• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:10
CEST 14:10
KST 21:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro24 Preview Pt2: Take-Off5[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax1Maestros of The Game—$20k event w/ live finals in Paris29Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
Weekly Cups (Aug 18-24): herO dethrones MaxPax What mix of new and old maps do you want in the next 1v1 ladder pool? (SC2) : 2v2 & SC: Evo Complete: Weekend Double Feature Geoff 'iNcontroL' Robinson has passed away The GOAT ranking of GOAT rankings
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament Monday Nights Weeklies Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
BW General Discussion [ASL20] Ro24 Preview Pt2: Take-Off No Rain in ASL20? Flash On His 2010 "God" Form, Mind Games, vs JD BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro24 Group D [ASL20] Ro24 Group B [ASL20] Ro24 Group C BWCL Season 63 Announcement
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
High temperatures on bridge(s) Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment"
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Evil Gacha Games and the…
ffswowsucks
Breaking the Meta: Non-Stand…
TrAiDoS
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1221 users

[G]Worker Splitting & Improving Mining efficiency - Page 7

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 5 6 7 8 9 Next All
dotZero
Profile Joined September 2010
United States66 Posts
Last Edited: 2011-04-18 17:16:50
April 18 2011 17:13 GMT
#121
The only reason I worker split is just to get my mind and my hands ready for the game. There's something about splitting them into 3 and 3, rather than boxing them, that makes you feel more 'prepared' in a sense?

It's purely mental for me. There's such a negligible difference to me.

Also @Mazer on previous page, I always tend to make my worker first, then split, because it's easier to click the hatchery (or whatever building you have) and press a button, than to do the slightly finer motions of selecting and splitting workers. To me, it's just FASTER to do it that way.

Suppose it's preferential though!
xJaCEx
Profile Joined August 2010
155 Posts
Last Edited: 2011-04-18 17:46:16
April 18 2011 17:43 GMT
#122
I think the problem I have with spitting and stacking is that if you mess it up badly enough it can actually cost you the game so I wouldn't suggest doing these on ladder until you have it down in custom games first. Also I'm not sure how much this actually helps your econ or if it is mostly just a psychological gain most of the time. However on some maps the mineral patch are set up horrible so spitting and stacking is almost required. Also I personally like to have a little calm before the storm at the start of a game to try and relax before the click fest begins so that is the main reason why I don't split or stack unless it is required by the map.

I think also knowing when to cut probe production and all that jazz could be discussed here. Because if you are 1 basing you don't need more workers once your fully saturated and a lot of the times I will watch a replay with someone who was clearly one base play that had like 10+ extra workers just bouncing in the mineral line.
First blood is as good as anything.
concerned
Profile Joined October 2010
Canada11 Posts
April 18 2011 22:09 GMT
#123
Low masters Terran here,

I've been stacking my scv's like this for a few months now and it makes the standard terran opening (ie. 10 depot 12rax 13refinery) alot smoother for me. When I pull this off close to perfect I miss ZERO scv training time. More specifically my depot finishes before my 11th scv so no supply block occurs and I have enough minerals to throw down my rax and my refinery and make my scv's. When I'm too lazy to do this I usually am supply blocked for a few seconds and either have to delay my rax and refinery slightly or lose about 5 seconds of scv training time. Arguably this isn't much but it makes everything feel much nicer so I prefer it. Also I am not a spammer so this gives me something to do at the start of a game .
Chemist391
Profile Joined October 2010
United States366 Posts
April 19 2011 14:47 GMT
#124
I do this every game (as posted in the OP)...but I notice that maybe 40% of the time, a probe will bounce off to a different patch after 3-5 mining trips paired up. ie, it looks as though I've got things paired up perfectly, but after several mining trips, one of the probes will just decide to wander. In the worst cases, the wandering probe will steal another 'occupied' patch, causing that worker to wander...within a few seconds, all of my precious mining pairs are gone. Anybody know why?
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 20 2011 22:31 GMT
#125
On April 19 2011 23:47 Chemist391 wrote:
I do this every game (as posted in the OP)...but I notice that maybe 40% of the time, a probe will bounce off to a different patch after 3-5 mining trips paired up. ie, it looks as though I've got things paired up perfectly, but after several mining trips, one of the probes will just decide to wander. In the worst cases, the wandering probe will steal another 'occupied' patch, causing that worker to wander...within a few seconds, all of my precious mining pairs are gone. Anybody know why?


