• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:20
CET 19:20
KST 03:20
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3
StarCraft 2
General
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach
Tourneys
WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026 OSC Season 13 World Championship uThermal 2v2 Circuit
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
I would like to say something about StarCraft BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest Data analysis on 70 million replays
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Awesome Games Done Quick 2026! Should offensive tower rushing be viable in RTS games?
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Trading/Investing Thread The Big Programming Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
How do archons sleep?
8882
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
GOAT of Goats list
BisuDagger
Customize Sidebar...

Website Feedback

Closed Threads



Active: 986 users

[G] Worker Transfers - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 Next All
nanoscorp
Profile Blog Joined September 2010
United States1237 Posts
September 18 2011 23:15 GMT
#21
As a zerg, it's nice to have some drones at your expansion as soon as it goes up in ZvT and ZvP. Sometimes you need 5-6 drones there to help fight off bunker pressure by harassing marines/SCVs or dropping your own spine crawler. 1 part economics, 1 part early game army positioning = a strong case for #1 or a slight modification IMO.

Another consideration is close patch vs. far patch mining. If you pay attention to things like doubling up on close patches you can gain a slight mineral income advantage on one base over an opponent who doesn't. Similarly, immediately splitting your available workers over the 8 close patches (main + nat) gives an advantage over a slower saturation at the natural.
kenkou
Profile Joined September 2010
United States235 Posts
September 18 2011 23:23 GMT
#22
I do option #2 alot because I feel its the easiest to do in a game. But if you're doing #1, should you transfer half your workers + 6 for the gas you'll eventually get? Cause that has always been the reason why I hated doing #1. You have to do some math during a game, and its not as easy as visually looking at for example, 23 workers, and shaving off the bottom 7.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
September 18 2011 23:24 GMT
#23
This sounds really weird to me. I saw so sure #2 was the most efficient way of transferring : / Shouldn't #1 and #2 be about equal if you can reduce the bouncing? It's pretty easy to micro your workers to the close minerals so you should be able to do it with the far ones as well. What I can see as an advantage is that you could saturate the close mineral patches on both bases asap. Having 16 workers on close mineral patches and 8 workers on far mineral patches on 2 bases would be better than having 12 on close/far.

My own conclusion: Transfer 8 workers to the new base and micro them. Then rally the main to get first 16 workers in the main and then 16 workers at the new base, rally an extra three workers if you plan on taking the gas there early.
I am Latedi.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 18 2011 23:26 GMT
#24
Thanks for the info!
I usually do option 1 unless I feel unsafe.
Moderatorshe/her
TL+ Member
Dulcimer
Profile Joined February 2011
United States21 Posts
September 18 2011 23:30 GMT
#25
Updated with information for later expansions (found in the conclusion section), and if you are unsure why #1 is better than #2 I recommend you read the further thoughts section. I'm going to be adding a section for fe's also soon.
Navillus
Profile Joined February 2011
United States1188 Posts
September 18 2011 23:33 GMT
#26
What about the fact that a 3d worker on a mineral patch is really inefficient, wouldn't that effect this?
"TL gives excellent advice 99% of the time. The problem is no one listens to it." -Plexa
mbsupermario
Profile Joined July 2010
United States101 Posts
September 18 2011 23:37 GMT
#27
The real reason to drone transfer, in my own opinion, is to spread the "liability" of your workers evenly across all your bases.

For example, imagine a 3 base scenario where you do not drone transfer, but rather saturate your first base before you drone at your second, and your second base before your third base. In the late mid-game, the main base will be nearly mined out, thus making the third base that much more important to maintain. If the enemy pressures/kills the third base, you are in a much more difficult situation resource-wise than with an evenly spread economy. More spread out from harass too (this is a bit of a double-edged sword...)

Other advantages too, of course, more income/time per worker, using workers to defend fast expo, etc.
Dulcimer
Profile Joined February 2011
United States21 Posts
Last Edited: 2011-09-18 23:39:17
September 18 2011 23:38 GMT
#28
Updated with a little bit on FEs, I am sorry I couldn't give a better answer with FEs.

Yes, that causes more worker 'bouncing' (which I go into a little bit in the further thoughts section). The 3D makes bouncing slightly more complex. and common.

