• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:28
CET 08:28
KST 16:28
  • 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
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros9[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win62025 RSL Offline Finals Dates + Ticket Sales!10BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION3Crank Gathers Season 2: SC II Pro Teams12Merivale 8 Open - LAN - Stellar Fest5
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four DreamHack Open 2013 revealed Intel X Team Liquid Seoul event: Showmatches and Meet the Pros
Tourneys
SC4ALL $6,000 Open LAN in Philadelphia Crank Gathers Season 2: SC II Pro Teams Merivale 8 Open - LAN - Stellar Fest Kirktown Chat Brawl #9 $50 8:30PM EST 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
Map pack for 3v3/4v4/FFA games BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Ladder Map Matchup Stats What's going on with b.net?
Tourneys
BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION [ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread The Perfect Game
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Dating: How's your luck? US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion
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
The Big Reveal
Peanutsc
Challenge: Maths isn't all…
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1462 users

Mineral boost trick (works in 1.5!) - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 28 Next All
Figgy
Profile Joined February 2011
Canada1788 Posts
August 14 2012 21:35 GMT
#161
On August 15 2012 06:14 r.Evo wrote:
Show nested quote +
On August 15 2012 06:01 Mairou wrote:
People who think this feature is good because it can increase the possible skill gap between amateur and pro are wrong. This is not good way to add skill to the game.

First of all most people will never even know about this and Blizzard would never make this official game feature because its based on glitch. Secondly for spectators this would be like invisible war, because no one can actually see who is microing their workers better.

Microing your workers to close mineral patch is enough to do in early game. Later on you can deny enemy mining from close mineral patch with your scouting worker. It's much more efficient way to get ahead in economy, but even in code S most of the players don't do that yet. But that kind of feature is good way to add skill to the game and there should be more features like that.


I can't remember any popular game which offered the ability to gain advantages with small glitches like that. Not a single one.

(Q3, CS, SCBW just off the top of my head. In fact, sometimes glitches create way better mechanics than actual design because, well.. no one thought about it before.)


The reason LOZ: Orcarina of Time is so legendary is because of all it's amazing glitches that make the game fun in more ways than was every though possible
Bug Fixes Fixed an issue where, when facing a SlayerS terran, completing a hatchery would cause a medivac and 8 marines to randomly spawn nearby and attack it.
Chr15t
Profile Joined March 2011
Denmark1103 Posts
August 14 2012 21:37 GMT
#162
This works on mules aswell , just saying ;D
Insanity: doing the same thing over and over again and expecting different results.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
August 14 2012 21:40 GMT
#163
to make it even easier you can hold shift while the worker is returning the minerals to queue the move command and then queue the mine command.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
thezanursic
Profile Blog Joined July 2011
5497 Posts
Last Edited: 2012-08-14 22:01:28
August 14 2012 21:42 GMT
#164
On August 15 2012 06:31 kaokentake wrote:
if you do this PERFECTLY, it will net you maybe 20 extra minerals by the time you are at 14food and doing this becomes a BAD IDEA

i garuntee if you put 12workers on your minerals, and TRIED to do this you would end up with maybe 101% of the income over TWO MINUTES while spending 100% of your apm on this

so thats like... 5 extra minerals over 2 minutes

and if you put 16 workers on minerals, likely your income would go DOWN

and most games reach 16 workers around the time shortly after the first barracks is thrown down\

this is impossible to fix

but minimal at best (20 mineral increase for a PRO who is pro at doing this)

i see no problem

even a buffed 6pool isnt a problem with this. and its impossible to fix anyway


TERRAN:

12 supply= 1:30 = 5 worker micro= 100

When the first supply depot is finished you usually have 80 minerals if you micro at least 4 workers you have 150 and you can put down your raxx 6-7 FUKING SECONDS SOONER!!!

