• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:42
CEST 11:42
KST 18:42
  • 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.net Map Contest #22 - Voting & Ladder Map Selection2Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
[BSL22] Non-Korean Championship from 13 to 28 June0Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th138Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League5
StarCraft 2
General
My starcraft 2 changes The Death of Cheese: From a Professional Cheeser StarCraft II 5.0.16 PTR Patch Notes may 26th Oliveira Would Have Returned If EWC Continued SC2 Parody - "Somebody That I Used to Troll"
Tourneys
Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 528 Infection Detected Welcome to the External Content forum Mutation # 527 Hell Train
Brood War
General
FlaShFTW vs A.Alm Grudge Match Event [BSL22] Non-Korean Championship from 13 to 28 June vespene.gg — BW replays in browser Quality of life changes in BW that you will like ? Data analysis on 70 million replays
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
ZeroSpace Megathread Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Warcraft III: The Frozen Throne
Dota 2
Official 'what is Dota anymore' discussion
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
How cold is too cold to be outdoors? US Politics Mega-thread Dating: How's your luck? Russo-Ukrainian War Thread Trading/Investing 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 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3834 users

The effect of larvae-mineral distance on Zerg. - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 8 9 Next All
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-12-01 22:12:56
December 01 2011 22:05 GMT
#121
--- Nuked ---
selaas
Profile Joined June 2011
Norway40 Posts
December 01 2011 22:07 GMT
#122
On December 02 2011 06:52 FreeTossCZComentary wrote:
Show nested quote +
On November 26 2011 05:29 TERRANLOL wrote:
On November 26 2011 05:00 Klondikebar wrote:
I feel like spawn locations is more comparable to white vs black in chess. Doesn't white have an extra 4% win rate or something? Based entirely upon "spawn color."



White has the higher winrate because white moves first.
Spawn color is how we identify who has the advantage, but it is not the advantage itself


You really think that first move is OP? Having first move can be even problem actually! Imagine 2 guys runing into minefield... one who runs in sooner is in worse position than one who runs in faster...


I guess this is off topic, but I guess I'd redirect you to this regarding the 'First-move advantage' in chess:

+ Show Spoiler +
The first-move advantage in chess is the inherent advantage of the player (called White) who makes the first move in chess. Chess players and theorists generally agree that White begins the game with some advantage. Statistics compiled since 1851 support this view, showing that White consistently wins slightly more often than Black, usually scoring between 52 and 56 percent. White's winning percentage[1] is about the same for tournament games between humans and games between computers. However, White's advantage is less significant in rapid games and in games between weaker players. - Wikipedia
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-12-02 00:27:44
December 01 2011 22:11 GMT
#123
On December 02 2011 06:22 1st_Panzer_Div. wrote:
Nice OP; but you have a serious flaw. Part A you just took self-admitted 'rough' numbers; despite making calculations based on a quarter of an in-game second, hopefully you can see the flaws in that; especially with what is below:

Part B Standard Deviation!

Below are my calculations based on your numbers, broken down in a uniform measurement of seconds. Again these are your numbers!
Top Deviation Calculation:
X1 = 386
X2 = 389
X3 = 392
Mean = 389 (heh, easy one)
Deviation = Root ( ((Mean – X1)^2 + (Mean – X2)^2 + (Mean – X3)^2)/ Number in Sample)
= Root( ( (389-386)^2 + (389-389)^2 + (389-392)^2 ) / 3 )
= 6

Bottom Deviation
Deviation = 6.2

So your claim is that there is a 6 second difference between mining times at the top and bottom. But the standard deviation for your top and bottom tests are at least as big.

This means that if you ran only the top 66% of your data would be 389 seconds, give or take 6 seconds. And 33% of the time it would be MORE than 6 seconds difference. Or phrased this way, running only the top experiment, your data would be 380-392 seconds most of the time; with a large chunk of it outside of even those time ranges. And this is just what the data that you provided says will happen if you alone try experimenting only the top part.

The idea behind your experiment is awesome, but you need either a much larger sample size, and likely more practice at it to keep your deviation to a minimum. Because right now I can claim with over 91% confidence (look up confidence intervals if you're curious) that based on your data the mining time between the top and the bottom are EXACTLY the same time. Which we know by observation isn't true.

