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[G]Worker Splitting & Improving Mining efficiency - Page 3

Forum Index > StarCraft 2 Strategy
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Doomblaze
Profile Blog Joined October 2010
United States1292 Posts
April 12 2011 22:15 GMT
#41
I've been doing this forever, as have a bunch of pros, the difference it makes is insignificant, but it is fun to have something to do before my rax finish =D.
In Mushi we trust
Knipchip
Profile Joined April 2011
Netherlands11 Posts
Last Edited: 2011-04-12 22:28:57
April 12 2011 22:20 GMT
#42
On April 13 2011 05:52 t3tsubo wrote:
Show nested quote +
On April 13 2011 05:37 CecilSunkure wrote:
On April 13 2011 05:35 MrArarat wrote:
I don't think that in our level of gaming (not pro) a 30/40 minerals lead will change the outcome of the match.

Regardless of what you think, having good habits is something you should strive to achieve if you want to improve. I actually do exactly what this guide shows every game I play.


well if you screw up this micro you could end up 30-40 minerals behind, so its kinda a double edged butterknife


This topic is set up to provide a way to improve, be it by a fraction. I totally have to agree that, if you want to improve, you should eventually also strive to perfect worker splitting and stack mining. You don't have anything else to do at this stage of the game anyway and it might help you getting focused at least more than if you'd have done nothing. By the way, I've been using this technique since I was in bronze, in search of a way to perfect my almost perfect pre-opening and I found it quite hard to screw up this micro after a few games, even at that time.
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
Last Edited: 2011-04-12 22:22:38
April 12 2011 22:21 GMT
#43
I just wanted to clarify a slight mistake in the OP. It seems to suggest that sending 3 workers to the middle, further patch is fastest, but actually it is not. For example, in the picture provided, you would want to select the most left patch, and for the second 3 probes, send them to the most right patch. It does make a small difference in the speed that each probe reaches the closest mineral patches.

Using the OP's method causes all workers to travel to and bunch up on the furthest patch when it is not necessary. You can see a real difference if you test it. It's also just easier to click the furthest patches too, in my opinion.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Thraundil
Profile Joined August 2010
Denmark278 Posts
April 12 2011 22:23 GMT
#44
On April 13 2011 06:31 .kv wrote:
ugh you shouldn't click the mineral patch you posted in your image but actually the third mineral patch IMO...it's closer


The point is not to get the 3 probes to a close mineral patch as soon as possible. The goal is to get as many close mineral patches mining as possible. Assume, like on XNC, the mineral fields are spread like this;

1. Close
2. Far
3. Close
4. Far
5. Far
6. Close
7. Far
8. Close

His guide says to click 3 probes onto 2 from the start. This will result in automatic splitting of these 3 probes among 1, 2 and 3, thus giving mining from 2 close and 1 far. If you instead do what you say, click the 3 probes on 3, the auto splitting will place the probes on 2, 3 and 4, mining from 1 close and 2 far.

Clicking 3 probes to 2 and 7 gives 4 close and 2 far mining nodes, resulting in the overall most efficient mining. When you then synch up the workers eventually (added bonus; this is easy to do when theres already a desynched probe at 2 and 7 you can place on 1, 3, 6 or 8 all depending on which lines up better).

Great writeup OP, surprised that I havent seen this from someone already :D
Hivemind! Just like IRL...
Kornholi0
Profile Joined November 2010
Canada634 Posts
April 12 2011 22:28 GMT
#45
I may not have blue post or high masters rank or been in hundreds of leagues... But I can tell you this.
Idra never lost a game cause he didn't split his drones.
This basically means that sure, you get a "lead" but that lead is instantly lost once you hit the mid-game. Once you hit certain variables where 5 minerals no longer is an issue (maynarding probes, oversaturation, loss of probe etc) You having that lead means absolutely nothing.
It is a good habit, and it actually was worth doing in broodwar because your units did not auto split, but because they do so in SCII there is absolutely no reason to worry about that kind of economic lead.

Purest form of this example,
if 2 zergs 6p the one who splits his drones and the one who doesn't split his drones will have lings at the exact same time OR if this example holds true and you get an extra lead (by no means can you actually apply it but w/e) you should have 3 sets of lings FASTER than the other guy. But the point is you both 6pooled, which means you both have 6 lings anyways, which means that you didn't actually get ahead or behind by having those lings 0.05 seconds sooner.

