• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:14
CEST 08:14
KST 15:14
  • 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
TL Team Map Contest #5: Presented by Monster Energy2Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3
Community News
Code S RO8 Results + RO4 Bracket (2025 Season 2)4BGE Stara Zagora 2025 - Replay Pack2Weekly Cups (June 2-8): herO doubles down1[BSL20] ProLeague: Bracket Stage & Dates9GSL Ro4 and Finals moved to Sunday June 15th13
StarCraft 2
General
The SCII GOAT: A statistical Evaluation Code S RO8 Results + RO4 Bracket (2025 Season 2) How herO can make history in the Code S S2 finals TL Team Map Contest #5: Presented by Monster Energy Jim claims he and Firefly were involved in match-fixing
Tourneys
[GSL 2025] Code S: Season 2 - Ro8 - Group A [GSL 2025] Code S: Season 2 - Ro8 - Group B RSL: Revival, a new crowdfunded tournament series SOOPer7s Showmatches 2025 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BGH auto balance -> http://bghmmr.eu/ BW General Discussion FlaSh Witnesses SCV Pull Off the Impossible vs Shu StarCraft & BroodWar Campaign Speedrun Quest Will foreigners ever be able to challenge Koreans?
Tourneys
[Megathread] Daily Proleagues [BSL20] ProLeague Bracket Stage - Day 4 [BSL20] ProLeague Bracket Stage - Day 3 [ASL19] Grand Finals
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Beyond All Reason What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Who’s Getting the Effortless-Chic Look Just Right?
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Vape Nation Thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
NHL Playoffs 2024 TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 27081 users

The effect of larvae-mineral distance on Zerg. - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
LoKi-
Profile Joined May 2011
United States121 Posts
November 26 2011 07:02 GMT
#81
On November 26 2011 04:42 MoreFaSho wrote:
This is why I always 6-pool when I get top spawn on shakuras, drones start on right side and lings pop on right side. Makes rush 0.5s more effective.


Can't tell if trolling or serious... ¬.¬

In all honesty, I think this is a really interesting find. It's something I think Blizzard should definitely fix, although right now it shouldn't be their utmost priority, as I think SC2 has some bigger issues than this that are more pressing right now (maps in general, fine-tweaking unit balance, LAN). However, there's really no excuse NOT to fix this... It's an unnecessary disadvantage for zerg.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
Last Edited: 2011-11-26 07:14:40
November 26 2011 07:07 GMT
#82
Some races have it harder in certain positions. Terran can't choose which side to build their add-ons on, it is always the same no matter where their ramp is located. It is just a certain tweak of a race and should not be something to be concerned with that much at all. While there may be a certain difference, it all depends on map and positioning and is not important.

It is like trying to argue that because certain positions are harder to wall-off, then we have an imbalanced situation because toss might have to build an extra pylon if they spawn on top than if they spawn on bottom. It is the nature of the game.

Why not make all races the same? Every game should be TvT on an exact 2 player mirror map. Oh wait, that won't work because the ramps will be different and the add-ons barracks don't build on the same side...damn. The game is completely broken and zergs will never win anything.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Wafflelisk
Profile Joined October 2011
Canada1061 Posts
November 26 2011 07:34 GMT
#83
But it's not really difference for the purpose of having a fresh and exciting game, it's (in a TvT or ZvZ) one side being objectively worse than the other, which is of course imbalanced. Not a huge deal, no, but I feel the game should be as balanced as it possibly can. I hope this is fixed for HotS.
Waffles > Pancakes
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
Last Edited: 2011-11-26 07:46:44
November 26 2011 07:44 GMT
#84
On November 26 2011 16:34 Wafflelisk wrote:
But it's not really difference for the purpose of having a fresh and exciting game, it's (in a TvT or ZvZ) one side being objectively worse than the other, which is of course imbalanced. Not a huge deal, no, but I feel the game should be as balanced as it possibly can. I hope this is fixed for HotS.


But it was the same in Brood War. SCVs came out of certain points and larvae sat in certain areas and it did not really affect it. I think it is fuss over basically nothing. The more of this type of "balancing" that occurs, the less dynamic the game will be and the more similar races will feel. It is just the nature of the race.

Also...how do you suggest that they fix this? Zerg can't spawn on top positions? Larvae and drones spawn behind the hatches? That would just create more situations that are stupid and people will work out ways to complain about that as well.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
November 26 2011 08:05 GMT
#85
This is really interesting. These small things can really add up. Like, if you split your drones at the start well, stack them on close patches and your drones spawn close to mineral patches at start imagine how much faster your build can be in a mirror matchup where every second counts, especially ZvZ (faster pool-->extractor-->ling speed=could be an advantageous fight for you).
Nemireck
Profile Joined October 2010
Canada1875 Posts
November 26 2011 08:15 GMT
#86
Thanks for working out the raw data.

