EDIT: Another factor to consider may be the fact that splitting easier and thus requires less time in sc2 than required in sc1 (Part of split AI)
[Q] Build Worker or Split?
Forum Index > SC2 General |
jaerak
United States124 Posts
EDIT: Another factor to consider may be the fact that splitting easier and thus requires less time in sc2 than required in sc1 (Part of split AI) | ||
captainwaffles
United States1050 Posts
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Kow
United States32 Posts
But lag usually screws me up. I don't know why it always lags for like .5s at the beginning of the game and then the rest is fine. I'd rather just have that extra .5s loading, though I'm sure that's not the problem xD I don't know what is the most efficient though. | ||
Iri
150 Posts
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lu_cid
United States428 Posts
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Jugan
United States1566 Posts
Unless I mess something up, then it's disastrous! It usually works out for me pretty well ![]() | ||
RAUS
210 Posts
someone should make a joke about splitting hairs. its up to preference and it doesn't matter. | ||
Synwave
United States2803 Posts
On May 17 2010 13:13 derpaderp wrote: you're talking about .05 of a second here, and you can get 50 minerals before your scv finishes, so honestly, splitting well only puts you ahead by a tiny fraction of a second. someone should make a joke about splitting hairs. its up to preference and it doesn't matter. What if Day[9] casts you in a replay and omg you will look like a noob and be made fun of forever! >.> But yeah, its such a tiny tiny detail. I try to do my best with the ole send workers, build, split workers before they mine thing because its a pretend mental mini-game I play but I don't stress it. | ||
roemy
Germany432 Posts
On May 17 2010 13:09 captainwaffles wrote: I always queue a worker then do a 3/3 split and macro on happily. this, but i do a 4/2 split | ||
Raelcun
United States3747 Posts
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ReketSomething
United States6012 Posts
He told me....that it doesn't make a bit of difference because none of this will be so important that you will lose a game over and to not worry about it. So work on other things first! =D | ||
Xiphiasar
United States78 Posts
I wonder what the most efficient way to do it is? | ||
lu_cid
United States428 Posts
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Anxiety
United States650 Posts
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-orb-
United States5770 Posts
but this really isn't big enough of a deal to ever affect your games. At the very highest level of brood war this might make a difference but no one is even close to that level at sc2 yet | ||
Hyperion2010
United States122 Posts
On May 17 2010 13:20 iCCup.Raelcun wrote: F1 split is where it's at imo, select hatch SD, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click. Tiny differences but the F1 split looks gosu when people watch you do it. lol, I wonder how many sc1 players forgot about the hot new tech of the idle worker button (I know i did) | ||
Jintetsu
Sweden152 Posts
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nitdkim
1264 Posts
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johnnybrav0
United States61 Posts
On May 17 2010 13:20 iCCup.Raelcun wrote: F1 split is where it's at imo, select hatch SD, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click. Tiny differences but the F1 split looks gosu when people watch you do it. Nice, I'll have to try that just so I can look cool. I never even realized the initial workers were "idle" but I mean its pretty obvious now that you mention it. A side question on something I've never tried but it seems like it would definitely work the best: does anyone hit "Backspace" + "E" (for Protoss) for the initial probe? I always click the Nexus but it seems like hitting Backspace would be the fastest way to do it. | ||
Exteray
United States1094 Posts
On May 17 2010 14:12 johnnybrav0 wrote: Nice, I'll have to try that just so I can look cool. I never even realized the initial workers were "idle" but I mean its pretty obvious now that you mention it. A side question on something I've never tried but it seems like it would definitely work the best: does anyone hit "Backspace" + "E" (for Protoss) for the initial probe? I always click the Nexus but it seems like hitting Backspace would be the fastest way to do it. But then you'd have to move your right hand to the mouse and select all the workers. It would be slower overall I think | ||
Hier
2391 Posts
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Logo
United States7542 Posts
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xnub
Canada610 Posts
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Chairman Ray
United States11903 Posts
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semantics
10040 Posts
The way i look at it is if i split first then build a worker i'm usually slower, i can find the cmd center or nexus pretty fast click it and que up a worker easily under a second, if if split then builder a worker i always find that i come in comfortable building my 2nd worker which isn't so when i build worker first the timing is much tighter, and unless i'm zerg i can only build 1 worker at a time so i figure best to be a little tight then a little over on timing. | ||
RoieTRS
United States2569 Posts
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Mastermind
Canada7096 Posts
On May 17 2010 13:20 iCCup.Raelcun wrote: F1 split is where it's at imo, select hatch SD, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click. Tiny differences but the F1 split looks gosu when people watch you do it. No, it makes look bad, not good. | ||
Reuental
United States457 Posts
If you do it REALLY fast you will look gosu. I'm going to go practice this now :D. | ||
NB
Netherlands12045 Posts
On May 17 2010 13:20 iCCup.Raelcun wrote: F1 split is where it's at imo, select hatch SD, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click, F1 Click. Tiny differences but the F1 split looks gosu when people watch you do it. name this raelcun style :D | ||
Hyperion2010
United States122 Posts
On May 17 2010 14:12 johnnybrav0 wrote: A side question on something I've never tried but it seems like it would definitely work the best: does anyone hit "Backspace" + "E" (for Protoss) for the initial probe? I always click the Nexus but it seems like hitting Backspace would be the fastest way to do it. Backspace doesnt actually select the building (I tried this, it seemed to good to be true, and it was). Thus, you must click. | ||
Dyno.
