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[Trick] Early Game +7% Mineral Boost - Page 29

Forum Index > SC2 General
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ploy
Profile Joined January 2006
United States416 Posts
September 13 2010 05:51 GMT
#561
Is this the same website that used to hate MBS and infinite unit selection? I can honestly hardly tell from this thread.
LittLeD
Profile Joined May 2010
Sweden7973 Posts
September 13 2010 05:51 GMT
#562
I have to say im very suprised this hasnt been noticed earlier. Since coming from a wc3 background I took it as a certainty that this would exist in sc2 as well. I think I found out about this somewhere in the beta and was 100 % sure most people knew about it,
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
FlamingTurd
Profile Joined April 2010
United States1059 Posts
September 13 2010 05:53 GMT
#563
lol pretty cool find
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
Sylvr
Profile Joined May 2010
United States524 Posts
September 13 2010 05:56 GMT
#564
On September 13 2010 14:48 DevaB wrote:
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)

It is really obvious that the dude goes faster when boosted but the results do not seem to show a 7% gain at all.

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


/twitch @ bolded part. Please don't even use that combination of words again.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2010-09-13 06:00:00
September 13 2010 05:58 GMT
#565
Trying this out on my SCVs from the start of a game until my 15 orbital command a bunch of times, I was unable to get the OC out any faster (2:42 every time), but depending on how well I executed this trick had 10-20 extra minerals at 2:42 when the OC started.

I think people are seeing the 7% figure and reading that in a way they shouldn't be. 7% is apparently a theoretical threshold gain on a small number of workers mine rate in the first couple minutes of the game. It is extremely hard or even impossible to get all the workers queued up within the first couple trips. I can only do 1, sometimes 2 workers per trip.

I would love to see some more indepth analysis though, figuring out at what worker point exactly this stops producing a benefit, exactly how much of a benefit you can get from it, etc.


One funny thing that I noticed was that in one attempt, I was focusing so hard on doing this that I forgot to change my rally point to a new node every time I built a worker, and ended up having 5 fewer extra minerals at 2:42 than normal.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
DevaB
Profile Joined September 2010
Canada2 Posts
September 13 2010 06:01 GMT
#566
On September 13 2010 14:56 Sylvr wrote:
Show nested quote +
On September 13 2010 14:48 DevaB wrote:
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)

It is really obvious that the dude goes faster when boosted but the results do not seem to show a 7% gain at all.

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


/twitch @ bolded part. Please don't even use that combination of words again.


haha yeah my bad I used that combination because some of my tests both drones arrived at exactly the same time on the 12th trip. Almost was for discrepancies xD
blackodd
Profile Joined April 2010
Sweden451 Posts
September 13 2010 06:03 GMT
#567
Gamebreaking!!!!!!!
For I am the Queen of Blades. And none shall ever dispute my rule, again...
Zerksys
Profile Blog Joined August 2009
United States569 Posts
September 13 2010 06:08 GMT
#568
On September 13 2010 14:58 Ketara wrote:
Trying this out on my SCVs from the start of a game until my 15 orbital command a bunch of times, I was unable to get the OC out any faster (2:42 every time), but depending on how well I executed this trick had 10-20 extra minerals at 2:42 when the OC started.

I think people are seeing the 7% figure and reading that in a way they shouldn't be. 7% is apparently a theoretical threshold gain on a small number of workers mine rate in the first couple minutes of the game. It is extremely hard or even impossible to get all the workers queued up within the first couple trips. I can only do 1, sometimes 2 workers per trip.

I would love to see some more indepth analysis though, figuring out at what worker point exactly this stops producing a benefit, exactly how much of a benefit you can get from it, etc.


One funny thing that I noticed was that in one attempt, I was focusing so hard on doing this that I forgot to change my rally point to a new node every time I built a worker, and ended up having 5 fewer extra minerals at 2:42 than normal.


Yeah I agree with the last part. I think for most players that don't have 200 apm it's not going to be that big of an issue. If anything it gives someone who is playing more things to concentrate on and more opportunities to screw up their build. At the pro level this could add a new dynamic to the situation. Awesome find.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
keV.
Profile Blog Joined February 2009
United States3214 Posts
September 13 2010 06:13 GMT
#569
Very neat find sockfolder. Also, folding should definitely be the name.

As for all the non-pros arguing for no reason; You are arguing for no reason. This is only going to make a difference for the very best at the game so save your breath. It's just exhausting to read.
"brevity is the soul of wit" - William Shakesman
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 13 2010 06:14 GMT
#570
Go to sleep, starcraft 2 forum relatively uninterresting.
Wake up, glance over it. See monstrous 550+ posts thread about a trick giving an extremely slight mineral advantage.

