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When do I stop building workers? - Page 3

Forum Index > StarCraft 2 Strategy
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GameTime
Profile Joined May 2010
United States222 Posts
February 01 2011 19:22 GMT
#41
The most efficient use of your workers would to be have 2 workers per mineral patch and 3 per gas. Since most bases have 8 mineral patches you want ideally 16 mining minerals and 6 mining gas. Just do 22 times the number of mining bases you have and you should have your ideal amount. If you see workers are just moving back and forth it means you are oversaturated so transfer some to a different base.

Mineral patches can support up to 3 workers, but the increase in income most of the time does not warrant the extra workers you made. Since you are terran, if you find yourself having too many workers just use them in a push for mass repair or something of the like. Also, when you are muling, always try to cycle through your mineral patches and always use them on your newest expansions so they run out more evenly.
Only the winner deserves to win.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
February 01 2011 21:13 GMT
#42
Double click a mining peon. This selects all peons on your screen (which should be the mineral patch you're checking). Subtract 2x from the total number of units selected where X is the number of gas geysers being fully mined. This tells you the total number of workers mining the minerals.

Assuming 3 peons per geyser, one peon will always be inside the refinery with two peons carrying vespene to the town hall. So when you subtract 2x from selected worker count, you're subtracting the gas miners.

There are 8 units per row of selected units. So long as you keep the worker count at 3 rows of scvs, you're saturated.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
Abstinence
Profile Blog Joined November 2010
United States328 Posts
February 02 2011 00:52 GMT
#43
Once I max my army, I stop making workers. Assuming normal macro, this works out for me to be at about 3 base saturation.

It's a good timing to remember. If you have 100 workers when you max, either your army got slaughtered or you're not macro'ing very well in terms of production.
lilky
Profile Joined January 2011
United States131 Posts
February 02 2011 01:12 GMT
#44
Depends on your base count.
You should have 22 workers per base for full saturation (2 per each of the 8 mineral patches + 3 on each of the 2 geysers).
I usually stop at 66 because if i expand twice (so im on 3 bases) im generally mined out of my main and can move the workers there to my fourth.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
February 02 2011 01:38 GMT
#45
Keep two mineral lines saturated and 4-6 geysers in operation by the late game; preferrably 6.
You want to get your third when your main runs out, you want to get your 4rth when your natural runs out.

You also want to start grabbing expansions as your working geysers start shutting down.

So a general rule of thumb would be 16x + 6y workers where x is the number of mineral lines and y is the number of geysers. This is true until your 4rth Orbital Command.

Mules, when used every 50 energy, is akin to having 3-4 scvs mining minerals. Meaning 4-5 Orbital Commands mine as well as 12-20 scvs. By your 4rth base it's more efficient to build a 5th OC and only keep one mineral line saturated (16-24 scvs) and having the second mineral line be saturated by mules. You still want 4-6 gas geysers running which take up 12-18 scvs.

That means by lategame you want a maximum of 42 (24 on minerals 18 on gas) scvs mining gas/minerals and the rest of it be mules.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
iChau
Profile Joined December 2010
United States1210 Posts
February 02 2011 01:47 GMT
#46
This is why I always lose. I usually have 120 probes in end-game, and when I attack, I don't know why my army just gets massacred. It's because he has so many resources, sacrificed all his scv's for his supply, and is just gonna all-in me.

However, there are way more moments where I just overrun the opponent with warp prism + pylon + main army multi-prong attack. However, I don't focus on the warp prism and the pylon getting out alive, I just use it to distract the main army to the main base while attacking the more important sections (income bases).

Having a lot of workers allow you to just re-max over and over, but if you can't somehow destroy his economy you'll lose by a final all-in.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
February 02 2011 02:18 GMT
#47
when you have 3+ bases 70-100 is ok but if you're on 2 base and starving cut at 50ish 40ish then when you get expos keep up, but I think the Max worker count should not be over 85-90, and that in big macro maps like Kulas Ravine or GSL maps, apart from those I recomend stay low on the workers :D
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
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