United States286 Posts
On May 17 2010 14:27 Chairman Ray wrote: send your workers to mine, and then build worker. When I do it the other way around, 50% of the time there's a quarter second delay right before the building of my second probe. you're not splitting correctly, probably. 90% of the time i can queue up my second probe just before the first finishes. 8% of the time, i get screwed by split AI. and 2% of the time I'm just bad ![]() | ||
johnnybrav0
United States61 Posts
On May 17 2010 14:57 Hyperion2010 wrote: Backspace doesnt actually select the building (I tried this, it seemed to good to be true, and it was). Thus, you must click. Ahhhh, of course! Duhhhh. | ||
torfteufel
Germany86 Posts
i first click on the nexus (being protoss) then click "e" on my keyboard while still holding down left mouse button, hence i will not be building anything but think so. i then will proceed with the 4/2 split where i send the 4 workers behind the mineral field so they get to know each other first before starting to work (eventually). after ive sent my other two drones to the wrong patch so there is unnecessary walking. i then realize i did not have a worker build yet and frantically spam e only to see my first workers are still idling. after clicking like 4 times on the same patch to send those god damn idle workers to start which keeps them from splitting but forces them to try again and again to all mine the same patch. then, after seeing all my drones are mining and after spamming lots of "e" to have my next drone build i lean back and enjoy watching the first built drone idle next to the nexus as i forgot to rally. this is all too easy! interestingly, this - although totally freaking me out - will somehow not effect anything in the game except my state of mind. :D | ||
Roffles
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Pitcairn19291 Posts
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MasterZilla
Sweden234 Posts
That's my formula for success. | ||
Back
Canada505 Posts
On May 17 2010 16:11 MasterZilla wrote: Build worker, send all 6 to same patch, set rally, hotkey, spam 'e' for a while and think up insulting responses to the constant whine about lack of minerals. That's my formula for success. I think that's the best way to go, as well. I find "your MOM requires more minerals" and "I'll require YOUR minerals" are particularly effective against terran. | ||
sLiniss
United States849 Posts
Click Hatch -> S+D (Build worker) 3/3 Split for the 6 drones Send ovie to nearest start point | ||
Kim_Hyun_Han
706 Posts
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Count9
China10928 Posts
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Dakota_Fanning
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Hungary2349 Posts
Just think of it this way: you can start 1 worker a little earlier and let 6 wait, or you can send 6 workers right away and let 1 be delayed a little... I start this way: I select the 6 workers with a rectangle where my mouse is over the mineral, so when I release the left button I can press the right button right away to send them. While they move I can train a new worker, and it still gives me time to split my workers. | ||
Kronologic
Great Britain45 Posts
On May 17 2010 15:44 torfteufel wrote: heres how i do it: i first click on the nexus (being protoss) then click "e" on my keyboard while still holding down left mouse button, hence i will not be building anything but think so. i then will proceed with the 4/2 split where i send the 4 workers behind the mineral field so they get to know each other first before starting to work (eventually). after ive sent my other two drones to the wrong patch so there is unnecessary walking. i then realize i did not have a worker build yet and frantically spam e only to see my first workers are still idling. after clicking like 4 times on the same patch to send those god damn idle workers to start which keeps them from splitting but forces them to try again and again to all mine the same patch. then, after seeing all my drones are mining and after spamming lots of "e" to have my next drone build i lean back and enjoy watching the first built drone idle next to the nexus as i forgot to rally. this is all too easy! interestingly, this - although totally freaking me out - will somehow not effect anything in the game except my state of mind. :D Ahh a kindred spirit. I tend to only realise something is amiss when I try to build the next drone, only to find I don't have any money "WHY AM I POOR", "WTF are you lot doing?!! This isn't a democracy there is no time for tea breaks here, get to work or your all on scouting duty!!" Once I have got my lazy workers in line I then move on to my double extractor trick where I create 2 extractors, cancel one of them rebuild it create 2 drones sit back and think I'm really clever "I'm going to be well ahead on the macro now :D" then 20 seconds later realise I forgot to build an overlord... Then I start microing my scout, whilst building drones back at base "Hey look at me I'm so good at this SC2 game, I'm macroing away from base." My 14 hatch 14 pool turns into a 16 pool 15 hatch. Then I build my extractor just after my pool so that I have 100 gas shortly after the pool finishes, and forget to put drones on the extractor. Then my Scouting drone goes into their base, whilst I'm building hatch, pool & extractor and dies, showing me 1 rax/gate and a building in progress. A little while later my OL flies over their base (as I instructed him to do right at the beginning of the game and subsequently forgot all about his existence), comes under fire and gets shot down. My Supply goes red ![]() Whilst Day[9], HD & Husky, Orb, etc are showing us how to play the game well, I'm thinking of setting up a stream to show you how not to play SC2. | ||
