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How many workers do you guys make? - Page 2

Forum Index > StarCraft 2 Strategy
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Wrathsc2
Profile Joined March 2011
United States2025 Posts
October 09 2011 09:21 GMT
#21
I actually have a problem where i make too many workers as terran. Terran only needs 60-70 but i got up to 100 cuz i just dont know when to stop haha
A marine walks into a bar and asks, "Wheres the counter?"
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
October 09 2011 09:46 GMT
#22
Good on you. Do what you do and play more games.

Oh, and you can probably cut probes at like 80. 30 per base is the max you want, but if you ever want to get out of 'just stalkers' you'll need more gas and less minerals, around 26 per base works out well.
Kornholi0
Profile Joined November 2010
Canada634 Posts
October 09 2011 09:53 GMT
#23
On October 09 2011 15:25 lordsurya08 wrote:
I'm a bronze protoss. Everyone's always telling me that I should macro and that I can win games through sheer macro. I complied, and played a few games where I, as the midgame progressed, had 3 expansions up and running at once. This makes for a grand total of 90 probes. I discovered that I could win games with nothing but stalkers if I kept up that kind of macro simply because I was on 3 expos while my opp was on 1.

The problem is, this is bronze, and I'm thinking ahead. I don't expect my playing to win me games in gold, say. I see several basic problems with my playing:

1) Not enough supply. 90 probes = 110 supply left for combat units = not enough, is it?
2) Too many expos = easily harassed by mutas, drops, cloaked banshees etc.
3) Too hard to maintain, the bases get mined out so quickly that I spend a lot of time on just building nexii.

So overall, how many workers should I build? Did I over-macro this game? Also, do you think I am gold material?

Here's the replay. If I could replay it I would have build more gateways and robos. Any tips on macro, and other general tips are appreciated

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=235941




3 base saturation. That is 16 mining main/natural/3rd. with 18 probes on gas. So 66 probes is optimal.

Of course if you just cut probes to get to that number you'll lose in the mid game, you should try and get 66 probes on 2 bases (or as close to 66 as possible).
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
pandaBee
Profile Blog Joined August 2010
United States251 Posts
October 09 2011 18:24 GMT
#24
protoss can actually keep producing workers at a constant rate throughout most of the game

me personally on small - medium maps i like stopping ~ 70 probes and on bigger maps i like around 75ish
that's the template i've always followed.
tuestresfat
Profile Joined December 2010
2555 Posts
October 09 2011 18:40 GMT
#25
On October 10 2011 03:24 pandaBee wrote:
protoss can actually keep producing workers at a constant rate throughout most of the game

me personally on small - medium maps i like stopping ~ 70 probes and on bigger maps i like around 75ish
that's the template i've always followed.

75 is the number i like to stop at too =] I don't even need to count anymore I just know when I'm at 75 (give or take 5) harvestors as protoss.

Zerg I tend to go up to ~90 since static defence for far out expos is pretty handy late game.

My terran is similar to toss.

Mid Masters random if you're wondering.
ChineseWife
Profile Joined August 2010
United States373 Posts
October 09 2011 18:44 GMT
#26
sometimes i chill on like 90 workers if i have 4 bases, but then i send like 16 to die so i can add a little supply to my army
Oops I made no units
Hodgy
Profile Joined September 2011
United States64 Posts
October 09 2011 18:45 GMT
#27
When I play terran I kill all but one worker to get more marines then I take that worker with me to kill then enemies >:D
"I'm not an asshole, I just don't give a fuck a lot." -Tyler the Creator
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 09 2011 18:53 GMT
#28
90 probes is alot, most people stay around 70, i sometimes go up to 120. It depends alot on how you want to play and what your opponent is doing. You will get a feeling for that later ^^, but thats why checking worker satuartion alot is important. Your opponent goes for 70 workers and looks like they will turtle until 200 supply ? no problem to go 90 workers for some time, you just have to lose them when they rush over one of your expansion.

70ish is the balanced worker count you get enough income to remax easily and you won't get overrun if the opponent is only on 50 workers.

Its also different for each matchup etc etc. You could say its advanced macro. But 7 base toss 120 workers and 40 gateways is fun !

Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
Last Edited: 2011-10-09 18:56:20
October 09 2011 18:56 GMT
#29
Don't stop making workers until you are maxed out.

If you realize you really do have too many workers, sack them, EZ PZ. You can argue that those are 'wasted moneyz', but in reality you have to remember that those workers were mining, and most people don't spend their minerals very well so those ~500 minerals do not really factor into such a big deal in the late game. I have won many games where my enemy kills like 30 workers for free but since I constantly keep building them my economy is still in a decent shape.

I don't know how players like HongUn and Genius manage to win by building nothing but 40-60 workers all game long rofl.
ZenithM
Profile Joined February 2011
France15952 Posts
October 09 2011 19:10 GMT
#30
I'm protoss and I like to have 70 workers (but I'm often between 65 and 70, rarely over 75). The most important thing is not how many you have in the end, but how quickly you have them for protoss and zerg. So I dump all the chronoboost I can spare on probes early on when I don't have a lot of upgrades to accelerate and get a very good 2 base saturation very early. As you take your third, you can transfer some of your now oversaturated main and natural to it and be good.

