• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:50
CEST 22:50
KST 05:50
  • 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
Code S Season 1 (2026) - RO4 & Finals Preview4[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO4 & Finals Preview Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results MaNa leaves Team Liquid
Tourneys
GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament KSL Week 89 2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes
Brood War
General
Data needed BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser Pros React to: TvT Masterclass in FlaSh vs Light BW General Discussion
Tourneys
[ASL21] Semifinals B [BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
Travel Agencies vs Online Booking Platforms The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1404 users

[Trick] Early Game +7% Mineral Boost - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 51 52 53 Next
MinoMino
Profile Blog Joined April 2010
Norway1103 Posts
September 12 2010 20:48 GMT
#81
Oh wow, amazing find. Going to try this out right now.
Blah.
Fly[DCT]
Profile Joined September 2010
Canada38 Posts
September 12 2010 20:49 GMT
#82
It's nice that Blizzard has this kind of things built in. It's kind of similar to Warcraft 3's Human and Orc mining mechanics.
lalalalala
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
September 12 2010 20:50 GMT
#83
I just want to sit in the corner chanting "Please don't let this become standard.."
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Half
Profile Joined March 2010
United States2554 Posts
September 12 2010 20:52 GMT
#84
Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here.


There is no "different kind of skill" in SC1 and SC2 besides optimizing decision making given an set amount of ingame resources (minerals, gas, supply, army count, expansions) and metaresources (time, actions, attention), and streamlining the process until you can perform it more naturally.
Too Busy to Troll!
Drium
Profile Blog Joined December 2008
United States888 Posts
September 12 2010 20:54 GMT
#85
Great now mules are the best macro mechanic by an even wider margin. Patch this please.
KwanROLLLLLLLED
mahnini
Profile Blog Joined October 2005
United States6862 Posts
September 12 2010 20:55 GMT
#86
nice find. i hope they patch this though i really don't want to have to manually mine with my workers or risk falling behind.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Grayham
Profile Joined July 2010
United States9 Posts
September 12 2010 20:57 GMT
#87
Ran a quick test of this in Yabot:

Using only my first 6 drones, I had 35 extra minerals using this trick at 3:00 on the in game timer. I had around 225 APM purely from doing this trick (wasn't bulding, setting rallies, spamming anything).
Half
Profile Joined March 2010
United States2554 Posts
September 12 2010 20:57 GMT
#88
On September 13 2010 05:48 ltortoise wrote:
Show nested quote +
On September 13 2010 05:41 frog HERO wrote:
On September 13 2010 05:35 Logo wrote:
On September 13 2010 05:33 frog HERO wrote:
On September 13 2010 05:31 Bland wrote:
Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here.


Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time.


You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game.

It wouldn't make the game any better though.

Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career.


Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players.

If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player.


I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to:

A. select a worker currently mining the mineral patch
B. Queue return cargo
C. Queue mine. Fin.

That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker.

Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine.

Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?)

This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none.

Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose.


This is an extremely superficial and shallow view on how SC2 and SC1 is played.

It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities.

Its literally 10x better then crap like muling.
Too Busy to Troll!
ltortoise
Profile Joined August 2010
633 Posts
Last Edited: 2010-09-12 21:08:02
September 12 2010 21:02 GMT
#89
On September 13 2010 05:57 Half wrote:
Show nested quote +
On September 13 2010 05:48 ltortoise wrote:
On September 13 2010 05:41 frog HERO wrote:
On September 13 2010 05:35 Logo wrote:
On September 13 2010 05:33 frog HERO wrote:
On September 13 2010 05:31 Bland wrote:
Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here.


Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time.


You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game.

It wouldn't make the game any better though.

Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career.


Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players.

If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player.


I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to:

A. select a worker currently mining the mineral patch
B. Queue return cargo
C. Queue mine. Fin.

That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker.

Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine.

Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?)

This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none.

Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose.


This is an extremely superficial and shallow view on how SC2 and SC1 is played.

It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities.

Its literally 10x better then crap like muling.


That is the biggest crock of bullshit I have ever read.

Let me rephrase what you just said without using all your bullshit terms:

"It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do."

Sure, but name any other macro mechanic in SC2 that works like that. Every single macro mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game.

Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck.

User was warned for this post
pzea469
Profile Blog Joined September 2008
United States1520 Posts
September 12 2010 21:04 GMT
#90
what happens if u just select all your probes and keep clicking C? Cuz wouldnt they automatically head back to mine again if once theyve dropped off their cargo? or am i wrong?
Kill the Deathball
-Frog-
Profile Joined February 2009
United States514 Posts
September 12 2010 21:05 GMT
#91
On September 13 2010 06:02 ltortoise wrote:
Show nested quote +
On September 13 2010 05:57 Half wrote:
On September 13 2010 05:48 ltortoise wrote:
On September 13 2010 05:41 frog HERO wrote:
On September 13 2010 05:35 Logo wrote:
On September 13 2010 05:33 frog HERO wrote:
On September 13 2010 05:31 Bland wrote:
Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here.


Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time.


You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game.

