• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:59
CET 06:59
KST 14:59
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Team TLMC #5: Winners Announced! What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BW General Discussion How soO Began His ProGaming Dreams Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Recommended FPV games (post-KeSPA)
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
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 Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread 12 Days of Starcraft The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Saturation point
Uldridge
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1897 users

Maynarding Workers Before Saturation is Harmful

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 Next All
Cell.cell
Profile Joined April 2010
United States46 Posts
September 24 2010 18:48 GMT
#1
Lets say your main is just at or before saturation (not above!!!), and your FE finishes at your natural. Is it better to maynard half your workers from your main to your natural and then re-saturate from each nexus/cc/hatch individually? Or is it better to keep your main saturated and then rally new workers from both cc's to your natural?

I posted this earlier and the moderator locked it for the following reasons:

1) He did not understand that I was referring to the situation where you are not above saturation at your main

I did state this in my first post, but hopefully my new emphasis cleared this up

2) He told me it wouldn't matter except at the highest echelon's of play.

This is Team Liquid, it was my impression we discuss changes in gameplay that can give you small advantages at a high level of play. Obviously mineral boosting is one example of such a change. The forum should be open to discuss top level play (isn't that what it is designed for?)

3) He wanted actual numbers

OK. I used an online stopwatch to find these numbers. At full saturation (16 workers on 8 mineral patches) your income is about 800 minerals per minute. It takes about 15 seconds to fully maynard scvs from your main to natural on LT. If you maynard 8 scvs immediately (half your workers) you lose 800minerals/2*15s/60s = 100minerals of mining time. If you rally both cc's to your natural, you lose 800/16*15/60 = 12.5minerals every 17 seconds (scv build time), until you have built 8 scvs, for a total of 100 minerals lost over the course of 136 seconds (2minutes 16 seconds).

The Take Home Message:

Maynarding half your scvs immediately causes you to lose 100 minerals in lost mining time immediately.
Rallying both cc's to your natural causes you to lose 100 minerals in lost mining time evenly over the course of 2 minutes 16 seconds.

If you get attacked in that 2 minutes and 16 seconds, I bet you would wish you had another zealot, 2 marines, or 4 zerglings. This difference is more dramatic for zerg, where the extra 100 minerals you save early can let you get more drones and make more money.

This is strictly about income, there can be other advantages to having workers at your natural (i.e. for defense). What are your thoughts?



There are several good protections against temptation, but the surest is cowardice
Adaptation
Profile Joined August 2004
Canada427 Posts
Last Edited: 2010-09-24 18:51:00
September 24 2010 18:50 GMT
#2
Can you tell me how much more money i make in 3 minutes with 10 workers at main and 10 workers at expo, vs 20 at one base over 4 minutes?

Im quite certain the 10-10 wins this, despite the 20-30 seconds of no mining when transfering workers.
So i did a 9 pool on an island map, so what?
tackklee
Profile Joined September 2010
United States270 Posts
September 24 2010 18:52 GMT
#3
What's your income if you maynard half the workers to your natural? You said its 800 with full main saturation and that we lose 100 in mining time immediately. But what did the income look like for maynarding.
theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2010-09-24 18:54:38
September 24 2010 18:53 GMT
#4
Pretty sure that unless you have more than 16 workers on mins (assuming 8 patches) when the expo finishes, it's not worth transferring. Just rally both CCs/Nexuses/Hatches to the new minerals and saturate that one
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
Last Edited: 2010-09-24 18:56:19
September 24 2010 18:55 GMT
#5
If you got more than 16 (2 per patch, when a third worker comes he doesnt nearly increase the amount of mining as much as the first and second one does) at your main, transfer them to your nat and set your rallies to your expo. The easiest way and probably one of the best.
no dude, the question
RexFTW
Profile Joined March 2010
United States172 Posts
September 24 2010 18:56 GMT
#6
well if hellions drop in your base, or mutas arrive and you must evac your main base probes, you will be happy 1/2 of your probes are at the expo.
Cell.cell
Profile Joined April 2010
United States46 Posts
September 24 2010 18:57 GMT
#7
On September 25 2010 03:52 tackklee wrote:
What's your income if you maynard half the workers to your natural? You said its 800 with full main saturation and that we lose 100 in mining time immediately. But what did the income look like for maynarding.


If you are at or below saturation, each worker adds linearly to your income. During maynarding, the remaining half scvs at your main have an income of 800/2 = 400 minerals per minute. In that 15 seconds of maynarding, your workers at your main mine 100 instead of 200 minerals. Once the half of your scvs get to your natural, your income returns to 800.
There are several good protections against temptation, but the surest is cowardice
Cell.cell
Profile Joined April 2010
United States46 Posts
September 24 2010 19:01 GMT
#8
On September 25 2010 03:56 RexFTW wrote:
well if hellions drop in your base, or mutas arrive and you must evac your main base probes, you will be happy 1/2 of your probes are at the expo.