Now further more a Terran usually scouts at 2:05 14 supply so nothing to do before that you have at least 2 minutes to only micro and build a supply/raxx that's 100 minerals for 5 SCVs and 120 for 6 (I'm assuming this is about how much could be managed) and your CC is down at 3:35 now let's assume that you scout your opponent on the last try (or you don't have to micro it much only patrol which doesn't occupy APM)

3:35 that is around the time CC should go down. Soo assuming that you don't micro each SCV will bring in 140 minerals by the time. If SCVs are micro'd they would bring in about 172 minerals. Soo let's assume that we can only gain 28 extra minerals for each SCV (errors) and we do that for 5 SCVs you receive a bonus of 140 if you do that for 6 you get an extra of 168 now.

168 minerals is an extra raxx you could theoretically pull of the same build order, but add another raxx a couple of seconds before expanding or right just so the first marine starts after the CC (If you did it with more or you wouldn't account my errors.

Soo if you were really good you could have put down a CC and a raxx both at 3:35 and still be even with the other guy doing the same build order (You could put it down earlier, but everything would need to be recalculated because of the mining time lost)

If I made a big a error please correct and comment.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
archonOOid
Profile Blog Joined March 2011
1983 Posts
August 14 2012 21:42 GMT
#165
Has this technique been by any pro gamer in a real match yet?
I'm Quotable (IQ)
dabosaur
Profile Joined March 2011
Sweden95 Posts
August 14 2012 21:48 GMT
#166
This is awesome Finally I have something to do early-early game ;p
BigJoe
Profile Joined January 2011
United States210 Posts
August 14 2012 21:49 GMT
#167
On August 15 2012 06:42 thezanursic wrote:
Show nested quote +
On August 15 2012 06:31 kaokentake wrote:
if you do this PERFECTLY, it will net you maybe 20 extra minerals by the time you are at 14food and doing this becomes a BAD IDEA

i garuntee if you put 12workers on your minerals, and TRIED to do this you would end up with maybe 101% of the income over TWO MINUTES while spending 100% of your apm on this

so thats like... 5 extra minerals over 2 minutes

and if you put 16 workers on minerals, likely your income would go DOWN

and most games reach 16 workers around the time shortly after the first barracks is thrown down\

this is impossible to fix

but minimal at best (20 mineral increase for a PRO who is pro at doing this)

i see no problem

even a buffed 6pool isnt a problem with this. and its impossible to fix anyway


TERRAN:

12 supply= 1:30 = 5 worker micro= 100

When the first supply depot is finished you usually have 80 minerals if you micro at least 4 workers you have 150 and you can put down your raxx 6-7 FUKING SECONDS SOONER!!!


This is exactly the kind of data I was looking for Thank you for testing this out, that is a HUGE difference. I like to time when my rax goes down to see how well I'm stacking my workers. It usually goes down 1:38-1:41 so if I can get earlier than that I will be VERY happy.
LavaLava
Profile Joined January 2012
United States235 Posts
August 14 2012 21:50 GMT
#168
The real question on everyone's mind, is how many seconds can we shave off a 6 pool?
Flood1993
Profile Joined September 2011
Spain61 Posts
August 14 2012 21:50 GMT
#169
My question is, can you shift queue the scv to the mineral and then shift click next to the CC, then CC, and then again on the mineral to reduce the delay while delivering? Or while turning around it doesn't cause any delay?
Moonling
Profile Blog Joined May 2010
United States987 Posts
August 14 2012 21:51 GMT
#170
Somebody may have said this already, but this works on mules....
1% of koreans control 99% of starcraft winnings. #occupykorea.
Snoodles
Profile Joined March 2012
401 Posts
August 14 2012 21:51 GMT
#171
On August 15 2012 06:42 thezanursic wrote:
Show nested quote +
On August 15 2012 06:31 kaokentake wrote:
if you do this PERFECTLY, it will net you maybe 20 extra minerals by the time you are at 14food and doing this becomes a BAD IDEA

i garuntee if you put 12workers on your minerals, and TRIED to do this you would end up with maybe 101% of the income over TWO MINUTES while spending 100% of your apm on this

so thats like... 5 extra minerals over 2 minutes

and if you put 16 workers on minerals, likely your income would go DOWN

and most games reach 16 workers around the time shortly after the first barracks is thrown down\

this is impossible to fix

but minimal at best (20 mineral increase for a PRO who is pro at doing this)

i see no problem

even a buffed 6pool isnt a problem with this. and its impossible to fix anyway


TERRAN:

12 supply= 1:30 = 5 worker micro= 100

When the first supply depot is finished you usually have 80 minerals if you micro at least 4 workers you have 150 and you can put down your raxx 6-7 FUKING SECONDS SOONER!!!