A plea to everyone reading this thread; if you have GM or above mechanics, please help the OP out, try the top/bottom mining experiment. Do it 10 times to warm up. Do it 20 times to record the time top. Then do the same thing for the bottom. Give the OP your 20 Top and 20 bottoms (and please be honest) and then he can come back with meaningful numbers. He's got a great idea and even a good start, it's just the numbers he has don't prove anything. (Seriously if like... Sheth did this, you could have pretty fantastic data with maybe even an 80% CI.)


There is an equation for a sample and a control, since we have multiple tests, but I can't remember what it was. It would probebly be better but if anyone wants to help me do testing it'd be great.

The build is

9 OL
13 scout
15 pool
16 @150 minerals extractor
15 hatchery
14 queen
16 OL
16 zergling
19 lair
22 queen
24 OL
24 creep tumor "first queen does inject ,tumor, inject"
30 hydralisk den
32 overlord
4 zerglings
36 overlord
3 hydralisks

P.S. Also, someone else created a model based on my first observation that matched, almost exactly, my result. As for A, I also rounded down my answer to the minimum difference at 2 seconds and still found an 8 mineral difference.
An ignorant person makes a mistake. A stupid person makes it again.
Brotatolol
Profile Blog Joined November 2010
United States1742 Posts
December 01 2011 22:13 GMT
#124
I have always wondered about this but never really messed around with it, it would be cool if they changed it so that larvae spawned the same distance away from the minerals.

Nice work testing it and everything, I never thought there was that much of a difference.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-12-01 22:22:31
December 01 2011 22:21 GMT
#125
--- Nuked ---
-stOpSKY-
Profile Joined September 2010
Canada498 Posts
Last Edited: 2011-12-01 22:38:23
December 01 2011 22:37 GMT
#126
Im not disagreeing with the results you found but I will definitely disagree with this statement; "While the difference between a close larvae-mineral position and a distant one won’t cause a great player to lose to a terrible one it can still have a marked effect on a game between two players of equal skill."

NesTea won a GSL with a flawless record. So clearly the "marked effect on a game between two players of equal skill" isnt very drastic and need not be attended to.

And a human performing a "highly accurate build" to test such a hypothesis is kind of ironic? Dont you think?
Artisian
Profile Joined October 2010
United States115 Posts
December 01 2011 22:48 GMT
#127
For every disadvantage there should be some advantage as well... I wonder how much faster a rush(such as an 8 pool) reaches your opponents base if your larva spawn closer to your ramp?

Maybe on most maps you can make up for that eco disadvantage with a rush advantage?
Supply is a conspiracy against me...
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2011-12-01 22:51:16
December 01 2011 22:48 GMT
#128
On December 02 2011 07:37 stOpSKY wrote:
Im not disagreeing with the results you found but I will definitely disagree with this statement; "While the difference between a close larvae-mineral position and a distant one won’t cause a great player to lose to a terrible one it can still have a marked effect on a game between two players of equal skill."

NesTea won a GSL with a flawless record. So clearly the "marked effect on a game between two players of equal skill" isnt very drastic and need not be attended to.

And a human performing a "highly accurate build" to test such a hypothesis is kind of ironic? Dont you think?


SC2 is a game of timings. It's difficult to point out games where this small positional imbalance could affect a game because it's overshadowed, -usually-, by much larger mistakes. When you see on the production one timing slower than the other leading to a huge window for instant victory, it's very easy to simply accept that one timing was faster and there was nothing behind it other than inferior mechanics. These seconds are so precious in defending/executing timing attacks.

Although there's no Z, the most obvious example of how having ANY aspect of your build being a little late can get you killed is PvP. It's extremely obvious, warp gate is a huge timing, and delaying your gateway/core/warpgate all add up to delaying it, and the ramifications are immediate when his units are warping in before your warpgate is even finished. Hongun fought Deezer earlier, 4 gated him against a counter 4 gate with sentries and a complete wall-in at his front and Deezer still got rolled. With a late warp gate that hongun noticed- and im sure Deezer knew it too. I don't remember who Sase fought but in code A his WG was behind by over 10 seconds which is kind of dramatic, but still, he straight up died to a 4 gate.

Point being, when the seconds add up, and as SC2 gets more and more mapped out, these miniscule imbalances become bigger and bigger as timings become etched into stone.
Steel
Profile Blog Joined April 2010
Japan2283 Posts
December 01 2011 22:50 GMT
#129
This is the main reason why I lose ZvZ
Try another route paperboy.
Eschaton
Profile Joined May 2010
United States1245 Posts
Last Edited: 2011-12-01 22:56:20
December 01 2011 22:54 GMT
#130
I always stress about this when making a drone, trying to send it to the optimal mineral patch to avoid circumnavigating the hatch; another variable is that the cocoon position is not constant. I'm glad you went into this amount of detail on it, so at least i can think "well there goes 10 mins" rather than just having anxiety over the unknown quantity of lost economy.

