• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:58
CEST 12:58
KST 19:58
  • 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
Team Liquid Map Contest #22 - The Finalists14[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced11Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid21
StarCraft 2
General
MaNa leaves Team Liquid 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Weekly Cups (April 6-12): herO doubles, "Villains" prevail Oliveira Would Have Returned If EWC Continued
Tourneys
GSL CK: More events planned pending crowdfunding 2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
Pros React To: Tulbo in Ro.16 Group A ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Data needed RepMastered™: replay sharing and analyzer site
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro16 Group A [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1843 users

Probe first then send, or vice versa - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 Next All
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
Last Edited: 2010-07-24 07:05:13
July 24 2010 07:04 GMT
#21
On July 24 2010 15:58 Kantutan wrote:
It extends far into the late-game though. If your first worker was made .5 seconds earlier, then every worker after that will be made faster as well, meaning they got in that much more mining time. Since constant worker production often doesn't stop until at least 15 food, it means you would have over 8 workers mining sooner rather than the 6 mining sooner using the method of sending your workers first.


I believe this argument is fallacious.

Let's say we have one nexus start making workers nonstop.

We have a second nexus making workers nonstop start exactly one second after the first one.

The first nexus won't pull extremely far ahead of the second nexus - instead the first nexus will only be one second ahead in minerals of the second one.

Since we're assuming that the queue worker -> send workers procedure takes about a half second, the other way will only be a half second ahead of this method. That half second of having that extra worker results in a ~1/2 mineral gain while sending workers first results in 3 extra minerals.

There may be other factors which play into the whole build worker / send workers first debate, but your argument is not one of them. Most of them have to do with human reaction time, splitting, etc.
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
CitanZero
Profile Blog Joined May 2010
United States56 Posts
July 24 2010 07:04 GMT
#22
And speaking of the F1 strategy: Do any pros currently use it? I mean F1 right click min patch, repeat 5 more times. It seems to be able to be done fast on my first try, and with practice I wonder if it is better than the split.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
July 24 2010 07:05 GMT
#23
If your first pylon delays probe production, you should send workers --> more early cash --> faster pylon --> more eventual workers.

If your first pylon does not delay probe production, you should build a probe first, because that slight extra probe time will continue throughout the game and add up.
My strategy is to fork people.
EatCrow
Profile Joined April 2010
Estonia333 Posts
July 24 2010 07:08 GMT
#24
I build a probe first then send them all to mine. Then by the time it is possible to build another one i already have almost exactly 50 minerals. There is no delay. That means the second one is also faster. And third and so on.

If you send workers first, you'll fall behind in building probes but have a 15-20 (don't know exactly) more minerals at the start. Which is nothing compared to the hundreds of more minerals collected by more probes over the game.
CitanZero
Profile Blog Joined May 2010
United States56 Posts
July 24 2010 07:10 GMT
#25
@ Severedevil -- I don't think it's possible to make probe, send, and not have a delay. Unless you're playing sloppy to begin with, there will always be a delay because 10 probes will be out before pylon is done.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-07-24 07:12:46
July 24 2010 07:11 GMT
#26
On July 24 2010 16:04 FC.Strike wrote:
Show nested quote +
On July 24 2010 15:58 Kantutan wrote:
It extends far into the late-game though. If your first worker was made .5 seconds earlier, then every worker after that will be made faster as well, meaning they got in that much more mining time. Since constant worker production often doesn't stop until at least 15 food, it means you would have over 8 workers mining sooner rather than the 6 mining sooner using the method of sending your workers first.


I believe this argument is fallacious.

Let's say we have one nexus start making workers nonstop.

We have a second nexus making workers nonstop start exactly one second after the first one.

The first nexus won't pull extremely far ahead of the second nexus - instead the first nexus will only be one second ahead in minerals of the second one.

Since we're assuming that the queue worker -> send workers procedure takes about a half second, the other way will only be a half second ahead of this method. That half second of having that extra worker results in a ~1/2 mineral gain while sending workers first results in 3 extra minerals.

There may be other factors which play into the whole build worker / send workers first debate, but your argument is not one of them. Most of them have to do with human reaction time, splitting, etc.


Upon further thought, I agree. The nexuses will always be equal in resources, just one ahead of the other by .5 seconds. Good thought.
vileEchoic -- clanvile.com
CitanZero
Profile Blog Joined May 2010
United States56 Posts
July 24 2010 07:13 GMT
#27
@ EatCrow -- we've established that staying one worker ahead is not cumulative gain, therefore, if both players built the same amount of probes continuously, the one who was ahead in probe count wouldn't ever be more than 5 mins ahead. I.E. I'm bringing in 7 probes, you're bringing in 8. I'm bringing in 8 probes, you're bringing in 9. See, you only ever stay 5 mins ahead, but my whole batch of probes will hit my nexus each time before yours, so I'll have acess to mins sooner.
CitanZero
Profile Blog Joined May 2010
United States56 Posts
July 24 2010 07:14 GMT
#28
No suggestion on the F1 strategy? Have any pros been seen to use it?
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
Last Edited: 2010-07-24 07:20:39
July 24 2010 07:15 GMT
#29
What is it with everyone saying that building that probe earlier will snowball into this huge advantage later in the game? That's not how it works at all.

