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One thing that I feel has been a real problem with games that extend beyond 20mins is that I have way too many workers and subsequently over-saturation on my bases. At no point do I ever cease worker production until I am capped for supply. If i feel a base has more than 36 workers, i just expand again.
Obviously this can create a myriad of problems, 2 main one's being: 1. I play terran, so MULEs mean i mine out very quickly and am basically forced to expand, creating windows for opponents to attack. 2. Because i habitually exceed 100 SCVs, i find that though i can re-macro a maxed ay quickly, it is smaller than my opponents.
So my question is, when do i stop worker production in the first 15mins? I thought u never do, because u can simply maynard from main to natural and from natural to 3rd base. Also, in the lategame, how do i free up supply effectively, scv's as meat-shields for bio, or repair for mech? Thanks
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Try to expand before 20minutes. If you wait until that and only expand when you have too much workers, you're doing something wrong with your play. Expand around 10minutes or so with some bunkers, so that you can keep making workers at both bases. Cut worker production around 65-70 workers. Until that, keep making workers and depots.
100 ScV is too much, you should never have more than 70 workers ideally, or your army size will be gimped.
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Generally you make workers non-stop because your opponent will be harrassing your workers through out the game.
If you ever have a surplus of workers and you need supply then use them as meatshield/repair/build turrets around your tanks etc.
If your army is too small compared to his then try not to engage directly and just pick him apart bit by bit using drops and such
w/o a replay theres not much else i can say
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you should go back and watch your replays to figure out when you hit about 70 scvs, timing wise. I know that as I am taking my 3rd at about 100-110 food, I am well on my way to 60 probes so I start to cut it down just a little bit so that I don't get 100+ probes on 3 bases like I used to all the time
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A new idea steadily getting more popular is building multiple orbital commands and then killing off scv's and relying on mules, obviously leaving some scv's for gas.
Other than that the number of scv's you get is very dependant on the game, but i normally dont want to be exceeding 80-90, because i want to be able to utilize my good economy from those miners with a good army, having 100+ scv's meaning your army will be a lot weaker, and although you can replace it quickly it will get easily shredded.
And again i'd say that what you should use scv's for is dependant on the game, healing for mech and meatshields are both viable uses, and each is potentially better than the other in certain situations , you be the judge.
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Canada13389 Posts
If you need to ask when to stop making workers then you aren't ready to stop making workers.
I don't remember who to attribute this quote to maybe artosis or tyler or maybe artosis quoted tyler our vice versa but I think it was one of the two
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On February 01 2011 01:30 Corvette wrote: Generally you make workers non-stop because your opponent will be harrassing your workers through out the game.
Well that is not really correct. You constantly make workers because:
1) It gives you more income, so you can make more units 2) When you expand, you can easily transfer your workers without crippling the main mining base(s) 3) You need 24 workers for the best income on minerals, add 6 gas, that makes 30. Say you expanded, you already need 60 workers for the best scenario. 10 more workers or so is good because you can take one more expo with only gas if you need it, or just take a third and only mine 3 gas, send rest to the third for more mineral income so and so on.
In shorter words, more workers allows you room for flexibility and efficiency in organizing your economy.
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On February 01 2011 01:34 ZeromuS wrote: If you need to ask when to stop making workers then you aren't ready to stop making workers.
I don't remember who to attribute this quote to maybe artosis or tyler or maybe artosis quoted tyler our vice versa but I think it was one of the two
don't take quotes for what they are.. figure out the reasoning behind them!
100 scvs is clearly too many. 60-70 is a good number to stop at. it's difficult to count SCVs obviously you can't press U and have a units tab pop up on the top left 
if you're expanding well you'll be able to have a feel for it, roughly 3 bases of decent saturation is where you can probably stop.
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first off 36 on one base is over saturated. late game you can always sac scvs with your push after getting 5 more orbitals and keep taking bases untill there are no more. and keep pumping upgrades units etc
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Is there a way to know or check how many workers that you have during a game?
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no, you can't get an exact number but what you can do is check the saturation at your bases. you want ~16-20 on minerals at each of your bases and more if you are looking to expand again so you can instantly saturate
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Eventually, you should be able to eyeball when an expansion is over saturated. You should only see a few SCVs darting back and forth to find an empty mineral patch. If a lot of them are doing it, you have too many.
60-70 workers is the sweet spot for most purposes.
Fortunately, Terran has the best way to make use of too many worker units. Select them all, right click on repair, and bring some with your army. Self repairing SCVs are decent meat shields early on, but you shouldn't be pushing mech without your mech medics!
SCVs are also great for building forward bases. Bunkers, missile turrets, sensor towers, and plain ol' hunks of barracks are all effective ways to control choke points and secure map control. There are plenty of ways to keep SCVs busy when they aren't fixing up mech.
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You should never stop building workers. If you feel you have too much and need more army send some to your opponents natural and scout his army while sacrificing your spare workers.
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On February 01 2011 01:34 ZeromuS wrote: If you need to ask when to stop making workers then you aren't ready to stop making workers.
I don't remember who to attribute this quote to maybe artosis or tyler or maybe artosis quoted tyler our vice versa but I think it was one of the two
Did you even read the friggin op?
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On February 01 2011 01:24 dbkim92 wrote: So my question is, when do i stop worker production in the first 15mins?
there's no single rule that works for every situation, however for a standard, non-allin macro game, you generally want continually produce workers in the first 15 minutes. The first 15 minutes are the most critical to your economy.
If you're getting 100+ scvs, you're well into the late-game. Late-game, you don't necessarily want to keep producing scvs out of 4 bases.
An optimally saturated base has 16 scvs mining minerals + 6 scvs mining gas = 22 scvs. At 4 active bases, you have 88 scvs, I think this is a good end-game goal to shoot for. By the time you are ready to take your 5th, your main is usually mined out, so you can just transfer your scvs to the new base.
There's 2 ways to see how saturated a base is:
1. drag-select the scvs, see how many are mining minerals 2. play so many games of sc2 that you can tell at a glance if a mineral line is saturated or not.
I would go with #1 if you're anything less than high diamond. Once you get the right # of scvs at each base, you will know what that looks like, so you can get this info 'on-the-fly' once you get good and play a lot of games.
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Im not sure if this applies to every race but pro Zerg players say 16 workers harvesting minerals per base is as efficient as you can get. Yes 3 workers per mineral patch will bring in more income than 16 workers per expansion but if you took those 3 workers per patch and spread them across 2 bases your income would actually be better than if they were all mining the same base. So 22 workers per base (6 on gas 16 on minerals) is Ideal. If you want to expand make extra workers so you can saturate your expansion when its ready if your not expanding anymore theres no reason to make more workers like if you were going for a 2 base all in or something.
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Legit if your macro is awesome and you ever get in a 2-3 Base situation. All-In is realistically the best choice. Like you could try to outproduce your opponent, but nothing says "Fuck You im Terran" like a 70 worker push with 10 + unit producing structures rallying to their main. And i mean this mostly in TvZ, don't think it would be too effective in the other matchups, unless you are talking about an earlier all in, which you are not.
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I usually expand at around 6mins=\
Anyways, thanks for advice guys. Ive figured out the time i get abt 70 workers (almost always when i get my third) and ive stopped then.
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For Terran 2 base saturation of workers is enough, slightly more for Z and P since they like to take thirds quickly.
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