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The effects of worker pairing

Forum Index > SC2 General
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Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 07 2014 13:27 GMT
#1
Hi, I'm back with another analysis, now about worker pairing. This time it is a short one.
The question about worker micro is how big an advantage you can get, to ultimately decide if it is worth at all. Here is what I found.

+ Show Spoiler +
[image loading]
[image loading]


Also, if you prefer pdf, you can find it here.

TL;DR: Worker pairing, in the best case, can provide an extra 50 minerals early in the game, but it is likely that it will be less. This is a completely free 50 minerals, though, without any drawback. In higher leagues, it may actually matter a little bit, and it should not be a problem managing.

I'm looking forward to your opinions, criticisms, etc.

Previous projects:
+ Show Spoiler +
Perfect micro with Phonixes
Floating to the gold base
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
loft
Profile Joined July 2009
United States344 Posts
August 07 2014 13:35 GMT
#2
Pretty awesome work Sholip! Answering those questions people never dared to test.

How do you make the workers stay paired?

I will pair them (by spam clicking the mineral till it catches) and then they sometimes break away after 2 runs.
Thyrym
Profile Joined December 2013
89 Posts
August 07 2014 13:37 GMT
#3
These 50 minerals saves a bunch on some cases ^^

Love the analysis!!
Wormi
Profile Joined December 2011
Germany181 Posts
August 07 2014 13:42 GMT
#4
i knew it wasn´t woth it for me (protoss). better chill and get flamed for 60 apm after the game.
I´m a real person. Beep beep.
TokyoGirl
Profile Joined July 2014
Japan116 Posts
Last Edited: 2014-08-07 14:08:10
August 07 2014 13:52 GMT
#5
Worker pairing is pretty important. The extra 50 minerals allows you to get your first building 6~10 seconds earlier which is huge for holding off early cheese.

When you see pros worker stack, they don't always force workers onto a close mineral patch because like you said there is a downtime. Instead they let the rallied worker mine from a far mineral patch for the first 1 or 2 waves and then force them onto a closer mineral patch for less downtime.

Some basic timings on Overgrowth:

With stacking/Without
9 Pylon: 0:45 / 0:48
13 Gate: 1:35 / 1:40
18 Core: 2:42/ 2:49
21 Nexus: 3:31 / 3:37
15 Nexus first: 2:13 / 2:19

15 Pool 1:57 / 2:05
15 Hatch first: 2:03 / 2:10

10 Depot 0:54 / 0:58
12 Rax 1:33 / 1:37
14 CC first 2:13 / 2:19
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
August 07 2014 13:55 GMT
#6
Nice! It may seem small, but if you pair your workers at the start that's the difference of dropping your barracks at 1:34 instead of 1:40, which results in a faster OC etc etc
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
August 07 2014 14:00 GMT
#7
Except when I try to pair them they fuck off after 2 or so successful trips. Also sometimes I misclick and send all my miners to one patch and ruin all my pairings. Lol.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Zheryn
Profile Joined December 2010
Sweden3653 Posts
August 07 2014 14:01 GMT
#8
Sometimes it's just such a pain to pair them. Even when it seems they are perfectly paired (same interval between gathering minerals from both workers), one will suddenly "catch up" to the other and wander away for no apparent reason...
hundred thousand krouner
UltiBahamut
Profile Joined October 2010
United States102 Posts
Last Edited: 2014-08-07 14:13:49
August 07 2014 14:01 GMT
#9
On August 07 2014 22:35 loft wrote:
Pretty awesome work Sholip! Answering those questions people never dared to test.

How do you make the workers stay paired?

I will pair them (by spam clicking the mineral till it catches) and then they sometimes break away after 2 runs.


Keeping them paired is one of the hardest parts about it because if you just put the worker from the base onto it and it starts mining asap it will end up leaving in a few runs.

HOWEVER, if you start mining the side of the mineral patch first (Or the corner, i can't remember exactly) then it lines it up perfectly from the quarter second extra it needs to travel back initially for the 2 to stay mining constantly.