Income growth is completely linear. If you start probe production a half second later, it will still grow linearly just a tiny bit later than the first graph. But the initial minerals you get from sending the workers first lift the graph higher than the first to make up for it.

Edit: I made a graph for those of you who aren't so mathematically inclined. Enjoy.

[image loading]
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
July 24 2010 07:15 GMT
#30
Yeah, nice argument FC.

I'll still build a worker first, because click + s / click + e /click + s + d is easier to do than select drag + click on patch. So long as I get my 50 mins before the first worker finishes, I'm happy.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
July 24 2010 07:17 GMT
#31
On July 24 2010 16:14 CitanZero wrote:
No suggestion on the F1 strategy? Have any pros been seen to use it?


WhiteRa uses F1, doesn't he?
vileEchoic -- clanvile.com
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
July 24 2010 07:22 GMT
#32
On July 24 2010 16:15 Kantutan wrote:
Yeah, nice argument FC.

I'll still build a worker first, because click + s / click + e /click + s + d is easier to do than select drag + click on patch. So long as I get my 50 mins before the first worker finishes, I'm happy.


The funny thing is I totally agree - I don't care about this whole thing at all in game. I make my worker, send all of my workers to a random patch, don't split, and that's that.

It's just that on the forums, I have to point out these sorts of things.
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
CitanZero
Profile Blog Joined May 2010
United States56 Posts
July 24 2010 07:24 GMT
#33
WhiteRa does? I'll have to check it out. Does he do F1 6 times extremely fast? Or some combination of sending?
CitanZero
Profile Blog Joined May 2010
United States56 Posts
July 24 2010 07:25 GMT
#34
Oh and thanks for the graphs FC
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
July 24 2010 07:25 GMT
#35
On July 24 2010 16:17 iEchoic wrote:
Show nested quote +
On July 24 2010 16:14 CitanZero wrote:
No suggestion on the F1 strategy? Have any pros been seen to use it?


WhiteRa uses F1, doesn't he?


I believe it was White-Ra who does the triple split? Select two workers at a time and send them off. IMO it's not worth the micro and risk of mis-clicking which is bound to happen occasionally.

On July 24 2010 16:22 FC.Strike wrote:
Show nested quote +
On July 24 2010 16:15 Kantutan wrote:
Yeah, nice argument FC.

I'll still build a worker first, because click + s / click + e /click + s + d is easier to do than select drag + click on patch. So long as I get my 50 mins before the first worker finishes, I'm happy.


The funny thing is I totally agree - I don't care about this whole thing at all in game. I make my worker, send all of my workers to a random patch, don't split, and that's that.

It's just that on the forums, I have to point out these sorts of things.


Yeah I know, I have no shame in being bested in a logical argument The sooner you learn, the better.
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
July 24 2010 07:26 GMT
#36
White-Ra does the oddest thing. In one of the King of the Beta games, it was:

Select 2 workers, send them to mineral patches.

Build worker

Select 2 workers, send them to mineral patches.

Select 2 workers, send them to mineral patches. Split this group 1-1 between two different patches.

I'm pretty sure that's not even close to optimized, but these things don't determine games and it's White-Ra's signature split. So whatever
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-07-24 07:30:30
July 24 2010 07:29 GMT
#37
On July 24 2010 16:25 Kantutan wrote:
Show nested quote +
On July 24 2010 16:17 iEchoic wrote:
On July 24 2010 16:14 CitanZero wrote:
No suggestion on the F1 strategy? Have any pros been seen to use it?


WhiteRa uses F1, doesn't he?


I believe it was White-Ra who does the triple split? Select two workers at a time and send them off. IMO it's not worth the micro and risk of mis-clicking which is bound to happen occasionally.


I thought he does the triple split by going f1 click f1 click very fast to select two scvs. Anyone know for sure? That'd be faster, at least.
vileEchoic -- clanvile.com
CitanZero
Profile Blog Joined May 2010
United States56 Posts
July 24 2010 07:32 GMT
#38
Wow that's crazy. I know Day 9 seems to stress that even small edges are significant, but this one seems not to even classify as a small edge.

