This means that players will have to spend even more apm to keep their scout alive than they would've done doing this trick.
Mineral boost trick (works in 1.5!) - Page 24
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Euronyme
Sweden3804 Posts
This means that players will have to spend even more apm to keep their scout alive than they would've done doing this trick. | ||
Clarity_nl
Netherlands6826 Posts
On August 16 2012 19:39 Euronyme wrote: I'm fine with it being patched. Why? Because the only way to patch it is that workers would stop on each step of the way points, meaning that it'll be super easy to kill off a worker that's going unsupervised around the base for instance. This means that players will have to spend even more apm to keep their scout alive than they would've done doing this trick. Or just remove acceleration while mining... | ||
stevarius
United States1394 Posts
On August 16 2012 19:43 Clarity_nl wrote: Or just remove acceleration while mining... Boom. This was my idea as soon as I saw this. | ||
FakePseudo
Belgium716 Posts
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FigNewton
United States4 Posts
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submarine
Germany290 Posts
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Josh111
United States239 Posts
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Euronyme
Sweden3804 Posts
On August 16 2012 19:43 Clarity_nl wrote: Or just remove acceleration while mining... So that each race would earn much more money, and mules would get even more of a benefit? I doubt that. They didn't fix the Sockfoling 1.0 with everyone getting a higher income. They just removed the advantage. | ||
FakePseudo
Belgium716 Posts
On August 16 2012 20:16 submarine wrote: There is no 24% gain. Stop repeating that false number! This technical detail doesn't really matter (but you're right and i'm sorry, i came across this thread quite fast). You can't just change this very important parameter which is the mineral income for one harvester whithout totally ruining every aspect of the game. | ||
submarine
Germany290 Posts
On August 16 2012 20:54 FakePseudo wrote: This technical detail doesn't really matter (but you're right and i'm sorry, i came across this thread quite fast). You can't just change this very important parameter which is the mineral income for one harvester whithout totally ruining every aspect of the game. The boosting has a very minor effect on the actual income. It will be in in the lower single digits for the one or two workers you are doing it with. The effect on the whole income is even smaller. I already wrote down a post about this: On August 15 2012 22:34 submarine wrote: You calculated 200 extra minerals at 0330 based on what? That would be 200/5=40 extra mineral trips or 40/6=6,7 extra trips per scv or 6.7/3.5=1.9 extra trips per scv per minute. A SCV on a far patch does about 9 trips per minute. I call BS on this. The guy that claimed that 24% increase already posted that it was BS and that he made an error. It's quite funny how many people take random numbers serious without thinking about them. 24% increase sure LOL. A mineral trip consists of mining and traveling. This trick makes the traveling a little bit faster. 24%, seriously, guys! Edit: A few more thoughts: Using this trick only makes sense on far mineral patches, because on close ones you would destroy the pairing. To mine most effective you should: 1. pair workers on close patches without generating long waiting times. Maybe use this boost to sync them up first? 2. make sure that the pairs on close patches don't break up. There are a few close patches on several maps that are quite critical. 3. Always rally new workers to an unused patch or to a patch that syncs up with them. Sometimes it makes sense to pair up workers on long patches first to create empty patches for new workers. 4. mineral boost on far patch(es). But keep in mind, just one unintentional "cross-travel" of a new worker or a break up of a pair on close patches will hurt quite a lot compared to what you can gain through boosting. Mineral boosting does have the lowest priority. In short: pair up on the close patches----avoid travel times----mineral boost if you have apm left. | ||
FakePseudo
Belgium716 Posts
The boosting has a very minor effect on the actual income. It will be in in the lower single digits for the one or two workers you are doing it with. The effect on the whole income is even smaller. I was answering people proposing to simply remove worker acceleration (which btw would also accelerate the mining when the drone is returning the minerals and more importantly, the gas) | ||
uzushould
Austria122 Posts
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PatouPower
Canada1119 Posts
On August 17 2012 04:26 uzushould wrote: and over are the times where you can chill out the first mins of the game, drink something or tab out on the desk to throw in a song..... Well, I don't see how you could do that even before, when you need to stack 2/3 close mineral patches, and even farther ones so your probes don't walk everywhere. If you alt-tabbed or drank something before, you can still do it since the boost is even less significant than any mineral stacking... | ||
niteReloaded
Croatia5281 Posts
However, for gas, it may easily become the norm among the professionals because suddenly 2 workers is close to optimal mining and you can afford 1 more worker gathering minerals. | ||
uzushould
Austria122 Posts
but i wasn t too serious about this anyway ;-) | ||
Kishin2
United States7534 Posts
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chip789
Canada199 Posts
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ThatGuy89
United Kingdom1968 Posts
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PatouPower
Canada1119 Posts
On August 17 2012 05:11 chip789 wrote: This would distract me from important things like scouting and executing a perfect timing. Well, I don't know if you can call that a perfect timing anymore if you are 10/15 minerals late because you didn't boost ![]() | ||
Wounded31
124 Posts
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