It wouldn't make the game any better though.

Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career.


Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players.

If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player.


I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to:

A. select a worker currently mining the mineral patch
B. Queue return cargo
C. Queue mine. Fin.

That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker.

Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine.

Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?)

This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none.

Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose.


This is an extremely superficial and shallow view on how SC2 and SC1 is played.

It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities.

Its literally 10x better then crap like muling.


That is the biggest crock of bullshit I have ever read.

Let me rephrase what you just said without using all your bullshit terms:

"It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do."

Sure, but name any other mechanic in SC2 that works like that. Every single mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game.

Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck.


What is an SC2 mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly microing my overseer so that I have the optimal scouting information but I don't because I am sacrificing bigger parts of my game. How is this different?
powered by coffee, driven by hate.
ltortoise
Profile Joined August 2010
633 Posts
Last Edited: 2010-09-12 21:07:20
September 12 2010 21:06 GMT
#92
On September 13 2010 06:05 frog HERO wrote:
Show nested quote +
On September 13 2010 06:02 ltortoise wrote:
On September 13 2010 05:57 Half wrote:
On September 13 2010 05:48 ltortoise wrote:
On September 13 2010 05:41 frog HERO wrote:
On September 13 2010 05:35 Logo wrote:
On September 13 2010 05:33 frog HERO wrote:
On September 13 2010 05:31 Bland wrote:
Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here.


Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time.


You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game.

It wouldn't make the game any better though.

Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career.


Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players.

If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player.


I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to:

A. select a worker currently mining the mineral patch
B. Queue return cargo
C. Queue mine. Fin.

That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker.

Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine.

Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?)

This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none.

Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose.


This is an extremely superficial and shallow view on how SC2 and SC1 is played.

It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities.

Its literally 10x better then crap like muling.


That is the biggest crock of bullshit I have ever read.

Let me rephrase what you just said without using all your bullshit terms:

"It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do."

Sure, but name any other mechanic in SC2 that works like that. Every single mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game.

Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck.


What is an SC2 mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly microing my overseer so that I have the optimal scouting information but I don't because I am sacrificing bigger parts of my game. How is this different?


Scouting with your overlord isn't a macro mechanic. I specifically said macro.

Edit: well I MEANT macro anyway....Macro mechanic, here.
Zozo
Profile Blog Joined April 2010
Brazil2579 Posts
September 12 2010 21:06 GMT
#93
Playing ZvZ with extra drones, do want. In fact, this shits on current low econ ZvZ.
EGM guides me
BarneyEX
Profile Joined March 2009
Malaysia98 Posts
September 12 2010 21:07 GMT
#94
On September 13 2010 06:04 pzea469 wrote:
what happens if u just select all your probes and keep clicking C? Cuz wouldnt they automatically head back to mine again if once theyve dropped off their cargo? or am i wrong?

I was trying this too, does this work the same way as the methods mentioned in front?
TheMute
Profile Blog Joined July 2009
United States458 Posts
September 12 2010 21:08 GMT
#95
This is similar to BW where Zs doing the larva trick if the minerals are on the left side. Nice find.
Friends are simply people you can do/say vulgar things to.
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
September 12 2010 21:08 GMT
#96
On September 13 2010 06:06 Zozo wrote:
Playing ZvZ with extra drones, do want. In fact, this shits on current low econ ZvZ.


Lol good luck on microing drones and keeping track of your ling/baneling at the same time.
We spend our youth attaining wealth, and our wealth attaining youth.
ArminvB
Profile Joined August 2010
Netherlands50 Posts
September 12 2010 21:09 GMT
#97
^was thinking the same.
-Frog-
Profile Joined February 2009
United States514 Posts
September 12 2010 21:09 GMT
#98
On September 13 2010 06:06 ltortoise wrote:
Show nested quote +
On September 13 2010 06:05 frog HERO wrote:
On September 13 2010 06:02 ltortoise wrote:
On September 13 2010 05:57 Half wrote:
On September 13 2010 05:48 ltortoise wrote:
On September 13 2010 05:41 frog HERO wrote:
On September 13 2010 05:35 Logo wrote:
On September 13 2010 05:33 frog HERO wrote:
On September 13 2010 05:31 Bland wrote:
Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here.


Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time.


You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game.

It wouldn't make the game any better though.

Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career.


Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players.

If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player.


I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to:

A. select a worker currently mining the mineral patch
B. Queue return cargo
C. Queue mine. Fin.

That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker.

Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine.

Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?)

This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none.

Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose.


This is an extremely superficial and shallow view on how SC2 and SC1 is played.

It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities.

Its literally 10x better then crap like muling.


That is the biggest crock of bullshit I have ever read.

Let me rephrase what you just said without using all your bullshit terms:

"It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do."

Sure, but name any other mechanic in SC2 that works like that. Every single mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game.

Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck.


What is an SC2 mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly microing my overseer so that I have the optimal scouting information but I don't because I am sacrificing bigger parts of my game. How is this different?


Scouting with your overlord isn't a macro mechanic. I specifically said macro.

