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In-depth Mining Analysis - The magic number; 8 - Page 2

Forum Index > SC2 General
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goldemerald
Profile Joined January 2011
United States39 Posts
March 03 2011 02:49 GMT
#21
As much as I would like to downplay the significance of 24 minerals per minute, that amount of minerals can be the difference of a second or two, which could mean the difference between a voidray coming out or the stargate dying.
Trying is the first step towards failure.
cordlc
Profile Joined November 2010
United States360 Posts
March 03 2011 02:51 GMT
#22
Basically, 2 workers on each close mineral patch is the most optimal - after that, put additional workers on the further patches.

Do most maps have 4 close / 4 far patches? I didn't actually notice... should be easy to keep track of this though, thanks for the info.
fatalities
Profile Joined November 2010
United States91 Posts
March 03 2011 02:56 GMT
#23
On March 03 2011 11:21 Axeinst wrote:
I dont really understand what OP is trying to say. Can someone explain shortly?

Thank you


At each base, there are two different types of mineral patches: close and far.
Since the close patches are well, closer, they mine more quickly up to two workers.
Basically, OP shows what the minerals harvested/time rate is depending on the split of workers on close patches and far patches. So for the first eight workers, you want all eight on close patches.
Axeinst
Profile Joined March 2011
Belize281 Posts
Last Edited: 2011-03-03 03:01:48
March 03 2011 03:00 GMT
#24
Alright. But what patches are considered "close" and "far"? And does this mean, that I should have only 2 workers in "close" patch?

Thank you
Shinobi1982
Profile Joined January 2011
1605 Posts
Last Edited: 2011-03-03 03:45:30
March 03 2011 03:42 GMT
#25
I had a strong feeling your first post was a troll job..
Your second post made it obvious, lol.
Alright. But what patches are considered "close" and "far"?

Nice try :D
Train like an animal, eat like a horse, sleep like a baby, grow like a weed.
Axeinst
Profile Joined March 2011
Belize281 Posts
March 03 2011 03:45 GMT
#26
On March 03 2011 12:42 Shinobi1982 wrote:
I had a strong feeling your first post was a troll job..
Your second post made it obvous, lol.
Show nested quote +
Alright. But what patches are considered "close" and "far"?

Nice try :D

Well. sorry if I dont know those terms. I just play the game man
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
March 03 2011 03:48 GMT
#27
Oh man, things like this, the Amulet math post, etc. make me realize how many mathematical aspect there are to SC2
Thanks for the post
You can type "StarCraft" with just your left hand.
Axeinst
Profile Joined March 2011
Belize281 Posts
Last Edited: 2011-03-03 04:02:53
March 03 2011 04:02 GMT
#28
JerKy, you can find mathematical aspects from everywhere, if you want to.
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
March 03 2011 04:06 GMT
#29
Wow this can be pretty important analysis. In long games, this may make the difference between winning and losing. Might be a bit intensive on your APM though. But definitely something to do early game with your spare time.
On the other hand, ppl with this info can rush easier, like 6 pool, quite a bit better against those who don't know this. 0_o
Lol thanks for this.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
KevinIX
Profile Joined October 2009
United States2472 Posts
Last Edited: 2011-03-03 04:16:05
March 03 2011 04:09 GMT
#30
On March 03 2011 11:21 Axeinst wrote:
I dont really understand what OP is trying to say. Can someone explain shortly?

Thank you

I think the important thing to get out of this is that it's detrimental to "force" workers to mine 2 per close patch before each mineral patch has at least one worker assigned to it. But once that happens, (you reach 8 workers), then forcing workers to mine 2 per close patch is better than mining 4 close/4 far.
Liquid FIGHTING!!!
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 03 2011 04:12 GMT
#31
Very, very interesting. I think my baneling bust games will now be even more infinitely better than before!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Axeinst
Profile Joined March 2011
Belize281 Posts
March 03 2011 04:17 GMT
#32
On March 03 2011 13:09 KevinIX wrote:
Show nested quote +
On March 03 2011 11:21 Axeinst wrote:
I dont really understand what OP is trying to say. Can someone explain shortly?

Thank you

I think the important thing to get out of this is that it's detrimental to "force" workers to mine 2 to a patch before each mineral patch has at least one worker assigned to it.

Sorry but i still cannot understand.