Tenks
United States3104 Posts
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shoop
United Kingdom228 Posts
If you queue your worker first, you send your workers to the minerals somewhat later, let's call this time x seconds. So your 6 workers are all idle for x seconds longer than they would be otherwise, BUT you'll get your seventh worker x seconds earlier and you will always get each subsequent worker x seconds earlier (disregarding chronoboost for simplicity). Thus, you get a small bonus to the rate of growth of your economy, at a small additive penalty. The question is really, how should we think about this tradeoff? (Edit: Tenks' post below made me realize that I'm in fact assuming that the time it takes to split or queue workers is independent of the order in which you do those things. He is probably right that both splitting and queueing take less time if you queue first, since you can keep the mouse in the centre of the screen from the start, and use the time you're queueing to figure out where your workers are. This is an additional argument for queueing first.) Which method gets you more money depends on how long into the game you look. Initially you clearly get more money with the split first approach (since the first workers return sooner), but as time progresses the build worker first approach pays off more. There will be some equilibrium time where both approaches get you the same amount of money; I find it impossible to guess around what point this will occur though: is this before you expand or after? I don't know. It's a lot of work to test since it would involve very many trials and require accurate timing. However, it does make one wonder about the following issues: * The number of workers you have at the start of the game is most important for Z, since they lose some of them to constructing buildings (this logic breaks down when you get the queen, but I'm talking about the time before you get your queen out). So for Z, if the timing of the first building is not absolutely critical, it is probably better to queue the worker first. Terrans are intermediate in this respect, as SCVs temporarily stop harvesting to construct buildings, reducing the number of miners. Thus for Protoss the potential advantage of splitting first (in so far as it exists in the first place) seems to be largest. * If you go for a cheese build or a tech rush, and you run into a mineral bottleneck early on, it may be beneficial to switch to the split first approach to get some more early money. For example, if you go for rax before depot, this may allow for a slightly faster first rax. This may potentially speed up your build by maybe as much as, oh, let's say 0.1 seconds? As I said, not worth obsessing over, but it could theoretically be somewhat beneficial, especially if the rush is all in. * If you don't have a very specific timing critical rush in mind, it seems it is probably best to focus on long term economics and queue the worker first. | ||
DrSmoke
United States175 Posts
No split, I find that any attempt to do so only ends with the workers getting back slower, and like many have said before, it really doesn't matter. | ||
Tenks
United States3104 Posts
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Jagermaister
Canada5 Posts
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stolensheep
United Kingdom306 Posts
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PaterSin
Germany301 Posts
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baconbits
United States419 Posts
Send all 6 to top of patch select half of those send to bottom set rally to center of mins or closest to spawn point if zerg IMO esp important for zerg to build worker first so larva starts reproducing asap | ||
samalie
Canada87 Posts
The only danger I've caught is on rare occasion if I'm not paying attention, in the rush misclick the mineral, or press Q early which just kills my first few seconds badly. Granted, I'm just a newb, so YMMV...just giving my opinion. In theory, you could also CTRL-F1, right click mineral, click base, press q which would speed my build up by the time it takes me to click-drag. Haven't tried that yet. But really, I think we're talking about what, 1 second? Mabye with the best in the world 2 seconds? Which is what...4 or 5 minerals over the course of a game, assuming all else is equal? | ||
EnderW
United States170 Posts
