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Forum Index > StarCraft 2 Strategy
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Mavvie
Profile Blog Joined May 2012
Canada923 Posts
August 13 2012 18:34 GMT
#13741
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.
Getting back into sc2 O_o
xgtx
Profile Joined February 2009
227 Posts
Last Edited: 2012-08-13 18:45:31
August 13 2012 18:43 GMT
#13742
So 50:50 is worse than 70:30 ?


On August 14 2012 02:07 galaxybird wrote:
Show nested quote +
On August 14 2012 01:49 tehemperorer wrote:
On August 13 2012 23:41 xgtx wrote:
Why dont I see the pro terrans slide their scvs when they have an exe ? What is the thought behind that?

What does this mean?


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
Profile Joined August 2010
United States12 Posts
August 13 2012 19:34 GMT
#13743
It's also probably dependent on when the expansion gets made. If you have 14 workers, at your main at the time of your expansion, it doesn't make sense to transfer, but if you're 20+ I expect it would be worth it. That being said, that 20+ is a total guess, and you'd probably need to run some tests to see what was efficient with two variables

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
take148.com
Maxamix
Profile Joined January 2012
Canada165 Posts
August 13 2012 19:49 GMT
#13744
On August 14 2012 02:07 galaxybird wrote:
Show nested quote +
On August 14 2012 01:49 tehemperorer wrote:
On August 13 2012 23:41 xgtx wrote:
Why dont I see the pro terrans slide their scvs when they have an exe ? What is the thought behind that?

What does this mean?


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
Profile Joined August 2010
United States12 Posts
August 13 2012 20:16 GMT
#13745
On August 14 2012 04:49 Maxamix wrote:
Show nested quote +
On August 14 2012 02:07 galaxybird wrote:
On August 14 2012 01:49 tehemperorer wrote:
On August 13 2012 23:41 xgtx wrote:
Why dont I see the pro terrans slide their scvs when they have an exe ? What is the thought behind that?

What does this mean?


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


Whoa! call me crazy but I was under the impression 3 per mineral (8) = 24 was optimal? What makes 16 better?
take148.com
Maxamix
Profile Joined January 2012
Canada165 Posts
August 13 2012 20:21 GMT
#13746
On August 14 2012 05:16 galaxybird wrote:
Show nested quote +
On August 14 2012 04:49 Maxamix wrote:
On August 14 2012 02:07 galaxybird wrote:
On August 14 2012 01:49 tehemperorer wrote:
On August 13 2012 23:41 xgtx wrote:
Why dont I see the pro terrans slide their scvs when they have an exe ? What is the thought behind that?

What does this mean?


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


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
Profile Blog Joined September 2010
Canada11044 Posts
August 14 2012 00:25 GMT
#13747
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.
http://na.op.gg/summoner/userName=FLABREZU
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
August 14 2012 00:28 GMT
#13748
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.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
August 14 2012 01:48 GMT
#13749
Sweet, thanks!
http://na.op.gg/summoner/userName=FLABREZU
Genome852
Profile Blog Joined August 2010
United States979 Posts
August 14 2012 03:19 GMT
#13750
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:
Show nested quote +
On August 14 2012 04:49 Maxamix wrote:
On August 14 2012 02:07 galaxybird wrote:
On August 14 2012 01:49 tehemperorer wrote:
On August 13 2012 23:41 xgtx wrote:
Why dont I see the pro terrans slide their scvs when they have an exe ? What is the thought behind that?

What does this mean?


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


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
Profile Joined January 2011
United States40 Posts
August 14 2012 05:08 GMT
#13751
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.
I Shall Grind the Bones of Mine Enemies!!!!
DueSs
Profile Blog Joined July 2010
United States765 Posts
August 14 2012 05:10 GMT
#13752
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
Profile Joined January 2011
United States40 Posts
August 14 2012 05:12 GMT
#13753
On August 14 2012 14:10 DueSs wrote:
Show nested quote +
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"


Thank you good sir.
I Shall Grind the Bones of Mine Enemies!!!!
IcemanAsi
Profile Joined March 2011
Israel681 Posts
August 14 2012 06:47 GMT
#13754
Hi,

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
Profile Joined May 2010
Denmark62 Posts
August 14 2012 08:55 GMT
#13755
Simple question: Did Blizzard change something with APM in replays, since I've gone from 70-90 to 90-110 over night?
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
August 14 2012 10:34 GMT
#13756
On August 14 2012 09:28 Iyerbeth wrote:
Show nested quote +
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.


Blizz changed the replay format in 1.5, SC2Gears doesn't work. The developer is working on updating it for the new patch
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
dynwar7
Profile Joined May 2011
1983 Posts
August 14 2012 10:59 GMT
#13757
Does anybody have replays of a bio player winning vs mech by using nukes to force unsiege? Been searching ages but cannot find any....
Regarding the imbalance, hilarious to see Zergs defending themselves....
OneBaseKing
Profile Blog Joined April 2012
Afghanistan412 Posts
August 14 2012 11:44 GMT
#13758
How many workers should i have per patch? I'm in masters but i don't even know it..
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
August 14 2012 12:28 GMT
#13759
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.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
OneBaseKing
Profile Blog Joined April 2012
Afghanistan412 Posts
August 14 2012 12:36 GMT
#13760
On August 14 2012 21:28 Iyerbeth wrote:
Show nested quote +
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.


thanks for the reply. and another thing, how many workers should i make in total? i am terran
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