• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:11
CEST 11:11
KST 18:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: In A Tizzy9[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple1BSL Season 235Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool How do you feel about the StarCraft shooter announcement at BlizzCon 2026? The Death of Cheese: From a Professional Cheeser Weekly Cups (Sep 13-20): herO scores triple
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
screpdb: new Starcraft reporting tool an AI researcher's take on the ladder bot BW General Discussion Bot on ladder [ASL22] Ro8 Preview: In A Tizzy
Tourneys
[ASL22] Ro8 Day 2 [ASL22] Ro16 Group D [ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27!
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Diablo IV Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Gaming Intensity, Problemati…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8492 users

[Trick] Early Game +7% Mineral Boost - Page 21

Forum Index > SC2 General
Post a Reply
Prev 1 19 20 21 22 23 53 Next
juw
Profile Joined August 2010
76 Posts
September 13 2010 01:20 GMT
#401
Hope they patch this out. It does not even warrent the term "game mechanic"
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2010-09-13 01:21:05
September 13 2010 01:20 GMT
#402
Since this stops being useful at saturation, it's only an early game mechanic, and a highly demanding one at that. I think this should be left the way it is, early game people just spam uselessly and this way they can spam usefully.


i'm curious why people think this is only useful in the early game. obviously, it will be viable for mules throughout, but it will also be just as useful any time you take an expansion, or any time you lose enough workers to badly desaturate your base.

i mean, obviously the apm requirements to keep it up while doing other things will be through the roof...

but there have been BW pros with well over 500 apm. JulyZerg, who just switched to SC2, regularly clocked in at significantly higher than that.

for such players, it isn't inconceivable that they could simultaneously mineral boost or sockfold or whatever we're calling it, while still performing ordinary marco/micro.

if so, 7% is a potentially fairly significant boost, if it applies to more than just the first few minutes of the game. Instead of getting you like 50 minerals you might not have had otherwise, it could, over the course of the game, get you more like a few hundred minerals you might not have had. Which is substantial in a game where people are doing everything they can to get an edge.
He drone drone drone. Me win. - ogsMC
SiNiquity
Profile Joined April 2010
United States734 Posts
September 13 2010 01:23 GMT
#403
Having done a ton of research on worker mechanics in this game, and since I haven't seen a full explanation of this technique, allow me to explain the game mechanics behind it.

How this trick works

Workers in the game go through 7 stages cyclically (that is, at the end of stage 7 the worker proceeds to stage 1) when harvesting resources. This is straight from the Galaxy Editor:
  1. Approach Resource - The initial stage where the worker travels to the resource.
  2. Wait at Resource - If the resource is already being harvested.
  3. Harvest - The harvest stage where the unit either plays the harvest mineral animation, or disappears into the vespene geyser.
  4. Wait to Return - The worker waits for some number of seconds which I shall refer to as N. This is a resource dependent stage (that is, it depends on a property of the resource). For minerals, N = 0.5, but for gas, N = 0.
  5. Wait for Drop Off - This stage is only executed if a drop-off location is not available (i.e there is no reachable Nexus, or the last Command Center is lifted).
  6. Approach Drop Off - Worker travels back to the base
  7. Drop Off - Worker deposits the resources into the base.


At the beginning of stage 4, the "Gather" ability changes into the "Return Cargo" ability, as the unit now has cargo in its possession. Thus by spamming C / Right-click repeatedly into the worker's action queue, one can skip stage 4 and jump immediately to stage 5.

Theory does not lie. This technique works. However, as a result, it will not work for gas.

Finally, I don't anticipate this will get patched. The only possible fixes I can imagine would involve either making the worker uncommandable during stage (unlikely; would make workers seem unresponsive in some instances), or delaying the "return cargo" icon until stage 5. However, in the latter case one could queue a move immediately after the harvest and then queue 'C' which would make the technique more difficult but not eliminate it entirely.

