• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:31
CEST 09:31
KST 16:31
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!30Weekly Cups (August 17-23): Zerg dominate the week5Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Balance hotfix patch 5.0.16b (July 16) Weekly Cups (August 17-23): Zerg dominate the week Starcraft2 player guess game is Coming~!
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
[Personal Project Share] Terran Defense v0.60 New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion [ASL22] Ro24 Preview: Siren's Call Farewell Beloved Starcraft (Youtube Videos)
Tourneys
Escore Tournament - Season 3 [ASL22] Ro24 Group F KCM Race Survival 2026 Season 3 [ASL22] Ro24 Group E
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck?
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9223 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
Next event in 2h 29m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Leta 488
Soma 403
Hyuk 285
Killer 138
Noble 50
yabsab 30
Bale 22
ZergMaN 21
Dota 2
NeuroSwarm188
Pyrionflax88
Other Games
Happy297
XaKoH 229
C9.Mang0221
Livibee118
Mew2King56
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH392
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2133
• WagamamaTV51
League of Legends
• Rush1442
• Lourlo1327
Upcoming Events
Escore
2h 29m
IntoTheTV X SOOP
3h 29m
RotterdaM Event
8h 59m
The PiG Daily
13h 29m
BASILISK vs TBD
Serral vs Rogue
Korean StarCraft League
18h 29m
GSL
1d 3h
Replay Cast
1d 16h
WardiTV Weekly
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
[ Show More ]
GSL
4 days
PiGosaur Cup
4 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 22: Qualifier 1
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Light Tournament 2026
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.