I think it's because it doesn't take exactly 1 trip's worth time to return the minerals so if there are patches open they still might break off (until you have at least 1 probe on all of your other patches). The probe thinks that a naked patch will be more efficient for this reason so it take more babysitting before all patches have a worker. I'm currently doing some testing on mineral stacking shaving off time on a 4gate and my results so far have been pretty crazy. stay tuned!
get rich or die mining
TL+ Member
Meldrath
Profile Joined June 2010
United States620 Posts
April 20 2011 22:40 GMT
#126
On April 13 2011 05:32 islandman wrote:
Interesting.

Does splitting in SC2 actually affect the mining capability of the player? i.e would a player that doesn't split have the same amount of minerals at a certain point in time?
The second you gain 5 minerals .5 seconds faster then the other guy you are at LEAST that much ahead until something changes so yeah you can stay ahead the whole game by that amount assuming no mistakes from him or you. so if he doesnt stack his probes and you do... lets say it nets you 20 extra minerals over a 3 minute period thats 20 extra minerls you will have ahead... which effects your build order timings making them faster.. etc... its small.. but in a game as competive as sc2 gets in master league EVERYTHING matters.. I have had people just leave a game after 1 battle where they didnt break even and they knew there was no easy way to get back into the game.
slap me I must be dreaming another "imba" arugment! fffffffffuuuuuuuuuuuuu!!!!!
Tallbus
Profile Joined April 2011
39 Posts
April 20 2011 22:42 GMT
#127
Actually splitting gives absolutely no advantage. Experiment after experiment has been done proving the lack of advantage gained from splitting.
Meldrath
Profile Joined June 2010
United States620 Posts
April 20 2011 22:43 GMT
#128
On April 21 2011 07:42 Tallbus wrote:
Actually splitting gives absolutely no advantage. Experiment after experiment has been done proving the lack of advantage gained from splitting.

Where is you're link? where is your evidence...
slap me I must be dreaming another "imba" arugment! fffffffffuuuuuuuuuuuuu!!!!!
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-04-20 22:56:39
April 20 2011 22:54 GMT
#129
Here are some benchmarks for the 4gate while I'm paying very close attention to mineral stacking (ie first probe out of the nexus gets stacked and the two that are mining slightly farther patches are corrected after a few trips to line up)

0:50 first pylon
0:56 10th probe (the one that get slightly cut after you put down pylon)
1:37 gateway (on 12, probe scouts)
2:44 core (17)
3:36 wg research starts
4:07, 4:09, 4:14 additional gateways added
5:22 warpgate finishes, warpins begin
5:27, 5:27, 5:27, 5:33 additional stalkers finish (you get a little capped on gas)

I will soon post benchmarks of a 4gate where there is no split and workers are rallied without any attention to mineral stacking (first 8 probes take unique patches, rally is not changed to assist stacking)
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 20 2011 23:07 GMT
#130
Becnhmarks for 4gate without ideal split (all 6 to one) nor attentional to mineral stacking

0:50 first pylon
0:58 10th probe
1:37 gateway, scout
2:49 core (17)
3:40 wg research starts
4:14,4:15,4:19 additional gateways added
5:27 warpgate finishes, warpins begin
5:32, 5:33, 5:34, 5:36 additional stalkers finish

So, you eek out aboutt 3-5 seconds on most of these timings. Some probes start to incidentally pair up after you have about 10 probes, so the advantage you get seems to really come from the first minute or so of the game. The benchmarks that are most significant are the times that wg starts (3:36 vs 3:40), and when the last gate is added (4:14 vs 4:19) as these timings are what give the 4wg its strength. I ran each test 4 or 5 times so this research is by no means flawless but I think it's pretty clear you are rewarded for babysitting your workers.
get rich or die mining
TL+ Member
kagemucha
Profile Joined August 2010
United States326 Posts
April 29 2011 05:10 GMT
#131
Been doing this myself. Although my APM is too low to worker stack past the 15 supply or so. However, worker splitting DOES work. I usually gauge my split on whether or not there is any delay from my 1st worker to my 2nd worker. A good split means you will have your 2nd worker already queued before the 1st one is finished being build. Whenever I look at replays, my workers are always a bit faster than my opponent.

