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Maynarding (Transfering Workers) in SC2 - Page 2

Forum Index > StarCraft 2 Strategy
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waffling1
Profile Blog Joined May 2010
599 Posts
Last Edited: 2010-12-22 03:58:09
December 22 2010 03:15 GMT
#21
i must say some of these comments are pretty damn horrible. what else would you expect from TL posters

I will address every post up to now i dont feel neutral about.

@ Hopeless1der
no, you can't ignore those other factors. I didn't say that. In fact I agree with you. But the purpose of ignoring those other factors is to isolate the principle. once we establish that, then we can factor in stuff like harassing and spreading.

Less effort rationale is flimsy. you want to spend out of game resources (apm, eye-pm, rather in game resources. u seriously can't drag a few workers over later on in the game? one should improve their APM. Your post in general is talking about some irrelevant, arguable stuff.

@ ace246
thanks for trolling.
pros follow the principle and what's actually good. following a pro is a reliable, although imperfect way of good association.

@ Exxo
With proper maynarding and resource balancing, you minimize the effect of having one base getting mined out before the other. What is ideal is mining out at the same time, not one before the other. Transferring results in a loss of mining time. maynarding the proper number is the optimal balance of trasnferring. the optimal number is certainly not 100% of all workers.

I see what you're actually saying, but the better thing would be to transfer a portion of your main, and a portion of your natural to your 3rd, still maintaining that the first two mine out at the same time to prolong the highest income rate.

The actual problem with your suggestion is that you're foregoing mining at your main, and still losing time by transferring. There is a balance point in the # of workers transferred because of the initial loss of minerals.

But definitely, transferring more to the newest one. Although i didn't quite word it and point out the implication of it like you did, i believe i covered it with maynarding to bases other than just your 2nd.

Alternatively, perhaps you could transferring 16 to the newest expo, and use that newest expo to produce units out of, rather than drones. That, actually i think might be a good starting point to maximize the effect of your suggestion. But idk, it feels like there are still problems. Best post yet so far in my book.

@ FortuneSyn
reason #1. although I know what you mean by close patches. however if you were to transfer just for this.... idk you'd have to get the actual numbers (difference of mining rate between a far patch and a close patch. my gut would say you end up having at least 1 worker on all patches pretty quickly, and it wouldn't be worth it just for this aspect.

@ SolidusR
many holes
1) you can adjust where drones/ units are produced. you can use the natural to make drones while using the main to make units. balance done.
2) you want to use out of game resources to improve your game. "not having to worry about something" at the sacrifice of real, in-game effects is not a good thing. Rather, work on your APM and remembering and overall gameplay. That should never be a legimiate reason at a top level.

@ Raidern
2 per patch results in no wait time, so if you define individual worker efficiency that way, yes. Another way of saying the same thing is that the 3rd worker incurs a wait time, and at the margin, it has a reduced mining efficiency, and you'd rather put it on a patch with 0 or 1 drones so that that patch has 1 or 2 drones.

the 3rd drone still does give you some more income, but obviously it's not the full potential that 3rd worker could be doing.

@ BossPlaya
thx. the real reason is #1. the later game effect when you mine out one base much more than the other. If it weren't for this, what's the difference whether you maynard or not, so long as you have 16 or less on one base?

@ Sylvr
you can rally to your new base, or u can not rally, and then move a chunk of workers over once at some arbitrary point afterwards, minimizing "complications". not producing more workers out of the CC/Nex/Hatch is a ridiculously bad option.

@ elkram
there is no wait time incurred with the 2nd drone on a patch, no matter the distance. there is no difference in mining efficiency between 8 and 16. if anything, it's a rounding error, or workers bouncing around for a few seconds. Where's your "proof"?

no one is arguing or even talking about whether the 3rd worker is entirely useless or not. learn to read.

If you have 24 + 24 on two bases, you'd rather than 16 + 16 + 16 on 3 bases. but that's a given. It sounds like you're disagreeing with even that.

Btw, the wiki article you referenced, i'm the one who wrote the majority of information on there.

you've misunderstood everything i was saying.

@ charlie420247
YES! it makes sense that you instantly transfer 12 to gold right? u made my day.

i think the key point in saechis's replay is "without thought or innovation" copying has a high factor of correlation to being the best and ideal, yes. he was just replying to the other troll.

@ Saechiis
word up. sorry you got trolled


i apologize for being a douche in my post. the hodgepodge of posts and strawmen and inability to isolate and follow really annoys me. At the extreme, Bill Oreily would be what Obrien would have me listen to, to break me (a reference to the book 1986).
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