I think i might try sending my drones first then making my additional drone, just to avoid any chance of lag (cause whenever the lag causes my drone to not make it annoys me! :D) | ||
bubusls
Romania61 Posts
On May 17 2010 13:09 Kow wrote: Usually what I aim to do is to send the workers in one fell swoop to a node, queue a worker and before the workers get to the mineral line, send half to a different node (ideally 2-3 away from the one I chose). But lag usually screws me up. I don't know why it always lags for like .5s at the beginning of the game and then the rest is fine. I'd rather just have that extra .5s loading, though I'm sure that's not the problem xD I don't know what is the most efficient though. Same thing happens to me, but I just execute my commands imaginarily while the screen is frozen, and after 5 seconds, when the next frame starts, the workers are happily mining, the rally point line is there, a worker is in production, and the game goes on ![]() btw, I do a 3/3 split , then worker , then rally point, then hotkey the building and 1 worker. | ||
zealing
Canada806 Posts
thats preaty much a perfect split. | ||
ProoM
Lithuania1741 Posts
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ChApFoU
France2982 Posts
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RoosterSamurai
Japan2108 Posts
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Vexx
United States462 Posts
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Ian Ian Ian
915 Posts
You can start your second workerwith no delay if you don't mess up your split. | ||
isnotasmurf
2 Posts
Why have 6 workers do nothing instead of having 1 working come out slower? | ||
hoovehand
United Kingdom542 Posts
you'd think it would be bronze league only, but quite a few gold/plat players do it as well. | ||
Nutshell
United States41 Posts
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baconbits
United States419 Posts
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Uriel_SVK
Slovakia427 Posts
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ManiacTheZealot
United States490 Posts
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nodq
Germany123 Posts
On May 17 2010 13:17 Synwave wrote: What if Day[9] casts you in a replay and omg you will look like a noob and be made fun of forever! >.> But yeah, its such a tiny tiny detail. I try to do my best with the ole send workers, build, split workers before they mine thing because its a pretend mental mini-game I play but I don't stress it. tiny detail, right. But now, take some time and count AAAALLLLLLLLL the tiny details together and what do you get then? RIght... a big f*cking Ball of little tiny Details which will become a gigantic Detail Ball at the End of a Game. Thats the Point, if you start lazy in such a Game like SC(2) then you will do lazy shit later in the Game too. Its all about the DIscipline for the Match and the Game. So dont hate ![]() | ||
KnockOut
Germany22 Posts
Because, your mouse is automatically already over your mainbuilding. Just make a fast click, press the hotkey and split your worker. Goes faster then selecting all the workers and then hover your mouse over the mineralfields, and go all the way back to the building again. | ||
Xapti
Canada2473 Posts
If you had to choose one, with lets say a more significant delay (still not significant though) like 1 second, mining the workers is much more important. Why? A worker is completely useless to you if it's not mining, as if it didn't exist. While it does take longer to order them to mine (especially to split), there are 6 of them, compared to only 1 worker to build. | ||
Mesha
Bosnia-Herzegovina439 Posts
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SageFantasma
United States383 Posts
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hizBALLIN
United States163 Posts
1)Click Hatch, s+d 2)Attempt a 3/3 split, I usually do it perfectly. About 10% of the time I accidently do a 5/1 split, it's always one or the other, oddly enough. 3) Send Overlord to relevant location 4) Set the rally point for my hatch to the central mineral patch 5) Set the rallypoint for the cocoon to an empty mineral patch 6) "HF GL" 7) Build next drone as soon as possible, individually rallying it to the appropriate patch 8) Spam stuff to pump up my APM so my opponent feels ok about losing when he watches the replay. =D | ||
Tomed
United States176 Posts
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purerythem
United States245 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=130273 He did 5 different tests, each multiple times. You can check the link to see the results and numbers / time. Below are the 5 different ways he did them. They all come out very even, and unless you can do certain ones 100% 100% of the time, its not worth it. Test 1: New drone first or moving all drones to mineral line first Test 2: Efficiency of mineral micro Test 3: 9 OL build or 10 OL build Test 4: Extractor trick before overlord (11 OL) Test 5: Extractor trick after OL (10 OL) It seems like the AI is intelligent enough without our efforts to help it out Extractor trick doesn't seem viable in any situation which is quite interesting IMO. In addition, the more micro you do the more likely you are to screw something up. For example, it took me like 5 tries to get 10 OL - extractor trick to get 3 perfect shots at it ( the numbers posted here), since it is so much more complex than just hitting "1sd" over and over. | ||
