• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:18
CET 22:18
KST 06:18
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice2Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Team Liquid Map Contest - Preparation Notice How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
It's March 3rd BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion CasterMuse Youtube Recent recommended BW games
Tourneys
[Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread [LIVE] [S:21] ASL Season Open Day 1
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread UK Politics Mega-thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1786 users

The Reasons of Gas Mining Imbalance

Forum Index > SC2 General
Post a Reply
1 2 Next All
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
Last Edited: 2015-02-21 18:34:53
February 20 2015 23:03 GMT
#1
Hi everyone,

I am back with another analysis; this time about the discrepancy of gas mining rates from different geyser positions. The phenomenon itself was described years ago in detail in Orek's excellent post. However, as far as I know, there has not been an explanation for that. My goal was to find one.

Basically the phenomenon is that some vespene geyser positions generate more income than others, even if symmetry would suggest that it is impossible. I recommend that if you should not be familiar with it, do read Orek's post, because it really covers everything you need to know about it.

The main idea is that the difference, that is, one gas position generating more income than another when they should yield the same, can come from the following reasons:
  • The workers spend less time inside the gas in some cases.
  • They spend less time travelling because they have to travel a shorter distance in some cases.
  • They spend less time travelling because they travel faster in some cases.
All three possibilities seem to be impossible; the first and third for obvious reasons, the second because of symmetry. One of them still has to be the case, though.

To find out which one, I used the Editor once again, as in my previous experiment.
Having compared two gas locations that should generate the same income but don't in fact, it turns out that workers always spend exactly 2 gs inside the gas building, and they travel the same distance approximately. In fact sometimes they travel a longer distance in shorter time to one geyser than to the other one.
This only leaves one possibility for the reason of this phenomenon, namely that units' movement properties depend on the angle they are facing.
That's right, a worker, and any other unit as well, moves faster in certain directions than in others, regarding both maximum speed and acceleration.This is very bad.

For detailed calculations and explanation, here is my usual pdf, and also in the spoiler tag below:

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


Experiments show that units generally move and accelerate fastest around 225° and slowest around 45°. This seems to be the reason for the mining discrepancy between different gas positions. I have no idea why this happens, though.
I, personally, was very surprised to find this, so I wonder what you think about it. Also, any suggestions, criticism and ideas are appreciated .

Check out my other threads as well:
+ Show Spoiler +
The Patrol-in-the-minearl-line Glitch
An Analysis of Upgrades
The Math of Hatch Blocking
To Stim, or Not to Stim
How to Force Field?
Lanchester's Square Law
Lanchester's Linear Law
Imbalanced Hatcheries
The Effects of Worker Pairing
Perfect Micro with Phonixes
Floating to the Gold Base

Create StarCraft models with 3D printing
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Odowan Paleolithic
Profile Blog Joined May 2013
United States232 Posts
February 20 2015 23:53 GMT
#2
So we can safely infer on cross spawns one player will always get scouted first even both players send unit at exact same time from exact same distance from the other player.
I need a bigger fridge. I cannot hold all the Cheese that are given to me.
swissman777
Profile Joined September 2014
1106 Posts
February 21 2015 00:00 GMT
#3
Hats off to you who makes these calculations and a lot of work.
timchen1017
Profile Joined May 2014
37 Posts
February 21 2015 00:49 GMT
#4
The jackpot question is I guess, then, should we rotate the map to the direction such that our scv can move more quickly to the gas geysers.

Also if the acceleration and the max velocity are all sinusoidal functions, should that not mean there is a optimum direction (namely, at 225 degrees as defined in your article) that the mineral patch should face relative to the CC?
linuxguru1
Profile Joined February 2012
110 Posts
Last Edited: 2015-02-21 14:21:12
February 21 2015 01:14 GMT
#5
*mind blown*

EDIT:
I was always under the impression that overlords travelling southwest were faster. I thought it was only my imagination, but there seems to be truth to it. So my question is: do all units have the same absolute speed-increase when travelling south-west or is it relative to their actual moving speed?
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2015-02-21 01:28:43
February 21 2015 01:27 GMT
#6
On February 21 2015 09:49 timchen1017 wrote:
The jackpot question is I guess, then, should we rotate the map to the direction such that our scv can move more quickly to the gas geysers.