EDIT: there are also closer and further mineral patches as in not all close mineral patches are the same distance. This causes some issues as well with the pairing so be on the look out for that :3

EDIT2: Found jakatak's video
:D
"Thats Halo, Dont worry" Huk
Whitewing
Profile Joined October 2010
United States7483 Posts
August 07 2014 14:01 GMT
#10
My stargate build in PvP actually requires it for the timings: with worker pairing I can cut no probes and get my cyber core started exactly on time, without it my cyber core is slightly late and I have to cut a probe for a short while.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 07 2014 14:03 GMT
#11
On August 07 2014 22:35 loft wrote:
How do you make the workers stay paired?
I will pair them (by spam clicking the mineral till it catches) and then they sometimes break away after 2 runs.

Well, I rarely do (gold league ftw ), but when so, I do the same. I think there is some better method, but I can't remember what it is. I, too, noticed that, on particular maps, they sometimes do "break away". I don't know why that is, though.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
August 07 2014 14:09 GMT
#12
Jakatak did a video on this on how to keep them paired, I'm on mobile so I can't link it but I'm sure if someone searched for 30 seconds they could find it
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
August 07 2014 14:12 GMT
#13
About the last line in the pdf; are there really pros who don't bother to stack workers?
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
Last Edited: 2014-08-07 14:24:41
August 07 2014 14:14 GMT
#14
The video is here:
Worker Pairing

From what I gather it's just because the human clicking speed doesn't get it always within the perfect pairing range so the desync after not many returns.

edit:slow

edit: I enjoy your work OP, I would be interested to know how effective worker mineral harass is (the bit where your opponent click on your mineral patch lots with their worker stopping you from mining and if that's more effective than just sending the worker home asap considering they have to pull a worker or two to deal with it.
My other thing is how many SCV's make effective repairing on buildings when burning and not, because keeping one not mining for ages or lots not mining for one trip could make a difference It must do when burning?
I will make Yogg Saron priest work...
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 07 2014 14:16 GMT
#15
On August 07 2014 23:12 Dangermousecatdog wrote:
About the last line in the pdf; are there really pros who don't bother to stack workers?

A surprising number of them, actually.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
Last Edited: 2014-08-07 14:55:14
August 07 2014 14:54 GMT
#16
On August 07 2014 23:00 DinoMight wrote:
Except when I try to pair them they fuck off after 2 or so successful trips. Also sometimes I misclick and send all my miners to one patch and ruin all my pairings. Lol.

http://www.teamliquid.net/forum/starcraft-2/449934-rapid-fire-mining

:D

On August 07 2014 23:16 Sholip wrote:
Show nested quote +
On August 07 2014 23:12 Dangermousecatdog wrote:
About the last line in the pdf; are there really pros who don't bother to stack workers?

A surprising number of them, actually.

Really? Any names? Other than elfi lol.
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
August 07 2014 15:10 GMT
#17
awesome work indeed. i dont agree with your last sentence though: "why then do they occassionally pick up 5 minerals while scouting, but dont bother to get 50 minerals for free?"

afaik the pickup up minerals of scouting workers have the main purpose of allowing mineral glitching, which might be the difference between losing and saving the scout.

btw is there any KOREAN pro that doesnt stack his workers?
"What am I supposed to do against this?" - "Lose!" :-]
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
August 07 2014 15:26 GMT
#18
On August 08 2014 00:10 Black Gun wrote:
awesome work indeed. i dont agree with your last sentence though: "why then do they occassionally pick up 5 minerals while scouting, but dont bother to get 50 minerals for free?"

afaik the pickup up minerals of scouting workers have the main purpose of allowing mineral glitching, which might be the difference between losing and saving the scout.

btw is there any KOREAN pro that doesnt stack his workers?

You will prob get kicked out of the house for not stacking your workers .
tili
Profile Joined July 2012
United States1332 Posts
August 07 2014 15:36 GMT
#19
50 minerals so early is potentially exponential, no? The extra worker which can be produced allows for another worker to be produced earlier, etc. etc.

dunno, that's how it works in my head
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
August 07 2014 15:38 GMT
#20
Another thing that should be pointed out is that the ai does not distribute the workers evenly. In my games, I frequently see one patch with 3 workers and another patch with only 1. According to the tables, a worker that is send to a patch with two workers already instead of a patch with only one worker generates a loss of 15-33 minerals per minute, which is actually surprising, I thought it would be much more.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 07 2014 15:39 GMT
#21
On August 08 2014 00:10 Black Gun wrote:
awesome work indeed. i dont agree with your last sentence though: "why then do they occassionally pick up 5 minerals while scouting, but dont bother to get 50 minerals for free?"

afaik the pickup up minerals of scouting workers have the main purpose of allowing mineral glitching, which might be the difference between losing and saving the scout.

btw is there any KOREAN pro that doesnt stack his workers?

