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[Trick] Early Game +7% Mineral Boost - Page 28

Forum Index > SC2 General
Post a Reply
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vesicular
Profile Blog Joined March 2010
United States1310 Posts
September 13 2010 05:02 GMT
#541
I for one think this is awesome and love it to pieces. At the same time I'm sure it will be patched for one reason, Mules. Doing this on Mules gives a benefit to Terran that the other races can't get, and Blizz doesn't tend to like things like that.
STX Fighting!
Sylvr
Profile Joined May 2010
United States524 Posts
September 13 2010 05:05 GMT
#542
On September 13 2010 13:55 fugimax wrote:
APM should be used on meaningful things.

Mining is an action that Blizzard has chosen to automate. You should be able to trust the game that it is doing the right / best thing for you on such a simple action as mining resources. That players should be required to visit SC forums to figure out engine bugs that others are using to take advantage of the system is not something Blizzard wants.

Additionally, even if we accept that this is an acceptable tactic, do you really want to..

1. Watch others do this during pro games
2. Do it yourself during your games

There's nothing entertaining, funny, tricky, or interesting about this technique.



Trump has been doing it on his Stream. If I couldn't see his Mouse movements and hear him talking about it, I probably wouldn't even know he was doing it. More importantly, it's only effective for the first couple minutes of the game, and for MULEs if you have time to spare from your regular macro. It's certainly no LESS fun to watch than the usual first couple minutes of the game.

As far as doing it yourself, it's your call. If you do it, fine. If you don't, whatever. Whether or not it's "entertaining, funny, tricky, or interesting" has nothing to do with it. It's competitive. Some would say it's even skillful (depending on how many of your workers you queue up and if you can still manage your rallying at the same time).
TanGeng
Profile Blog Joined January 2009
Sanya12364 Posts
September 13 2010 05:06 GMT
#543
Sick!!!

Who's known about this and for how long??? I can't imagine this taking long to get fully adopted by the pro community.
Moderator我们是个踏实的赞助商模式俱乐部
eLiE
Profile Blog Joined April 2010
Canada1039 Posts
September 13 2010 05:07 GMT
#544
i like this little trick, something to do besides spamming sddddddd for the first 2 minutes. every little bit helps. awesome find, sockfolder!
How's the weather down there?
VanGarde
Profile Joined July 2010
Sweden755 Posts
September 13 2010 05:13 GMT
#545
Awesome find! I will have to start practicing this. People engaging in pointless debates over whether it is good or bad if this is in the game is meaningless. It is in the game right now and every little advantage adds up and counts in games.

As long as blizzard does not fix this I see no reason why I should not start managing my early workers now ESPECIALLY mules.
War does not determine who is right - only who is left.
smegged
Profile Joined August 2010
Australia213 Posts
September 13 2010 05:14 GMT
#546
Well this bug favours Terran and hurts zerg the most.

Zerg already require more APM for their start than any other race (pressing "s" before "d" is big when you're talking about needing to spam a few hundred actions in a few seconds) and have tighter timing windows.

Terran will gain advantages out of mules that would not otherwise exist.

This needs to be patched.
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
tsutter
Profile Joined March 2009
United States52 Posts
Last Edited: 2010-09-13 05:18:29
September 13 2010 05:17 GMT
#547
On September 13 2010 13:51 Chiburi wrote:
I'm not judging whether this trick is good or bad for the game, but it just seems like the type of thing that automine and improved worker ai were made to get rid of. Why remove the need to send your workers to mine if you still need to spend clicks getting the small mineral boost from this? I don't think Blizzard will let this go unpatched.


yeah this is how i feel too

i'd want to hang myself if i had to incorporate this in to every single game i played


On September 13 2010 14:14 smegged wrote:
Well this bug favours Terran and hurts zerg the most.

Zerg already require more APM for their start than any other race (pressing "s" before "d" is big when you're talking about needing to spam a few hundred actions in a few seconds) and have tighter timing windows.

Terran will gain advantages out of mules that would not otherwise exist.

This needs to be patched.



lmao great post
whatup
ArvickHero
Profile Blog Joined October 2007
10387 Posts
September 13 2010 05:18 GMT
#548
?? who the fuck cares about watching this early game? It's not like you're watching anything early game anyways, so to care about this from a spectator's standpoint is just fucking stupid.
Writerptrk
reg
Profile Blog Joined May 2010
United States134 Posts
September 13 2010 05:19 GMT
#549
Does this work on gas?
Sylvr
Profile Joined May 2010
United States524 Posts
September 13 2010 05:19 GMT
#550
On September 13 2010 14:14 smegged wrote:
Well this bug favours Terran and hurts zerg the most.

