• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:31
CEST 02:31
KST 09:31
  • 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 #21: Voting5[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Weekly Cups (Oct 6-12): Four star herO65.0.15 Patch Balance Hotfix (2025-10-8)74Weekly Cups (Sept 29-Oct 5): MaxPax triples up3PartinG joins SteamerZone, returns to SC2 competition325.0.15 Balance Patch Notes (Live version)119
StarCraft 2
General
TL.net Map Contest #21: Voting 5.0.15 Patch Balance Hotfix (2025-10-8) The New Patch Killed Mech! Ladder Impersonation (only maybe) Weekly Cups (Oct 6-12): Four star herO
Tourneys
LiuLi Cup - September 2025 Tournaments Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Tenacious Turtle Tussle WardiTV Mondays
Strategy
Custom Maps
External Content
Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers Mutation # 492 Get Out More
Brood War
General
Pros React To: BarrackS + FlaSh Coaching vs SnOw Whose hotkey signature is this? BW caster Sayle BW General Discussion ASL20 General Discussion
Tourneys
[Megathread] Daily Proleagues [ASL20] Semifinal A [ASL20] Semifinal B [ASL20] Ro8 Day 4
Strategy
Current Meta BW - ajfirecracker Strategy & Training Siegecraft - a new perspective TvZ Theorycraft - Improving on State of the Art
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Dawn of War IV Path of Exile
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
SPIRED by.ASL Mafia {211640} TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Men's Fashion Thread Sex and weight loss
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Inbreeding: Why Do We Do It…
Peanutsc
From Tilt to Ragequit:The Ps…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2154 users

The effect of larvae-mineral distance on Zerg. - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 Next All
xOff
Profile Joined October 2010
United States247 Posts
December 02 2011 03:26 GMT
#141
Really slight positional imbalance affects all races.

If i spawn on the left side of the map vs the right, i use the add-on of my rax to complete my wall in makings it significantly weaker to baneling busts. Its annoying but not game-breaking.
Anything can be accomplished through sheer discipline.
SkimGuy
Profile Joined December 2010
Canada709 Posts
December 02 2011 03:27 GMT
#142
Just bring back the overlord bug
paintfive
Profile Joined September 2011
785 Posts
Last Edited: 2011-12-02 03:34:35
December 02 2011 03:34 GMT
#143
this is minor compared to the difficulties protoss faces if they want to FFE. Some naturals on the same map require 3-4 buildings while some will take 2.
Xapti
Profile Joined April 2010
Canada2473 Posts
December 02 2011 03:37 GMT
#144
On December 02 2011 12:34 paintfive wrote:
this is minor compared to the difficulties protoss faces if they want to FFE. Some naturals on the same map require 3-4 buildings while some will take 2.

that's more a problem of the map than a problem with the game. Yes the map can fix the games problems (resulting in either other positional imbalances on the map, or very bland/similar maps), but anything where changing the game instead of the map will fix the problem should be done.
"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!"
Mr Showtime
Profile Joined April 2011
United States1353 Posts
December 02 2011 03:43 GMT
#145
The reason you should do a worker split at the beginning of the game is that you can save ~2 seconds, and many people find that essential. In light of that, a 6 second difference is MASSIVE. Nice work.
johngalt90
Profile Joined May 2010
United States357 Posts
December 02 2011 03:44 GMT
#146
This problem existed in BW too, it never was a big deal. It doesnt seem to be problematic here either. Personally i think load screen lag is a bigger problem than this.
fuck the haters
Conquerer67
Profile Joined May 2011
United States605 Posts
December 02 2011 05:58 GMT
#147
On December 02 2011 12:37 Xapti wrote:
Show nested quote +
On December 02 2011 12:34 paintfive wrote:
this is minor compared to the difficulties protoss faces if they want to FFE. Some naturals on the same map require 3-4 buildings while some will take 2.

that's more a problem of the map than a problem with the game. Yes the map can fix the games problems (resulting in either other positional imbalances on the map, or very bland/similar maps), but anything where changing the game instead of the map will fix the problem should be done.


