed in replays (although I might be wrong) that no matter what , if I split my workers from my main to my nat, I more than double my income. (this is probably due to the diminishing returns for every worker added)


...is therefore just wrong as long as you have less than 16 drones. At 20+ I'd suggest maynarding until you have 16 left and rally future workers to your expansion.


Excellent r.Evo, thanks for testing this!
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
March 02 2010 14:25 GMT
#13
On March 02 2010 11:04 r.Evo wrote:
I tested exactly that scenario today. =)

Case A) 1 base
Case B) 2 base

For 16 drones (or 2x8) you get exactly the same mineral return per minute.


So taking into account the mining time you loose because the drones are moving from one base to the other, you actually loose money by maynarding when you have less than 16 drones?

I agree with the conclusion, make 16 and rally them to the expansion...
Bankai - Correlation does not imply causation
r.Evo
Profile Joined August 2006
Germany14080 Posts
March 02 2010 15:24 GMT
#14
On March 02 2010 23:25 NeoLearner wrote:
Show nested quote +
On March 02 2010 11:04 r.Evo wrote:
I tested exactly that scenario today. =)

Case A) 1 base
Case B) 2 base

For 16 drones (or 2x8) you get exactly the same mineral return per minute.


So taking into account the mining time you loose because the drones are moving from one base to the other, you actually loose money by maynarding when you have less than 16 drones?

I agree with the conclusion, make 16 and rally them to the expansion...



Exactly @ the lost mining time case of maynarding. I mean, it looks insanely retarded to anyone familiar with bw to see 16 workers at your main, 2 at your expo and see new workers move all the way to your nat, but it's the most efficient right now.

If you maynard you lose minerals -right now-, if you rally them over you lose some here and there. The overall total remains the same.


Important, especially for Z: You use up workers to build buildings. With 15 workers compared to 16 you lose 52 minerals per minute. With 17 compared to 16 workers you gain about 27 minerals per minute more for that one worker. The difference is huge enough to justify checking your worker. count once in a while (just select the workers on your minerals only, pretty easy to do.)
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
MiraMax
Profile Joined July 2009
Germany532 Posts
March 02 2010 15:37 GMT
#15
On March 03 2010 00:24 r.Evo wrote:
Exactly @ the lost mining time case of maynarding. I mean, it looks insanely retarded to anyone familiar with bw to see 16 workers at your main, 2 at your expo and see new workers move all the way to your nat, but it's the most efficient right now.

If you maynard you lose minerals -right now-, if you rally them over you lose some here and there. The overall total remains the same.


Important, especially for Z: You use up workers to build buildings. With 15 workers compared to 16 you lose 52 minerals per minute. With 17 compared to 16 workers you gain about 27 minerals per minute more for that one worker. The difference is huge enough to justify checking your worker. count once in a while (just select the workers on your minerals only, pretty easy to do.)


I would not judge too fast. Even though you are right that by maynarding you don't gain as many minerals while transfering, you have the benefit that those minerals can still be harvested from the main. There is a certain advantage to mine heavily from your newest expansion, since it means your other bases are not mined out as fast thereby allowing you to efficiently mine in parallel for a longer period of time.

That being said, I would agree that it's by far a much closer call compared to BW.
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