Was watching Artosis' stream earlier and couldn't help but notice the nonexistent worker micro....
windsupernova
Profile Joined October 2010
Mexico5280 Posts
April 29 2011 05:28 GMT
#132
On April 21 2011 07:43 Meldrath wrote:
Show nested quote +
On April 21 2011 07:42 Tallbus wrote:
Actually splitting gives absolutely no advantage. Experiment after experiment has been done proving the lack of advantage gained from splitting.

Where is you're link? where is your evidence...


There was a thread on this, the general conclusion was that it doesn't matter too much.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=129010
"Its easy, just trust your CPU".-Boxer on being good at games
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-04-29 08:58:24
April 29 2011 08:55 GMT
#133
Well to test the efficiency of this you could just play a game standard with

a) no order, no split
b) splitting, no order
c) splitting and order

let say saturate a base to 16 workers let them mine for 1min.
and then count the Minerals to have discrete numbers of the effect.
so we can evaluate the effects to Income to a specific timing.(+XX Minerals)

Don't know if the economy graph is accurate but you could get that information easily by counting how much minerals have been mined by counting the minerals patches
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
April 29 2011 09:03 GMT
#134
so how much mineral boost u get compared to normal splitting or no splitting?
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
April 29 2011 09:11 GMT
#135
I do this after reading ths thread a couple of weeks ago.

Its not gamechanging, but its definitely something that keeps your APM high without spamming mindlessly. And I just love it when my 13th drone is able to be built right as the larva pops off ( normally its around 30 minerals, with efficient mining I usually get 45 or even 50 if Im on top of my timings).
Amui
Profile Blog Joined August 2010
Canada10567 Posts
April 29 2011 09:22 GMT
#136
Looking at the timings posted, on certain maps this could give you an insurmountable lead(mostly PvP only). On scrapstation and tal'darim, when perfectly executed if you can finish warpins when the other player is just starting to warp is huge. Just one or two free hits on warping units is all you need.
Porouscloud - NA LoL
FrozenFrotie
Profile Joined January 2011
Singapore156 Posts
April 29 2011 09:53 GMT
#137
I think the OP also ommited a point to only pull probes off far patches to mine gas so that close patches are still stacked. This will lead to roughly a 100 extra minerals mined by the time your cybercore completes. This has the largest impact in the 3 stalker robo build where usually you will have to cut probes and chrono out 3 stalkers to reach 26/26 before building a pylon to unblock your supply. You will be able to prevent a supply block if you use my method mentioned above.

I dont believe that the OP's probe split is the most efficient too. I think the most efficient method is to send 4 probes to the close mineral patch nearest to the middle of the whole field and the other 2 probes to the 2 close mineral patches on the other end, then follow on the stack from there. I usually plop my pylon down at 0:48 using this method.
Mumu
Profile Joined October 2010
Korea (South)56 Posts
April 29 2011 10:37 GMT
#138
On April 19 2011 23:47 Chemist391 wrote:
I do this every game (as posted in the OP)...but I notice that maybe 40% of the time, a probe will bounce off to a different patch after 3-5 mining trips paired up. ie, it looks as though I've got things paired up perfectly, but after several mining trips, one of the probes will just decide to wander. In the worst cases, the wandering probe will steal another 'occupied' patch, causing that worker to wander...within a few seconds, all of my precious mining pairs are gone. Anybody know why?



