• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:10
CEST 01:10
KST 08:10
  • 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
Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6
StarCraft 2
General
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy Classic Games #3: Rogue vs Serral at BlizzCon What happened to Singapore/Brazil servers?
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series WardiTV TL Team Map Contest #5 Tournaments Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
Pros React To: SoulKey's 5-Peat Challenge BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL20 General Discussion BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams
Tourneys
[IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL [ASL20] Ro16 Group B [ASL20] Ro16 Group A
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 Nintendo Switch Thread Path of Exile General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1093 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
BSL Team Wars
19:00
Playoff - 4th vs 3rd
Team Bonyth vs Team Sziky
ZZZero.O62
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 99
Lillekanin 11
StarCraft: Brood War
Artosis 603
ZZZero.O 62
sSak 27
NaDa 22
Dota 2
monkeys_forever47
Counter-Strike
fl0m1598
Stewie2K358
Other Games
Grubby3834
FrodaN2284
SortOf276
Sick184
NeuroSwarm83
Maynarde81
Organizations
Other Games
BasetradeTV33
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• RyuSc2 85
• musti20045 39
• StrangeGG 27
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• RayReign 10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22237
League of Legends
• Doublelift6527
Other Games
• Scarra1249
• imaqtpie1180
Upcoming Events
Afreeca Starleague
10h 50m
Snow vs Sharp
Jaedong vs Mini
Wardi Open
11h 50m
OSC
1d
Sparkling Tuna Cup
1d 10h
Afreeca Starleague
1d 10h
Light vs Speed
Larva vs Soma
PiGosaur Monday
2 days
LiuLi Cup
2 days
RSL Revival
3 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
3 days
RSL Revival
4 days
Zoun vs Classic
[ Show More ]
Korean StarCraft League
5 days
RSL Revival
5 days
[BSL 2025] Weekly
5 days
BSL Team Wars
5 days
RSL Revival
6 days
Online Event
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
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.