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[D] 1000 tips - Page 56

Forum Index > StarCraft 2 Strategy
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Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-28 12:12:40
May 28 2012 12:11 GMT
#1101
--- Nuked ---
Chrono000
Profile Blog Joined September 2011
Korea (South)358 Posts
June 05 2012 15:20 GMT
#1102
grouping a slow overlord with your muta will cause your muta to move around the map more clumped up depending on the distance of your overlord to the muta. This helps to reduce the size of the muta group so they can avoid damage easier.

Spam clicking one area with your muta will cause them to group up from there u should move forward while they are clumped. Over time they will spread out but by adding an overlord to the group they will spread less quickly.
LinGasm
Profile Joined February 2011
United States12 Posts
June 05 2012 15:58 GMT
#1103
For Zergs... If one wants to rush 3-3 melee/ranged upgrades with carapace the timings go as follows..... Start Lair when 1-1 is half done, both should finish at the same time. Start 2-2 and Infestation pit at same time. Go hive as soon as Infestation pit finishes and 2-2 will be finished as hive finishes. Gogogo 3-3 n stomp.
Mahtasooma
Profile Joined November 2010
Germany475 Posts
June 05 2012 16:21 GMT
#1104
Burrowed banelings don't lose their sight radius like all other burrowed units, making them mostly (hilarious) scouts
http://twitch.tv/mahtasooma
Kaitlin
Profile Joined December 2010
United States2958 Posts
June 05 2012 16:36 GMT
#1105
On May 28 2012 21:11 monkybone wrote:
Show nested quote +
On May 28 2012 11:54 zyce wrote:
The below, #530, is incorrect.

530. You get the best "total income rate" for having roughly 3 workers in a mineral patch/vespene collector (24 per expansion), but the best "income per gatherer ratio" is 3 for gas, 2 for minerals (16 per expansion).


The best "income per gatherer ratio" is TWO for gas (4 per expansion), 2 for minerals (16) per expansion. The third worker on gas has a lower return than the inital two. This is confusing and should be removed.


No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas.


I think the point is that if you want 4 total in gas, for whatever reason, then 2 in each is better than 3 and 1.
Account252508
Profile Joined February 2012
3454 Posts
June 05 2012 17:20 GMT
#1106
--- Nuked ---
Kaitlin
Profile Joined December 2010
United States2958 Posts
Last Edited: 2012-06-05 19:18:57
June 05 2012 19:18 GMT
#1107
On June 06 2012 02:20 monkybone wrote:
Show nested quote +
On June 06 2012 01:36 Kaitlin wrote:
On May 28 2012 21:11 monkybone wrote:
On May 28 2012 11:54 zyce wrote:
The below, #530, is incorrect.

530. You get the best "total income rate" for having roughly 3 workers in a mineral patch/vespene collector (24 per expansion), but the best "income per gatherer ratio" is 3 for gas, 2 for minerals (16 per expansion).


The best "income per gatherer ratio" is TWO for gas (4 per expansion), 2 for minerals (16) per expansion. The third worker on gas has a lower return than the inital two. This is confusing and should be removed.


No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas.


I think the point is that if you want 4 total in gas, for whatever reason, then 2 in each is better than 3 and 1.


No, he said specifically that the third worker on gas has a lower return than the inital two.


I remember a thread wherein someone tested and found that the third worker in a gas geyser does not add as much to the income rate as each of the first two. Based on that research, his statement is 100% correct.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-06-05 19:33:24
June 05 2012 19:28 GMT
#1108
--- Nuked ---
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-06-05 20:09:03
June 05 2012 20:06 GMT
#1109
On May 28 2012 21:11 monkybone wrote:
Show nested quote +
On May 28 2012 11:54 zyce wrote:
The below, #530, is incorrect.

530. You get the best "total income rate" for having roughly 3 workers in a mineral patch/vespene collector (24 per expansion), but the best "income per gatherer ratio" is 3 for gas, 2 for minerals (16 per expansion).


The best "income per gatherer ratio" is TWO for gas (4 per expansion), 2 for minerals (16) per expansion. The third worker on gas has a lower return than the inital two. This is confusing and should be removed.


No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas.


The gasses are not always the same distance.

On some bases 3 workers over saturates a gas, meaning the 3rd worker kinda works slower. This is the most usual case.
On some bases 3 workers dont fully saturate a gas, meaning 4th worker will add about 2% extra income.

Very easy to notice which one when you mine the gas.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-06-05 23:02:29
June 05 2012 23:02 GMT
#1110
--- Nuked ---
Zygomorphium
Profile Joined May 2011
Canada21 Posts
June 05 2012 23:56 GMT
#1111
# (Zerg) Naturally occuring larva production at your hatchery represents about 40% of your total larva production, but only if you have less than three idle larva at the hatchery. Make sure you can spend that larva before investing in a potentially useless queen.
Kaitlin
Profile Joined December 2010
United States2958 Posts
June 06 2012 00:15 GMT
#1112
On June 06 2012 04:28 monkybone wrote:
Show nested quote +
On June 06 2012 04:18 Kaitlin wrote:

I remember a thread wherein someone tested and found that the third worker in a gas geyser does not add as much to the income rate as each of the first two. Based on that research, his statement is 100% correct.


No, as I said: if there is a difference, it is miniscule, and it is idiotic to follow that advice as a tip. No one with any knowledge of starcraft would prefer 2 in gas as a general rule for optimal saturation. Furthermore, I have tested it myself some time ago, and 4 scvs does indeed give more gas than 3 scvs in gas. 25 gas per 1000, not much, but it shows that 3 scvs still doesn't occupy a refinery completely. The second point isn't the important one though. Anyway, the "tip" is wrong on multiple levels, and I'm surprised that anyone here are itching to defend such a useless and incorrect tip. I'd even say it's spreading misinformation.


