but VERY VERY nice find !
[Trick] Early Game +7% Mineral Boost - Page 35
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Thall
Switzerland214 Posts
but VERY VERY nice find ! | ||
Kwaa
Sweden91 Posts
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. | ||
Nerchio
Poland2633 Posts
Personally i am going to use it probably but just with magic boxing and spamming c, i don't like queueing | ||
Al Bundy
7257 Posts
I think that mineral boosting will be fixed because It fits in that category; to me it goes against the fundamentals of sc2. | ||
z00t
Australia976 Posts
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andrinho
United States90 Posts
- 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
China17 Posts
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? | ||
Klive5ive
United Kingdom6056 Posts
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. | ||
Trampsi
Norway39 Posts
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
China17 Posts
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. | ||
andrinho
United States90 Posts
On September 13 2010 23:58 Klive5ive wrote: 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
Italy287 Posts
On September 13 2010 23:58 Klive5ive wrote: 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
Japan278 Posts
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DarkspearTribe
568 Posts
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
2912 Posts
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Antisocialmunky
United States5912 Posts
On September 14 2010 00:13 andrinho wrote: 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 | ||
Ndugu
United States1078 Posts
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z00t
Australia976 Posts
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 ![]() | ||
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tofucake
Hyrule18968 Posts
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. | ||
catamorphist
United States297 Posts
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