Do you mean mineral walking by mineral glitching? If so, you are right. Also, now it occures to me that some players mine from the opponent's minerals so as to screw up their worker stacking.

I don't know any players in particular, I just remember that many a time I would watch games between high-level pro players and I would notice that one stacks their workers, and the other one does not.
Also, I checked the first game that literally came into my mind, Jaedong vs TaeJa in IEM Shenzhen semifinals. It seems to me that TaeJa didn't properly stack his SCVs in game one, but did so consistently in the following games. However, workers seemed to wander away after some time, breaking the perfect pairing.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
August 07 2014 15:53 GMT
#22
On August 07 2014 22:42 Wormi wrote:
i knew it wasn´t woth it for me (protoss). better chill and get flamed for 60 apm after the game.


#protosslyf
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
August 07 2014 15:57 GMT
#23
Watching the video really enlightened me and now I am inclined to agree, I used to stack "normally" meaning my workers often bounced off pretty fast. This in turn made it bounce to another mineral patch bouncing away another worker and all that together made it feel more a waste of mine time than something that could actually give you an advantage.

Really liked the post and especially now that I've learnt how to properly do it I might incorporate it more into my play.
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
virpi
Profile Blog Joined August 2009
Germany3598 Posts
August 07 2014 16:00 GMT
#24
On August 08 2014 00:36 tili wrote:
50 minerals so early is potentially exponential, no? The extra worker which can be produced allows for another worker to be produced earlier, etc. etc.

dunno, that's how it works in my head

not exactly exponential, because time is a limiting factor, but it can matter a lot. e.g. if your 15 hatch is 7 seconds earlier than the one of your opponent in zvz, it means earlier queens, earlier injects, more drones and so on. 7 seconds are HUGE at higher levels. (ofc there won't be such a big discrepancy, but still...)
first we make expand, then we defense it.
reikai
Profile Joined January 2011
United States359 Posts
August 07 2014 16:31 GMT
#25
Startale Life goes 10 OL into 3 Drones, which has been proven to be less efficient than 9 OL. I guess he doesn't care, because I think it's foolish to say that a top Korean doesn't know something like that! I could be wrong, though.
Et Ducit Mundum Per Luce. :T:
Whitewing
Profile Joined October 2010
United States7483 Posts
August 07 2014 18:39 GMT
#26
On August 08 2014 01:31 reikai wrote:
Startale Life goes 10 OL into 3 Drones, which has been proven to be less efficient than 9 OL. I guess he doesn't care, because I think it's foolish to say that a top Korean doesn't know something like that! I could be wrong, though.


It's marginally safer against early aggression because you have the extra drone to fight with, and he knows he's good enough in longer games that he's willing to take the slight hit.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
August 07 2014 18:42 GMT
#27
Wasn't it only a 5-15 mineral hit? That IMO is marginal
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
rikter
Profile Joined November 2010
United States352 Posts
August 07 2014 19:43 GMT
#28
Pairing on the close patches makes a huge difference. The earlier the timing you're trying to hit the more important it is to pair them up, at least in my experience. Its a big deal when you're, say, proxying 2 rax to have the second one start at 1:55 instead of 2:04.

Ive found the best way to keep them on the patches is to start from the outermost patches and work inwards, and to keep adjusting your worker rally point. If you rally to a far patch in between two close patches, the newly spawned workers can sometimes bump and disrupt the paired workers...it only takes a little disruption to break your pairing. So keep your worker rally as far away from your paired patches as possible.

I dont start worker pairing usually until after the second trip, and I try to sync it up so that the worker I'm forcing onto a patch is one that is close by, and on the return, to avoid blowing the extra minerals I'll get by wasting more worker time than the pairing is worth.

As for the APM it takes to do this...I can hit the same early game production timings and benchmarks as a korean pro (first 3-4 minutes) averaging 20 APM or so. This is with all SCVs paired up on the close patches while my 9 supply scv (total supply, not 9th produced) is still building. Its realistically as fast as you can do it without blowing all your gains by inefficiently pairing, and I usually average waaay less than 20apm doing this.

