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[Q] why the obsession with rich minerals? - Page 2

Forum Index > SC2 General
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zomgzergrush
Profile Joined August 2008
United States923 Posts
April 12 2010 17:18 GMT
#21
On April 13 2010 01:53 HubertFelix wrote:
It's harder for terran to take a base in the middle of the map so it's not a problem i think.

It's also not very hard for a terran to lift into one of those bases at the start of the game due to there not being a rock blocking it every map.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
April 12 2010 17:22 GMT
#22
Sorry but having to only make 12 drones to fully saturate minerals instead of 20 is huge, can give you a massive boost very quickly. You're also immediately saving 400 minerals from drones, to further add to the 'bursty' feel of the income.

Pretty much what orb said is correct. Zerg/Protoss tend to expo more than terran so they have less workers.
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
April 12 2010 17:26 GMT
#23
i think they should make it 8 patches, so there is actually reason for non-terran
i type teamliquid into the url subconsciously... all...the...time...
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 12 2010 17:26 GMT
#24
I recall seeing somewhere that gold expansions favor Terran/Zerg far more than they do Protoss. I suppose for Zerg it's because they commit less workers per expansion thus gold expos give greater value per worker, and for Terran it's the MULE obviously. Protoss kinda get shafted on this one!
Administrator~ Spirit will set you free ~
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 12 2010 17:29 GMT
#25
On April 12 2010 18:36 roemy wrote:
its not like we precisely count when we slide them over in the heat of battle.


I do...
https://soundcloud.com/thesamplethief
SubtleArt
Profile Blog Joined January 2010
2710 Posts
April 12 2010 17:32 GMT
#26
In a Day9 daily Day9 said many Terrans were lifting their CCs to high yield expos in the very beginning of a game, and often times they'd get an economic advantage in the midgame.
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
RoboFerret
Profile Joined March 2010
United States70 Posts
April 12 2010 17:39 GMT
#27
Could be incorrect here, but I'm pretty sure high yield also allow you to return minerals at a much faster rate. So it's not just 7 versus 5, but 7 every X seconds instead of 5 every 2 * X seconds. (I'm not sure on the exact numbers, but that's the idea.)
roemy
Profile Joined April 2010
Germany432 Posts
Last Edited: 2010-04-12 17:45:40
April 12 2010 17:44 GMT
#28
On April 13 2010 01:49 zealing wrote:
just cause its got less patches doesn't mean its still not REALLY good to get. you get 20-30 workers on any normal base and yet 10-15 workers on them high yield minerals beat that.

hummm but they don't... 16 regular workers = 12 rich.
include a trio on each gas and we're looking at 22 at a regular expo = 18 at a rich one.
anything beyond that is more or less wasted for both of them.

sure, rich minerals kick in immediately when starting from scratch, but the benefit falls off beyond 12.
since everybody slides over, like..., 2+ rows of workers, it is little more than "just another expo"

On April 13 2010 02:29 kickinhead wrote:
Show nested quote +
On April 12 2010 18:36 roemy wrote:
its not like we precisely count when we slide them over in the heat of battle.


I do...

well... you're from switzerland
rock is fine.. paper could need a buff, but scissors have to be nerfed
haaduken
Profile Joined March 2010
United States41 Posts
April 12 2010 17:57 GMT
#29
I really think they were implemented as an attempt to freshen game play when compared to BW. I believe they were purposefully made to be only slightly better, if at all, than regular minerals otherwise it would detract from the unit-micro oriented gameplay that it is now and transform it to Capture-The-Hill type games. It's true they are useful in limited circumstances, but this is what SC is all about, no super units, no unbeatable strategies, and no single mining philosophy.
It's actually ↓, ↘, → + PUNCH!
Slunk
Profile Blog Joined February 2010
Germany768 Posts
April 12 2010 18:11 GMT
#30
I think those expos should get at least one more point making them attractive than 4 less workers to saturate.
My suggestions top 3:
3. Give them 8 patches.
2. Give them more minerals per patch, so they mine out slower.
1. Give them rich vespene geysers.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
April 12 2010 18:13 GMT
#31
Per worker, yellow minerals are way better. The maximum saturation is reached with less workers.
MiyaviTeddy
Profile Blog Joined October 2008
Canada697 Posts
April 12 2010 18:14 GMT
#32
8 patchs 5 mineral
6 patch 7 mineral

it feels like they all balance out. If that's the case:

What was the original point of it? gold patches should be something the PLAYERS themselves should be fighting over. it IS a gold patch of minerals....
Aiyeeeee
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