sjschmidt93
United States2518 Posts
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getSome[703]
United States753 Posts
Holding down the worker key during the loading screen (e for protoss, etc) and then immediately clicking on the command building when the game starts immediately queues a worker (I believe you must click on the hatchery and then s for zerg). Just a little faster, and makes the build then send worker option a bit more advantageous (although like others have said, will hardly effect the game). I believe the 6/3 split is the most advantageous, although 6/2/2 is probably better if you can pull it off | ||
skeldark
Germany2223 Posts
all test show there is no advantage. and than the people discuss and discuss until next test and this one show: there is no advantage. Not a little one, NO one. its a risk you could mismirco. i think the problem ist the people WANT to do something at start of the game. So the best trick is: sit back and make you ready for the real game. its starts after 1 min. even if your pro one day and day9 makes jokes of you because you move worker first and dont micro on minaral line and dont sent worker on empty minarels. who cares if you win the game ^^ | ||
SantaClaws
Denmark11 Posts
![]() -I play random on low-end diamond, but when I play terran and protoss I find it to be most efficient to split before worker. Because by watching replays by myself even though my worker is a split second later than my opponents, my first supply structure (pylon or depot) is slightly faster than his/hers. And the first supply structure is always the one supply capping you. -Therefore splitting first to get your supply structure is the best long-term option imo. Even though it's only a slight difference and doesn't really matter. Ofcourse I do the "send all 6 to one patch, query one worker, split the workers in half before they reach the patch"-split. -Now for zerg it's another matter, because you can build more than one worker at a time. -Edit , I actually did some ressearch which I forgot to say. I played with the slowest speed, and it turned out that doing it my way I would have up to 10 minerals more after 90 seconds of playtime (not real time) which is a few seconds after I place my first barrack as terran. -this ofcourse might aswell be because of me being used to that order and didn't execute the others just as well, but I genuinely tried. Ánd 10 minerals difference seem verry plausible imo. But it just comes to show you, that it really REALLY doesn't matter at all tbh. (I did use some other tricks such as microing the workers and force 2 scv's on all the mineral patches that were closest- the result, only 10 minerals difference) -Santa | ||
Ichabod
United States1659 Posts
On July 04 2010 06:57 KnockOut wrote: id say, you build your worker first! Because, your mouse is automatically already over your mainbuilding. Just make a fast click, press the hotkey and split your worker. Goes faster then selecting all the workers and then hover your mouse over the mineralfields, and go all the way back to the building again. Pls have a good reason for bumping an old thread; kthx. | ||
iEchoic
United States1776 Posts
Just consider that .5 seconds of idle time on your workers waiting to mine while creating an SCV is losing .5 seconds of mining on six workers. Missing .5 seconds of idle time on your CC while sending your workers is losing .5 seconds of mining time on one worker. The human intuition is to create your worker first so that your build can begin as soon as possible. This is less than optimal, though. I remember the AoEII community (which was a lot more math-oriented because of the huge focus on econ that game had) went over this argument, and it was found that gathering ASAP is more important than creating a worker first for the reason above. I don't know why the SCII community seems to have come to a different conclusion. | ||
SichuanPanda
Canada1542 Posts
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purerythem
United States245 Posts
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iEchoic
United States1776 Posts
On July 04 2010 09:42 purerythem wrote: I'm not trying to start any flames, but did anyone actually read the previous post I linked? The math shows out of just about every combination, there is no advantage in 3/3, 2/2/2 or 6 to 1 mineral patch. The disadvantage of doing 3/3 or 2/2/2 is that if you misclick at all, you will be behind. Most do the 3/3 or 2/2/2 out of habit and it just a way of how they start the game. Agreed, for all practical purposes it doesn't matter. It's an academic argument more than anything else. | ||
Backpack
United States1776 Posts
On July 04 2010 09:42 purerythem wrote: I'm not trying to start any flames, but did anyone actually read the previous post I linked? The math shows out of just about every combination, there is no advantage in 3/3, 2/2/2 or 6 to 1 mineral patch. The disadvantage of doing 3/3 or 2/2/2 is that if you misclick at all, you will be behind. Most do the 3/3 or 2/2/2 out of habit and it just a way of how they start the game. This. Build worker first and then just send them all to mine. | ||