This is a good point. In other words, you don't want all your eggs in one basket. It's less of a gamble against drops, etc to have 2 partially mining bases. Is this worth the extra 100 early minerals?
There are several good protections against temptation, but the surest is cowardice
Jaeger
Profile Joined December 2009
United States1150 Posts
September 24 2010 19:07 GMT
#9
You're not accounting for the danger of worker transfers.

You use LT as an example. Even just taking the natural your ramp is much easier to approach than your mineral line. If you are rallying workers to your natural minerals from your main and they come to attack you can't pull back beyond your ramp otherwise your transferring workers are going to be picked off.

Transferring your workers at once let's you only worry about protecting the transfer once and instead of having a general slowness in your economy you get to have one very specific timing you must defend and get a surge forward afterwards.
https://www.dotabuff.com/players/8137911
disco
Profile Blog Joined June 2009
Netherlands1667 Posts
Last Edited: 2010-09-24 19:15:48
September 24 2010 19:09 GMT
#10
Because of wandering of workers, you do want to split them between bases. It was even worse in BW but it's still present in SC2.

*Rechecked it, this logic does not apply when you make sure each patch only has 2 workers on it. Still, there's a mineral advantage because an expo usually gives you more close patches.

I did some very easy tests for you, here's some numbers.

16 probes, split evenly among 2 bases will generate around 640 to 680 minerals
16 probes, all on one base will get you 580-640 minerals.

The ingame resource counter always jumps a bit but if you look at the 580 (lowest) and 680 (highest), it's definetly worth it to split workers between bases.

I did the same test with 24 probes which is I believe is maximum saturation on one base, needless to say the wandering of the 3rd worker will lose you even more minerals.(difference of about 350 minerals per minute)
this game is a fucking jokie
Meff
Profile Joined June 2010
Italy287 Posts
September 24 2010 19:17 GMT
#11
On September 25 2010 03:56 RexFTW wrote:
well if hellions drop in your base, or mutas arrive and you must evac your main base probes, you will be happy 1/2 of your probes are at the expo.

Typically, I find it harder to defend drones at the expansion from hellions than it is to prevent those same hellions from going up the ramp into my base. This obviously doesn't apply to drops, but...
Jayrod
Profile Joined August 2010
1820 Posts
Last Edited: 2010-09-24 19:19:01
September 24 2010 19:17 GMT
#12
I maynard fewer workers on steppes than I do on maps with closer naturals. Full saturation is 3 per patch, but after 2 per patch you get far less of an increase, per worker. 16 workers each on 2 bases is substantially better than 24 workers in your main and 8 at your natural. You have offered no compelling evidence or reason to not try to maynard exactly half of your workers and produce the rest from their respective Nexus'

maybe they closed your other thread because its misleading and wrong.
KiaL.Kiwi
Profile Joined August 2010
Germany210 Posts
September 24 2010 19:20 GMT
#13
One of the other little advantages of maynarding is that your minerals get mined down a lot smoother between the different bases. Its not much, but if your expansion gets sniped for some reason your other base(s) will have more minerals left on them if you did maynard workers over instead of slowly filling it with reproduced workers.
Cell.cell
Profile Joined April 2010
United States46 Posts
September 24 2010 19:20 GMT
#14
On September 25 2010 04:09 disco wrote:
Because of wandering of workers, you do want to split them between bases. It was even worse in BW but it's still present in SC2.

*Rechecked it, this logic does not apply when you make sure each patch only has 2 workers on it. Still, there's a mineral advantage because an expo usually gives you more close patches.

I did some very easy tests for you, here's some numbers.

16 probes, split evenly among 2 bases will generate around 640 to 680 minerals
16 probes, all on one base will get you 580-640 minerals.

The ingame resource counter always jumps a bit but if you look at the 580 (lowest) and 680 (highest), it's definetly worth it to split workers between bases.

I did the same test with 24 probes which is I believe is maximum saturation on one base, needless to say the wandering of the 3rd worker will lose you even more minerals.(difference of about 350 minerals per minute)


Yes I did not take into account the position of the patches themselves. Is it true in general that the natural has more close patches, or was this the particular map main/natural combination you chose to do your test?
There are several good protections against temptation, but the surest is cowardice
Emperor_Earth
Profile Blog Joined April 2009
United States824 Posts
Last Edited: 2010-09-24 19:33:42
September 24 2010 19:21 GMT
#15
Other things you'll want to take into account.