Zerg already require more APM for their start than any other race (pressing "s" before "d" is big when you're talking about needing to spam a few hundred actions in a few seconds) and have tighter timing windows.

Terran will gain advantages out of mules that would not otherwise exist.

This needs to be patched.


Zerg gets that all back as the game progresses and the other races have to select several unit producing structures to make their army whereas Zerg only has to select 1.
shin ken
Profile Blog Joined October 2009
Germany612 Posts
September 13 2010 05:20 GMT
#551
I remember this trick from WC3 when you play orc/human but you had to rightclick-micro your guys individualy. Is this comparable?
Whyzguy
Profile Joined June 2008
Canada263 Posts
September 13 2010 05:20 GMT
#552
Wow. Quality find. Though I'll definately try to incoporate this, I wish my level of play was able to really capitalize on this =\
"He who throws dirt, is losing ground." - Fortune Cookie [May 2011]
Zerksys
Profile Blog Joined August 2009
United States569 Posts
September 13 2010 05:24 GMT
#553
On September 13 2010 13:52 Gnax wrote:
Show nested quote +
On September 13 2010 13:43 Zerksys wrote:
On September 13 2010 13:38 Antisocialmunky wrote:
I like this. The only place would break the game would be if someone discovered a crazy timing like some sort of crazy 8 rax reaper.


Won't happen. Idk what people in this forum are thinking but they fail to realize how little difference 7 percent can make. Here I'll make a chart.

100 minerals - bonus 107
200 minerals - bonus 214
300 minerals - bonus 321
400 minerals - bonus 428
500 minerals - bonus 535


As you can see it doesn't really make that big of a difference. You have to mine 700 minerals with this trick before you can even get 1 reaper out.


Don't you understand that this is about the time it takes for you to get said mineral and not that you get some random bonus 7 minerals?

This is the difference between getting your timing push out at 420 seconds in to the game or 390 seconds. That's 30 seconds faster. This is obviously only in theory, and in reality it's not gonna be this 7%, and there's more factors than minerals but still... you can make your build faster.


For those of you who commented that 7 percent is indeed quite large I think you're missed the point of my post. The bonus minerals ONLY factor into the equation in the early game. Even in the early game you're not going to get that big of an advantage seeing as it's only 7 minerals per 100. I do admit I may have overlooked the snowball effect of the advantage therefore it could become a present issue at the end of the game, but I still hold by the theory that this advantage is so overshadowed by other things such as good positioning of an army, nice timing attacks, and knowing when to expand that it doesn't give your opponent that huge of an advantage to change the game.

Someone commented earlier about how you can make extra workers with the extra minerals mined. I still say this: for every 700 minerals you get 1 extra worker. If someone is still doing this by the time they've mined a total of 700 minerals then props for the multitasking skills and they deserve a slight advantage seeing the c shiftclick trick is gets very apm intensive toward the midgame where someone is trying to micromanage an army was well.

In summary: It's not gamebreaking why remove it.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
tgun
Profile Blog Joined August 2010
434 Posts
September 13 2010 05:25 GMT
#554
On September 13 2010 13:55 fugimax wrote:
APM should be used on meaningful things.

Mining is an action that Blizzard has chosen to automate. You should be able to trust the game that it is doing the right / best thing for you on such a simple action as mining resources. That players should be required to visit SC forums to figure out engine bugs that others are using to take advantage of the system is not something Blizzard wants.

Additionally, even if we accept that this is an acceptable tactic, do you really want to..

1. Watch others do this during pro games
2. Do it yourself during your games

There's nothing entertaining, funny, tricky, or interesting about this technique.



Really?

You'd rather watch them spam 1-2-3-4 scroll-highlight all their workers?

Much more interesting. It's not like you're even >watching< them in the opening 10 supply unless they're doing some sort of cheese tactic, the commentators are usually just giving you a brief overview of the player, their tendencies etc. This won't change a thing, except eliminate mindless spamming and bring something to actually use your earlygame concentration on.
QQplay
Profile Joined February 2009
United States229 Posts
September 13 2010 05:27 GMT
#555
Go EARL!
Apollys
Profile Joined July 2010
United States278 Posts
September 13 2010 05:34 GMT
#556
On September 13 2010 14:27 QQplay wrote:
Go EARL!

