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[G] Worker Transfers - Page 4

Forum Index > StarCraft 2 Strategy
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TheHardSix
Profile Joined January 2012
4 Posts
Last Edited: 2012-01-17 17:07:00
January 17 2012 08:05 GMT
#61
edit: clarified
Elefes
Profile Joined September 2011
Russian Federation164 Posts
Last Edited: 2012-01-17 09:01:44
January 17 2012 08:48 GMT
#62
TheHardSix, there are many good threads regarding optimal saturation, liquipedia can't reflect all details.

From what I read, your numbers suggest that having three workers on a patch produces different productivity depending on the distance of the patch.
- correct

More strikingly, your numbers also suggest that having three workers on a patch makes the patch itself less productive than when it is being mined by two workers -correct, but in terms of efficiency (if you have more than 16 workers, total income per minute will increase, of course!)

Can't find these numbers in OP, and bet they are incorrect.

Look at the table:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=197826
Marginal income after 16th workes is pretty low. Even though 3x at far patches is profitable, IMO it's pretty difficult to have 20 perfectly placed probes, at least for me o_O

P.S. Lol russians are just math nerds, just trust me ^_^
Also regarding OP: #1 #2 #3 well OBVIOUSLY, #3 sucks,
#1 is the most rewarding long-term, #2 is pretty efficient and economically safe
it's all about risk/reward ratio, which is hard to estimate
Malhavoc
Profile Joined October 2010
Italy308 Posts
January 17 2012 09:15 GMT
#63
When I play Zerg and fast expand, I think #2 is strictly better than #1, as (differently from the other races) you can make spawn all (or most of) your drones at the expansion, limiting the travel time for new drones (some may need to anyway, of course, if you are droning heavily).
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
Last Edited: 2012-01-17 09:24:26
January 17 2012 09:24 GMT
#64
On January 17 2012 18:15 Malhavoc wrote:
When I play Zerg and fast expand, I think #2 is strictly better than #1, as (differently from the other races) you can make spawn all (or most of) your drones at the expansion, limiting the travel time for new drones (some may need to anyway, of course, if you are droning heavily).

You should always drone heavily. Sounds like a bad idea to me, you'll be making a ton of your drones from the main, especially since you'll generally already be at 16+ drones when your nat goes up. Another reason to quickly get some drones to the nat is to be able to throw up spines quickly.

I mean sure, in ZvZ for example, you'll be building lings etc constantly, so you can definitely make sure to make drones at nat and army from main, but that requires quite a lot of extra APM just to slightly increase efficiency.
TheHardSix
Profile Joined January 2012
4 Posts
January 17 2012 17:06 GMT
#65
Elefes,

Thanks for the reply. What didn't become clear to me until I referenced the table you mentioned is that when a third worker is introduced to, say, a close patch, it adds a value of 12 minerals/minute, without lessening the theoretical higher mining rates (45/min) of the other two workers. The language used in the post I quoted was rather ambiguous, and this being my first read on the subject it was easily misinterpreted, as I was thinking in averages of all three workers on a patch.

Apparantly that misunderstanding merited a warning rather than an explanation. Pity.

Practicality notwithstanding, this is pretty insightful, and I thank OP and michaelhasanalias for the contributions.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 27 2012 21:42 GMT
#66
--- Nuked ---
BronzeKnee
Profile Joined March 2011
United States5225 Posts
January 27 2012 22:22 GMT
#67
I prefer case #2. It allows me to mine off my main for longer, since I only get 16 there.
ODKStevez
Profile Joined February 2011
Ireland1225 Posts
January 27 2012 22:29 GMT
#68
Wow, so much math behind something I just took for granted.
Luppa <3
Eladen
Profile Joined October 2011
Slovakia54 Posts
January 28 2012 09:39 GMT
#69
On January 28 2012 06:42 Barrin wrote:
Has anyone brought up mind games?

Like,

(1) I make an expansion at my natural...
(2) Expansion finishes; I have about 16-18 mineral workers in the main

(3) here I can either (a) transfer workers or (b) rally everything to natural

but,

(4) he scouts my expansion like 15 seconds later; the first time in several in-game minutes

now here's the deal:

if I chose to leave workers in the main and only rally workers, then it's safe for him to assume that the expansion is brand new

HOWEVER, if I chose to maynard a bunch of workers, he has to either scout my main and count the workers there (totally deniable), or he has to rely on his game sense to GUESS (a) how many workers I have and (b) how long ago I planted the expansion down.


Cant he just click on a mineral patch and see how much of the inititial 1500 minerals are gone? That is at least what I use to do
E[ max(0, S-K) | S<K]*P(S<K) + E[ max(0, S-K)| S>K]*P(S>K) = E[0 | S<K]*P(S<K) + E[S-K | S>K]*P(S>K)
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
January 28 2012 11:42 GMT
#70
On January 17 2012 18:15 Malhavoc wrote:
When I play Zerg and fast expand, I think #2 is strictly better than #1, as (differently from the other races) you can make spawn all (or most of) your drones at the expansion, limiting the travel time for new drones (some may need to anyway, of course, if you are droning heavily).


its just a trade, new drones then have a shorter travel time, however the transfer itself makes drones travel instead of mining. In fact from a pure economy pov, transfer does pay off only if one base is oversaturated. Early minerals are more worth than later minerals, so a drone transfer is worse compared to rallying new drones to the nat, because the lost mining time hits you earlier (and at once) then.
However there are other strategical aspects (mineout, early defense) which make drone transfers viable. Depends also on build order.
21 is half the truth
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
January 28 2012 11:47 GMT
#71
On January 28 2012 20:42 Schnullerbacke13 wrote:
Show nested quote +
On January 17 2012 18:15 Malhavoc wrote:
When I play Zerg and fast expand, I think #2 is strictly better than #1, as (differently from the other races) you can make spawn all (or most of) your drones at the expansion, limiting the travel time for new drones (some may need to anyway, of course, if you are droning heavily).


its just a trade, new drones then have a shorter travel time, however the transfer itself makes drones travel instead of mining. In fact from a pure economy pov, transfer does pay off only if one base is oversaturated. Early minerals are more worth than later minerals, so a drone transfer is worse compared to rallying new drones to the nat, because the lost mining time hits you earlier (and at once) then.
However there are other strategical aspects (mineout, early defense) which make drone transfers viable. Depends also on build order.

didn't knew that thxs man
The harder it becomes, the more you should focus on the basics.
Veetz
Profile Joined April 2010
Canada109 Posts
January 28 2012 11:58 GMT
#72
there is another benefit from transfering half of your workers right away.. though you may lose mineral due to lost mining time immediatly.. by transfering these workers right away.. you will mine your main out slower.. in the event that your 3rd base gets sniped and you need to send your excess workers back to mining from main/natural.. it would suck if your main was already mined out and u gotta send 60 workers to 1 base.. this is why sending half of your workers (or atleast a good ammount) should always be done when your natural finishes.. (you want your main and natural to run out of minerals at the same time)
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 28 2012 17:46 GMT
#73
Can we get the incorrect information in the OP either corrected or removed?

The analysis is based on a silly notion that splitting half/half gets you 1020 minerals per minute while splitting 16/rest gets you 800 minerals per minute. It isn't true and it screws up the results.
freetgy
Profile Joined November 2010
1720 Posts
January 28 2012 18:08 GMT
#74
you should always transfer as many as possible.

The reason is very simple, it extends the time when your main is mined out, which can be importent in 2 base vs. 2 base situations.
sky`380
Profile Joined January 2011
United States49 Posts
January 28 2012 18:33 GMT
#75
Doesn't (T÷5) * 5 simplify to just T?
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