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Mineral boost trick (works in 1.5!) - Page 16

Forum Index > SC2 General
Post a Reply
Prev 1 14 15 16 17 18 28 Next All
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
August 15 2012 01:27 GMT
#301
On August 15 2012 10:18 Whitewing wrote:
Show nested quote +
On August 15 2012 10:16 Roflhue wrote:
Like many others have said, it is just a neat trick that has no real benefit in a game's outcome. Sure it does make you "feel" better by getting extra 20-30 minerals in the first 30 seconds of the game, but seriously.......


Could be really important in PvP or ZvZ to have your initial structures and stuff done 5-10 seconds sooner.

Yeah, if it could move timings 5-10 seconds it would become a necessary part of most pros openers. But as the moment, we only have theoretical calculations showing that kind of time differences.

We would need several (decently skilled) people to try to get their rax/gateway/we out as fast as possible, on the same position on the same map. Both with and without this trick. If there is a big difference in the best time (5+ seconds), then we need to look into it more.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
August 15 2012 01:28 GMT
#302
On August 15 2012 10:25 Picklebread wrote:
Show nested quote +
On August 15 2012 10:16 Roflhue wrote:
Like many others have said, it is just a neat trick that has no real benefit in a game's outcome. Sure it does make you "feel" better by getting extra 20-30 minerals in the first 30 seconds of the game, but seriously.......

What about 6/7 pools ? ._.


They will be better now.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
baldgye
Profile Joined April 2011
United Kingdom1102 Posts
August 15 2012 01:41 GMT
#303
this might actually be a good way to train apm'ing without mindless spamming at the beginning of each game... and if its not patched away it could make pro level openings and early games alot more interesting... though, would probally make pvp worse lulz
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 15 2012 01:50 GMT
#304
Now the problem with Blizzard trying to fix this is that it's an inherent property of the move command. They have three options.

One: Buff mining as a whole so workers don't decelerate before stopping. Obviously this is the worst solution as it will mess up rates of mining at the pro level substantially, forcing players to rework their timings completely.

Two: Change unit movement so that the units decelerate faster before coming to a halt. At the same rate as workers stop when they stop to mine. Of course this is also a poor option as now, shift clicking workers around bases will make you slow down and get damaged.

Three: Do nothing. This is the best option. This mineral trick rewards good use of APM in the early game but it's nowhere near significant enough to warrant changing how the game works.
goswser
Profile Blog Joined May 2009
United States3548 Posts
August 15 2012 01:58 GMT
#305
This also works with mules, not sure if anyone mentioned that..
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Fyodor
Profile Blog Joined September 2010
Canada971 Posts
August 15 2012 02:01 GMT
#306
On August 15 2012 10:50 neobowman wrote:
Now the problem with Blizzard trying to fix this is that it's an inherent property of the move command. They have three options.

One: Buff mining as a whole so workers don't decelerate before stopping. Obviously this is the worst solution as it will mess up rates of mining at the pro level substantially, forcing players to rework their timings completely.

Two: Change unit movement so that the units decelerate faster before coming to a halt. At the same rate as workers stop when they stop to mine. Of course this is also a poor option as now, shift clicking workers around bases will make you slow down and get damaged.

Three: Do nothing. This is the best option. This mineral trick rewards good use of APM in the early game but it's nowhere near significant enough to warrant changing how the game works.

four:

if (distance between waypoint and queued mining < 1 unit)
{
add deceleration to waypoint;
}

this is pseudocode but fixed with no side effects. Hire me blizzard.
llllllllllllllllllllllllllllllllllllllllllll
dynwar7
Profile Joined May 2011
1983 Posts
August 15 2012 02:07 GMT
#307
I see people talking only about scvs...does this work only for terrans or p and z as well?

So, can someone confirm if this is actually a good thing to do? I know people say it works...but withi all these apm intensive work.... and the guy who put up a barracks at 1:34, can someone confirm if this makes a huge difference?
Regarding the imbalance, hilarious to see Zergs defending themselves....
rauk
Profile Blog Joined February 2009
United States2228 Posts
August 15 2012 02:07 GMT
#308
On August 15 2012 10:50 neobowman wrote:
Now the problem with Blizzard trying to fix this is that it's an inherent property of the move command. They have three options.

One: Buff mining as a whole so workers don't decelerate before stopping. Obviously this is the worst solution as it will mess up rates of mining at the pro level substantially, forcing players to rework their timings completely.

Two: Change unit movement so that the units decelerate faster before coming to a halt. At the same rate as workers stop when they stop to mine. Of course this is also a poor option as now, shift clicking workers around bases will make you slow down and get damaged.

Three: Do nothing. This is the best option. This mineral trick rewards good use of APM in the early game but it's nowhere near significant enough to warrant changing how the game works.


i'm fine with 2, players should be punished for waypointing and not manually microing their worker away
Jaeger
Profile Joined December 2009
United States1150 Posts
August 15 2012 02:10 GMT
#309
On August 15 2012 11:01 Fyodor wrote:
Show nested quote +
On August 15 2012 10:50 neobowman wrote:
Now the problem with Blizzard trying to fix this is that it's an inherent property of the move command. They have three options.

