• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:00
CET 15:00
KST 23:00
  • 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 Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation13Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
Zerg is losing its identity in StarCraft 2 [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/ What happened to TvZ on Retro? SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
PvZ map balance Current Meta Simple Questions, Simple Answers How to stay on top of macro?
Other Games
General Games
Clair Obscur - Expedition 33 Should offensive tower rushing be viable in RTS games? Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2215 users

[D] Effects of Turret Placement on Mineral Gatheri

Forum Index > StarCraft 2 Strategy
Post a Reply
Fork
Profile Joined August 2010
Russian Federation100 Posts
Last Edited: 2010-10-19 04:43:17
October 19 2010 04:38 GMT
#1
This may or not be new to some, but i was certainly surprised by doing a few tests with turrets in the mineral lines.

I have always thought that by placing the turret inside the mineral line would hurt economy, and it does, but not as much as i thought.

Usually i would put up turrets around the mineral lines, but this is not optimal, because they are generally harder to repair and easier to pick off. By placing the turrets right up against the CC you are forcing your opponent to draw in much closer, allowing your support units to help quicker

Also, awhile ago i wanted to see if moving your command center back a space or two would have any effect on full base saturation, and found out that it does not, but it does impact gathering rate once turrets are present.

In these two replays you will see the following

MINERAL MATH (game 1)
http://www.sc2replayed.com/replays/92894-1v1-terran-xelnaga-caverns

base gathering of 24 scv's (saturation) is 800-820/min (game time)

with the 2 turrets places against the minerals, and having 1 scv trapped, the gathering rate was 720-740

with the 2 turrets placed against the CC, gathering rate was constricted to 760-780

with the CC moved back 1 space, the gathering rate went back up to 800-820

moving the CC 2 spaces dropped my gathering to ~780

MINERAL MATH 2 (game 2)
http://www.sc2replayed.com/replays/92895-1v1-terran-zerg-xelnaga-caverns

in this game i used only 18 scv's, which is more typical of early game/light expansion type saturation

base gathering rate was 680-700

with the 2 turrets gathering rate dropped to around 650

moving the CC back 1 space proved to be a horrible idea, with the gathering rate dropping to 580


so conclusions:

1. if you're gonna place turrets in your mineral line, put them against the CC rather than against the minerals

2. 50 minerals per minute is your realistic cost of having efficient turret protection in an un-saturated base

3. if you are approaching saturation, turret placement will have no effect on your economy if you slide your CC 1 space outward
"get down!"
s4m222
Profile Joined March 2010
United States272 Posts
October 19 2010 04:53 GMT
#2
1. no one puts static defense against minerals... in conclusion it would be ideal to put turret/cannon on the outside of the min line, or off to the side....
2. sure
3. no one is going to move their cc back whilst mining, whats the cost of lifting and moving CC on a full saturation base?
Fork
Profile Joined August 2010
Russian Federation100 Posts
October 19 2010 05:10 GMT
#3
on a map like delta quadrant i would argue that putting your turrets on the outside is not as effective

also by putting turrets behind the mineral lines means air units can attack the CC from the other end without penalty
"get down!"
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
October 19 2010 05:30 GMT
#4
On October 19 2010 14:10 Fork wrote:
on a map like delta quadrant i would argue that putting your turrets on the outside is not as effective

also by putting turrets behind the mineral lines means air units can attack the CC from the other end without penalty


without penalty? They're not doing guaranteed damage by hitting the CC instead of the workers, and scvs can just repair from the mineral line side (unless its void rays). Also, the other side of the CC is often closer to the inside of the base, from where troops will come to defend = the aerial harass units will get caught between army and turrets and have a harder time running away.

but behind the mineral line can be a problem as turrets can get sniped before you can start repairing them. Maybe i'll begin building one of them against the CC from now
Formerly known as carbonaceous
[HalcyoN]
Profile Joined May 2010
United States163 Posts
October 19 2010 05:38 GMT
#5
+ Show Spoiler +

On October 19 2010 13:53 s4m222 wrote:
1. no one puts static defense against minerals... in conclusion it would be ideal to put turret/cannon on the outside of the min line, or off to the side....
2. sure
3. no one is going to move their cc back whilst mining, whats the cost of lifting and moving CC on a full saturation base?



People do put static defenses in their mineral lines. it allows it to detect over more important areas as well as cover the areas closer to the mineral line with static defense. A cannon off to the side wouldn't cover the entire expanse of the minerals, as minerals in SC2 are pretty spaced out. Two structures would need to be placed for maximum detection/coverage.