Expiration of Mineral Patches
For Zerg/Protoss especially, you want to take into account the rate at which your mineral patches expire. It is better to have 3 bases all about 20,30,60% life and 70 peons rather than 2 bases, one at 10% life and one at 80% life with 70 peons. We Terrans have our mule mechanic:D

Flexibility
Having more peons in your nat will allow you to:
populate both geysers faster if you decide to go early gas
Make crawlers/spores/turrets/cannons faster in the right places without hurting your eco too much
Defend your ramp (greatest tactical positional advantage) with a peon wall for a second as you get your units into position

Anti-harassment
Especially in ZvT, you will want to maximize average global income, taking into account what harassment will do.

Mineral Income
You will pay 50-100 minerals for greater sustained income growth.

I find it very interesting that new SC2 players completely ignore over a decade of thinking that went into SC:BW and immediately think that double rallying to nat min lines is preferable to maynarding. Even the semi-pros/amateurs in the GSLs do this and it boggles my mind to no end.
@Emperor_Earth ------- "Amat Victoria Curam."
Zintis
Profile Joined May 2010
41 Posts
September 24 2010 19:23 GMT
#16
Although I haven't studied this specifically; when watching my own replays I notice that after the maynard my worker force tends to be mining at a more efficient rate than my opponent's one base. I think the factor here is that the 2nd worker per spot is mining slightly slower due to the AI. The thing is that the temporary loss of minerals is unavoidable like OP says; either losing mining time immediately due to maynard or due to long rally. But I think if you check you'll see that the maynard ends up being profitable shortly thereafter.
Senorcuidado
Profile Joined May 2010
United States700 Posts
September 24 2010 19:28 GMT
#17
There is also an advatage to spreading out your resource consumption. By transferring workers, you don't mine out your main as quickly and you get a more frontloaded return from your expo. Really, this matters more later on as you start mining out and become oversaturated, especially if you are being contained to 2-3 bases. It's the same reason you want to drop mules at your newest expo rather than your main, the more spread out your saturation is and the longer it takes to mine out each node, the more efficiently you'll be mining.

At the time you take your third, you probably have more than 32 workers (on minerals, not counting gas), right? For maximum efficiency you want no more than 16 (+6 for gas) per base, but if your main is mined out or almost mined out, you'll effectively be on two mining bases and oversaturated (or at least not mining at 100% efficiency). If you spread out your worker distribution from the beginning the natural and the main will be closer in terms of mineral depletion, the degree of which depending on how fast you took the natural. Then, at the moment you take your third you are mining efficiently from all 3 bases for a while.

I hope all that made sense.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
September 24 2010 19:36 GMT
#18
All you said was:

1. If you maynard half ur probes you lose mining time.

2. If you don't maynard probes, you also lose mining time.

Of course you are going to lose mining time, i don't get the point of this post.
Coaching for 1v1 and Team games at Gosucoaching.com
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
September 24 2010 19:42 GMT
#19
I maynard 2/3 of my scvs to my nat each time I expo. The main keeps minerals until the very end of the game because I expo so much. Main makes maybe 10 after I maynard 15 away, then they get sent away.

I'm not at all sure of the math. Due to human error and nature, 50-100 minerals over 10 seconds isn't shit. 1 more maurarder? Really?

It may be just me, but I find it better to maynard a lot to the nat, because that becomes your 'front' if you will.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
kzn
Profile Blog Joined June 2007
United States1218 Posts
September 24 2010 19:44 GMT
#20
The point of this post is that the number of probes you maynard is important. It has already been proven elsewhere on this forum that probes (and other workers) mine at 100% efficiency up to 2 probes per mineral patch (thus, 16 per 8patch main). Because of this, it is only a good idea to drop a base below 16 workers if you're maynarding to a gold, and even then only if you have to.

tl;dr dont maynard if you have less than 16 probes at main
Like a G6
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft578
RuFF_SC2 266
NeuroSwarm 224
StarCraft: Brood War
actioN 1698
Shuttle 130
GoRush 24
eros_byul 0
League of Legends
JimRising 694
C9.Mang0447
Heroes of the Storm
Khaldor97
Other Games
summit1g7411
XaKoH 141
minikerr41
Organizations
Other Games
gamesdonequick1140
BasetradeTV64
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• practicex 29
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki39
• Diggity2
• Pr0nogo 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21841
League of Legends
• Rush1338
• Lourlo1094
• Stunt464
Other Games
• Scarra1727
Upcoming Events
Sparkling Tuna Cup
4h 1m
Krystianer vs Classic
TriGGeR vs SKillous
Percival vs Ryung
ByuN vs Nicoract
OSC
12h 1m
BSL 21
14h 1m
Cross vs Dewalt
Replay Cast
1d 3h
Wardi Open
1d 6h
OSC
2 days
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
OSC
5 days
Korean StarCraft League
5 days
OSC
6 days
OSC
6 days
Liquipedia Results

Completed

Escore Tournament S1: W1
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.