Edit: well I MEANT macro anyway....Macro mechanic, here.


What is an SC2 macro mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly injecting larvae so that I have the optimal amount of larvae but I don't because I could lose my entire army that I wasn't microing or I could have no scouting information. How is this different?
powered by coffee, driven by hate.
Seth_
Profile Blog Joined July 2010
Belgium184 Posts
Last Edited: 2010-09-12 21:32:49
September 12 2010 21:09 GMT
#99
I noticed this in the very first game I played.

If you put 2 workers on a mineral patch, the second one would start mining before the first one started returning to the CC. So you can manually tell it to return and gain some minerals faster. It's not very effective if you only use it once. I've tried spamming C or even holding C down, but that doesn't do much (no noticable speed increase) unfortunately.

I didn't think about queueing the commands though. That makes it a lot better.

Oh and you don't need to right click after pressing the last C. They'll return mining automatically.
ltortoise
Profile Joined August 2010
633 Posts
September 12 2010 21:10 GMT
#100
On September 13 2010 06:09 frog HERO wrote:
Show nested quote +
On September 13 2010 06:06 ltortoise wrote:
On September 13 2010 06:05 frog HERO wrote:
On September 13 2010 06:02 ltortoise wrote:
On September 13 2010 05:57 Half wrote:
On September 13 2010 05:48 ltortoise wrote:
On September 13 2010 05:41 frog HERO wrote:
On September 13 2010 05:35 Logo wrote:
On September 13 2010 05:33 frog HERO wrote:
On September 13 2010 05:31 Bland wrote:
Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here.


Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time.


You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game.

It wouldn't make the game any better though.

Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career.


Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players.

If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player.


I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to:

A. select a worker currently mining the mineral patch
B. Queue return cargo
C. Queue mine. Fin.

That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker.

Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine.

Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?)

This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none.

Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose.


This is an extremely superficial and shallow view on how SC2 and SC1 is played.

It is a decision, and the scope of the decision exceeds the depth of mechanics like Muling and chronoboosting. Its a decision that exists on a meta-game level, consisting of a balance between microing workers for econ optimization, microing scouting for more information, making optimal simcities, etc etc. These things cannot be done all at once, and it is a strategic decision for the player on a meta-game level which one he wants to choose. Another factor this factors in is player skill, and how aware a player is of his own capabilities.

Its literally 10x better then crap like muling.


That is the biggest crock of bullshit I have ever read.

Let me rephrase what you just said without using all your bullshit terms:

"It's a decision because you have to decide whether or not you have the time to do it, or if there is something else more important to do."

Sure, but name any other mechanic in SC2 that works like that. Every single mechanic I can think of involves choice. There is no choice here except to do it as often as possible without sacrificing bigger parts of your game.

Imagine the optimal SC2 player: he would be perfectly doing this all the time, endlessly, throughout the entire game. Impossible and stupid. It makes SC2 absolutely ugly. Yuck.


What is an SC2 mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly microing my overseer so that I have the optimal scouting information but I don't because I am sacrificing bigger parts of my game. How is this different?


Scouting with your overlord isn't a macro mechanic. I specifically said macro.

Edit: well I MEANT macro anyway....Macro mechanic, here.


What is an SC2 macro mechanic that isn't something you decide to do based on whether you have the time to do it or whether there is something more important to do? I could spend the entire game perfectly injecting larvae so that I have the optimal amount of larvae but I don't because I could lose my entire army that I wasn't microing or I could have no scouting information. How is this different?


Nope. Won't fly with me. Spawn larvae is a CHOICE. You could also use that energy for spreading creep or healing units.
Prev 1 2 3 4 5 6 7 51 52 53 Next
Please log in or register to reply.
Live Events Refresh
BSL
19:00
RO8 - Day 2
OyAji vs JDConan
DragOn vs TBD
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 528
StarCraft: Brood War
ZZZero.O 355
firebathero 233
Shine 10
Dota 2
monkeys_forever364
LuMiX1
Heroes of the Storm
Liquid`Hasu437
Other Games
Grubby25396
summit1g7652
Liquid`RaSZi2924
tarik_tv1561
FrodaN1293
Beastyqt1022
B2W.Neo662
Pyrionflax222
Livibee63
ToD13
Organizations
Other Games
gamesdonequick1451
StarCraft 2
angryscii 85
Other Games
BasetradeTV53
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Sammyuel 46
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1746
• Scarra821
• Shiphtur322
Upcoming Events
OSC
3h 11m
Replay Cast
12h 11m
Monday Night Weeklies
19h 11m
Replay Cast
1d 3h
The PondCast
1d 13h
Kung Fu Cup
1d 14h
GSL
2 days
Replay Cast
3 days
GSL
3 days
WardiTV Spring Champion…
3 days
[ Show More ]
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Spring Champion…
4 days
Replay Cast
5 days
RSL Revival
5 days
Classic vs SHIN
Rogue vs Bunny
BSL
5 days
Replay Cast
6 days
Afreeca Starleague
6 days
Flash vs Soma
RSL Revival
6 days
BSL
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
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.