Also if the acceleration and the max velocity are all sinusoidal functions, should that not mean there is a optimum direction (namely, at 225 degrees as defined in your article) that the mineral patch should face relative to the CC?


Or we could just get blizzard to like maybe fix their game >.>? This seems like the most reasonable expectations we can have as a group of players who populate a forum of a game that has been made into an eSport. ... :/

This thing has actually always bothered me tbh. I remember on some of the WoL maps not only were the gas distances further but then you also had the angle. It's easy to understand in retrospect how this is even worse than we even originally thought, but man, I really wish they'd do something about this.

On a random side note: the zergling pushing units is back in the game if your unit is attacking instead of hold position even if the pixel area it occupies is the same size as the unit trying to move past it. AKA by walking into units they can change other units positions even if the space they're trying to move past is the same size as them. It makes no sense >.>

How can stuff like this continue to exist? They're pretty huge bugs...
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Skirmjan
Profile Joined October 2012
Italy190 Posts
Last Edited: 2015-02-21 01:40:37
February 21 2015 01:40 GMT
#7
On February 21 2015 10:27 -Kyo- wrote:
Show nested quote +
On February 21 2015 09:49 timchen1017 wrote:
The jackpot question is I guess, then, should we rotate the map to the direction such that our scv can move more quickly to the gas geysers.

Also if the acceleration and the max velocity are all sinusoidal functions, should that not mean there is a optimum direction (namely, at 225 degrees as defined in your article) that the mineral patch should face relative to the CC?


Or we could just get blizzard to like maybe fix their game >.>? This seems like the most reasonable expectations we can have as a group of players who populate a forum of a game that has been made into an eSport. ... :/

This thing has actually always bothered me tbh. I remember on some of the WoL maps not only were the gas distances further but then you also had the angle. It's easy to understand in retrospect how this is even worse than we even originally thought, but man, I really wish they'd do something about this.

On a random side note: the zergling pushing units is back in the game if your unit is attacking instead of hold position even if the pixel area it occupies is the same size as the unit trying to move past it. AKA by walking into units they can change other units positions even if the space they're trying to move past is the same size as them. It makes no sense >.>

How can stuff like this continue to exist? They're pretty huge bugs...


It's worth noting that the BW engine had the same property and it was much more apparent there, which allowed for some strange micro interactions.... that being said, it would be probably nice to fix it. (actually, it's a very strange coincidence, is there perhaps a technical reason behind it?)
Anyways thanks for shedding some light on this mistery!
ZackAttack
Profile Joined June 2011
United States884 Posts
February 21 2015 01:54 GMT
#8
This is very well done. I am surprised that this is the case, that things accelerate faster in different directions. It seems obvious that this would be true of the other units as well. Did you test this with any other unit?
It's better aerodynamics for space. - Artosis
THERIDDLER
Profile Joined July 2014
Canada126 Posts
February 21 2015 02:53 GMT
#9
That why we want frost back. The only map with fair gas mining
Please don't fricken hack, its just a game.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
February 21 2015 02:57 GMT
#10
....
i need sleep!

will read again tomorrow, probably a few times!
TelecoM
Profile Blog Joined January 2010
United States10699 Posts
February 21 2015 03:32 GMT
#11
WOW holy ****, hats off to you sir, AMAZING work.
AKA: TelecoM[WHITE] Protoss fighting
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2015-02-21 04:43:32
February 21 2015 04:35 GMT
#12
Oh wow the very small differences in unit speeds based on the angle you are moving at is incredibly obvious when actively showing a units move speed. Nice find!!!



edit: I think this is probably going to be most significant for situations where moving just a littttttle bit faster than another unit matters. Think chase scenarios, especially where you only need 1-2 more hits to kill. And obviously where the verrryyyy small difference in speed adds up over a long period of time (mining).
varsovie
Profile Joined December 2013
Canada326 Posts
February 21 2015 04:36 GMT
#13
On February 21 2015 08:03 Sholip wrote:

[*]They spend more time travelling because they have to travel a shorter distance.
[*]They spend more time travelling because they travel faster in some cases.


How would it take more time to travel shorter distance when moving faster??? It feels like an hypothesis made AFTER the research was concluded.