I don't mean to downvote your post, I think it is a great idea to split guys, it gets into good habit and causes a certain flow to your builds. I would look more to how that helps your timing for your first buildings more than if it helps you get more workers... It doesn't create economic lead as you both have the same exact minerals regardless at the end of the day.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Knipchip
Profile Joined April 2011
Netherlands11 Posts
April 12 2011 22:31 GMT
#46
On April 13 2011 07:28 Kornholi0 wrote:
I may not have blue post or high masters rank or been in hundreds of leagues... But I can tell you this.
Idra never lost a game cause he didn't split his drones.
This basically means that sure, you get a "lead" but that lead is instantly lost once you hit the mid-game. Once you hit certain variables where 5 minerals no longer is an issue (maynarding probes, oversaturation, loss of probe etc) You having that lead means absolutely nothing.
It is a good habit, and it actually was worth doing in broodwar because your units did not auto split, but because they do so in SCII there is absolutely no reason to worry about that kind of economic lead.

Purest form of this example,
if 2 zergs 6p the one who splits his drones and the one who doesn't split his drones will have lings at the exact same time OR if this example holds true and you get an extra lead (by no means can you actually apply it but w/e) you should have 3 sets of lings FASTER than the other guy. But the point is you both 6pooled, which means you both have 6 lings anyways, which means that you didn't actually get ahead or behind by having those lings 0.05 seconds sooner.

I don't mean to downvote your post, I think it is a great idea to split guys, it gets into good habit and causes a certain flow to your builds. I would look more to how that helps your timing for your first buildings more than if it helps you get more workers... It doesn't create economic lead as you both have the same exact minerals regardless at the end of the day.


I think it's more important to look at PvP, where a few seconds do matter. Plus, certain openings are suddenly viable and thus surely worth the effort.
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
April 12 2011 22:34 GMT
#47
On April 13 2011 07:28 Kornholi0 wrote:
I may not have blue post or high masters rank or been in hundreds of leagues... But I can tell you this.
Idra never lost a game cause he didn't split his drones.
This basically means that sure, you get a "lead" but that lead is instantly lost once you hit the mid-game. Once you hit certain variables where 5 minerals no longer is an issue (maynarding probes, oversaturation, loss of probe etc) You having that lead means absolutely nothing.
It is a good habit, and it actually was worth doing in broodwar because your units did not auto split, but because they do so in SCII there is absolutely no reason to worry about that kind of economic lead.

Purest form of this example,
if 2 zergs 6p the one who splits his drones and the one who doesn't split his drones will have lings at the exact same time OR if this example holds true and you get an extra lead (by no means can you actually apply it but w/e) you should have 3 sets of lings FASTER than the other guy. But the point is you both 6pooled, which means you both have 6 lings anyways, which means that you didn't actually get ahead or behind by having those lings 0.05 seconds sooner.

I don't mean to downvote your post, I think it is a great idea to split guys, it gets into good habit and causes a certain flow to your builds. I would look more to how that helps your timing for your first buildings more than if it helps you get more workers... It doesn't create economic lead as you both have the same exact minerals regardless at the end of the day.


I've spent hours testing zerg openings for a few of my threads, and I can tell you that microing your workers at the start can make a SIGNIFICANT difference. I've had people send me their replays that surpassed the results I got in my testing, and the differences all came down to their methods of microing workers, where as I simply sent all workers and rallied to a single patch and let the AI do the rest in order to have consistency of results.

At the end of the day though, the real question is if there is any reason NOT to micro your workers. Clearly there isn't. You aren't doing anything else in the opening anyways, you might as well go for a mineral advantage and also practice your mouse control at the same time.
 
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
asd125172
Profile Joined December 2010
United States52 Posts
April 12 2011 22:35 GMT
#48
On April 13 2011 07:21 jdseemoreglass wrote:
I just wanted to clarify a slight mistake in the OP. It seems to suggest that sending 3 workers to the middle, further patch is fastest, but actually it is not. For example, in the picture provided, you would want to select the most left patch, and for the second 3 probes, send them to the most right patch. It does make a small difference in the speed that each probe reaches the closest mineral patches.

Using the OP's method causes all workers to travel to and bunch up on the furthest patch when it is not necessary. You can see a real difference if you test it. It's also just easier to click the furthest patches too, in my opinion.