Its always funny to me when watching replays to see my opponent blazing away with 200+ APM for the first 3 minutes doing NOTHING, while I manage to have a higher income and better build timings with 1/10 the actions. If youre one of those people who needs to "warm up" or who is so insecure that you need to spam at 200apm for the first 3 min so no one questions the size of your e-peen when they see your APM on the score screen...just relax for the first minute, and focus on pairing, then move on to your nonsense spamming. Your build can't help but be better as a result.
No one wants a box of shit, even if it is for Christmas.
Yrr
Profile Joined June 2012
Germany802 Posts
Last Edited: 2014-08-07 20:24:42
August 07 2014 20:02 GMT
#29
The total difference in minerals is only true for terran that didn't transform to orbital right?
And did I mention gas workers and building workers..
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
Last Edited: 2014-08-09 10:44:44
August 07 2014 20:28 GMT
#30
id just like to add my observations to this on a general game.

the minigame i like to play EVERY game on a 14/15pool opening is what time does it go down!

The earliest ive ever done a 15 pool(if supply clicks to 15) is 1.56 and i got that by NOT pairing the workers but sending them to their own mineral patches but of course letting the new drones go to their closest patch relative to their larva position.

Sometimes ive gone mass try hard and rallied all drones before the pool to the closest patches relative to the base and hit 1.57-2.05. it didnt make sense. closer patch mining is optimal right?

I found out, sometimes the pairing actually isnt efficient if you dont get the drone to latch on just as the other drone is leaving, if you get them to pair up just after the other drone arrives you lose quite a lot of time. The drone would have made the trip already if you didnt spam the click onto the patch! The closer mining is instantly negated.

This is to say, ive had much earlier pool put downs by putting each drone to their own mineral patch first, further or closer.

The game just to be clear automatically assigns to drones latch on to the patch and will jump if the position is occupied. although 16 drones on the patches is regarded as the most efficient its not the most mineral income. 3 drones on far patches and 2 drones on close is and they indefinitely lock on as you give the drone NO where to go and dont get the unlinking of the drone.

When you do this right you give the computer NO chance to jump patches as every single patch is locked. this is shown when you only have the one patch left and you have 20 drones on 1 patch . .why dont they bounce around . . because they cant!

for me and for what ive noticed over the 10000's of games ive played rallying the drones to their own patch, prioritising the closest one to the larva spawn and then the closest patch to the base THEN trying to get them to rally Just after the last drone leaves is the most efficient way to set up early game mineral collection and be consistent.

To add one more thing to this, if you spam box, double click and get it wrong, then there was never no point. i must see one top streamer a day do this at least once.

There is another little trick which is still possible and that is to shift click a point before the base and the patch to stop the deceleration of the drone to the patch, i thought they took this out with hots but to me its still there.
Xyik
Profile Blog Joined November 2009
Canada728 Posts
August 07 2014 20:30 GMT
#31
i've been waiting for an analysis like this for ages, thanks so much.
vult
Profile Blog Joined February 2012
United States9400 Posts
August 07 2014 20:37 GMT
#32
Nice research, you're work is really interesting and appreciation. Finding out small things about this game is setting we really need to do. Thanks for this.
I used to play random, but for you I play very specifically.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 07 2014 20:57 GMT
#33
On August 08 2014 05:02 Yrr wrote:
The total difference in minerals is only true for terran that didn't transform to orbital right?
And did I mention gas workers and building workers..

Well let's say it's best for Protoss, shall we?
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Skynx
Profile Blog Joined January 2013
Turkey7150 Posts
August 07 2014 21:03 GMT
#34
I once lost a TvT cuz I was lacking 5 minerals for another reaper on 8-8-8 base trade T.T

Good analysis again!
"When seagulls follow the troller, it is because they think sardines will be thrown into the sea. Thank you very much" - King Cantona | STX 4 eva
Brutaxilos
Profile Blog Joined July 2010
United States2622 Posts
August 07 2014 21:28 GMT
#35
Awesome research! Your stuff is always great.
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
SlatMan
Profile Joined December 2013
29 Posts
August 07 2014 21:42 GMT
#36
Sick article! I do this and am frustrated when I mess up, but know I know it's not the hugest deal in the world...
GiveMeCake
Profile Joined October 2010
148 Posts
Last Edited: 2014-08-08 01:12:41
August 08 2014 01:10 GMT
#37
I can't see 50 minerals or even 7 seconds making a real difference in a game. The only difference may be in extreme cheese (7 pool, 11 11 rax, 2 gate proxy, cannon rush, etc) where games last 4 minutes long. If you're anal about timings it can have a placebo-like effect I guess?

