[G]Worker Splitting & Improving Mining efficiency - Page 5
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Karmablah
Canada48 Posts
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Kotschmonaut
Germany117 Posts
what i also do is making sure that the first 6 harvesters cover the closers fields, and the 9th and 10th harvester double stack the nearer patches. an emphasis with the first few harvesters, rapidly clicking like a madman, brings no real advantage with it, it will rather make you lose concentration on the game, in my opinion. plus you will get mined out on those patches faster ( even faster when u are terran, because you have to use the closer patches for mules ), so this is not worth it imo. maybe if i do a 6 pool. just my 2 cents | ||
askTeivospy
1525 Posts
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Dhalphir
Australia1305 Posts
Worker stacking, however, can be a huge difference. This is anecdotal, but I often find that, in Protoss games, I can build my gateway a full supply count earlier when stacking workers, ie being able to build it on 13 with no interruption on probe making while constantly chronoboosting, where normally you'd have to do make it on 14 to get that. | ||
Warzilla
Czech Republic311 Posts
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BGrael
Germany229 Posts
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Blurb
Denmark55 Posts
I predict this "bug" being removed within a month, for whatever silly reason Blizzard can come up with. | ||
Elothis
111 Posts
i sometimes think that its even as effectiv to just send all your probes to the middle patch (some high master players even do it and they can get out their second probe out in time and start the 1st probe before sending workers to mine). | ||
jelle
Denmark88 Posts
If you get your minerals faster, you get your army faster or you get your expansion earlier. No matter which of the above is your goal, you would always get it faster. If you get your expansion 1 second faster, you get your 2 x orbital command faster, which means faster mules.. It might not be the ½ second you gain in the start thats advantage, but its more of what follows up.. If you get mules a bit faster, then ur next Production facility will be a few seconds earlier.. With a bit faster minerals, you might be able to squeeze a marauder out, instead of a marine in your opener.. So don't think for a minute that this doesn't help.. The earlier in your game that you can improve your saturation, the more outcome you will get, later on in the game. It's simple math baby ![]() | ||
Malloy
Canada166 Posts
I wrote a thread a little while ago that demonstrates the importance of having your first 8 workers on close patches. I try to get at least 6 on them every game and it does help refine openings. | ||
Alejandrisha
United States6565 Posts
On April 13 2011 18:59 Blurb wrote: Sockfolding returns. I predict this "bug" being removed within a month, for whatever silly reason Blizzard can come up with. It's absolutely not a bug.. don't know if you're being serious or not though. | ||
JERK412
United States37 Posts
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kzn
United States1218 Posts
[url blocked] | ||
dUTtrOACh
Canada2339 Posts
Splitting looks nice, but doesn't do as much for you. Stacking for the win! Either way, nice little explanation. | ||
kzn
United States1218 Posts
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HolyHenk
35 Posts
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Mazer
Canada1086 Posts
CTRL+F1 to select all workers (spamming it right before game starts, I find this works quicker than boxing) Send them to a key patch Make worker Split a few off to another key patch After most games, I verify that I build my worker at 0:01 which seems good enough. I just need to work on splitting off the second half to the right patch | ||
Dankbeer
United States61 Posts
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CCalms
United States341 Posts
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mizU
United States12125 Posts
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