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[Trick] Early Game +7% Mineral Boost - Page 35

Forum Index > SC2 General
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Prev 1 33 34 35 36 37 53 Next
Thall
Profile Blog Joined August 2009
Switzerland214 Posts
September 13 2010 14:47 GMT
#681
so this does help terran again more then p or t because of the mules ?! screw that !!

but VERY VERY nice find !
This strategy is made of balls ! - Nick "Tasteless" Plott, during GSL cast
Kwaa
Profile Joined June 2010
Sweden91 Posts
September 13 2010 14:49 GMT
#682
I finally have a solid argument, as to why you should have 350 APM at the begining. Thanks alot, works like a charm. It's these small things which will separate the top diamond from the pros.

I honestly doesn't see why people bitch about this, all I ever hear is that Starcraft 2 doesn't require any management.

I'm going to go get my void ray portrait now, cheers.
MACRO HARD!
Nerchio
Profile Joined October 2009
Poland2633 Posts
September 13 2010 14:49 GMT
#683
Talking about strategy, if you are better at it than your opponent that 7% boost will does not make any matter as you should roll over your opponent.
Personally i am going to use it probably but just with magic boxing and spamming c, i don't like queueing
Progamer"I am the best" - Nerchio , 2017.
Al Bundy
Profile Joined April 2010
7257 Posts
September 13 2010 14:51 GMT
#684
With Sc2 I think one of blizzard's goals was to eliminate "bothersome" actions that we saw in BW, now you don't have to be a 300 apm machine in order to pull off elaborate strategies.

I think that mineral boosting will be fixed because It fits in that category; to me it goes against the fundamentals of sc2.
o choro é livre
z00t
Profile Joined April 2010
Australia976 Posts
September 13 2010 14:52 GMT
#685
Just out of curiosity, I'd love to see some math on how much more minerals MULEs gather when using this technique .
andrinho
Profile Joined July 2010
United States90 Posts
September 13 2010 14:54 GMT
#686
Very interesting, I see 2 big issues with the sockfolding;

- Rush/cheese builds being even more effective, nobody wants all ins every single game.
- Mules... nuff said.

I really like the idea of playing with my harvesters early on but those 2 points might make this a "must fix".
Ruien
Profile Joined August 2010
China17 Posts
Last Edited: 2010-09-13 14:55:13
September 13 2010 14:54 GMT
#687
Maybe someone has mentioned this, but it seems like "C" isn't necessary anywhere during this process. While an SCV is mining, select him and shift-right-click the mineral patch he is currently mining. Strangely enough, he will return with cargo immediately instead of pausing.

At least, it seems to work on 'slowest' in a single-player match.

There has been a lot of discussion about "shift-right-click CC, then press "C" when he starts going back, then shift-right-click the mineral patch". So I just wanted to point out that I'm getting identical results by just shift-right-clicking a mineral patch without ever needing the "C" (return cargo) command at any point.

Can anyone else confirm this?
"Eternal life or your money back."
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
September 13 2010 14:58 GMT
#688
On September 13 2010 23:54 andrinho wrote:
Very interesting, I see 2 big issues with the sockfolding;

- Rush/cheese builds being even more effective, nobody wants all ins every single game.
- Mules... nuff said.

I really like the idea of playing with my harvesters early on but those 2 points might make this a "must fix".

How can you possibly come to the first conclusion.
If both players use the technique the offence/defence advantage cancels out.
Don't hate the player - Hate the game
Trampsi
Profile Joined August 2010
Norway39 Posts
Last Edited: 2010-09-13 15:09:44
September 13 2010 14:58 GMT
#689
I did your method #2 i believe, and with workers taking turns on mining, specially on the close mineral patches, they would mess up and one would get ahead of the other, return too early, and change patch. i ended up losing like 5 seconds in the first 2 and a half minutes cause of this.

Haven't tested it much, but so far I've had more success forcing workers onto the close patches first. Maybe on the further patches this trick will work as a boost, while on the closer patches it's too risky..?

Having all workers selected and holding down the C button gives a minor advantage i believe (dont hold shift + C, then the workers stop at the hatchery) because of input lag etc etc the advantage is much lower.

EDIT:
Ya, even if you get 2 workers alternating a close mineral patch, and do the trick equally with both, then watch it go smooth 1-2-3 cycles, and then suddenly they fuck up even if both of them still have more return -> mine -> return -> mine commands queued up. Anyone else having this problem? Also mining close patches gives more of an advantage than mining further away patches, so this is a screw up on close patches (for me so far atleast)
Ruien
Profile Joined August 2010
China17 Posts
September 13 2010 15:11 GMT
#690
On September 13 2010 23:58 Trampsi wrote:
I did your method #2 i believe, and with workers taking turns on mining, specially on the close mineral patches, they would mess up and one would get ahead of the other, return too early, and change patch. i ended up losing like 5 seconds in the first 2 and a half minutes cause of this.


Confirmed. the shift-click + hold "C" option is better. Sorry about that.
"Eternal life or your money back."
andrinho
Profile Joined July 2010
United States90 Posts
September 13 2010 15:13 GMT
#691
On September 13 2010 23:58 Klive5ive wrote:
Show nested quote +
On September 13 2010 23:54 andrinho wrote:
Very interesting, I see 2 big issues with the sockfolding;

- Rush/cheese builds being even more effective, nobody wants all ins every single game.
- Mules... nuff said.