Yes, that seems to be the lesson of today.
When you're feeling down, I'll be there to feel you up!
smegged
Profile Joined August 2010
Australia213 Posts
September 13 2010 05:35 GMT
#557
On September 13 2010 14:19 Sylvr wrote:
Show nested quote +
On September 13 2010 14:14 smegged wrote:
Well this bug favours Terran and hurts zerg the most.

Zerg already require more APM for their start than any other race (pressing "s" before "d" is big when you're talking about needing to spam a few hundred actions in a few seconds) and have tighter timing windows.

Terran will gain advantages out of mules that would not otherwise exist.

This needs to be patched.


Zerg gets that all back as the game progresses and the other races have to select several unit producing structures to make their army whereas Zerg only has to select 1.


Early game advantages snowball much more than later game ones do.

And this is truly an APM test, nothing more. Having divided attention is far more costly in such a race. The fact is that zerg have the toughest/most unforgiving timings on their early worker construction due to being unable to queue, even for a fraction of a second. In a laggy internet environment (thanks for the lack of LAN play Blizzard > ) it is even more important for a zerg player to be early with their "d" spam.

We're talking a 7% advantage here, it's not minute. All of the pros will be doing it. If they do it for two minutes it may mean saving ten seconds on a rush. That timing window is massive.
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
fugimax
Profile Joined September 2010
United States14 Posts
September 13 2010 05:43 GMT
#558
On September 13 2010 14:25 tgun wrote:
Show nested quote +
On September 13 2010 13:55 fugimax wrote:
APM should be used on meaningful things.

Mining is an action that Blizzard has chosen to automate. You should be able to trust the game that it is doing the right / best thing for you on such a simple action as mining resources. That players should be required to visit SC forums to figure out engine bugs that others are using to take advantage of the system is not something Blizzard wants.

Additionally, even if we accept that this is an acceptable tactic, do you really want to..

1. Watch others do this during pro games
2. Do it yourself during your games

There's nothing entertaining, funny, tricky, or interesting about this technique.



Really?

You'd rather watch them spam 1-2-3-4 scroll-highlight all their workers?

Much more interesting. It's not like you're even >watching< them in the opening 10 supply unless they're doing some sort of cheese tactic, the commentators are usually just giving you a brief overview of the player, their tendencies etc. This won't change a thing, except eliminate mindless spamming and bring something to actually use your earlygame concentration on.

Yes, instead we'll all have to listen to the commentators trying to be insightful and explaining this little "trick" every single time a freaking match starts..

"Oh, now, let's check out TLO here ... he's doing the Fast Mine technique where you actually queue up commands to have your SCVs get those minerals just a little bit faster. Over the course of a few minutes, a player can accumulate almost 75 minerals to give him that little edge. <Insert the other commentator adding his 30 seconds of insight to this completely mundane tactic>"

Ugh. SC2 needs APM to go towards interesting actions for both players' and spectators' sake.
You shot the food!
chalice
Profile Joined September 2010
United States1945 Posts
September 13 2010 05:45 GMT
#559
i think early game mineral folding actually has the potential to help zerg the most. after the 1.1 patch protoss zealot build time nerf the timing for defending early pool zergling rushes is already going to be very thin. if you have a zerg using this to get a 6-8 pool out 3-4 seconds earlier against a protoss who isn't, things might get really ugly on maps with a short rush distance.
DevaB
Profile Joined September 2010
Canada2 Posts
Last Edited: 2010-09-13 09:01:11
September 13 2010 05:48 GMT
#560
It takes almost exactly 11/12 trips for 1 boosted worker to do 1 extra trip ( 5 minerals ) then a normal worker. A action queue can take up to 30 actions, depending on your spamming skills, you can fill that queue in 1/2 return trips for every worker.
Tested this by putting 2 workers mining at the same distance on a different patch then boosting 1 worker and just counting the trips. I tested on far patches so it took 12, and even patches that look to have the same distance still have a marginal distance different from the main. So you can slash maybe 1 trip.

This seems to be more viable during the first 8 workers, since after that if there is already a worker there he goes to a different patch anyways then on his queue back goes to that first patch...

So saying you queue all 6 + 2/4 extra workers during the start you will gain a whole 6/10 trips (30/50 minerals)

Going purely with numbers here from op post, for every worker you use this on u gain 5 minerals every ~75 seconds. You will be able to get an extra worker or some basic units out faster that is about it, farther then that you are most likely gonna have something else to do then babysit workers, even then it becomes inefficient when you have 2 workers per patch unless you do it on both of them

This is is no way game breaking! Those who utilize this get a marginal advantage, good for them, no reason to qq if you do not want to use it.
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