On November 27 2011 13:14 Goldfish wrote:
IMO they should make it balance by allowing you to control where the larva spawns/patrol. Protoss + Terran can already do this technically (rally their workers, then they'll spawn in the direction you rally).


A third rally point from the hatch for larvae would be quite nice. I've accidentally trapped a spawned ultralisk due building placement and wandering larva.
chaopow
Profile Joined March 2011
United States556 Posts
December 01 2011 22:59 GMT
#131
I've always thought that this was kind of important, and apparently it is! They really should patch it so that all larvae are either closer to the minerals or always farther. This kind of disadvantage, although small, is really not needed and it can be easily fixed.

Also, they should allow terran buildings to choose which side they want to put the add-on on. Its just small and unnecessary disadvantages.
Soowoo AD.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-12-01 23:37:55
December 01 2011 23:36 GMT
#132
--- Nuked ---
Scisyhp
Profile Blog Joined April 2011
United States200 Posts
December 01 2011 23:49 GMT
#133
Honestly I think this is negligible compared to a much more overt problem with larvae spawning. When you are cheesed in ZvZ, and your larvae are away from your mineral line, you have no real way to protect your eggs from being surrounded and your zerglings slaughtered upon spawn. When your larvae are in your mineral line, you can use your drones to protect your producing zerglings. Similar things can occur for siege tanks in range of the closer side of the hatchery, etc. I think this has much bigger implications than any small economic difference.
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-12-02 00:00:29
December 01 2011 23:54 GMT
#134
I've done more samples which means more data points. It would be too difficult to upload every replay I have but I do have them saved. I guess i could email the replays to people if they really wanted it and gave a good reason in PM.

Combined new & old data

Close mineral-larvae position
+ Show Spoiler +

6:23
6:20
6:24
6:26
6:23
6:25
Average: 6:23.5
Best: 6:20


Far position
+ Show Spoiler +

6:26
6:29
6:32
6:25
6:27
6:28
6:30
6:31
Average: 6:28.5
Best: 6:25
An ignorant person makes a mistake. A stupid person makes it again.
Kharnage
Profile Joined September 2011
Australia920 Posts
December 01 2011 23:56 GMT
#135
On November 26 2011 04:49 decemberscalm wrote:
Show nested quote +
On November 26 2011 04:45 Klondikebar wrote:
On November 26 2011 04:43 Zephirdd wrote:
now larvae must spawn closer to minerals for all hatcheries.

That or add a rally for larvae(limit distance to very close to hatchery). While you are at it add a rally for overlords. And let addons be placed with mouse instead of being locked on a position.

Game fixed.


You assume it's broken...it could very well be that this is just a tiny way that maps create diversity of play.

Difference does not necessarily mean problem.

Someone is ALWAYS behind the other player by default of spawn positions. That is an unfair, undue advantage.


Maybe the top spawning player should be thinking defensive. The slghtly stronger economy won't be enough to take away the defenders advantage so in ZvZ it's probbly smarter to aggressive only if you're sure you're better than your opponent or if you have the better spawn position, or if you're july zerg
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
December 01 2011 23:56 GMT
#136
New patch : Spawned larva slowly crawl toward offensive rally point (but still die if off creep).

:D
I'm actually Fleetfeet D:
Tektos
Profile Joined November 2010
Australia1321 Posts
December 01 2011 23:57 GMT
#137
Build a spawning pool / evo chamber / roach warren / any building at the bottom of your hatch and it shifts the larvae around your hatch, closer to your mineral patches.
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
Last Edited: 2011-12-02 01:35:56
December 02 2011 00:06 GMT
#138
On December 02 2011 08:54 Duban wrote:
I've done more samples which means more data points. It would be too difficult to upload every replay I have but I do have them saved. I guess i could email the replays to people if they really wanted it and gave a good reason in PM.

Combined new & old data

Close mineral-larvae position
+ Show Spoiler +

6:23
6:20
6:24
6:26
6:23
6:25
Average: 6:23.5
Best: 6:20


Far position
+ Show Spoiler +

6:26
6:29
6:32
6:25
6:27
6:28
6:30
6:31
Average: 6:28.5
Best: 6:25


I'll gladly run these numbers again when I get home and post the results.