I really like the idea of playing with my harvesters early on but those 2 points might make this a "must fix".

How can you possibly come to the first conclusion.
If both players use the technique the offence/defence advantage cancels out.


The income increase encourages players to use it for early aggression, even thought both players can do it and theoretically even each other out, I still think it's more beneficial for rushes than for tech speeding therefore making up for quick all-in low tech games (specially cause it only works for minerals not gas). Personally I enjoy games with more development, depth and mix of units, I don't mind quick games, I just don't want to see it becoming the standard.
Meff
Profile Joined June 2010
Italy287 Posts
September 13 2010 15:14 GMT
#692
On September 13 2010 23:58 Klive5ive wrote:
Show nested quote +
On September 13 2010 23:54 andrinho wrote:
Very interesting, I see 2 big issues with the sockfolding;

- Rush/cheese builds being even more effective, nobody wants all ins every single game.
- Mules... nuff said.

I really like the idea of playing with my harvesters early on but those 2 points might make this a "must fix".

How can you possibly come to the first conclusion.
If both players use the technique the offence/defence advantage cancels out.

The technique works better on low worker counts (say, 8 or less). There's also something to be said about having to do this in order to cancel the possible offensive advantage of any rush, but the main point is still that it increases the output of patches which only have one worker - a typical rush saturation.
Three
Profile Joined April 2010
Japan278 Posts
September 13 2010 15:23 GMT
#693
nooo how am I going to eat at the beginning of my matches now D:
DarkspearTribe
Profile Joined August 2010
568 Posts
September 13 2010 15:33 GMT
#694
On September 13 2010 14:51 ploy wrote:
Is this the same website that used to hate MBS and infinite unit selection? I can honestly hardly tell from this thread.

People whining about every aspect of the game is common here.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
September 13 2010 15:37 GMT
#695
I hope Blizzard patches this so i dont feel bad for small talking with my opponents (I play mostly practice games, cba to ladder too much) in the first few minutes of the game.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 13 2010 15:38 GMT
#696
On September 14 2010 00:13 andrinho wrote:
Show nested quote +
On September 13 2010 23:58 Klive5ive wrote:
On September 13 2010 23:54 andrinho wrote:
Very interesting, I see 2 big issues with the sockfolding;

- Rush/cheese builds being even more effective, nobody wants all ins every single game.
- Mules... nuff said.

I really like the idea of playing with my harvesters early on but those 2 points might make this a "must fix".

How can you possibly come to the first conclusion.
If both players use the technique the offence/defence advantage cancels out.


The income increase encourages players to use it for early aggression, even thought both players can do it and theoretically even each other out, I still think it's more beneficial for rushes than for tech speeding therefore making up for quick all-in low tech games (specially cause it only works for minerals not gas). Personally I enjoy games with more development, depth and mix of units, I don't mind quick games, I just don't want to see it becoming the standard.


I think this can add about 2-3 seconds to a fast banshee which equates to a extra volley :D
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 13 2010 15:38 GMT
#697
Theoretically, if Blizzard patches this the easiest way-- making it so that workers just work most efficiently-- it might end up being the kind of little nudge-buff that would help Zerg players survive aggressive all-inish stuff while macrong. Would push the game in a great direction to give a tiny little boost to macro players over non-macro players.
z00t
Profile Joined April 2010
Australia976 Posts
September 13 2010 15:42 GMT
#698
On September 14 2010 00:38 Ndugu wrote:
Theoretically, if Blizzard patches this the easiest way-- making it so that workers just work most efficiently-- it might end up being the kind of little nudge-buff that would help Zerg players survive aggressive all-inish stuff while macrong. Would push the game in a great direction to give a tiny little boost to macro players over non-macro players.


But since all races' workers would benefit from such a 'fix', wouldn't it just end up being the same as it is now ? Why would macro players get any more of an edge over non-macro players than they do at the moment?
tofucake
Profile Blog Joined October 2009
Hyrule19193 Posts
September 13 2010 15:44 GMT
#699
I nominate sockfolder for best first post of 2010.

But me, Sheekthief, and Siraz were talking about this a bit yesterday. Having workers optimize on minerals would even more greatly exacerbate the issue of slow gas. Gas mining would have to be tweaked to keep up, and then all of the sudden the timings for everything are just a bit earlier, but build times are all the same, so....yeah. Stockpiling would be more of a problem.
Liquipediaasante sana squash banana
catamorphist
Profile Joined May 2010
United States297 Posts
September 13 2010 15:47 GMT
#700
In general, if you speed up resource collection but leave unit and building speeds the same, it'll favor defensive play, since you'll build up more money in between the time in between when the opponent sends an army and when it arrives at your base; right? Of course, like tofucake says above, adding minerals and not adding gas will just change things all around a bit, and having 5% extra minerals is likely to matter only for some builds and not others, so it's hard to generalize.
http://us.battle.net/sc2/en/profile/281144/1/catamorphist/
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