More money now, losing mining time slowly for 10 minutes is better than transferring all at once, it's been proven.
Simple Questions Simple Answers - Page 688
| Forum Index > StarCraft 2 Strategy |
|
Mavvie
Canada923 Posts
More money now, losing mining time slowly for 10 minutes is better than transferring all at once, it's been proven. | ||
|
xgtx
227 Posts
On August 14 2012 02:07 galaxybird wrote: I think he's saying he doesn't see people transfer SCVs to the new expansion, but I could be wrong Yes exactly. I thought SCV transfer to new expansion so it's 50:50 is normal. But I just watched some streams and replays and I see that they keep the SCV at the mainbase and don't transfer them immediately after the expansion is done. | ||
|
galaxybird
United States12 Posts
a). time of expansion b) % of workers transferred. Try it out at 30 second intervals from say, 3:30 to 10:00 and 20% increments and you'd probably have some sweet graphs that would give you the answer | ||
|
Maxamix
Canada165 Posts
On August 14 2012 02:07 galaxybird wrote: I think he's saying he doesn't see people transfer SCVs to the new expansion, but I could be wrong If that's what he is saying the pros are doing it, but they keep optimal saturation (16) SCV's per line so if they have 16or less SCV when they expand they won't transfer as it does not change anything... they will change the rally point once they have saturation tho | ||
|
galaxybird
United States12 Posts
On August 14 2012 04:49 Maxamix wrote: If that's what he is saying the pros are doing it, but they keep optimal saturation (16) SCV's per line so if they have 16or less SCV when they expand they won't transfer as it does not change anything... they will change the rally point once they have saturation tho Whoa! call me crazy but I was under the impression 3 per mineral (8) = 24 was optimal? What makes 16 better? | ||
|
Maxamix
Canada165 Posts
On August 14 2012 05:16 galaxybird wrote: Whoa! call me crazy but I was under the impression 3 per mineral (8) = 24 was optimal? What makes 16 better? My native language is french so i might have used the wrong term there. What i mean is that the first 16 SCV will give you the best Return On Investment(ROI) possible (about 40 min a minutes) the 17th to the 24th will have a lower ROI (allthough it will still increase your income). anything up from 24 will not help. That's why most pros stop at and or about 16 workers per lines + 6 for gaz= 22 per base (20 if you box click because 1 hidden in each gaziers). It is not bad to get 17 to 24 workers per line if you have an expantion planned, but if you get 17+ workers per line, your better off transfering them to your new expantion as the ROI will be better there. | ||
|
GolemMadness
Canada11044 Posts
| ||
|
Iyerbeth
England2410 Posts
On August 14 2012 09:25 GolemMadness wrote: Is there a program that I can get that looks at replays and tells me stuff like average APM? There was one in Brood War that worked very well, but I haven't seen mention of one for Starcraft 2. Sc2gears I think is what you're looking for. | ||
|
GolemMadness
Canada11044 Posts
| ||
|
Genome852
United States979 Posts
On August 14 2012 03:34 Mavvie wrote: Pro terrans don't transfer workers because it's more economical long term. Especially with Zerg. More money now, losing mining time slowly for 10 minutes is better than transferring all at once, it's been proven. It's the other way around. The reason for not transferring workers immediately is so you don't have a dip in mineral income, which early in the game is important esp. for zerg. In the long term transferring workers is more efficient, since ideally you don't want 1 base mining out much earlier than the others (which is why terran should always mule the expo with most minerals remaining). On August 14 2012 05:16 galaxybird wrote: Whoa! call me crazy but I was under the impression 3 per mineral (8) = 24 was optimal? What makes 16 better? 2 worker / patch = no wasted mining time 3 worker / patch = fastest mining but the 3rd worker has to wait a bit before mining, so less 'efficient' | ||
|
BoneGrinder
United States40 Posts
| ||
|
DueSs
United States765 Posts
On August 14 2012 14:08 BoneGrinder wrote: How do you stop a worker from constructing a building? Like say when a probe comes to harass? I have tried everything like Stop, Hold, Attack etc. "T" | ||
|
BoneGrinder
United States40 Posts
Thank you good sir. | ||
|
IcemanAsi
Israel681 Posts
My question is in regards to ZvP opening, when I open 14 pool -> hatch, when should I be making the 2nd overlord? The creation of the hatch + 4 lings + queen + overlord can't seem to flow smoothly for me. Should I prefer delaying the hatch to make the OV on 16 then hatch? Should I drop the hatch on 16, skip the 16 drone so I can make 4lings + queen then the OV? ( I assume making the 4 lings ASAP is critical to hold a commited cannon rush or even just a pylon+cannon on the third ) If my hatch get's delayed by pylon how does that effect my OV timing? Should I go for the OV as soon as I see that my hatch won't be going down on 16? I find myself blocked for either the queen or the lings in that situation? | ||
|
eXeel
Denmark62 Posts
| ||
|
FlaminGinjaNinja
United Kingdom879 Posts
Blizz changed the replay format in 1.5, SC2Gears doesn't work. The developer is working on updating it for the new patch | ||
|
dynwar7
1983 Posts
![]() | ||
|
OneBaseKing
Afghanistan412 Posts
| ||
|
Iyerbeth
England2410 Posts
On August 14 2012 20:44 OneBaseKing wrote: How many workers should i have per patch? I'm in masters but i don't even know it.. 2 per patch (16 per base) is optimal, though you can get more with 3 on some patches it'll be less efficient and you would be better off having them go to a new base at that point. | ||
|
OneBaseKing
Afghanistan412 Posts
On August 14 2012 21:28 Iyerbeth wrote: 2 per patch (16 per base) is optimal, though you can get more with 3 on some patches it'll be less efficient and you would be better off having them go to a new base at that point. thanks for the reply. and another thing, how many workers should i make in total? i am terran | ||
| ||
