i heard there's also something about getting 2 workers on each of the closest minerals...
worker split on the main-base is just the beginning.. it carries over to your nat too (especially for Z prior to sat.)
Forum Index > StarCraft 2 Strategy |
IzieBoy
United States865 Posts
i heard there's also something about getting 2 workers on each of the closest minerals... worker split on the main-base is just the beginning.. it carries over to your nat too (especially for Z prior to sat.) | ||
Daimiru
74 Posts
I registered JUST to tell you this, I am a sad nerd. | ||
genstallik
United States10 Posts
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Tobberoth
Sweden6375 Posts
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JLew
Canada353 Posts
For all the people making repetitive posts on how small the edge you gain by doing this is, I think the OP and anyone with any semblance of intelligence reading this thread knows this. He isn't saying you're going to win the game because you worker split, I don't know where in his post there is anything that you could glean that message from. He is saying it gives you a slight mineral edge very early in the game that in some cases with some builds will speed you up by seconds. If after reading the OP you feel the need to say '' in beta we had this discussion and it only gives you like 10 more minerals '' please don't. | ||
d.o.c
United States49 Posts
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tsarnicky
104 Posts
the rest of the world calls this technique forcing to close min patches.... | ||
Amirag
Mexico6 Posts
Watch from the 50 second mark if interested. Great post btw. PS. It's from this patch. | ||
ODKStevez
Ireland1225 Posts
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? From my experience, splitting correctly allows you to start your second worker instantly. Not splitting does have about a 1 second delay which is huge in really tight builds. | ||
( bush
321 Posts
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GreEny K
Germany7312 Posts
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me_viet
Australia1350 Posts
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. lol maybe the reason you don't have a blue post or high master rank is because of this attitude? In a game of starcraft, both players starts off the same (1 cc/hatch/nex and 6 workers) where then, does one start building an advantage? In the game, you are looking to gain every advantage you can get. SO that it slowly builds up and eventually win you the game. Same as in most sports. You know that one point/basket may not necessarily win you the game immediately, but you still want those advantages. And if we go by the logic of your last sentence, then Terran shouldn't be using mules at all since they'll end up 'with the same exact minerals regardless" right? The only plausible reason for not attempting this is that, your effort can be better spent elsewhere improving other aspect of play that will yield a greater advantage. | ||
kyneS
United States44 Posts
It is also a good warmup for handspeed and keeping track of probes. Some things it helps with for me as a protoss are: 1. It lets me get cybercore out using certain earlier scouting patterns (like for pvz and pvp) with less of a probe production break (or none at all in most cases). 2. it lets me go 13 gate, 14 assim, 15 pylon without any delay in probe production (and minimum delay if any on a 9 scout; I may not remember correctly) However, I'm still having some trouble as my probe desynchronizes from time to time and I don't really catch it. Also guys, its not the action of splitting that gives you the increased minerals, its the increased mining efficiency because of 2 main reasons: 1. probes mining faster from closer patches than further 2. not having probes walking around looking for empty patches early on | ||
Sweens
United States1 Post
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Complete
United States1864 Posts
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Zeweig
Sweden189 Posts
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perfectchaoss
United States30 Posts
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Madera
Sweden2672 Posts
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Zeweig
Sweden189 Posts
perfectchaoss United States. August 03 2011 03:48. Posts 23 PM Profile Quote # Does this have a negative effect later in the game when 1/3 of our mineral patches are mined out much earlier than the rest? Well, they wont be mined out that much earlier as long as you keep making drones/probes/scvs, but if they are, you probably got bad luck with saturation (i.e. having all of workers mine go to same patch when finished, resulting in sometimes they stack up there quickly). But no worries, you just simply send some of to your expo, and you wont lose that much mining (if any at all, sometime you actually earn more minerals on that happening) | ||
IndigoCZ
Czech Republic52 Posts
There are three methods that I think I implemented well: 6x1 - 1 worker to each of the close spots 2x3 - 3 workers to each of the distant spots (as recommended by l46kok) 1x6 - 6 workers to closest field There are three more methods that are not set up quite right: 3x2 - 2 workers to three different close fields 4+2 - 4 workers to close field, 2 workers to edge field 5+1 - 5 workers to close field, 1 worker to edge field I made a simple spreadsheet where I recorded mineral totals for each player for each of the first 30 seconds: Google Doc spreadsheet I am really looking for suggestions on how to improve the remaining strategies, any new strategies that I should try, or how to get better timings for each mineral return (SC2 Gears?). EDIT: Fixed up some grammar | ||
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