It's not going to get you ahead in workers because you should already be making workers with 100% uptime or 95% uptime in the early game anyway. Zerg is limited by larva in the beginning so you're not going to get ahead there either.

Scouting is actually much more important, as is perfect chrono, injects, and mules.
With that said, yeah if it doesn't hurt and you've got all other aspects of the game down pat then why not?


I had a dream I moved to Korea to become a GSL champion. I slept in PC bangs and practiced only vs the PC. I named my self Death and faced Life in the finals. I beat him, but ended up dying as I killed his last building.
Apoteosis
Profile Joined June 2011
Chile820 Posts
Last Edited: 2014-08-08 01:39:52
August 08 2014 01:31 GMT
#38
lol nice writeup.

My main is Z and I almost always do worker pairing.
Like you say, it is not very critical but that extra minerals really make a difference when you are going for, like, 14gas 14pool speedling expand.
I think it is useful to hone your skills if you are diamond or low masters.

On August 07 2014 22:52 TokyoGirl wrote:
When you see pros worker stack, they don't always force workers onto a close mineral patch because like you said there is a downtime. Instead they let the rallied worker mine from a far mineral patch for the first 1 or 2 waves and then force them onto a closer mineral patch for less downtime.


This.

There are little other macro tricks as Zerg, like building an extractor and then inmediately rally three drones to it (they reach as soon as the extractor finishes). Or making 1 or 2 Overlords right after you do an inject.
Life won like 200k and didn't hire a proper criminal lawyer.
althaz
Profile Joined May 2010
Australia1001 Posts
August 08 2014 03:09 GMT
#39
On August 07 2014 22:35 loft wrote:
Pretty awesome work Sholip! Answering those questions people never dared to test.

How do you make the workers stay paired?

I will pair them (by spam clicking the mineral till it catches) and then they sometimes break away after 2 runs.

You just need to get them to go in at the same angle. If they aren't coming from the right direction, shift-click close to the mineral patch in-line with the already mining worker. If both probes are mining from the same spot, they'll never split up by themselves.
The first rule we don't talk about race conditions. of race conditions is
althaz
Profile Joined May 2010
Australia1001 Posts
Last Edited: 2014-08-08 03:17:10
August 08 2014 03:14 GMT
#40
On August 08 2014 10:10 GiveMeCake wrote:
I can't see 50 minerals or even 7 seconds making a real difference in a game. The only difference may be in extreme cheese (7 pool, 11 11 rax, 2 gate proxy, cannon rush, etc) where games last 4 minutes long. If you're anal about timings it can have a placebo-like effect I guess?

It's not going to get you ahead in workers because you should already be making workers with 100% uptime or 95% uptime in the early game anyway. Zerg is limited by larva in the beginning so you're not going to get ahead there either.

Scouting is actually much more important, as is perfect chrono, injects, and mules.
With that said, yeah if it doesn't hurt and you've got all other aspects of the game down pat then why not?



Below Masters being extremely precise with your timings will be extremely effective. So effective that you won't be below masters for very long at all. Even at low masters, I would expect to win a game (or gain an insurmountable advantage) with any timing I use if I I hit it correctly and don't f*** up my micro. I have won matches against players with good macro and better micro than I purely from being ~10 seconds ahead.

Of course, the longer a game goes the less 10 seconds matter, but you can get that 10 second advantage REALLY early and although this one mostly only applies to early game and taking bases, you can repeatedly grab an advantage so that you are further ahead.

EDIT: Of course, if everybody is doing it (eg: the pro level), then you won't get any advantage - but if you don't do it you will lose, which is often considered sub-optimal in Starcraft.
The first rule we don't talk about race conditions. of race conditions is
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
August 08 2014 04:30 GMT
#41
oh man, nice analysis!
Celebrating Starcraft since... a long time ago.
GiveMeCake
Profile Joined October 2010
148 Posts
August 08 2014 04:55 GMT
#42

Below Masters being extremely precise with your timings will be extremely effective. So effective that you won't be below masters for very long at all. Even at low masters, I would expect to win a game (or gain an insurmountable advantage) with any timing I use if I I hit it correctly and don't f*** up my micro. I have won matches against players with good macro and better micro than I purely from being ~10 seconds ahead.