The tip I take away is that if I have a build where I need 4 workers in gas, then I'm going 2+2 instead of 3+1. Nobody said 2 in gas was optimal in total. However, 2 in gas returns higher income / worker than does 3 or 4, meaning the 3rd worker doesn't provide as much income as the 2nd. That's all he's saying.
Account252508
Profile Joined February 2012
3454 Posts
June 06 2012 00:24 GMT
#1113
--- Nuked ---
Snoodles
Profile Joined March 2012
401 Posts
Last Edited: 2012-06-11 22:32:47
June 11 2012 22:32 GMT
#1114
Terran: If you 1-rax fast expand, and start your third at or around 10 minutes and make SCV's non-stop, when your third is completed you will have about 70 workers and can stop making them. Posting this because I've had the problem lately of making up to 80-100 workers per game. Now put that freed up APM to good use!
kyllinghest
Profile Joined December 2011
Norway1607 Posts
June 11 2012 22:42 GMT
#1115
"596. (TvT) In Viking vs Viking battles, you can land the damaged Vikings instead of pulling them back."

Landing a Viking takes 3 secs and they are considered flying units while transforming. I don't think it is ideal to be immobile and flying in 3 seconds if you are taking heavy dmg.
"NO" -Has
Wintertime
Profile Joined November 2010
Canada64 Posts
Last Edited: 2012-06-12 16:01:08
June 12 2012 15:59 GMT
#1116
On June 06 2012 00:58 LinGasm wrote:
For Zergs... If one wants to rush 3-3 melee/ranged upgrades with carapace the timings go as follows..... Start Lair when 1-1 is half done, both should finish at the same time. Start 2-2 and Infestation pit at same time. Go hive as soon as Infestation pit finishes and 2-2 will be finished as hive finishes. Gogogo 3-3 n stomp.

0:00 = Up[1] Start (Takes 2min40sec)
1:20 = Lair Start (Takes 1min20sec)
2:40 = Up[1] Finish, Lair Finish
2:40 = Up[2] Start (Takes 3min10sec)
3:20 = Infestation Start (Takes 0min50sec)
4:10 = Hive Start (Takes 1min40sec)
5:50 = Up[2] Finish, Hive Finish

Fixed that for you.
Spender
Profile Joined June 2011
Poland76 Posts
Last Edited: 2012-06-12 18:21:14
June 12 2012 18:06 GMT
#1117
On June 06 2012 09:24 monkybone wrote:
Show nested quote +
On June 06 2012 09:15 Kaitlin wrote:

The tip I take away is that if I have a build where I need 4 workers in gas, then I'm going 2+2 instead of 3+1. Nobody said 2 in gas was optimal in total. However, 2 in gas returns higher income / worker than does 3 or 4, meaning the 3rd worker doesn't provide as much income as the 2nd. That's all he's saying.

That's not what he was saying. Read the comment he answered. From the context of it, he didn't mean what you're saying at all.

That's exactly what he's saying.
Here's his comment:
+ Show Spoiler +
The best "income per gatherer ratio" is TWO for gas (4 per expansion), 2 for minerals (16) per expansion. The third worker on gas has a lower return than the inital two.

3rd worker on either minerals or gas provides less income than the initial two therefore best income/return per gatherer ratio is two on each mineral patch / gas geyser. In your original reply you said:
+ Show Spoiler +
No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas.

The last sentence is plain wrong. Yes full saturation is in practice 3 in gas (excluding maps with bad geyser placement like metalopolis) but full doesn't mean optimal. Optimal means best income per gatherer ratio hence 2 workers in a gas geyser is optimal. Some pro protoss players utilize this in their builds. Sase and Naniwa I'm 100% sure about, would have to verify on some other, so I won't name them.
zmansman17
Profile Joined March 2011
United States2567 Posts
June 12 2012 18:10 GMT
#1118
On June 13 2012 00:59 Wintertime wrote:
Show nested quote +
On June 06 2012 00:58 LinGasm wrote:
For Zergs... If one wants to rush 3-3 melee/ranged upgrades with carapace the timings go as follows..... Start Lair when 1-1 is half done, both should finish at the same time. Start 2-2 and Infestation pit at same time. Go hive as soon as Infestation pit finishes and 2-2 will be finished as hive finishes. Gogogo 3-3 n stomp.

0:00 = Up[1] Start (Takes 2min40sec)
1:20 = Lair Start (Takes 1min20sec)
2:40 = Up[1] Finish, Lair Finish
2:40 = Up[2] Start (Takes 3min10sec)
3:20 = Infestation Start (Takes 0min50sec)
4:10 = Hive Start (Takes 1min40sec)
5:50 = Up[2] Finish, Hive Finish

Fixed that for you.


Thank you for this. I always love seeing these tips. Even though there are 1,000, each of them are informative.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
RustySpork
Profile Joined March 2012
United Kingdom49 Posts
June 12 2012 21:50 GMT
#1119
i really like this one, no one has used it that i have seen since jjakji in code s november
to kill a burrowed ling that is stopping a CC from landing, put a marine and a medivac where the ling is, then get a sieged up siege tank to shoot at your own marine, and the splash damage will one shot the ling, and the medivac will heal the marine so it doesn't die. So you can land you CC without having to use a scan :D
buckKeefe
Profile Blog Joined October 2011
United States63 Posts
Last Edited: 2012-06-17 00:59:32
June 17 2012 00:47 GMT
#1120
(#610ish?) If you spamclick an automaton 2000, it will eventually blow itself up, allowing you to kill it without using any units. I hate those things because they look too much like workers (esp probes) to me -- but using this trick you can eliminate the automaton 2ks in early-game downtime without needing any units
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