It's actually more of a positional problem than a map or a game problem. On Shakuras, if I spawn at 5 or 7 o'clock positions, then I get more money than if I had spawned at the top. Protoss has to wall with the same number of buildings, regardless of position, on a single map.
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
hersenen
Profile Joined November 2011
Belize176 Posts
December 02 2011 06:19 GMT
#148
Oh so this is whats been holding me back from becoming Grandmaster league! Darn you Blizzard!

Good to see someone collecting real data to put the debate to rest.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
December 02 2011 07:36 GMT
#149
Actually this problem spirals out of control for Zerg, because their drone timing isn't limited by constant production of their main building. This means if the drones reach the mineral patches 2.5 seconds later, the second drone built will be delayed by 2.5 seconds (because the initial drones that have to mine the 50 minerals are 2.5 gs late) and then takes another 2.5gs more to reach the patch.

With this in mind, it's actually surprising, that in a ZvZ mirror we don't see pronounced differences depending on the start positions.
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-12-02 16:31:31
December 02 2011 16:25 GMT
#150
On December 02 2011 15:19 hersenen wrote:
Oh so this is whats been holding me back from becoming Grandmaster league! Darn you Blizzard!

Good to see someone collecting real data to put the debate to rest.

Real data is the best data :-).

Anyways, I won't deny that how large a difference it makes depends on the build and metagame. I don't want to make predictions because of that. I just needed to show a single situation where the difference is noteworthy to say that the larvae-mineral distance can affect the game in some situations, if not all.
An ignorant person makes a mistake. A stupid person makes it again.
driftme
Profile Joined June 2010
United States360 Posts
Last Edited: 2011-12-02 16:32:25
December 02 2011 16:31 GMT
#151
each race is affected by positional things on every map... it introduces a slight variance to each game and is good.

for instance, nerazim crypt... terrans have to travel uber far to wall off. mining time lost. i dont care about your larva positioning lol
gr8stalin
Profile Joined September 2011
United States20 Posts
December 02 2011 16:37 GMT
#152
So where's the linear relationship test between this and the loss rate of Zerg players?
spase marens
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
December 02 2011 16:40 GMT
#153
On December 02 2011 12:43 Mr Showtime wrote:
The reason you should do a worker split at the beginning of the game is that you can save ~2 seconds, and many people find that essential. In light of that, a 6 second difference is MASSIVE. Nice work.

Not really. That 2 second benefit from worker splitting comes IMMEDIATELY, whereas the 6 second difference with this is gradually built up as drones are produced over the course of several minutes.
Sometimes I sits and thinks, and sometimes I just sits
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
December 02 2011 16:43 GMT
#154
Good job, you've proved that some spawns net a 3 game second advantage over other spawns.

3 game seconds is nothing.
Bora Pain minha porra!
BBQSAC
Profile Joined August 2011
Australia89 Posts
December 02 2011 16:51 GMT
#155
A good read and quite interesting, props for finding stuff out 'cause you can, that mentality always makes me happy. I somehow doubt it has enough of an in-game effect to warrant some of the concern expressed in this thread though Typing "gl hf" at an inopportune moment will nullify your advantage lol
Pie Jesu Domine, dona eis requiem.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
December 02 2011 17:02 GMT
#156
On November 26 2011 04:49 DoubleReed wrote:
Maybe the larva could drift in the general direction of the worker rally. Other than that, it's minor enough to not need changing. Certainly not as significant as the add-on issues that terran has.