I'm not going to add a section on zerg transferring as thats much more complex because of how the mechanisms work, although I might make another thread about that later if the demand is high enough.
CgLeV
Profile Joined July 2011
Canada6 Posts
September 18 2011 23:41 GMT
#29
Great work on this post... luv <3
darklight54321
Profile Joined July 2011
United States361 Posts
September 18 2011 23:41 GMT
#30
Umm...for a different conclusion, how bout doing number 2 but isntead of just grabbing a corner, move them in 2-3s as they finish mining a patch and the mins are returned. Thats how i generally do mine. it's easy to grab 3 and move then another 3 and move.
Dulcimer
Profile Joined February 2011
United States21 Posts
September 18 2011 23:46 GMT
#31
@CgLeV <3

@darklight54321 The total loss of mining time is still going to be T*A (the time it takes to transfer the workers, and the total amount of workers you transfer). That method is closer to case #3 and is something that isn't a bad idea if you are in a semi-tense situation. It won't quite give you the eco advantage of #1, but it is more economically friendly than #3.
iSTime
Profile Joined November 2006
1579 Posts
Last Edited: 2011-09-18 23:52:26
September 18 2011 23:47 GMT
#32
Method 2 is better than Method 1 on Xel'Naga Caverns.

Method: Starting with 24 workers, send 12 to main minerals and 12 to natural, then build 4 more workers sent to corresponding mineral patches, then 6 sent to the natural (to simulate saturating the gases there assuming the gases in the main are already saturated)

Alternatively, send 16 to main minerals and 8 to natural, then rally 8+6 to natural, 6 going to gas geysers.

Results: Using method 1, after 2 minutes I had mined 1390, 1400, 1365 minerals in 3 trials. (plus probes built)

1385 +- 18.03

Using method 2, after 2 minutes I had mined 1425, 1415, 1410 minerals in 3 trials (plus probes built)

1416.7 +- 7.78

EDIT: No micro on the probes tested here.
www.infinityseven.net
darklight54321
Profile Joined July 2011
United States361 Posts
September 18 2011 23:49 GMT
#33
On September 19 2011 08:46 Dulcimer wrote:
@CgLeV <3

@darklight54321 The total loss of mining time is still going to be T*A (the time it takes to transfer the workers, and the total amount of workers you transfer). That method is closer to case #3 and is something that isn't a bad idea if you are in a semi-tense situation. It won't quite give you the eco advantage of #1, but it is more economically friendly than #3.



kk, thanks for the info. Good job on the calculations i might add. Lots of Applied mathematics been appearing on TL recently.
Sleight
Profile Blog Joined May 2009
2471 Posts
September 18 2011 23:52 GMT
#34
On September 19 2011 08:47 iSTime wrote:
Method 2 is better than Method 1 on Xel'Naga Caverns.

Method: Starting with 24 workers, send 12 to main minerals and 12 to natural, then build 4 more workers sent to corresponding mineral patches, then 6 sent to the natural (to simulate saturating the gases there assuming the gases in the main are already saturated)

Alternatively, send 16 to main minerals and 8 to natural, then rally 8+6 to natural, 6 going to gas geysers.

Results: Using method 1, after 2 minutes I had mined 1390, 1400, 1365 minerals in 3 trials. (plus probes built)

Using method 2, after 2 minutes I had mined 1425, 1415, 1410 minerals in 3 trials (plus probes built)


Please do this more than at one time period. If you read the OP, he says that the 2nd method will be ahead for 6 seconds initially. those 6 seconds correspond to the extra 4 works or.... 20-24 extra minerals! Exactly what you found! Oh my gosh, his study is well done and you proved it!

He is stating that over time, meaning as the game progresses, that the efficiency is more obvious in 1 than 2. If it doesn't start improving until EIGHTY ONE seconds after the transfer, you probably want to go out further than 120 seconds.
One Love
iSTime
Profile Joined November 2006
1579 Posts
September 18 2011 23:53 GMT
#35
On September 19 2011 08:52 Sleight wrote:
Show nested quote +
On September 19 2011 08:47 iSTime wrote:
Method 2 is better than Method 1 on Xel'Naga Caverns.

Method: Starting with 24 workers, send 12 to main minerals and 12 to natural, then build 4 more workers sent to corresponding mineral patches, then 6 sent to the natural (to simulate saturating the gases there assuming the gases in the main are already saturated)

Alternatively, send 16 to main minerals and 8 to natural, then rally 8+6 to natural, 6 going to gas geysers.

Results: Using method 1, after 2 minutes I had mined 1390, 1400, 1365 minerals in 3 trials. (plus probes built)

Using method 2, after 2 minutes I had mined 1425, 1415, 1410 minerals in 3 trials (plus probes built)


Please do this more than at one time period. If you read the OP, he says that the 2nd method will be ahead for 6 seconds initially. those 6 seconds correspond to the extra 4 works or.... 20-24 extra minerals! Exactly what you found! Oh my gosh, his study is well done and you proved it!