TL;DR: It works. Game on.
'i' before 'e' except after 'c' ~ it's scientifically proven.
Gnax
Profile Joined June 2010
Sweden490 Posts
September 13 2010 01:24 GMT
#404
speaking of APM. If you select all your workers and hold down the return cargo hotkey, you're APM on the in game APM meter will be something crazy like 1000+ for some reason.
Dox
Profile Blog Joined April 2010
Australia1199 Posts
September 13 2010 01:25 GMT
#405
Epic. Great find.
@NvDox | Plantronics Nv: Rossi . mOOnGLaDe . deth . JazBas | @NvSC2 | @NvCoD | @NvLeague | @NvHearthstone | @NvDotA2 | @PLT_MF
SiNiquity
Profile Joined April 2010
United States734 Posts
Last Edited: 2010-09-13 01:28:51
September 13 2010 01:28 GMT
#406
Addendum:
As a result, because you are shaving off at most 0.5 seconds from the resource harvest time, your relative income increase for this trick is 0.5 / H where H is the regular harvest time. This varies from 6.5 to 7 game seconds IIRC (I don't have the data in front of me at the moment), meaning you should see a 7 - 7.7% income increase, with closer mineral patches receiving more benefit.



'i' before 'e' except after 'c' ~ it's scientifically proven.
Zzoram
Profile Joined February 2008
Canada7115 Posts
Last Edited: 2010-09-13 01:30:37
September 13 2010 01:29 GMT
#407
On September 13 2010 10:20 awesomoecalypse wrote:
Show nested quote +
Since this stops being useful at saturation, it's only an early game mechanic, and a highly demanding one at that. I think this should be left the way it is, early game people just spam uselessly and this way they can spam usefully.


i'm curious why people think this is only useful in the early game. obviously, it will be viable for mules throughout, but it will also be just as useful any time you take an expansion, or any time you lose enough workers to badly desaturate your base.

i mean, obviously the apm requirements to keep it up while doing other things will be through the roof...

but there have been BW pros with well over 500 apm. JulyZerg, who just switched to SC2, regularly clocked in at significantly higher than that.

for such players, it isn't inconceivable that they could simultaneously mineral boost or sockfold or whatever we're calling it, while still performing ordinary marco/micro.

if so, 7% is a potentially fairly significant boost, if it applies to more than just the first few minutes of the game. Instead of getting you like 50 minerals you might not have had otherwise, it could, over the course of the game, get you more like a few hundred minerals you might not have had. Which is substantial in a game where people are doing everything they can to get an edge.


The fact that it would require hundreds of APM to do in addition to regular micro/macro makes it a non-issue for most players. If only the most mechanically skilled can use it, and they mostly only play against each other, then it doesn't matter for everyone else. Slow players can try it and lose because they'll slip up on regular macro or micro.

This is no different than Vulture and Mutalisk micro, it merely cuts down on turn animation speed, and should remain in the game.
TitleRug
Profile Blog Joined May 2010
United States651 Posts
September 13 2010 01:29 GMT
#408
Hey on Trump's stream the name the "7% trick/build" is sticking.
coLCruncher fighting!
Zzoram
Profile Joined February 2008
Canada7115 Posts
September 13 2010 01:31 GMT
#409
On September 13 2010 10:29 TitleRug wrote:
Hey on Trump's stream the name the "7% trick/build" is sticking.


7% build makes no sense because this isn't a build.
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
Last Edited: 2010-09-13 01:33:53
September 13 2010 01:33 GMT
#410
On September 13 2010 10:23 SiNiquity wrote:
Having done a ton of research on worker mechanics in this game, and since I haven't seen a full explanation of this technique, allow me to explain the game mechanics behind it.

How this trick works

Workers in the game go through 7 stages cyclically (that is, at the end of stage 7 the worker proceeds to stage 1) when harvesting resources. This is straight from the Galaxy Editor:
  1. Approach Resource - The initial stage where the worker travels to the resource.
  2. Wait at Resource - If the resource is already being harvested.
  3. Harvest - The harvest stage where the unit either plays the harvest mineral animation, or disappears into the vespene geyser.
  4. Wait to Return - The worker waits for some number of seconds which I shall refer to as N. This is a resource dependent stage (that is, it depends on a property of the resource). For minerals, N = 0.5, but for gas, N = 0.
  5. Wait for Drop Off - This stage is only executed if a drop-off location is not available (i.e there is no reachable Nexus, or the last Command Center is lifted).
  6. Approach Drop Off - Worker travels back to the base
  7. Drop Off - Worker deposits the resources into the base.


