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For those of us noobs, i think i found a good way to do this.
Select a worker that is currently mining -- as soon as it is finished mining, the mineral will appear on the worker and it will turn around to return to the cc/nexus/hatch.
As soon as it turns around (not as soon as the mineral appears in its hand -- there is a slight difference that will become evident as you try it), shift+[right click next to the mineral patch and then click on the mineral patch]. The worker will execute the mineral boost on its next trip. you must queue these two commands before the worker returns its minerals
you barely need to move your mouse, elminiating accuracy issues for weaker players, and the timing window that you have to queue the commands is slightly longer.
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lol this was standard in StarCraft Brood War. I am surprised that nobody found this sooner...Great catch though.
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I tried it a bit, I found it would be reasonable to do 3 workers if I practiced a bit at it. It's not very useful if you have more than one worker on a mineral patch though, so it basically only matters for the first few minutes, and you mine 50 minerals like 5 seconds faster.
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I don't think this is intentional by design so I assume it will be fixed. I also hope it will be fixed because I don't think it's a good way to make the game harder by forcing people who do not want to get behind by default to spam click their workers back and forth. But the biggest reason is that this will mostly affect cheeses, which are not fun in any way, especially not when watching pro players who are capable of so much more.
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On August 15 2012 07:27 graNite wrote:ok guys i am challenging you all: who can beat my barracks timing? http://drop.sc/238828very early 1:34, nearly 1:33no worker cutting of course, just mineral stacking and the new mineral boost. i think 1:33 is possible.
At how many workers did u get the barrack?
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On August 15 2012 07:26 Umpteen wrote: I don't know if they'll bother, but this could be easily fixed without breaking anything else. Simply measure the distance between the shift-clicked waypoints and apply deceleration towards the first waypoint if the second is within the normal deceleration distance.
In other words:
"SCV: to A, then Zee! No need to slow, just go go go!" But SCV, a union man, was wise to boss-man's wiley plan "Before I start, how far apart," the worker said, "Are A and Zed?" "They're pretty close," the boss confessed. "At A I'll take my scheduled rest!" holy shit, you put this together yourself?
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On August 15 2012 07:35 boomudead1 wrote:wow nice idea. im thinking if u can do it once or twice on the mule and it will return minerals during last trip
Someone already verified earlier in the thread that it does work with mules.
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So completely stop force mining on the closer patches? Mixed opinions, can someone do some fancy shit and prove it? <3
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On August 15 2012 04:14 c0ldfusion wrote:Show nested quote +On August 15 2012 04:13 Exarl25 wrote:On August 15 2012 04:10 c0ldfusion wrote:On August 15 2012 03:48 Hoon wrote:On August 15 2012 03:42 Gamegene wrote: to be honest I really hope this doesn't stay for good.
there are other aspects of the game that deserve more micro and attention. Ya, it's much more worthy to spam 343434343343434 in the first 2 minutes of the game than to do this mineral boost micro. Doing nothing is still better though. To me, the most annoying thing about these tricks is that now we all have to practice doing it early game. You mean that if your opponent practices something to get an edge then you have to practice it too to stay even? Well no fucking shit. The problem is, I already have to practice mineral stacking. Screwing that up is more detrimental than not doing it at all.
I'm no Masters player but come on, man, then just practice.
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Am I missing something? Why don't you do this for the trip TO the CC and the trip TO the minerals? Does the scv not naturally slow down when it comes to the CC to return 5 minerals?
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On August 15 2012 07:26 Umpteen wrote: I don't know if they'll bother, but this could be easily fixed without breaking anything else. Simply measure the distance between the shift-clicked waypoints and apply deceleration towards the first waypoint if the second is within the normal deceleration distance.
The problem with this approach is you never know when an additional waypoint is added. Basically, you could just add the waypoint last-second. And then, with your method, there are two different speeds that the SCV is supposed to be going at. The new speed based on all waypoints and the old one for a single waypoint.
You could also get around this by adding additional waypoints and then canceling them.
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On August 15 2012 07:35 boomudead1 wrote:wow nice idea. im thinking if u can do it once or twice on the mule and it will return minerals during last trip I don't think any will ever have the APM to do this trick with MULES. It is an excellent trick that might return more minerals than worker stacking? But by the time MULES are in the game, you have a so many other things you should be doing, there is not a chance you will be able to worry about queue-mining when you have so much else. Maybe, maybe on the very first MULE.
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On August 15 2012 07:43 MepHiii wrote:Show nested quote +On August 15 2012 07:26 Umpteen wrote: I don't know if they'll bother, but this could be easily fixed without breaking anything else. Simply measure the distance between the shift-clicked waypoints and apply deceleration towards the first waypoint if the second is within the normal deceleration distance.
In other words:
"SCV: to A, then Zee! No need to slow, just go go go!" But SCV, a union man, was wise to boss-man's wiley plan "Before I start, how far apart," the worker said, "Are A and Zed?" "They're pretty close," the boss confessed. "At A I'll take my scheduled rest!" holy shit, you put this together yourself?
The hard part is coding it without conjuring another 500 bugs out of nowhere, wasting a lot of money and not achieving anything because of one slightly incorrect line of code ^_^
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<Tinfoil Hat>
Guys!!
Nobody tell the Koreans about this!
If we can keep it to ourselves a foreigner might have a chance at winning the next GSL!
</Tinfoil hat>
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On August 15 2012 07:42 Noispaxen wrote:Show nested quote +On August 15 2012 07:27 graNite wrote:ok guys i am challenging you all: who can beat my barracks timing? http://drop.sc/238828very early 1:34, nearly 1:33no worker cutting of course, just mineral stacking and the new mineral boost. i think 1:33 is possible. At how many workers did u get the barrack?
I had eleven workers, i never cut the production. While i was throwing down the barracks i also had an scv queued up and it was half done. Please watch the replay.
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yes! with such an mineral boosting trick, 1 base zerg can become viable again!
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Dear Waru...this is big. I'm not sure if I like this or not...but honestly, I'd prefer for Blizzard not to patch this for at least a while...at least long enough to see how things work out.
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Syria7637 Posts
Huh, I'll try to start using it. It'll be better than spamming 1515151515 for the early game (1 is the worker I use to build my first Pylon, my first non-Pylon building, and then eventually goes to scout, and 5 is my Nexus). Even if I only get a 5% mineral increase, it ought to make a lot of my builds much smoother.
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On August 15 2012 07:39 cruelty! wrote: For those of us noobs, i think i found a good way to do this.
Select a worker that is currently mining -- as soon as it is finished mining, the mineral will appear on the worker and it will turn around to return to the cc/nexus/hatch.
As soon as it turns around (not as soon as the mineral appears in its hand -- there is a slight difference that will become evident as you try it), shift+[right click next to the mineral patch and then click on the mineral patch]. The worker will execute the mineral boost on its next trip. you must queue these two commands before the worker returns its minerals
you barely need to move your mouse, elminiating accuracy issues for weaker players, and the timing window that you have to queue the commands is slightly longer. I think this is by far the best way of using it in a real game. Optimally every worker can be microed twice per trip, towards mineral and towards base. BUT nobody has such APM to cover all workers. To micro a worker twice = 4 clicks, while microing 2 workers = 4 clicks as well, but less movement thus less mistake.
Oh, and of course rally for new workers while microing the initial ones + you can do mineral stack along with mineral boost, it's just one more click anyway..
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anyone know a good custom map i can use? I'm trying to find a custom map I can simply restart if I mess up the mining, so I don't have to keep restarting the game. 1v1 obs and peepmode don't work by myself i dont think.
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