I've noticed that this happens only on some of the maps. So, it makes me think that most "close" mineral patches will maintain the stacked mining because the patch is at the optimal distance for the mining trip to be equal with mining time. However, some maps have patches that are too close. These patches have a distance where the mining trip is less than the mining time, and thus the worker bounces off. One map that comes to mind where this frequently happens is Metalopolis on the outermost mineral patches of each starting position.
spacebarbarian
Profile Joined March 2011
United States70 Posts
Last Edited: 2011-05-12 21:39:18
May 12 2011 21:39 GMT
#139
here is a great zerg build if you want to benchmark for mineral line micro (wzp's 3 roach speedling all in):
http://www.teamliquid.net/forum/viewmessage.php?topic_id=190292

You can cut around 5 seconds in being able to produce the crucial 3 roaches by splitting, stacking workers and using only far-patch workers in the gas transfers
t-zain hwaiting!
ritsulove
Profile Joined March 2011
United States13 Posts
May 13 2011 11:10 GMT
#140
for terran, if you do this perfectly, I've found that it actually smooths out the build times significantly in the early game. When I do it right, the completion of my supply depot and the start of the 12th scv is exact which gets rid of bumps in scv production in the early game.
It's a minor thing that helps you optimize build orders and times so even though it won't have a huge difference in your gameplay. It feels good and it gets the game rolling smoothly! I'd recommend doing it
Prev 1 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
Mondays #49
WardiTV552
TKL 230
IndyStarCraft 146
CranKy Ducklings93
Rex88
SteadfastSC69
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 269
TKL 219
IndyStarCraft 146
Rex 88
BRAT_OK 67
SteadfastSC 60
MindelVK 12
StarCraft: Brood War
Rain 8105
Bisu 2328
EffOrt 1724
Flash 1152
actioN 503
Larva 455
Mini 422
Stork 358
Zeus 243
Pusan 222
[ Show more ]
Soulkey 218
firebathero 173
hero 157
Hyuk 123
Backho 122
Soma 100
Snow 96
JYJ89
Light 70
Aegong 65
Liquid`Ret 57
Movie 45
JulyZerg 45
TY 35
Sea.KH 33
Sharp 29
soO 29
Icarus 23
Shine 19
zelot 19
[sc1f]eonzerg 15
HiyA 13
ajuk12(nOOB) 13
ivOry 7
Noble 6
Terrorterran 6
Dota 2
qojqva1459
XcaliburYe291
BananaSlamJamma265
Counter-Strike
x6flipin767
allub222
zeus218
edward42
markeloff34
Other Games
summit1g7392
B2W.Neo829
Fuzer 328
Pyrionflax319
crisheroes295
SortOf203
hiko103
Nina94
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos331
Other Games
• WagamamaTV203
Upcoming Events
RotterdaM Event
2h 50m
Replay Cast
11h 50m
Afreeca Starleague
21h 50m
Rush vs TBD
TBD vs Mong
WardiTV Summer Champion…
22h 50m
Cure vs Classic
ByuN vs TBD
herO vs TBD
TBD vs NightMare
TBD vs MaxPax
OSC
23h 50m
PiGosaur Monday
1d 11h
Afreeca Starleague
1d 21h
herO vs TBD
Royal vs Barracks
Replay Cast
2 days
The PondCast
2 days
WardiTV Summer Champion…
2 days
[ Show More ]
Replay Cast
3 days
LiuLi Cup
3 days
MaxPax vs TriGGeR
ByuN vs herO
Cure vs Rogue
Classic vs HeRoMaRinE
Cosmonarchy
4 days
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
BSL Team Wars
4 days
Team Hawk vs Team Dewalt
BSL Team Wars
4 days
Team Hawk vs Team Bonyth
SC Evo League
4 days
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
Maestros of the Game
5 days
[BSL 2025] Weekly
5 days
SC Evo League
5 days
Maestros of the Game
6 days
BSL Team Wars
6 days
Team Bonyth vs Team Sziky
BSL Team Wars
6 days
Team Dewalt vs Team Sziky
Liquipedia Results

Completed

CSLAN 3
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
Acropolis #4 - TS1
SEL Season 2 Championship
WardiTV Summer 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL Season 18: Qualifier 2
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.