At the beginning of stage 4, the "Gather" ability changes into the "Return Cargo" ability, as the unit now has cargo in its possession. Thus by spamming C / Right-click repeatedly into the worker's action queue, one can skip stage 4 and jump immediately to stage 5.

Theory does not lie. This technique works. However, as a result, it will not work for gas.

Finally, I don't anticipate this will get patched. The only possible fixes I can imagine would involve either making the worker uncommandable during stage (unlikely; would make workers seem unresponsive in some instances), or delaying the "return cargo" icon until stage 5. However, in the latter case one could queue a move immediately after the harvest and then queue 'C' which would make the technique more difficult but not eliminate it entirely.

TL;DR: It works. Game on.


does this mean that you could edit the workers in the editor to remove/fix/change/alter this trick/exploit/mechanic so that it was useless?

I.E. could you change the N value to 0 form .5?
Cofo
Profile Blog Joined June 2010
United States1388 Posts
Last Edited: 2010-09-13 01:36:49
September 13 2010 01:36 GMT
#411
On September 13 2010 10:29 TitleRug wrote:
Hey on Trump's stream the name the "7% trick/build" is sticking.


I liked "folding" as a name. The technique actually resembles a folding action, and it also gives credit to the OP.
+ Show Spoiler +
Riot Janook
Profile Joined August 2010
United States112 Posts
September 13 2010 01:39 GMT
#412
Hi everyone. I think this is very interesting.
I did some tests using this Boosted Gathering technique.

Using boosted gathering, I am able to build an Orbital Command at 2:33.
The build I use is 10 supply, 12 rax, 13 refinery.

If you can build it faster, with or without using BG, let me know!
I did not do this perfectly, I have some SCV overlap as you will see. Once I iron those kinks out I believe I can get the time down to 2:31 or maybe even 2:30.

Replay: http://www.2shared.com/file/F6fcofHt/Boosted_Gathering_OC_233.html
ZodiakLucien
Profile Joined August 2010
United States14 Posts
September 13 2010 01:39 GMT
#413
the term fast mining makes more sense to me
Civzero
Profile Joined August 2010
Canada14 Posts
September 13 2010 01:40 GMT
#414
If blizzard did want to patch this, couldn't they just add a half second delay to the start of the Return Cargo command? It would avoid harvesters being unresponsive with the exception of the Return Cargo command.
carebear91
Profile Joined February 2010
Singapore236 Posts
September 13 2010 01:42 GMT
#415
woah amazing. nice find!
SiNiquity
Profile Joined April 2010
United States734 Posts
Last Edited: 2010-09-13 01:45:17
September 13 2010 01:44 GMT
#416
On September 13 2010 10:33 jrkirby wrote:
Show nested quote +
On September 13 2010 10:23 SiNiquity wrote:
Having done a ton of research on worker mechanics in this game, and since I haven't seen a full explanation of this technique, allow me to explain the game mechanics behind it.

How this trick works

Workers in the game go through 7 stages cyclically (that is, at the end of stage 7 the worker proceeds to stage 1) when harvesting resources. This is straight from the Galaxy Editor:
  1. Approach Resource - The initial stage where the worker travels to the resource.
  2. Wait at Resource - If the resource is already being harvested.
  3. Harvest - The harvest stage where the unit either plays the harvest mineral animation, or disappears into the vespene geyser.
  4. Wait to Return - The worker waits for some number of seconds which I shall refer to as N. This is a resource dependent stage (that is, it depends on a property of the resource). For minerals, N = 0.5, but for gas, N = 0.
  5. Wait for Drop Off - This stage is only executed if a drop-off location is not available (i.e there is no reachable Nexus, or the last Command Center is lifted).
  6. Approach Drop Off - Worker travels back to the base
  7. Drop Off - Worker deposits the resources into the base.


