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[Trick] Early Game +7% Mineral Boost - Page 19

Forum Index > SC2 General
Post a Reply
Prev 1 17 18 19 20 21 53 Next
Mizzet
Profile Joined June 2010
Singapore47 Posts
September 13 2010 00:25 GMT
#361
On September 13 2010 09:19 Vathus wrote:
I think the easiest way to do this with all of your workers would be to just select all your SCVs and spam C. Might not be as efficient but it would be a lot easier than queuing up commands for each individual SCV.


I tried it, it's not as effective, and when you put it in a match environment where you have scouting and building, let alone being harassed to worry about the benefit you gain becomes pretty minuscule and makes it seem rather silly. At least shift-c-clicking individual workers feels like it has some direction to it, and you get the full benefit. Spamming C puts the 'arbitrary' in 'arbitrary dexterity test' and looks plain stupid I feel.
Trebis
Profile Joined March 2010
United States182 Posts
September 13 2010 00:26 GMT
#362
On September 13 2010 09:24 Zelniq wrote:
no, i've tested it and just holding down C (and nothing else) does absolutely nothing. 100% sure here

(im assuming this is because the way it works is that by the time Return Cargo becomes 'available,' it's already too late/slow. you need to send it the command before it has minerals in its hands)

Tested it as well. Myth busted.
Are your friends all noobs? Send them to SC2 Noob School! www.youtube.com/sc2noobschool
inBland
Profile Joined August 2010
United States31 Posts
September 13 2010 00:30 GMT
#363
So quick random question since I'm a total noob (not really).

Is it more efficient to send your workers to the minerals and then make another worker or first make a worker and then send the 6 to the patches?
Ryalnos
Profile Joined July 2010
United States1946 Posts
Last Edited: 2010-09-13 00:31:07
September 13 2010 00:30 GMT
#364
My guess is that this works because executing the next action in a queue has a shorter delay than that required for the unit AI to figure out the next move for the worker.

Edit: Anyone in programming/game design have an opinion on this?
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 13 2010 00:31 GMT
#365
@ryalnos that sounds about right
ModeratorBlame yourself or God
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
September 13 2010 00:33 GMT
#366
Ahh dammit I thought Sc2 was suppose to take away alot of multitasking
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
ltortoise
Profile Joined August 2010
633 Posts
Last Edited: 2010-09-13 00:37:08
September 13 2010 00:34 GMT
#367
Why couldn't you:

A) Shift-select some workers that are currently mining a patch.
B) Shift-queue return cargo, C
C) Shift-click the central mineral patch and let the AI take over again.

Alternate C) if you are super gosu or only selected 3 or 4, menually tell them to go back to mining diff. patches?

lgn!
Profile Joined February 2010
Italy224 Posts
September 13 2010 00:37 GMT
#368
i stayed with 10 workers for a while:

with the trick i reached the peak of 460 income
without the trick the maximum i got was 440

dunno if i did something wrong, can someone else try this?
화이팅
Arco
Profile Joined September 2009
United States2090 Posts
September 13 2010 00:39 GMT
#369
On September 13 2010 09:30 Bland wrote:
So quick random question since I'm a total noob (not really).

Is it more efficient to send your workers to the minerals and then make another worker or first make a worker and then send the 6 to the patches?

When the game is loading be spamming the worker hotkey. Building the worker first is always better than splitting.
waffling1
Profile Blog Joined May 2010
599 Posts
Last Edited: 2010-09-13 00:43:34
September 13 2010 00:40 GMT
#370
On September 13 2010 09:30 Bland wrote:
So quick random question since I'm a total noob (not really).

Is it more efficient to send your workers to the minerals and then make another worker or first make a worker and then send the 6 to the patches?


splitting is a priority b/c u have the same amount of time, but delaying the split is multiplied by 6, whereas delaying the worker queue is multiplied by 1.
this is only true for zerg.

But for T and P, the time delay carries over to all subsequent workers to be queued, so u want to build first.


however, if u use the ctrl+F1 method to select all your workers, u can pretty much negate the disadvantage of waiting for either one.

i personally have my finger on the worker queue shortcutkeys while also keeping my pinky on the ctrl button and ready to quickly switch over to F1. I queue the worker first, then do the ctrl + F1 split. why do i do it this way even tho i said splitting is more important? b/c click + queue worker can be done so quickly if it's the first thing you do. If you try to do it after u split, i find the time to accurately drag the mouse incurs a delay. U can pre-position your mouse cursor to the center of the screen before the game starts. so building worker can be done extremely quickly b/c of the initial starting position of the cursor and your fingers on the shortcut keys.

hope that helped.
waffling1
Profile Blog Joined May 2010
599 Posts
September 13 2010 00:40 GMT
#371
On September 13 2010 09:39 Tump wrote:
Show nested quote +
On September 13 2010 09:30 Bland wrote:
So quick random question since I'm a total noob (not really).