Okay I only did the far position; and I actually did it by hand on the bus, but this is much better;
Sigma aka Standard Deviation is 2.69 (give or take .02 seconds)

If I assume that the close position is the same, at the very least it makes it more likely than not that far position does in fact take longer; I'm guessing 20 results indeed should give a pretty good interval of how many seconds you lose.

It is very interesting that this is a much larger difference than I would have thought.
Manager, Team RIP ZeeZ
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
December 02 2011 00:13 GMT
#139
Every time i spawn on the top of the Map with Zerg and my Larvae are far from the minerals i get irritated. (Mid-Master)
Never GG MKP | IdrA
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-12-02 03:34:51
December 02 2011 03:22 GMT
#140
Please don't use gs to mean game seconds — just use s — especially when you already explained that it's game seconds and not absolute/real seconds on 'faster' game speed. You don't see Liquipedia using gs.

All that said, I hate how in brood war the imbalance was/is like 5x-10x as bad as it is in Starcraft 2.
On December 02 2011 08:57 Tektos wrote:
Build a spawning pool / evo chamber / roach warren / any building at the bottom of your hatch and it shifts the larvae around your hatch, closer to your mineral patches.
doesn't fix the problem though, and in fact causes more harm than good in my opinion (splitting larva up across both sides of the building). It's also rather difficult to build buildings where your larva are considering that there's usually at least 1 egg blocking the way.

On December 02 2011 07:54 Eschaton wrote:
A third rally point from the hatch for larvae would be quite nice.

Yeah, but I don't even think they need a third rally. I don't think anyone will at all care that their army units morph on the same side their drones do — it's the worker spawn point that matters.

Just having the drone rally point work as the direction for the larva spawn & cluster/rally would work fine in my opinion. It's not like they'd have trouble moving around the drones — they can walk right through them. (it was a problem in BW though)


On December 02 2011 06:22 1st_Panzer_Div. wrote:
A plea to everyone reading this thread; if you have GM or above mechanics, please help the OP out, try the top/bottom mining experiment. Do it 10 times to warm up. Do it 20 times to record the time top. Then do the same thing for the bottom. Give the OP your 20 Top and 20 bottoms (and please be honest) and then he can come back with meaningful numbers. He's got a great idea and even a good start, it's just the numbers he has don't prove anything. (Seriously if like... Sheth did this, you could have pretty fantastic data with maybe even an 80% CI.)

Better to have a computer to it to get the true difference, in my opinion. That said, pros' results could be useful too, since the discrepancy vs a computer and a player could be quite significant, but overall the consistency of a computer makes it an absolutely fantastic tool to measure things like this.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Prev 1 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 18m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft747
Livibee 91
StarCraft: Brood War
Rain 16680
Calm 10055
Shuttle 1453
actioN 987
BeSt 265
Sharp 118
hero 101
ToSsGirL 90
Pusan 89
sSak 82
[ Show more ]
sorry 30
Shinee 29
ggaemo 24
Liquid`Ret 23
Hm[arnc] 13
IntoTheRainbow 7
Counter-Strike
olofmeister1754
shoxiejesuss901
allub144
Other Games
ceh9566
Sick103
RuFF_SC218
Organizations
Other Games
gamesdonequick720
StarCraft: Brood War
UltimateBattle 70
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• LUISG 37
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis5941
• Jankos1325
• Stunt770
Upcoming Events
The PondCast
18m
Kung Fu Cup
1h 18m
uThermal 2v2 Circuit
5h 18m
Maestros of the Game
5h 48m
ByuN vs herO
Rogue vs Bunny
Replay Cast
14h 18m
Replay Cast
23h 18m
WardiTV Spring Champion…
1d 1h
OSC
1d 3h
Maestros of the Game
1d 5h
Serral vs Percival
SHIN vs ShoWTimE
Replay Cast
1d 23h
[ Show More ]
uThermal 2v2 Circuit
2 days
Maestros of the Game
2 days
Clem vs Lambo
Zoun vs SKillous
Replay Cast
2 days
Solar vs Classic
uThermal 2v2 Circuit
3 days
Grudge Match
3 days
FlaShFTW vs A.Alm
GSL
3 days
herO vs Rogue
Maru vs Cure
Patches Events
4 days
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
4 days
Monday Night Weeklies
5 days
Sparkling Tuna Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

KK 2v2 League Season 1
RSL Revival: Season 5
Heroes Pulsing #1

Ongoing

BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
2026 GSL S2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
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

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.