It would be nice if something were done to get larva spawning on the correct side of the hatchery at all times, but I don't think 6 in-game seconds is game-breaking. Nice to see it's only a relatively small difference.
Teamwork is awesome... As long as your team is doing all the work!
ChineseWife
Profile Joined August 2010
United States373 Posts
Last Edited: 2011-11-26 08:21:56
November 26 2011 08:19 GMT
#87
On November 26 2011 05:03 Flonomenalz wrote:
Show nested quote +
On November 26 2011 04:57 ChineseWife wrote:
now lets compare the effects of larva inject on creating workers to that of the other races...

Nice QQ buddy. Get out of gold first.

@OP - Very interesting stuff. Little things like this go a long way in games at the top level... hope to see more threads like this!

User was warned for this post


never been in gold, so thx. im just saying that it doesn't appear to have an effect on balance, since zerg is pretty good as is.

edit: grats on diamond lmao
Oops I made no units
roymarthyup
Profile Joined April 2010
1442 Posts
November 26 2011 08:38 GMT
#88
i agree this should be fixed. i dont like zerg having more power depending on their start position

to fix this, all larva should spawn away from the minerals no matter what. that way zergs will no longer get to be 8% ahead. wow 8% holy crap who woulda guessed a zerg will have 8% more economy simply based on his spawn location.
ShineOnYou
Profile Joined November 2011
93 Posts
November 26 2011 08:43 GMT
#89
irrelevant thread imo
¯\_(ツ)_/¯
MVTaylor
Profile Blog Joined October 2011
United Kingdom2893 Posts
Last Edited: 2011-11-26 08:47:17
November 26 2011 08:46 GMT
#90
On November 26 2011 04:40 SafeAsCheese wrote:
Show nested quote +
On November 26 2011 04:37 Ghoststrikes wrote:
That is interesting, but I might add that those map differences do not only affect zerg. Terrans have their add-on placement that changes if they want to properly wall off. I'm pretty sure it does not affect protoss walloffs, because basically you can make units spawn from either side of a building.

I agree that this difference might be significant in the case of a game agaiinst the AI where you hit everything dead on an no micro is required. In a real game, however, even a 2 second delay on a larvae inject will nullify any "advantage" you get by a good spawn position, so while I agree the exponential nature zerg economy grants the spawns a bigger and bigger advantage (or disadvantage), I just don't see it really being a cause for loss/win in even pro games today.



6 second difference could mean your zergling speed is 6 seconds later, which means your 4-6 zerglings get caught by their speedlings with similar openings.

That's quite important.


Ah but snice their zerglings spawn closer to the minerals it will take them longer to run to the centre of the map!


On November 26 2011 17:43 ShineOnYou wrote:
irrelevant thread imo


Completely agree
@followMVT
MaV_gGSC
Profile Blog Joined November 2010
Canada1345 Posts
November 26 2011 08:50 GMT
#91
It's good that people are taking even the smallest things into account. However I feel that our attention is better directed at other, MORE SIGNIFICANT things in the game. If you put the same effort you put into this guide into a guide about taking something like taking quick 3rd/4th etc and how to defend strong pushes when taking risks macro wise etc, that would help the community more.

I'm not just bashing on you. There has been a couple of threads here in the last few weeks about little things like splitting first vs making worker and stuff like this. I feel that the benefits of experimenting things like this is not worth it for the time you spend on it.
Life's good :D
LanZ
Profile Joined June 2007
35 Posts
November 26 2011 09:19 GMT
#92
I remember most maps in BW tried to counter this problem by placing the minerals either to the left or to the right of the hatchery/cc/nexus. Maybe that would help out with the tiny difference for ZvZ, although personally, this doesn't really affect the game much. Instead of QQ'ing, just adapt to it?
Go Bisu ~ JangBi !!!
Werk
Profile Blog Joined October 2010
United States294 Posts
November 26 2011 09:29 GMT
#93
ive seen some people put their evo chambers in spots that will the larvae a little little closer to the minerals, i Always was annoyed that scvs and probes pop out on any Side of a building but drones don't = (
Do Werk Son
stevarius
Profile Joined August 2010
United States1394 Posts
November 26 2011 09:29 GMT
#94
This too?

I'm still highly pissed off about the way drones attack.
¯\_(ツ)_/¯
DanceSC
Profile Blog Joined March 2008
United States751 Posts
November 26 2011 09:49 GMT
#95
I dont play zerg, but this was the first thing that came to my mind when I first played sc2 after release. This only came to mind because workers use to always spawn out of the bottom left corner of your nexus/cc/hatch. Then I look at how fast zerg can pump out workers in comparison to the other two races and realize that it is so petty :/

you never saw pros whine about their mineral line located on the right side and their opponents located on the left.
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
RevOrchid
Profile Joined February 2011
Canada68 Posts
November 26 2011 09:52 GMT
#96
This idea is completely negligible in the current state of the game... not saying that it's useless data, but it's irrelevant until the game develops further. It's the same as splitting your workers; you do not lose a game, and blame it on a bad split. I guess there's a point in that it is practically a free advantage given by the game, but I honestly can't see this advantage becoming a factor until maybe when the metagame calms down, and players have a stronger grasp on the game.
SocialisT
Profile Joined July 2011
Sweden160 Posts
November 26 2011 10:09 GMT
#97
The Marginal Advantage.
"There is nothing cooler than being proud of the things you love" - Day9
Big G
Profile Joined April 2011
Italy835 Posts
November 26 2011 10:10 GMT
#98
On November 26 2011 05:50 Cascade wrote:
Nice analysis.