Take a YABOT map or something, and try to max in the lowest possible amount of time, with good and smooth macro, upgrades and reasonable expansion and tech timings. You'll find out that 67 workers is often the number of workers you have at the end.
LoneWolf.Alpha-
Profile Blog Joined July 2011
123 Posts
October 09 2011 19:40 GMT
#31
better macro =

for each fully mining base you have, you should have either:
4 warpgates
or 2 starports
or 2 robotics

going at full swing.

this means that if you have 3 bases, which is the max probes you should have, you should have up to 12 warpgates going. I personally prefer 16, cause i don't keep up with my warpgate as much as I should.
LoneWolf.Alpha-
Profile Blog Joined July 2011
123 Posts
October 09 2011 19:41 GMT
#32
On October 10 2011 03:56 Geovu wrote:
Don't stop making workers until you are maxed out.

If you realize you really do have too many workers, sack them, EZ PZ. You can argue that those are 'wasted moneyz', but in reality you have to remember that those workers were mining, and most people don't spend their minerals very well so those ~500 minerals do not really factor into such a big deal in the late game. I have won many games where my enemy kills like 30 workers for free but since I constantly keep building them my economy is still in a decent shape.

I don't know how players like HongUn and Genius manage to win by building nothing but 40-60 workers all game long rofl.


if you are on two base, which is quite common, it's 22 workers per base, and 44 workers total. that's about right. each 2 extra workersyou maket aht u don't need is sa zelaot that you didn't make
chaopow
Profile Joined March 2011
United States556 Posts
October 09 2011 20:07 GMT
#33
Generally if you have that many, you should be able to max WAY faster than your opponent and you should go straight up attack. Whatever engagement you get will favor you because you have a huge economy with 90 probes. Usually though, in diamond-masters you want to keep it lower to around 70-80 probes. In bronze-plat it seriously does not matter.

As terran, I've made around 100 scvs in a couple of my games, and half the time I just make extra OC's and bring like 50 or so scvs in a massive push. Its a very scary push especially vs zerg, as the scvs are sweatshirts against banelings.
Soowoo AD.
awakenx
Profile Joined May 2011
United States341 Posts
October 09 2011 20:08 GMT
#34
I think 90 is too much for toss; normally 75-85 is the optimum number for toss...

But as it was mentioned before, you need to keep on top of your production facilities, tech, and upgrades. A good rule for toss, I believe is 3-4 gateways per base, or 3 gates and a robo, or, if colossus, 2 gates and a robo per base.

And late game, when you're maxed and banking thousands of resources, you could just throw up 20 gateways and 4 robos to remax instantly after a battle.
WorstMicroNA
Opec
Profile Joined June 2011
42 Posts
October 09 2011 20:14 GMT
#35
If that was one of your normal game then worker count is not the problem. You need to work on decision making and picking engagements.
Fealthas
Profile Joined May 2011
607 Posts
October 09 2011 20:34 GMT
#36
Ive been hearing that 75 is the magic number you want. It is good for 3 base.
Alpino
Profile Joined June 2011
Brazil4390 Posts
October 09 2011 20:37 GMT
#37
70ish, some styles get more than that, . Know when to stop and when to continue probe production though, this you'll only learn playing the game however.
20/11/2015 - never forget EE's Ember
Filter
Profile Blog Joined November 2010
Canada620 Posts
October 09 2011 23:05 GMT
#38
Two things to add to this thread.

The difference between each league, bronze through grand masters is that as each league goes up the average number of workers made by players in that league goes up too, and not just by a little bit.

The thing nobody has mentioned and most people never do is replace workers from harassment or attacks, most people if they lose 10 workers don't remake them, and if they lose a base and all probes try to get a big army and go win. The really strong pro's replace workers that die to attacks.

You can't have too many workers, it's not possible to make enough workers off 2, even 3 bases to over do it unless the rest of your production is bad. So just always make workers and add production facilities to keep your cash low and you'll be in grandmaster.
Live hard, live free.
TheGreenMachine
Profile Joined March 2010
United States730 Posts
Last Edited: 2011-10-10 03:32:57
October 10 2011 03:30 GMT
#39
An easy way to count your workers that I found is center over a nexus and ctrl+click a probe. You will have selected all workers at that base that are mining plus 2 out of 3 in each gas (1 will always be inside each gas). So an ideal # to select would be 1 full page of 24. Thats 3 rows of 8. It is really 26 workers cuz of one worker in each gas that can't be selected. So 6 on gas, 20 on minerals is a good amount for each base.

26x3=78 workers on 3 bases which is not so bad, maybe a little on the high side for death-ball protoss. Once your main is nearly mined out start your 4th base and transfer almost all of those workers from your main to the 4th. When your natural is near mined out start your 5th. Now there are circumstances like heavy 1 base play by your opponent that make you stay on 1 or 2 base for longer, but in general thats the expansion timing and # of workers I try to go by.

Also keep in mind earlier workers = better because they mine you minerals that whole time theyre alive. Try to never stop making workers, and if you have money SPEND IT. Like excess # of gateways if you have to. You want to have a few (small % of total) warpins that you cannot use because you are spending all of your money.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
NoisyNinja
Profile Joined February 2011
United States991 Posts
October 10 2011 03:45 GMT
#40
OVER 9000!!!!

Ok, jokes aside, on average, i make between 60-90 probes each macro game. I don't rush so the average number should be around there.
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