SantaClaws
Denmark11 Posts
On July 04 2010 09:42 purerythem wrote: I'm not trying to start any flames, but did anyone actually read the previous post I linked? The math shows out of just about every combination, there is no advantage in 3/3, 2/2/2 or 6 to 1 mineral patch. The disadvantage of doing 3/3 or 2/2/2 is that if you misclick at all, you will be behind. Most do the 3/3 or 2/2/2 out of habit and it just a way of how they start the game. -That only applies to zerg however. The mechanics are undeniably different. As I tried to explained in my previous post, your supply structure comes alittle bit earlier if you send workers first. Therefore the supply block in that period is smaller. The result being you get your 11th probe or your 12th scv faster. When the beta gets up I'll try to prove it with replays. -Ofcourse the possibillity that I was just playing against complete newb-cakes is there, which would mean that my claims would make me look completely stupid right now ![]() -With mineral micro I managed to get 10 extra minerals at the 90 sec mark (game time). So mineral micro is not a complete waste either in my experience. And honestly, why wouldn't you do these small things in the beginning instead of all the mindless spam for higher apm count people are doing anyway?? | ||
gdroxor
United States639 Posts
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AaronEB
United States76 Posts
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tfmdjeff
United States170 Posts
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Evolve
Canada63 Posts
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Craton
United States17250 Posts
On May 17 2010 13:10 Iri wrote: Build a worker and send all six to one patch is fastest as far as I can tell... starts the build immediately and if workers are sent to right patch they'll bring in 50 mins before you have to build your next. Different for zerg, obviously, but for T/P anyway. I prefer at least a 3/3. The AI auto split doesn't always work -- maybe once every 15-20 times it'll send two to the same patch, or one way far away. | ||
Anxiety
United States650 Posts
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Barnzy
United Kingdom57 Posts
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hizBALLIN
United States163 Posts
On July 04 2010 11:46 AnxietE wrote: I think splitting can help you warm up for the game. And most of the top level SCII players are used to splitting. I'm not a progamer or anything, but yea; it's about having a good habit, feeling good about my mouse control, and going through the motions almost robotically that put me into "game mode." | ||
Vei
United States2845 Posts
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Luvz
Norway356 Posts
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teemh
Canada120 Posts
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lyk503
United States261 Posts
Queue up a worker. Split 3/3 Now this is where I think it REALLY matters: My first spawned miner will go to the patch that is closest to the CC/Nex/Hatch (There will be two workers on that patch now.) My second spawned miner will go to the second closest patch (There will now be two workers on that patch now.) There should be two open patches, not being mined... If you did this properly, these will be the furthest patches from the CC/Nex/Hatch. The reason I do this, is because the only difference that charts suggest, is that the split doesn't matter too much, but the proximity of the minerals do. This way, I will have four miners with the shortest route to the CC/Nex/Hatch. | ||
Rea
Germany88 Posts
if you sent your worker first to minerals you have 6 worker doing their job 0.Xseconds faster so if you can build at least 7 worker without interrupting the queue at all bulding worker first should be better as protoss you'll have to wait ~0.3seconds at 10/10 until your pylon is finished so sending to minerals first should be better whether to split them or not.... i mostly do a 4/2 split, but it sometimes happens that one worker of each "group" wants to take the same spot, which results in one waiting there | ||
Keitzer
United States2509 Posts
On May 17 2010 13:09 captainwaffles wrote: I always queue a worker then do a 3/3 split and macro on happily. This. | ||
skeldark
Germany2223 Posts
its in there minds. and like i said: they WANT that there is a advantage. they WANT to do something on start. they mostly dont read prev posts they just post what they are doing and are fine with it. and we all learned: you loose if you are sitting around and watch your worker working. so they try to find something they could do in frist minutes. day9 say build worker first rally and split. set worker on empty patches.... sc1 player (me included) split 10 years. its hard to stop doing it when it was so important... | ||
darmousseh
United States3437 Posts
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