Of course, the longer a game goes the less 10 seconds matter, but you can get that 10 second advantage REALLY early and although this one mostly only applies to early game and taking bases, you can repeatedly grab an advantage so that you are further ahead.

EDIT: Of course, if everybody is doing it (eg: the pro level), then you won't get any advantage - but if you don't do it you will lose, which is often considered sub-optimal in Starcraft.


Post some replays proving that 10 seconds made the difference between winning and losing...
I had a dream I moved to Korea to become a GSL champion. I slept in PC bangs and practiced only vs the PC. I named my self Death and faced Life in the finals. I beat him, but ended up dying as I killed his last building.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
August 08 2014 05:04 GMT
#43
On August 07 2014 22:55 Jer99 wrote:
Nice! It may seem small, but if you pair your workers at the start that's the difference of dropping your barracks at 1:34 instead of 1:40, which results in a faster OC etc etc


i have seen a replay with a 1:32 barracks
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
graNite
Profile Blog Joined December 2010
Germany4434 Posts
August 08 2014 05:22 GMT
#44
On August 08 2014 13:55 GiveMeCake wrote:
Show nested quote +

Below Masters being extremely precise with your timings will be extremely effective. So effective that you won't be below masters for very long at all. Even at low masters, I would expect to win a game (or gain an insurmountable advantage) with any timing I use if I I hit it correctly and don't f*** up my micro. I have won matches against players with good macro and better micro than I purely from being ~10 seconds ahead.

Of course, the longer a game goes the less 10 seconds matter, but you can get that 10 second advantage REALLY early and although this one mostly only applies to early game and taking bases, you can repeatedly grab an advantage so that you are further ahead.

EDIT: Of course, if everybody is doing it (eg: the pro level), then you won't get any advantage - but if you don't do it you will lose, which is often considered sub-optimal in Starcraft.


Post some replays proving that 10 seconds made the difference between winning and losing...


do you really think being at the enemies base 10 seconds earlier makes no difference? assume hellion harass vs protoss, 10 sec earlier and he doesnt get that forcefield > dead workers > win game
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
GiveMeCake
Profile Joined October 2010
148 Posts
August 08 2014 06:41 GMT
#45
do you really think being at the enemies base 10 seconds earlier makes no difference? assume hellion harass vs protoss, 10 sec earlier and he doesnt get that forcefield > dead workers > win game


I believe the difference is so minimal that it would not decide whether you won the game or not. What hellion timing are you thinking of that would strike before the sentry had enough energy to FF?

Again, I'm still waiting for those replays showing worker stacking and split second timing being the deciding factor.
I had a dream I moved to Korea to become a GSL champion. I slept in PC bangs and practiced only vs the PC. I named my self Death and faced Life in the finals. I beat him, but ended up dying as I killed his last building.
CutTheEnemy
Profile Joined November 2013
Canada373 Posts
August 08 2014 08:42 GMT
#46
id just like to add my observations to this on a general game.

the minigame i like to play EVERY game on a 14/15pool opening is what time does it go down!

The earliest ive ever done a 15 pool(if supply clicks to 15) is 1.56 and i got that by NOT pairing the workers but sending them to their own mineral patches but of course letting the new drones go to their closest patch relative to their larva position.

Sometimes ive gone mass try hard and rallied all drones before the pool to the closest patches relative to the base and hit 1.57-2.05. it didnt make sense. closer patch mining is optimal right?

I found out, sometimes the pairing actually isnt efficient if you dont get the drone to latch on just as the other drone is leaving, if you get them to pair up just after the other drone arrives you lose quite a lot of time. The drone would have made the trip already if you didnt spam the click onto the patch! The closer mining is instantly negated.

This is to say, ive had much earlier pool put downs by putting each drone to their own mineral patch first, further or closer.

The game just to be clear automatically assigns to drones latch on to the patch and will jump if the position is occupied. although 16 drones on the patches is regarded as the most efficient its not the most mineral income. 3 drones on far patches and 2 drones on close is and they indefinitely lock on as you give the drone NO where to go and dont get the unlinking of the drone.