HERE's ONE I HAVE BEEN WONDERING:
Can anyone, if building their probes and microing perfectly, get a chrono boost off as soon as it hits 25 and have none of the chrono be wasted on idle time waiting on first pylon to finish forming to build probe 11? I can't, and is it optimal if boosting economy to wait until pylon finishes to start chrono boosting so probes will be continuous and no chrono will be on idle time?
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
Last Edited: 2010-07-24 07:35:24
July 24 2010 07:34 GMT
#39
On July 24 2010 16:32 CitanZero wrote:
Wow that's crazy. I know Day 9 seems to stress that even small edges are significant, but this one seems not to even classify as a small edge.

HERE's ONE I HAVE BEEN WONDERING:
Can anyone, if building their probes and microing perfectly, get a chrono boost off as soon as it hits 25 and have none of the chrono be wasted on idle time waiting on first pylon to finish forming to build probe 11? I can't, and is it optimal if boosting economy to wait until pylon finishes to start chrono boosting so probes will be continuous and no chrono will be on idle time?


No. The best you can do is chronoboost when the pylon is about 3/4ths done. And that's only if you throw the pylon down right next to your Nexus and go back to mining.

Edit: That didn't really make sense, so let me clarify. If you're building the pylon by your ramp or at your natural, the time that probe spends not mining makes it such that you can't chrono until the pylon is pretty much done (as the pylon goes down a little later).
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
Clipse
Profile Joined July 2010
Germany20 Posts
July 24 2010 08:10 GMT
#40
Assuming workers mine 1mineral/second, there is a .5 second delay between building worker/sending and workers are built constantly from one queue.

Sending first will give a 3 mineral advantage at the start however the first worker, and any subsequent worker will be delayed by .5 seconds, so the advantage of sending first will be lost at .5 minerals per worker built. So sending first and building first will be even at 12 supply and building first will be at an advantage after that.

However, Zerg have more than 1 production queue, due to having larvae can use the 3 mineral advantage straight away to build their second drone, third drone, overlord etc. slightly earlier than the person building a drone first. Therefor the person building a drone first will fall slightly behind the person sending drones first as the game progresses.

For Protoss building a probe first is of advantage as long as it does not delay the pylon to the point that probe production has to be stopped for more than .5 seconds longer than the person sending his probes first, as a delay of this length would lose the cumulative benefits of building first, and as a result make sending probes first a better choice.

For Terran (this is the race I'm least familiar with build orders etc.) assuming a 9 supply depot is the optimal build building an SCV first is of advantage as the depot won't be delayed enough to ever lead to being supply blocked therefor the person building an SCV first can constantly produce SCV and as a result gain an advantage over the person sending SCVs first after the 12 supply.


TL;DR
Zerg -> send drones first
Protoss -> depends on much how this affects pylon timing
Terran -> build SCV first
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
10:00
Master Swan Open #102
CranKy Ducklings91
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
herO (Afreeca) 28
StarCraft: Brood War
Calm 3913
Horang2 1502
Mind 444
Larva 388
Mini 312
actioN 291
BeSt 257
EffOrt 201
ggaemo 128
Last 123
[ Show more ]
Aegong 79
Sharp 76
ZerO 75
Backho 68
Barracks 28
Hm[arnc] 25
NaDa 22
Bale 19
Movie 14
soO 14
[sc1f]eonzerg 11
IntoTheRainbow 10
Dota 2
Gorgc3165
NeuroSwarm164
ODPixel87
Counter-Strike
zeus934
Super Smash Bros
Mew2King143
Westballz42
amsayoshi28
Heroes of the Storm
Khaldor94
Other Games
singsing1612
B2W.Neo395
Pyrionflax210
ArmadaUGS90
Trikslyr30
QueenE23
ZerO(Twitch)14
Organizations
Dota 2
PGL Dota 2 - Main Stream8515
PGL Dota 2 - Secondary Stream2580
Other Games
gamesdonequick772
StarCraft: Brood War
lovetv 13
CasterMuse 6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Adnapsc2 6
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 30
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1422
• TFBlade530
Upcoming Events
WardiTV Map Contest Tou…
1h 2m
SC Evo League
2h 32m
IPSL
5h 2m
WolFix vs nOmaD
dxtr13 vs Razz
BSL
8h 2m
UltrA vs KwarK
Gosudark vs cavapoo
dxtr13 vs HBO
Doodle vs Razz
Patches Events
11h 2m
CranKy Ducklings
13h 2m
Sparkling Tuna Cup
23h 2m
WardiTV Map Contest Tou…
1d
Ladder Legends
1d 4h
BSL
1d 8h
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
[ Show More ]
IPSL
1d 8h
JDConan vs TBD
Aegong vs rasowy
Replay Cast
1d 22h
Wardi Open
1d 23h
Afreeca Starleague
1d 23h
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
2 days
RSL Revival
2 days
Afreeca Starleague
2 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
3 days
RSL Revival
3 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
WardiTV Map Contest Tou…
5 days
Replay Cast
5 days
Escore
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Escore Tournament S2: W3
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 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

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
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
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.