There was also actually a thread by Aether about planting the CC back a space to increase miner efficiency. At one space out, each patch can support three workers without any of them bouncing around, thus maximizing worker efficiency. But no one really does this because it increases harass potential.
"I'm already dead"
Malhavoc
Profile Joined October 2010
Italy308 Posts
October 19 2010 07:30 GMT
#6
I see that putting turrets along the CC minimize mineral "loss", but wouldn't it make it harder for the SCVs to repair the turrets when under attack? Putting the turrets in the middle of the space between CC and minerals would let the SCVs surround the turrets if needed, making aerial harassment a lot harder. Of course I "lose" a bit more minerals this way, but could it be worthwhile anyway?
Benshin88
Profile Joined September 2010
United States183 Posts
October 19 2010 07:45 GMT
#7
i think having 1 turret inside the mid field is best because you can repair it instantly. Its cost efficient way to ward off the 1st muta harass./
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
October 19 2010 08:10 GMT
#8
Can we get some screenshots of the turret placement?
AWESOME1337
Profile Joined July 2010
Germany29 Posts
Last Edited: 2010-10-19 09:20:20
October 19 2010 09:17 GMT
#9
I think there was a thread, with replays, proving that it does not have any influence to have buildings in your mineral line....

found it:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=146308
Fork
Profile Joined August 2010
Russian Federation100 Posts
October 19 2010 13:17 GMT
#10
On October 19 2010 18:17 AWESOME1337 wrote:
I think there was a thread, with replays, proving that it does not have any influence to have buildings in your mineral line....

found it:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=146308


actually that thread does not say that it has NO influence, just very little

my replays, just not you-tube embeded, clearly demonstrate an impact (ever so slight) on mineral production if you bothered to watch them while having the income tab open
"get down!"
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2010-10-19 13:34:41
October 19 2010 13:33 GMT
#11
Putting your cc centre 1 or 2 spaces back does not change mining rate at full saturation and off course its logical that the more space between centre and mineral line, the less the turret will influence the pathing
This is true but you forget something
You can even put your cc on the other side of the map and still have the same income with full saturation but the thing wich gets forgotten is that you need more suvs to get full saturation the further your command centre is away
DamageInq
Profile Joined April 2010
United States283 Posts
October 19 2010 13:46 GMT
#12
They way I always saw it is- it takes 3 workers to saturate a mineral patch. The 3rd worker doesn't add near as much income as the first two.

This means there's some waiting time (as I'm sure you all know). So if you add a bit to the travel time of the workers, really your mostly only cutting out of the wait time.

I actually remember a test somebody did where a turret had no negitive effect on mining times when placed in the right spot. I don't know all the details though.
"Scissors are OP. Rock is fine." -Paper
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
October 19 2010 15:17 GMT
#13
On October 19 2010 22:46 DamageInq wrote:
They way I always saw it is- it takes 3 workers to saturate a mineral patch. The 3rd worker doesn't add near as much income as the first two.

This means there's some waiting time (as I'm sure you all know). So if you add a bit to the travel time of the workers, really your mostly only cutting out of the wait time.

I actually remember a test somebody did where a turret had no negitive effect on mining times when placed in the right spot. I don't know all the details though.


This is the wrong way to think about things.

If you're running in to workers switching minerals due to saturation, its time to set up a new base, not move your current one further away.
As it turns out, marines don't actually cost any money -Jinro
Please log in or register to reply.
Live Events Refresh
WardiTV Korean Royale
12:00
Group Stage 1 - Group A
WardiTV548
LiquipediaDiscussion
Kung Fu Cup
12:00
2025 Monthly #3: Day 5
Reynor vs herOLIVE!
RotterdaM745
TKL 400
IndyStarCraft 297
SteadfastSC137
IntoTheiNu 51
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 745
TKL 400
Reynor 350
Tasteless 301
IndyStarCraft 297
Rex 167
SteadfastSC 137
Railgan 18
MindelVK 16
StarCraft: Brood War
Britney 35707
Rain 9015
Sea 4274
firebathero 4205
BeSt 1727
Horang2 1709
GuemChi 947
Soma 618
EffOrt 534
Stork 504
[ Show more ]
Mini 464
actioN 301
Rush 211
Killer 160
Last 151
Hyun 140
hero 135
scan(afreeca) 129
Bonyth 91
Mind 89
Barracks 63
Sharp 53
zelot 50
yabsab 50
Snow 49
sorry 38
sas.Sziky 33
Shinee 17
Hm[arnc] 15
NaDa 11
Bale 6
Dota 2
singsing2828
Gorgc2079
qojqva1626
Dendi1186
XcaliburYe293
Counter-Strike
byalli598
Heroes of the Storm
Khaldor252
Liquid`Hasu202
Other Games
FrodaN5444
B2W.Neo1720
Pyrionflax368
Fuzer 268
KnowMe242
DeMusliM94
Organizations
Dota 2
PGL Dota 2 - Main Stream16310
PGL Dota 2 - Secondary Stream1651
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Adnapsc2 7
• Dystopia_ 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV548
• Ler72
Upcoming Events
BSL 21
6h
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
6h
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
9h
Wardi Open
22h
Monday Night Weeklies
1d 3h
Replay Cast
1d 9h
WardiTV Korean Royale
1d 22h
BSL: GosuLeague
2 days
The PondCast
2 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
BSL: GosuLeague
4 days
RSL Revival
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
WardiTV Korean Royale
5 days
IPSL
6 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
6 days
Wardi Open
7 days
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.