When you do this right you give the computer NO chance to jump patches as every single patch is locked. this is shown when you only have the one patch left and you have 20 drones on 1 patch . .why dont they bounce around . . because they cant!

for me and for what ive noticed over the 10000's of games ive played rallying the drones to their own patch, prioritising the closest one to the larva spawn and then the closest patch to the base THEN trying to get them to rally Just after the last drone leaves is the most efficient way to set up early game mineral collection and be consistent


This guy deserves mention or a quote in the OP.
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Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
August 08 2014 17:52 GMT
#47
On August 08 2014 12:14 althaz wrote:
Show nested quote +
On August 08 2014 10:10 GiveMeCake wrote:
I can't see 50 minerals or even 7 seconds making a real difference in a game. The only difference may be in extreme cheese (7 pool, 11 11 rax, 2 gate proxy, cannon rush, etc) where games last 4 minutes long. If you're anal about timings it can have a placebo-like effect I guess?

It's not going to get you ahead in workers because you should already be making workers with 100% uptime or 95% uptime in the early game anyway. Zerg is limited by larva in the beginning so you're not going to get ahead there either.

Scouting is actually much more important, as is perfect chrono, injects, and mules.
With that said, yeah if it doesn't hurt and you've got all other aspects of the game down pat then why not?



Below Masters being extremely precise with your timings will be extremely effective. So effective that you won't be below masters for very long at all. Even at low masters, I would expect to win a game (or gain an insurmountable advantage) with any timing I use if I I hit it correctly and don't f*** up my micro. I have won matches against players with good macro and better micro than I purely from being ~10 seconds ahead.

Of course, the longer a game goes the less 10 seconds matter, but you can get that 10 second advantage REALLY early and although this one mostly only applies to early game and taking bases, you can repeatedly grab an advantage so that you are further ahead.

EDIT: Of course, if everybody is doing it (eg: the pro level), then you won't get any advantage - but if you don't do it you will lose, which is often considered sub-optimal in Starcraft.


10 seconds are only gamechanging if one or both players go for very early aggression. if both are opening up for a longer game, it wont make much of a difference.
"What am I supposed to do against this?" - "Lose!" :-]
Radicalness
Profile Joined September 2011
United States271 Posts
August 09 2014 05:24 GMT
#48
Good read. This is something I had wondered about. Microing workers is still good practice for APM and micro in general even if you don't care about the few extra minerals though
The Devil Terran - The Ambitious Terran - The Towel Terran - The Macro Master Terran - The Tyrant
varsovie
Profile Joined December 2013
Canada326 Posts
August 09 2014 20:51 GMT
#49
On August 08 2014 15:41 GiveMeCake wrote:
Show nested quote +
do you really think being at the enemies base 10 seconds earlier makes no difference? assume hellion harass vs protoss, 10 sec earlier and he doesnt get that forcefield > dead workers > win game


I believe the difference is so minimal that it would not decide whether you won the game or not. What hellion timing are you thinking of that would strike before the sentry had enough energy to FF?

Again, I'm still waiting for those replays showing worker stacking and split second timing being the deciding factor.


Any "early" pool where zerg pop 4 lings to try to catch the SCV building the CC on the low ground, often those are at 1 or 2 zergling attack + SCV position randomness. So yeah that pool or cc 6 second earlier is a huge deal.
Bulugulu
Profile Joined March 2011
Israel250 Posts
August 09 2014 21:52 GMT
#50
Thanks for the analysis, 50 minerals is a big deal early game since it snowballs and affects early defense as well.
Could you make an analysis of players pulling ther mules before their last "wasted" trip, and how much that actually saves?
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
MrTortoise
Profile Joined January 2011
1388 Posts
August 18 2014 17:30 GMT
#51
this is cool could you do an analysis on minerals lost based on a failed pairing please :D

my drones seem to spend more tiem messing about when i start trying to optomise so i woder how many faied pairings before you negate the 50 advantage :D
Artisian
Profile Joined October 2010
United States115 Posts
August 18 2014 17:50 GMT
#52
Beautiful math.

Thanks, I enjoyed the read.
Supply is a conspiracy against me...
Trustworthy-Tony
Profile Joined March 2014
Tanzania187 Posts
August 18 2014 18:47 GMT
#53
My favorite way of explaining the actual (not mental) significance of worker-pairing is the timing of a 12 Rax on Xel'naga Caverns. Benchmarks: really good worker-pairing 1:33, standard good worker-pairing 1:34, if you dont worker-pair but still make rax exactly when you have money and still pick which mineral patch the scv goes to (not to pair, but to make sure they dont bounce around) 1:37.
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