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.
When do I stop building workers? - Page 3
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GameTime
United States222 Posts
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. | ||
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lorkac
United States2297 Posts
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. | ||
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Abstinence
United States328 Posts
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. | ||
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lilky
United States131 Posts
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. | ||
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lorkac
United States2297 Posts
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. | ||
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iChau
United States1210 Posts
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. | ||
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TemplarCo.
Mexico2870 Posts
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