But yeah the fact unit pathing and movement is radian dependant isn't new in a video game. It's a propriety of nearly all pathing that it will favor one side over the other, maybe in this case the engine only refreshes one direction before the other in a cyclic way. Or it may simply be rounding "error" with either the sin/cos functions or the vector additions.

But out of curiousity, wouldn't it mean minimg imbalance of mineral too in diferent patches disposition/orientation?
Can you also test few military units (spine crawler, marine, slow/speedling, mamacore, medevac) to see if the acceleration difference is consistant there too?

Anyway thank man for the !!science!!.

*If I may suggest for table 2 to use the same ammount of precision on all values of Total T (add the missing 0s).
Hard_86
Profile Joined February 2015
Romania3 Posts
February 21 2015 11:41 GMT
#14
I am sad because this is a competitive game.
Nightshake
Profile Joined November 2010
France412 Posts
February 21 2015 12:10 GMT
#15
Great work, thank you putting so much time into improving SC !
mvdunecats
Profile Joined December 2011
United States102 Posts
February 21 2015 12:59 GMT
#16
Proof that Scrap Station was the most balanced map ever!
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
February 21 2015 14:47 GMT
#17
On February 21 2015 13:35 decemberscalm wrote:
Oh wow the very small differences in unit speeds based on the angle you are moving at is incredibly obvious when actively showing a units move speed. Nice find!!!

https://www.youtube.com/watch?v=ny7MiakJo10&feature=youtu.be

edit: I think this is probably going to be most significant for situations where moving just a littttttle bit faster than another unit matters. Think chase scenarios, especially where you only need 1-2 more hits to kill. And obviously where the verrryyyy small difference in speed adds up over a long period of time (mining).

Hmm the differences seem very minor. Can't see this having much effect except for mining.
Neosteel Enthusiast
And G
Profile Joined May 2012
Germany491 Posts
February 21 2015 15:32 GMT
#18
Interesting. I always assumed the reason was the footprints being slightly off-centre, but apparently I was wrong.
not a community mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2015-02-21 15:38:55
February 21 2015 15:38 GMT
#19
-Nuked-
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
February 21 2015 15:55 GMT
#20
E 0-45 and E 135-180 should be the same distance - but the fact about different travel speeds is true, yes.
Any sufficiently cheesy build is indistinguishable in skill
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 610
elazer 200
IndyStarCraft 107
UpATreeSC 105
JuggernautJason62
CosmosSc2 29
StarCraft: Brood War
Britney 16109
Sea 11406
nyoken 25
NaDa 11
Counter-Strike
fl0m3406
pashabiceps3138
Fnx 1596
Heroes of the Storm
Liquid`Hasu389
Other Games
tarik_tv19800
Grubby4135
summit1g3703
FrodaN986
Beastyqt648
ceh9529
shahzam256
C9.Mang0148
KnowMe122
ToD119
Trikslyr62
Hui .53
Mew2King41
Organizations
Other Games
BasetradeTV193
Counter-Strike
PGL72
StarCraft 2
angryscii 20
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 47
• Reevou 8
• Kozan
• IndyKCrew
• sooper7s
• Migwel
• AfreecaTV YouTube
• intothetv
• LaughNgamezSOOP
StarCraft: Brood War
• Michael_bg 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis3631
• TFBlade1240
• Scarra595
Other Games
• imaqtpie986
• WagamamaTV415
• Shiphtur193
Upcoming Events
PiGosaur Cup
3h 42m
Replay Cast
11h 42m
Replay Cast
1d 2h
The PondCast
1d 12h
KCM Race Survival
1d 12h
WardiTV Winter Champion…
1d 14h
Replay Cast
2 days
Ultimate Battle
2 days
Light vs ZerO
WardiTV Winter Champion…
2 days
Classic vs Nicoract
herO vs YoungYakov
ByuN vs Gerald
Clem vs Krystianer
Replay Cast
3 days
[ Show More ]
CranKy Ducklings
3 days
WardiTV Winter Champion…
3 days
MaxPax vs Spirit
Bunny vs Rogue
Cure vs SHIN
Solar vs Zoun
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Winter Champion…
4 days
Replay Cast
5 days
Replay Cast
5 days
Monday Night Weeklies
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-02
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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 © 2026 TLnet. All Rights Reserved.