• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:21
CET 09:21
KST 17:21
  • 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
Team Liquid Map Contest #22 - Presented by Monster Energy4ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool22Weekly Cups (March 9-15): herO, Clem, ByuN win32026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Serral: 24’ EWC form was hurt by military service Weekly Cups (March 9-15): herO, Clem, ByuN win Team Liquid Map Contest #22 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
https://www.facebook.com/AlphalineTRTMaleEnhanceme KSL Week 87 [GSL CK] #2: Team Classic vs. Team Solar 2026 KungFu Cup Announcement [GSL CK] #1: Team Maru vs. Team herO
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ JaeDong's form before ASL Gypsy to Korea ASL21 General Discussion BSL Season 22
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Path of Exile General RTS Discussion Thread Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Mexico's Drug War Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations Cricket [SPORT]
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3652 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
Replay Cast
00:00
Code For Giants Cup LATAM #5
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 27
StarCraft: Brood War
Sea 856
actioN 485
Killer 146
Dewaltoss 140
Leta 75
ToSsGirL 54
Bale 20
Sharp 16
soO 10
GoRush 9
[ Show more ]
NotJumperer 6
Counter-Strike
Stewie2K1342
allub181
shoxiejesuss122
Super Smash Bros
Mew2King101
Other Games
singsing1922
ceh9242
Sick192
NeuroSwarm59
Trikslyr24
Organizations
Other Games
gamesdonequick646
Dota 2
PGL Dota 2 - Main Stream186
StarCraft: Brood War
UltimateBattle 37
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH164
• LUISG 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
KCM Race Survival
1h 39m
Protoss vs Terran
WardiTV Team League
3h 39m
Big Brain Bouts
8h 39m
LetaleX vs Babymarine
Harstem vs GgMaChine
Clem vs Serral
Korean StarCraft League
18h 39m
RSL Revival
1d 1h
Maru vs Zoun
Cure vs ByuN
uThermal 2v2 Circuit
1d 6h
BSL
1d 11h
RSL Revival
2 days
herO vs MaxPax
Rogue vs TriGGeR
BSL
2 days
Replay Cast
2 days
[ Show More ]
Replay Cast
3 days
Afreeca Starleague
3 days
Sharp vs Scan
Rain vs Mong
Wardi Open
3 days
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Soulkey vs Ample
JyJ vs sSak
Replay Cast
5 days
Afreeca Starleague
5 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
5 days
Replay Cast
5 days
The PondCast
6 days
WardiTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-18
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.