One: Buff mining as a whole so workers don't decelerate before stopping. Obviously this is the worst solution as it will mess up rates of mining at the pro level substantially, forcing players to rework their timings completely.

Two: Change unit movement so that the units decelerate faster before coming to a halt. At the same rate as workers stop when they stop to mine. Of course this is also a poor option as now, shift clicking workers around bases will make you slow down and get damaged.

Three: Do nothing. This is the best option. This mineral trick rewards good use of APM in the early game but it's nowhere near significant enough to warrant changing how the game works.

four:

if (distance between waypoint and queued mining < 1 unit)
{
add deceleration to waypoint;
}

this is pseudocode but fixed with no side effects. Hire me blizzard.


please god, just leave it alone.

Things like moving a probe into position to block ling runbys would become much harder without this.
ex. rclick, shift+rclick, shift+h
https://www.dotabuff.com/players/8137911
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
August 15 2012 02:17 GMT
#310
please modify the OP. It is not even close to 24% encrease stop spreading misinformation. Other than that its a cool trick.
HowellTime
Profile Joined September 2010
United States32 Posts
August 15 2012 02:19 GMT
#311
Is it still more efficient to spend your APM on pairing up workers on the closer patches? This may be a good technique for when the first couple workers are building, but when you have 1 worker on every patch I feel like it is more efficient to start pairing up workers on the close patches. It would be interesting to see what nets you more minerals.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
August 15 2012 02:19 GMT
#312
Question is not how?

but for how long?
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Wrathsc2
Profile Joined March 2011
United States2025 Posts
August 15 2012 02:23 GMT
#313
I hope it gets patches somehow asap. A lot of you are saying how the player that does this deserves the minerals, but the truth is that this worker micro is not hard at all. It doesn't promote good play, good play should and is something that requires hard work and practice. Not something that can be learned within 3 games.
A marine walks into a bar and asks, "Wheres the counter?"
killerdog
Profile Joined February 2010
Denmark6522 Posts
August 15 2012 02:28 GMT
#314
I don't think this is at all the right way to distinguish between the top tier pros and the rest, not because it's a bug or anything like that, I would happily support highly apm intensive micro tricks and things like that which help split the top pros from the rest, or even a certain build which requires an incredibly micro intensive series of events to pull off.

But if all the top players base their builds off having the 100 extra minerals that microing 5 workers gives then suddenly anyone who doesn't have the apm to micro their workers like this suddenly can't use those builds anymore. Currently, anyone with decent apm can pull off the first few minutes of a pros build, and this is why a lot of people watch the top tournaments or read strategy articles, so they can steal the builds and improve. If suddenly all the players in GSL are using builds that rely on being able to micro their workers like this then suddenly it's almost like the first 2-3 minutes of the game are played on a different patch from anyone who doesn't have the apm to micro their workers like this as all the building timings will be different.

I wouldn't mind it if it was only for certain builds or something, but if every player of every race does it for every build, then suddenly the timings of starcraft which are normally constant, such as the timing of a 6 pool, or the timing of a 4 gate, are now subjective based on the ability to micro workers, and i don't think starcraft would benefit from this subjectiveness.

I feel it's almost like saying to a chess player "if you can solve complex math problems while you play, we will give you a free move every five turns."
tootiredtonotcare
Profile Joined July 2012
3 Posts
August 15 2012 02:30 GMT
#315
Isn't this trick old? I remember MVP saying something about this is an old interview.
Incanus
Profile Joined October 2009
Canada695 Posts
Last Edited: 2012-08-15 02:32:18
August 15 2012 02:31 GMT
#316
On August 15 2012 11:19 sluggaslamoo wrote:
Question is not how?

but for how long?

Already been around for almost two years. Sockfolder's mineral boosting 2.0 video needs to be added to the OP.
Flash: "Why am I so good?" *sob sob*
whoopingchow
Profile Joined June 2011
United States293 Posts
August 15 2012 02:33 GMT
#317
On August 15 2012 11:23 Wrathsc2 wrote:
I hope it gets patches somehow asap. A lot of you are saying how the player that does this deserves the minerals, but the truth is that this worker micro is not hard at all. It doesn't promote good play, good play should and is something that requires hard work and practice. Not something that can be learned within 3 games.


How is this any different from players at higher level pairing up workers? If you can't keep up your macro behind this trick, it's going to show up regardless of how well you're able to perform this. This rewards high APM, nothing more. Maybe we should patch marine splitting, or individual blink stalker micro, or magic boxing mutas too?
P7GAB
Profile Joined June 2012
Canada486 Posts
August 15 2012 02:37 GMT
#318
really hope this doesn't make 6 pool even better
Necrophag1st
Profile Blog Joined July 2012
United States35 Posts
August 15 2012 02:40 GMT
#319
Completely viable at the highest skill set and definitely unique, good stuff. ...always good to dream
Expect Nothing Prepare for Everything
Kallahad
Profile Joined July 2009
Brazil21 Posts
August 15 2012 02:43 GMT
#320
I found and did this trick a long time ago. I was trying to boost the economy etc etc. But the reality is that this trick is irrelevant. Believe me. There is no real gain by doing that. You can´t do it on every worker, there is no time to do it. And the probability of missclick is very high. So it is very easy to delay your minning instead of boost it.
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