At the beginning of stage 4, the "Gather" ability changes into the "Return Cargo" ability, as the unit now has cargo in its possession. Thus by spamming C / Right-click repeatedly into the worker's action queue, one can skip stage 4 and jump immediately to stage 5.

Theory does not lie. This technique works. However, as a result, it will not work for gas.

Finally, I don't anticipate this will get patched. The only possible fixes I can imagine would involve either making the worker uncommandable during stage (unlikely; would make workers seem unresponsive in some instances), or delaying the "return cargo" icon until stage 5. However, in the latter case one could queue a move immediately after the harvest and then queue 'C' which would make the technique more difficult but not eliminate it entirely.

TL;DR: It works. Game on.


does this mean that you could edit the workers in the editor to remove/fix/change/alter this trick/exploit/mechanic so that it was useless?

I.E. could you change the N value to 0 form .5?



Heh, figures I missed the obvious. Yes you could change N to 0 and increase the Harvest Time by 0.5 seconds and the technique would go away completely without altering the game.

However I am still doubtful Blizzard will patch this. If anything, Blizzard put it into the game deliberately ~ why else would they build an arbitrary "Wait to return cargo" stage where the worker literally does nothing? I've always thought it was pretty stupid, but just assumed it was a necessary evil in my calculations. Wish I'd thought of this technique
'i' before 'e' except after 'c' ~ it's scientifically proven.
Peleus
Profile Joined March 2010
Australia420 Posts
September 13 2010 01:46 GMT
#417
I just tried this out, I don't think people realize how huge a difference this makes.

It's absolutely awesome.
leviathan20
Profile Joined April 2010
United Kingdom193 Posts
September 13 2010 01:46 GMT
#418
On September 13 2010 10:29 TitleRug wrote:
Hey on Trump's stream the name the "7% trick/build" is sticking.


lol Trump was focusing so hard on doing this that he forgot to wall off against Zerg... :p

Luckily didn't cost him anything, but does show that you can put too much effort into this. He is still getting used to it tho I guess, and it did give his MULEs an extra trip.
"We better get that boy a waffle NOW or he gon' DIE!"
dolpiff
Profile Joined June 2010
France300 Posts
September 13 2010 01:51 GMT
#419
biggest application of this is in 6 pool and 7 rax reaper rush imo :x
shirogane
Profile Joined September 2010
Canada4 Posts
September 13 2010 01:51 GMT
#420
Giving the MULE an extra trip is quite trippy. Time to curse my low APM. *Yells at hands*
Prev 1 19 20 21 22 23 53 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech143
Has 79
StarCraft: Brood War
Shuttle 2493
Britney 2130
firebathero 778
Leta 323
BeSt 244
Stork 221
sorry 52
PianO 46
Sharp 38
Shinee 33
[ Show more ]
Bale 29
Hm[arnc] 23
Shine 17
zelot 13
Terrorterran 12
ajuk12(nOOB) 10
HiyA 3
Dota 2
Gorgc3574
League of Legends
Reynor81
Other Games
olofmeister1104
ceh9567
JimRising 420
Happy366
crisheroes179
Livibee133
Maynarde125
Mew2King91
Pyrionflax40
Organizations
Dota 2
PGL Dota 2 - Main Stream10594
Other Games
gamesdonequick510
StarCraft: Brood War
Afreeca ASL 346
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH161
• StrangeGG 29
• mYiSmile126
• LUISG 25
• Letter143
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2106
Upcoming Events
Kung Fu Cup
1h 49m
The PondCast
1d
Replay Cast
1d 14h
Korean StarCraft League
2 days
CranKy Ducklings
3 days
GSL
3 days
Yamato Cup
4 days
Replay Cast
4 days
Afreeca Starleague
5 days
Soma vs Jaedong
WardiTV Weekly
5 days
[ Show More ]
Sparkling Tuna Cup
6 days
Afreeca Starleague
6 days
Leta vs Soulkey
PiGosaur Cup
6 days
Liquipedia Results

Completed

Super Anchor Qualifying S3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.