This is game changing. Right now pros who scout a terran base do it knowing that the first marine pops out at about 3:11. If this gains popularity it wil completely change the early game.
TheWisp
Profile Joined July 2012
45 Posts
August 14 2012 21:52 GMT
#172
On August 15 2012 06:51 Moonling wrote:
Somebody may have said this already, but this works on mules....

Sadly even with the trick, a MULE can never gather for 10 full trips. Mostlikely it will only gather 30 more mineral but wasted ( rather than not gathered )
castlewise
Profile Joined August 2010
31 Posts
August 14 2012 21:55 GMT
#173
Everyone says this is "impossible to fix" but it seems like you could just make units stop at each waypoint for 0 seconds. Then you get acceleration/deceleration on either side of the waypoint and this trick doesn't work anymore. Would adding deceleration/acceleration at waypoints break some other part of the game?

OPdave
Profile Joined June 2012
United States30 Posts
August 14 2012 21:56 GMT
#174
interesting. Will have to try to use this in my games.
Command and Conquer
TheWisp
Profile Joined July 2012
45 Posts
Last Edited: 2012-08-14 21:56:53
August 14 2012 21:56 GMT
#175
On August 15 2012 06:55 castlewise wrote:
Everyone says this is "impossible to fix" but it seems like you could just make units stop at each waypoint for 0 seconds. Then you get acceleration/deceleration on either side of the waypoint and this trick doesn't work anymore. Would adding deceleration/acceleration at waypoints break some other part of the game?


like, dropship waypoints.

Oh, waypoint blink won't work anymore then...
LavaLava
Profile Joined January 2012
United States235 Posts
August 14 2012 21:57 GMT
#176
On August 15 2012 06:49 BigJoe wrote:
Show nested quote +
On August 15 2012 06:42 thezanursic wrote:
On August 15 2012 06:31 kaokentake wrote:
if you do this PERFECTLY, it will net you maybe 20 extra minerals by the time you are at 14food and doing this becomes a BAD IDEA

i garuntee if you put 12workers on your minerals, and TRIED to do this you would end up with maybe 101% of the income over TWO MINUTES while spending 100% of your apm on this

so thats like... 5 extra minerals over 2 minutes

and if you put 16 workers on minerals, likely your income would go DOWN

and most games reach 16 workers around the time shortly after the first barracks is thrown down\

this is impossible to fix

but minimal at best (20 mineral increase for a PRO who is pro at doing this)

i see no problem

even a buffed 6pool isnt a problem with this. and its impossible to fix anyway


TERRAN:

12 supply= 1:30 = 5 worker micro= 100

When the first supply depot is finished you usually have 80 minerals if you micro at least 4 workers you have 150 and you can put down your raxx 6-7 FUKING SECONDS SOONER!!!


This is exactly the kind of data I was looking for Thank you for testing this out, that is a HUGE difference. I like to time when my rax goes down to see how well I'm stacking my workers. It usually goes down 1:38-1:41 so if I can get earlier than that I will be VERY happy.