Actually this is more important then addon issue because the addon does not impair worker production and mining speed and as a result does not give a economy lead that only gets bigger to one side because of spawn position.
1Lamb1Rice
Profile Joined August 2010
United States435 Posts
December 02 2011 17:07 GMT
#157
I've always thought about this and hated when i have unfavorable spawns like that, especially in zvz. Thanks for cranking these numbers.
twitch.tv/lambnrice @LambNRice
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
December 02 2011 20:11 GMT
#158
The initial 6 drones with any distance disadvantage would be the same across all 3 races right?
Ignorant prodigy
Profile Blog Joined October 2009
United States385 Posts
December 02 2011 21:04 GMT
#159
Can you quantify the effect this has on reinforcing your army during battle?
Is there a bit of washing considering?

I mean in ZvZ ling battles (especially early on) reinforcements become a factor
http://www.twitch.tv/ignorantprodigy playing masters random with no hotkeys......big pimpin'
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2011-12-02 22:05:38
December 02 2011 21:54 GMT
#160
On November 26 2011 18:52 RevOrchid wrote:
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.


Well we still don't see everyone pairing their workers, you're right that it won't be a factor until later on, but I think it's good to point it out with all this data beforehand. Maybe Blizzard or map designers can fix it before it becomes a tangible problem.

Having this data out could change the metagame rapidly, all zergs should be paying attention to their spawns and then trying to squeeze in a drone here and there more than they would in the inferior spawn. I would suspect some zergs already do this of course they wouldn't have wanted to share it with the world.


On December 03 2011 06:04 Ignorant prodigy wrote:
Can you quantify the effect this has on reinforcing your army during battle?
Is there a bit of washing considering?

I mean in ZvZ ling battles (especially early on) reinforcements become a factor


That seems incredibly hard to calculate because more often than not one player or another already has an overwhelming advantage. For example if you are about to lose a game because you need 10 more seconds for your lings to finish the 1 second or so advantage of reinforcement would not really effect either side. Also keep in mind because of creep the time difference in units will always be smaller than it is with drones, on top of economy nearly always (outside of early all ins) being a better advantage to have than a 1 second shorter rally time.

With this data we can assume that with two players of equal skill and equal decision making the player with the best spawn can have more drones at all times.


On December 02 2011 16:36 Thrombozyt wrote:
Actually this problem spirals out of control for Zerg, because their drone timing isn't limited by constant production of their main building. This means if the drones reach the mineral patches 2.5 seconds later, the second drone built will be delayed by 2.5 seconds (because the initial drones that have to mine the 50 minerals are 2.5 gs late) and then takes another 2.5gs more to reach the patch.

With this in mind, it's actually surprising, that in a ZvZ mirror we don't see pronounced differences depending on the start positions.


I think that is mostly because of ZvZ being "not figured out" where they are generally the shortest games next to PvP, to really take advantage of it best you would already want to be a player who likes to go for long game economic advantage in ZvZ and then this would help a play style you're already good at.
http://shroomspiration.blogspot.com/
Prev 1 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
PiGosaur Cup #53
CranKy Ducklings160
Liquipedia
OSC
23:00
OSC Masters Cup #150 Qual #1
davetesta32
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech69
StarCraft: Brood War
Larva 1206
Leta 377
League of Legends
JimRising 163
Counter-Strike
fl0m937
PGG 51
Super Smash Bros
hungrybox369
Other Games
summit1g5881
Grubby2464
shahzam827
Day[9].tv518
C9.Mang0246
ViBE240
PiGStarcraft200
Skadoodle176
Maynarde123
fpsfer 2
Organizations
Other Games
gamesdonequick828
BasetradeTV22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 51
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• mYiSmile118
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV537
• Ler61
League of Legends
• Doublelift6202
• HappyZerGling131
Other Games
• Shiphtur1226
• Scarra781
• Day9tv518
Upcoming Events
The PondCast
9h 29m
OSC
11h 29m
Wardi Open
1d 10h
CranKy Ducklings
2 days
Safe House 2
2 days
Sparkling Tuna Cup
3 days
Safe House 2
3 days
Tenacious Turtle Tussle
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
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.