Oh TLers, I love how you all go batshit insane about this <3. Interresting trick though =) will definitely have to execute it.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
September 13 2010 06:14 GMT
#571
sweet, hahaha

thanks for sharing
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Apollys
Profile Joined July 2010
United States278 Posts
September 13 2010 06:22 GMT
#572
I practiced this trick in a game with an insane AI as my opponent. Watching the replay, Mr. Insane AI still has a ridiculously faster income at the start of the game due to his perfect goddamn split. I guess my point is that although this is a very cool technique that has been discovered, there are about a million other aspects of your gameplay that are more important than mineral boosting. If you're korean, by all means perfect this technique, but for basically anyone besides the pro gamers, I don't think the difference would even be noticeable if you/your opponent "mineral boosts" or not.
When you're feeling down, I'll be there to feel you up!
Yurie
Profile Blog Joined August 2010
12084 Posts
Last Edited: 2010-09-13 06:27:36
September 13 2010 06:23 GMT
#573
On September 13 2010 14:35 smegged wrote:
Show nested quote +
On September 13 2010 14:19 Sylvr wrote:
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.


Can't Z produce workers fastest of all races? Thus they get their fourth or some such faster than now. Leading to an early game lead.

Mule gets better though, no argument against that. Perhaps remove the mule altogether, that way it is fixed.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
September 13 2010 06:24 GMT
#574
On September 13 2010 15:22 Apollys wrote:
I practiced this trick in a game with an insane AI as my opponent. Watching the replay, Mr. Insane AI still has a ridiculously faster income at the start of the game due to his perfect goddamn split. I guess my point is that although this is a very cool technique that has been discovered, there are about a million other aspects of your gameplay that are more important than mineral boosting. If you're korean, by all means perfect this technique, but for basically anyone besides the pro gamers, I don't think the difference would even be noticeable if you/your opponent "mineral boosts" or not.


Insane AI workers also gather more minerals per trip, do it vs. a Very Hard.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Apollys
Profile Joined July 2010
United States278 Posts
September 13 2010 06:31 GMT
#575
On September 13 2010 15:24 Ketara wrote:
Show nested quote +
On September 13 2010 15:22 Apollys wrote:
I practiced this trick in a game with an insane AI as my opponent. Watching the replay, Mr. Insane AI still has a ridiculously faster income at the start of the game due to his perfect goddamn split. I guess my point is that although this is a very cool technique that has been discovered, there are about a million other aspects of your gameplay that are more important than mineral boosting. If you're korean, by all means perfect this technique, but for basically anyone besides the pro gamers, I don't think the difference would even be noticeable if you/your opponent "mineral boosts" or not.


Insane AI workers also gather more minerals per trip, do it vs. a Very Hard.


Oh thanks, I forgot about that hahaha what a noobly noob am I.
When you're feeling down, I'll be there to feel you up!
Moonling
Profile Blog Joined May 2010
United States987 Posts
September 13 2010 06:44 GMT
#576
As zerg this seems very hard to do while still scouting overlord placement and all that but it probably takes practice but on the other hand this is deff only on the pro level
1% of koreans control 99% of starcraft winnings. #occupykorea.
dlordtemplar
Profile Joined August 2010
United States7 Posts
September 13 2010 06:53 GMT
#577
this is a nice find. GJ OP. definitely worth the read.
TzTz
Profile Blog Joined April 2010
Germany511 Posts
September 13 2010 07:00 GMT
#578
So how about adding every worker to a controlgroup and whenever you can free up apm you just select that group and spam return cargo. by having to add every worker as he spawns this would be similar to BW style telling everyworker to gather as he spawns.
Swede
Profile Joined June 2010
New Zealand853 Posts
September 13 2010 07:08 GMT
#579
This is only going to make a difference for the very best at the game so save your breath


Actually I would argue that is where there will be the least difference (once they're all doing it, and besides bronze players who won't use it at all). The biggest difference will be at the level where some people do it/some don't (mid - high diamond maybe?).

Which is why I think it's stupid. It will make zero difference to pro play, but it will fuck off more than half of the players where it DOES make a difference (half of TLers don't want it according to that poll, and this is TL). It's in Blizzard's best interest NOT to leave it in the game.
Jyxz
Profile Joined November 2009
United States117 Posts
Last Edited: 2010-09-13 07:15:12
September 13 2010 07:13 GMT
#580
On September 13 2010 09:25 Plutonium wrote:
I can guarantee you that Blizz knew about this ten minutes after the thread went up, and it will most likely be patched.

Their devs probably read TL more than their actual forums.

You would freaking hope so eh?

I think this should be considered an exploit like allied spider mines in the original and a bannable offense.
This is Jimmy
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