This is true, but this also leads to slower de-synchronization of workers, which is bad for stack mining. Eventually, it was determined that sending them to the middle was the best method.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 12 2011 22:41 GMT
#49
On xel-naga you want to click those 2 middle patches like he showed in the OP. It makes 4/6 of your probes start mining the most efficient patches. It's true you could send 3/3 then break them off so they start mining them faster.. but this is the best way without having 6000 apm and the precision of a surgeon.
get rich or die mining
TL+ Member
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
April 12 2011 22:46 GMT
#50
On April 13 2011 07:41 Alejandrisha wrote:
On xel-naga you want to click those 2 middle patches like he showed in the OP. It makes 4/6 of your probes start mining the most efficient patches. It's true you could send 3/3 then break them off so they start mining them faster.. but this is the best way without having 6000 apm and the precision of a surgeon.

http://www.justin.tv/tehemperorer/b/282593761 jump to 40 seconds, split is at 45

My 4-1-1 split that hit all close mineral patches; they all go to the closest patches naturally. Works on all maps but Tal Darim, Shakuras Plat, and Shattered Temp. Click all on middle patch, then split 1 to bottom edge then grab another split to top edge.
Knowing is half the battle... the other half is lasers.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 12 2011 22:48 GMT
#51
That's probably the ideal split for that map but on xel naga you can't send 4 to one patch and have them grab the 4 most efficient patches.
get rich or die mining
TL+ Member
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 12 2011 22:53 GMT
#52
On April 13 2011 07:48 Alejandrisha wrote:
That's probably the ideal split for that map but on xel naga you can't send 4 to one patch and have them grab the 4 most efficient patches.

Ah, I forgot different maps have very different patches. I don't know how many minerals I'd get in time when ordering the second probe, but I do know that the easiest to do/best benefit comes from a 3/3 split to the two farther mineral patches on XNC like the OP and Alej have stated.
Flameling
Profile Joined July 2010
United States413 Posts
April 12 2011 22:53 GMT
#53
Nice guide, I think it might help those who have never really been splitting their workers before... but I don't think it will make a huge difference.
Jaeger
Profile Joined December 2009
United States1150 Posts
April 12 2011 23:11 GMT
#54
On xel'naga specifically I prefer to split 6:2:1 sending all to the inside close mineral patch then 2 of those 6 to the opposite outside close mineral patch and finally selecting 1 of those 2 and sending it to the inside close mineral patch.

This lets you stack all you're probes on close mineral patches after 2 trips.

For an example see game starting at 1:24:00 in http://www.justin.tv/jaegertv/b/283349658

This does make an impact for protoss, it lets you chrono boost at just over 38 energy without being supply blocked which means your first chrono boost finishes just as you get 25 energy on your nexus for your second chrono boost making your early game mining and probe production as efficient as possible.

This for instance let's you get a 13gate 14gas without a bump in probe production.
https://www.dotabuff.com/players/8137911
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
April 12 2011 23:25 GMT
#55
30-40 minerals advantage is huge in rush situations, think of it less as a mineral advantage, and more as a time advantage, you will start your gateway before them by a few seconds, also start ur cyber core, and your assimilator, and warpgate tech, etc... Basically this little trick translates into about a 3-5 second advantage at the 6 minute mark, which is huuuuge in PvP, and in ZvP it can help you get those few extra seconds for units when trying to defend a 4gate.
Sated
Profile Blog Joined March 2011
England4983 Posts
April 12 2011 23:34 GMT
#56
--- Nuked ---
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
April 12 2011 23:42 GMT
#57
Usually i don't care about stuff like this, but the thing people don't realise is that this trick gives you a lot more than 20-40 minerals...

It gives you 150 minerals by 5 minutes

Thats a free goddamn gateway or roach warren
Thats the difference between winning and losing the game with certain builds

The difference is so pronounced its actually shown to be a better idea to force onto the close patches REGARDLESS of whether you are desynched properly or not.
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 12 2011 23:45 GMT
#58
Nice guide, most pros do this but lots don't know about it. One thing I would consider, especially for Terran players, is that when you pair up your workers early game like this, you mine out the closest patches quicker than the other ones.

So you have to be really careful on not muling the same patches over and over again, and sometimes mule the far away patches, otherwise you end up actually decreasing your mining efficiency a bit later in the game.
Sup
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
April 12 2011 23:47 GMT
#59
I do this every game, all the little advantages start to build up
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Squirrelly.Zerg
Profile Joined December 2010
United States20 Posts
April 12 2011 23:56 GMT
#60
A lot of people have been mentioning how this doesn't help much, but you need to at least realize that it's something to do during the boring early game, now that being said. It's not a game breaking difference, but I agree with the OP, it's a good habit to get into.

I actually do feel that the early game probe tricks and such are the difference between having that collo out in time to stop the 4-gate (I am only in plat so the 4-gates are most likely slow) or looking like an idiot as an army marches into your base without anything to stop it.
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