How many workers do you guys make? - Page 2
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Wrathsc2
United States2025 Posts
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darkscream
Canada2310 Posts
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. | ||
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Kornholi0
Canada634 Posts
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). | ||
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pandaBee
United States251 Posts
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. | ||
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tuestresfat
2555 Posts
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. | ||
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ChineseWife
United States373 Posts
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Hodgy
United States64 Posts
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FeyFey
Germany10114 Posts
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 ! | ||
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Geovu
Estonia1344 Posts
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. | ||
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ZenithM
France15952 Posts
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. | ||
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LoneWolf.Alpha-
123 Posts
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. | ||
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LoneWolf.Alpha-
123 Posts
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 | ||
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chaopow
United States556 Posts
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. | ||
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awakenx
United States341 Posts
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. | ||
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Opec
42 Posts
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Fealthas
607 Posts
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Alpino
Brazil4390 Posts
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Filter
Canada620 Posts
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. | ||
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TheGreenMachine
United States730 Posts
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. | ||
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NoisyNinja
United States991 Posts
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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