Is it more efficient to send your workers to the minerals and then make another worker or first make a worker and then send the 6 to the patches?

When the game is loading be spamming the worker hotkey. Building the worker first is always better than splitting.


why?
Wilko
Profile Blog Joined August 2009
Germany470 Posts
September 13 2010 00:41 GMT
#372
On September 13 2010 09:39 Tump wrote:
Show nested quote +
On September 13 2010 09:30 Bland wrote:
So quick random question since I'm a total noob (not really).

Is it more efficient to send your workers to the minerals and then make another worker or first make a worker and then send the 6 to the patches?

When the game is loading be spamming the worker hotkey. Building the worker first is always better than splitting.


You don't have to spam the worker hotkey
Just hold it when you click on the nexus, that will do the trick
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
September 13 2010 00:41 GMT
#373
On September 13 2010 08:54 Trebis wrote:
My explanation/demonstration video of this technique:


Oh, I didn't realize you could do it with shift. That's great.
rockon1215
Profile Joined May 2009
United States612 Posts
September 13 2010 00:43 GMT
#374
this will make my 6 pool on Steepes EVEN FASTER!!!!!!
Flash v Jaedong The finals that is ALWAYS meant to be
Mizzet
Profile Joined June 2010
Singapore47 Posts
Last Edited: 2010-09-13 00:44:49
September 13 2010 00:43 GMT
#375
On September 13 2010 09:34 ltortoise wrote:
Why couldn't you:

A) Shift-select some workers that are currently mining a patch.
B) Shift-queue return cargo, C
C) Shift-click the central mineral patch and let the AI take over again.

Alternate C) if you are super gosu or only selected 3 or 4, menually tell them to go back to mining diff. patches?



If I understand what you mean, I did try something like that as a means to lower the execution requirement. However they will path back to that central mineral patch before splitting up as the AI dictates, and that small delay is more than enough to nullify any benefit you get from faster mining. Might even put you further back than just normal mining, I only tried that once though, the results weren't good.
brotosterone
Profile Blog Joined April 2010
United States260 Posts
September 13 2010 00:46 GMT
#376
if you continue "shift+C"ing after the scv has returned the minerals, does it still issue the additional command?
Euronyme
Profile Joined August 2010
Sweden3804 Posts
September 13 2010 00:46 GMT
#377
On September 13 2010 09:05 Black Gun wrote:
Show nested quote +
On September 13 2010 09:01 zak wrote:
so do you guys think they will patch this for sure? I don't mind either way but I think they will leave it...

the problem i see with it is that it will be difficult to patch. they cant globally change the accel./decel. behavior of units, so they would have to only change that of workers. this would inevitably provide better harassing options. imagine the pain of huk probe harass without any acceleration.

so basically patching this bug has the potential to add new harassing options for the top lvl players, something that is battle micro rather than mindless spamming on mineral patches, something that increases the amount of differentiation worker harass can yield between the pro players and the lowish guys, something that adds to sc2´s value as a spectator sport.


Maybe they will just remove the return minerals button?
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Vertig0
Profile Joined March 2009
United States196 Posts
September 13 2010 00:46 GMT
#378
Amazing find, I hope this stays.
#1 Fruitdealer fan!
Euronyme
Profile Joined August 2010
Sweden3804 Posts
September 13 2010 00:48 GMT
#379
On September 13 2010 09:11 Darpa wrote:
i think it will probably be fixed by blizzard. Because if you did this for mules it will be broken. I.e. even late game if you did it with all your mules and got an extra trip out of them because of it, it would be a significant advantage to terran that other races wouldnt have.

So are mules though
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
September 13 2010 00:48 GMT
#380
On September 13 2010 09:46 brotosterone wrote:
if you continue "shift+C"ing after the scv has returned the minerals, does it still issue the additional command?

No. You need to have the right click on the minerals in the queue in between each C, or it clears the queue once they return.
. . . nevermore
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