Theres a shortcut though.
Once you have measured the 2.5 second delay, you can calculate the delay as function of number of built drones:

The first 7 drones (including the first you built) will be 2.5 seconds late. Thus, i fyou stay on a 7 drone eco (ohai 7 pool!! ^^) everything you build will be 2.5 seconds late. If you build more drones, your 8:th drone will also be 2.5 seconds late to build, and with the extra walk distance, it will be 5 seconds late to the minerals, thus your 8 drone eco will be 2.5*7/8 + 5.0*1/8 = 2.8 seconds late. By generalising this argument, you can define a function d(N) which is the dealy in yuor total economy after N built drones. We know that

d(7) = 2.5

and we know that drone number N+1 will be built with a delay d(N), and arrive at the minerals with a delay d(N)+2.5. Thus, your N+1 drone eco will be delayed by

d(N+1) = N/(N+1)d(N) + 1/(N+1)(d(N)+2.5) = d(N) + 2.5/(N+1)

from this, by recursion it is easy to see that

d(N) = 2.5 + 2.5*sum_{n = 8 to N} 1/n

So the result is:

number of built drones --> delay of economy in gs
6 --> 2.5
10 --> 3.3
15 --> 4.3
20 --> 5.0
25 --> 5.6
30 --> 6.0
40 --> 6.7
50 --> 7.3
60 --> 7.7
80 --> 8.4

which is consistent with your result within your error margin, as I guess your build had around 30-40 drones.

Feel free to add it to the OP if you want, and also feel free to rewrite it better formulated consistent with your format.

Don't know if this makes sense if you consider that drones are produced 3-4 at once after the queen is out.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
November 26 2011 10:13 GMT
#99
the metagame will fix it
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-11-26 19:35:06
November 26 2011 19:32 GMT
#100
On November 26 2011 19:13 Endymion wrote:
the metagame will fix it

Please explain how playing differently could affect this. I'm not necessarily promoting any change but your statement makes no sense to me and is asserted without giving evidence or reason.
An ignorant person makes a mistake. A stupid person makes it again.
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #15
TBD vs ArTLIVE!
Liquipedia
Replay Cast
00:00
uThermal 2v2 Circuit: May
Liquipedia
OSC
21:00
Mid Season Playoffs
ArT vs ReBellioN
HonMonO vs Ziomek
Shameless vs LunaSea
MilkiCow vs GgMaChine
Moja vs HiGhDrA
Jumy vs TBD
Demi vs NightPhoenix
Solar vs Cham
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 279
Livibee 116
StarCraft: Brood War
Hyuk 1903
Leta 304
JulyZerg 154
ToSsGirL 77
TY 62
Nal_rA 61
Shine 20
soO 0
Counter-Strike
Stewie2K1380
Other Games
summit1g7938
C9.Mang01489
Organizations
Dota 2
PGL Dota 2 - Secondary Stream3394
StarCraft: Brood War
UltimateBattle 27
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH295
• Light_VIP 98
• practicex 32
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 71
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift5248
• Stunt439
• HappyZerGling118
Other Games
• Scarra1622
Upcoming Events
WardiTV Invitational
4h 46m
HiGhDrA vs Nicoract
MaNa vs HiGhDrA
HiGhDrA vs Reynor
Nicoract vs Reynor
MaNa vs Nicoract
MaNa vs Reynor
MaxPax vs Spirit
Krystianer vs Spirit
OSC
6h 46m
BSL 2v2 ProLeague S3
12h 46m
Korean StarCraft League
20h 46m
SOOP
1d 2h
sOs vs Percival
CranKy Ducklings
1d 3h
WardiTV Invitational
1d 4h
Cheesadelphia
1d 8h
CSO Cup
1d 10h
BSL: ProLeague
1d 11h
Hawk vs UltrA
Sziky vs spx
TerrOr vs JDConan
[ Show More ]
GSL Code S
2 days
Rogue vs herO
Classic vs GuMiho
Sparkling Tuna Cup
2 days
BSL: ProLeague
2 days
Bonyth vs Dewalt
Cross vs Doodle
MadiNho vs Dragon
Replay Cast
2 days
Wardi Open
3 days
Replay Cast
3 days
Replay Cast
4 days
RSL Revival
4 days
Cure vs Percival
ByuN vs Spirit
RSL Revival
5 days
herO vs sOs
Zoun vs Clem
Replay Cast
5 days
The PondCast
6 days
RSL Revival
6 days
Serral vs SHIN
Solar vs Cham
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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 © 2025 TLnet. All Rights Reserved.