I mean, can someone illustrate with picture what mineral patches are those "close" ones what are needed to use and should I have 2 workers on those patches or 3? This would help alot

Thank you
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 03 2011 04:23 GMT
#33
On March 03 2011 13:17 Axeinst wrote:
Show nested quote +
On March 03 2011 13:09 KevinIX wrote:
On March 03 2011 11:21 Axeinst wrote:
I dont really understand what OP is trying to say. Can someone explain shortly?

Thank you

I think the important thing to get out of this is that it's detrimental to "force" workers to mine 2 to a patch before each mineral patch has at least one worker assigned to it.

Sorry but i still cannot understand.

I mean, can someone illustrate with picture what mineral patches are those "close" ones what are needed to use and should I have 2 workers on those patches or 3? This would help alot

Thank you


...

You have 8 workers.
It's suggested that you keep them all on the patches that physically closer to your base (the middle ones) more so than separating them all on their own patches.

This topic is only about the beginning of the game. 2 per middle patch instead of separately everywhere.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Straught
Profile Blog Joined October 2010
Mexico157 Posts
March 03 2011 04:27 GMT
#34
If what you say is true (100 minerals) then I would consider that huge, it may be the difference between being able to put down an e-bay and keep pumping out units, or start a structure early. Besides, it's much more productive than spamming, and scouting isn't that APM consuming.

Grat post! Thanks OP!
RaptureLights
Profile Joined December 2010
50 Posts
March 03 2011 04:27 GMT
#35
Good information, but by this point it is somewhat common sence that 2 per close patch is more effective in a numbers game.

Overall, good post fror lower tier players =) Given I am still mid plat with like 2k ish or more bonus pool but that is because my inet is wireless right now and SUCKS!!!!!! >>;

Cannot wait till I get the money to run enough cat5 to go wired again,
Kaitlin
Profile Joined December 2010
United States2958 Posts
March 03 2011 06:37 GMT
#36
Just a couple things to add.

1. I can't remember where I heard this, but I remember a tip something along the lines of when a worker is about 25% complete (being produced), rally it to a mineral patch where the worker is just returning. So, if this holds true (even if it doesn't we can figure out exactly the timing), then look at the close mineral patches and pick one that is returning the minerals around that time.

2. This is something I'll keep in mind when I pick which probe / SCV / Drone to use to take off the line when I need something built.

3. I might also keep this in mind when I maynard to my new expansions. Not sure this one is worth the time as I usually just box and click.
Noxie
Profile Blog Joined April 2010
United States2227 Posts
March 03 2011 07:24 GMT
#37
Very interesting results. Would love to see some replays where it has made a difference maybe.
Feb
Profile Joined December 2010
98 Posts
March 03 2011 07:30 GMT
#38
so does this finally confirm that 20 workers is the saturation point on mineral lines and anything more is overkill (i had always assumed 20 as it works out to 2.5 per patch, but people more recently started saying 24 or 3 per patch)?
FalconPunch
Profile Blog Joined November 2010
United States134 Posts
March 03 2011 09:03 GMT
#39
On March 03 2011 09:56 Intense wrote:
I'm really struggling to beat the worker AI to achieve this, can someone give me some tips on how to do this?

This is how I'm trying right now at the start of the game:
1.Send workers to minerals.
2.Build worker.
3.Split.
4.Attempt to move workers 2 per close patch.

But the AI keeps moving them away, I'll send a worker to a close patch but then another worker will move to a far, I then try to move him to a close patch and then a different one moves to a far and so on.


You should try this for starters:
1. Build worker
2. Send all 6 to second from left (or right or top or bottom depending on position) mineral.
3. Grab 3 workers and send to middle or middle right (or left, bottom, top)

Basically in step 2, send your workers to the 2nd furthest mineral, and then split 3 to either a middle or closer mineral. If you're really gosu, send all 6 to far mineral, split middle 2 to middle mineral, and last 2 to closer mineral (and if you're 3x gosu, send the final worker to a separate mineral.)


Hell, just found this video:
You only live twice.
papaz
Profile Joined December 2009
Sweden4149 Posts
March 03 2011 09:12 GMT
#40
Good find but I hate all of these mineral patch findings

No offense to the OP, you did a great job finding this. But I would love if blizz could solve this whole mineral patch things so that:

1. Splitting doesnt give advantage
2. Choosing mineral patches doesnt give advantages

This part of SC2 is just annoying.
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