Oh my god, what if we could beat the 1 second supply block before the first depot finishes?
LavaLava
Profile Joined January 2012
United States235 Posts
August 14 2012 21:58 GMT
#177
On August 15 2012 06:55 castlewise wrote:
Everyone says this is "impossible to fix" but it seems like you could just make units stop at each waypoint for 0 seconds. Then you get acceleration/deceleration on either side of the waypoint and this trick doesn't work anymore. Would adding deceleration/acceleration at waypoints break some other part of the game?


that doesn't seem like a good option, they could instead make SCVs not decelerate toward minerals, and then just take slightly longer to mine a patch.
Flood1993
Profile Joined September 2011
Spain61 Posts
August 14 2012 21:58 GMT
#178
On August 15 2012 06:50 Flood1993 wrote:
My question is, can you shift queue the scv to the mineral and then shift click next to the CC, then CC, and then again on the mineral to reduce the delay while delivering? Or while turning around it doesn't cause any delay?


I quote myself, I am right now trying to do it and it seems doable, but if not perfectly queued, the drone will go to mine again without returning the minerals.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
August 14 2012 21:58 GMT
#179
Knowing blizzard, they're going to patch this quickly like they did to sockfolding.
TheWisp
Profile Joined July 2012
45 Posts
August 14 2012 21:59 GMT
#180
On August 15 2012 06:57 LavaLava wrote:
Show nested quote +
On August 15 2012 06:49 BigJoe wrote:
On August 15 2012 06:42 thezanursic wrote:
On August 15 2012 06:31 kaokentake wrote:
if you do this PERFECTLY, it will net you maybe 20 extra minerals by the time you are at 14food and doing this becomes a BAD IDEA

i garuntee if you put 12workers on your minerals, and TRIED to do this you would end up with maybe 101% of the income over TWO MINUTES while spending 100% of your apm on this

so thats like... 5 extra minerals over 2 minutes

and if you put 16 workers on minerals, likely your income would go DOWN

and most games reach 16 workers around the time shortly after the first barracks is thrown down\

this is impossible to fix

but minimal at best (20 mineral increase for a PRO who is pro at doing this)

i see no problem

even a buffed 6pool isnt a problem with this. and its impossible to fix anyway


TERRAN:

12 supply= 1:30 = 5 worker micro= 100

When the first supply depot is finished you usually have 80 minerals if you micro at least 4 workers you have 150 and you can put down your raxx 6-7 FUKING SECONDS SOONER!!!


This is exactly the kind of data I was looking for Thank you for testing this out, that is a HUGE difference. I like to time when my rax goes down to see how well I'm stacking my workers. It usually goes down 1:38-1:41 so if I can get earlier than that I will be VERY happy.


Oh my god, what if we could beat the 1 second supply block before the first depot finishes?

mineral stack + mineral boost + get to build position faster (see OP)
it's definitely possible
Prev 1 7 8 9 10 11 28 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 32m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 129
SortOf 85
StarCraft: Brood War
Calm 9951
Larva 857
actioN 439
PianO 368
ToSsGirL 29
soO 29
Dota 2
XaKoH 759
League of Legends
JimRising 771
Reynor48
Counter-Strike
Coldzera 98
Super Smash Bros
Mew2King228
Other Games
summit1g15778
NeuroSwarm73
Organizations
Other Games
gamesdonequick271
Counter-Strike
PGL176
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1339
• Lourlo975
• HappyZerGling173
Upcoming Events
Replay Cast
1h 32m
Wardi Open
4h 32m
Monday Night Weeklies
9h 32m
Replay Cast
15h 32m
Sparkling Tuna Cup
1d 2h
WardiTV Korean Royale
1d 4h
LAN Event
1d 7h
Replay Cast
2 days
WardiTV Korean Royale
2 days
LAN Event
2 days
[ Show More ]
OSC
2 days
The PondCast
3 days
LAN Event
3 days
Replay Cast
3 days
LAN Event
4 days
Korean StarCraft League
4 days
CranKy Ducklings
5 days
WardiTV Korean Royale
5 days
LAN Event
5 days
IPSL
5 days
dxtr13 vs OldBoy
Napoleon vs Doodle
Replay Cast
5 days
Sparkling Tuna Cup
6 days
WardiTV Korean Royale
6 days
LAN Event
6 days
IPSL
6 days
JDConan vs WIZARD
WolFix vs Cross
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
IEM Chengdu 2025
PGL Masters Bucharest 2025
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

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.