He is stating that over time, meaning as the game progresses, that the efficiency is more obvious in 1 than 2. If it doesn't start improving until EIGHTY ONE seconds after the transfer, you probably want to go out further than 120 seconds.


At the end of my trials both methods are in the same position, so there will be no further differences.
www.infinityseven.net
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
September 18 2011 23:54 GMT
#36
I think your scope is too narrow. There are plenty of reasons not to do a 50/50 split.

1) my natural may be more exposed (BFH, blings).
2) as a zerg, building buildings costs drones, I may want to leave a few extra drones in my main if I anticipate that I will be putting up 2-4 tech buildings shortly.
3) gas, assuming you have~30 SCVs in a PvZ. You just took your expo and already have both gasses on your main and plan on taking both gasses at your nat immediately, you'll want to transfer ~16 workers off your mineral line, only leaving ~8 in your main.
As it turns out, marines don't actually cost any money -Jinro
Dulcimer
Profile Joined February 2011
United States21 Posts
September 18 2011 23:57 GMT
#37
I do need to write a section on gas planning/mining, however, for the time being my post only accounts for minerals and mineral mining.

With gas considerations, you obviously don't want to transfer gas workers, and depending on the build, you don't even want to consider workers who's purpose is gas mining to have a transfer loss. Also, it may be benificial if you are going gas to mix #2 and #1 and transfer half of your mineral workers to your second base but then re-rally both bases to your natural so that you can build your base's gas progressively and with maximum mineral efficiency.

I will do some tests and calculations later to write up a better section on transferring with consideration to gas.
iSTime
Profile Joined November 2006
1579 Posts
September 19 2011 00:05 GMT
#38
On September 19 2011 08:57 Dulcimer wrote:
Also, it may be benificial if you are going gas to mix #2 and #1 and transfer half of your mineral workers to your second base but then re-rally both bases to your natural so that you can build your base's gas progressively and with maximum mineral efficiency.


This is exactly what I tested, and method 2 is better than method 1, at least on xel'naga.
www.infinityseven.net
Dulcimer
Profile Joined February 2011
United States21 Posts
Last Edited: 2011-09-19 00:39:02
September 19 2011 00:33 GMT
#39
I believe perhaps I should have clarified method 2 more, but the main diference between #1 and #2 isn't just their rally points, but also that in method #2 you leave 16 mineral mining workers. It is better to have an equal (and lower) number of mineral mining workers on both bases after a transfer instead of having more mineral mining workers on one base than the other base. I am going to edit the post to include some considerations with gas and how it cooperates with various builds.

edit: added in the section on transferring with consideration to gas mining.
iSTime
Profile Joined November 2006
1579 Posts
September 19 2011 00:51 GMT
#40
On September 19 2011 09:33 Dulcimer wrote:
I believe perhaps I should have clarified method 2 more, but the main diference between #1 and #2 isn't just their rally points, but also that in method #2 you leave 16 mineral mining workers. It is better to have an equal (and lower) number of mineral mining workers on both bases after a transfer instead of having more mineral mining workers on one base than the other base. I am going to edit the post to include some considerations with gas and how it cooperates with various builds.

edit: added in the section on transferring with consideration to gas mining.


That's exactly what I did still lol.
www.infinityseven.net
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
OSC
14:00
Season 13 World Championship
GgMaChine vs MixuLIVE!
WardiTV959
IndyStarCraft 212
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 212
JuggernautJason72
BRAT_OK 65
MindelVK 20
StarCraft: Brood War
Britney 30138
Shuttle 687
EffOrt 389
firebathero 196
Dewaltoss 129
Rock 43
Mong 36
Shine 13
scan(afreeca) 12
Dota 2
420jenkins801
Heroes of the Storm
Liquid`Hasu387
Other Games
Grubby3882
FrodaN2036
Liquid`RaSZi1962
ceh9574
Mlord532
Fuzer 281
B2W.Neo270
JimRising 248
DeMusliM214
KnowMe117
QueenE72
Organizations
Other Games
gamesdonequick43618
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• naamasc243
• StrangeGG 17
• Adnapsc2 10
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• FirePhoenix1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV564
League of Legends
• Jankos3204
• Nemesis2166
Other Games
• imaqtpie1378
• Shiphtur279
Upcoming Events
SOOP
1d 9h
SHIN vs GuMiho
Cure vs Creator
The PondCast
1d 15h
Wardi Open
1d 17h
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
IPSL
3 days
DragOn vs Sziky
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Invitational
4 days
[ Show More ]
WardiTV Invitational
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-01-06
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
OSC Championship Season 13
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W3
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 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 © 2026 TLnet. All Rights Reserved.