Worker mining micro - Page 2
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tKd_
United States2916 Posts
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RaiZ
2813 Posts
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Alborz
Canada1551 Posts
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skyglow1
New Zealand3962 Posts
On October 27 2006 17:08 gg_hertzz wrote: guys, it's not that important. The majority of progamers do not do it, and more importantly, the majority of progamers who've won titles don't do it. Therefore, it doesn't matter. Bahhhhhhhhhhhhhhh! Please listen: I just want to see it in a vod or something, I don't care whether or not its effective. Thats not the aim of this thread, and if you want to discuss its effectiveness please make a new thread. | ||
zobz
Canada2175 Posts
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Knickknack
United States1187 Posts
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dream-_-
United States1857 Posts
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DruggedMarine
79 Posts
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skyglow1
New Zealand3962 Posts
On October 27 2006 17:56 Knickknack wrote: This seems to be something one could easily check up on by oneself (as far as doing the action of playing like this). Also the question is why would you want to see it if its not worth it. I'd suggest putting a R in the tag if your seeking something like this. Maybe post in broodwar section. Yeah its partly my fault. [R] is a good idea. | ||
racebannon
Canada1225 Posts
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micronesia
United States24351 Posts
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Chill
Calgary25942 Posts
On October 27 2006 17:08 gg_hertzz wrote: guys, it's not that important. The majority of progamers do not do it, and more importantly, the majority of progamers who've won titles don't do it. Therefore, it doesn't matter. If that was true, any of the multitude of innovations we've seen happen in Brood War would not matter. Sometimes things have to catch on. I agree; I don't think always sending workers to the closest patch really matters. I just don't agree with your logic against it. | ||
Cloud
Sexico5880 Posts
If a worker is mining on an awkwardly positioned mineral i also try to relocate it after he returns his minerals. | ||
NonYold
United States2814 Posts
On October 27 2006 17:08 gg_hertzz wrote: guys, it's not that important. The majority of progamers do not do it, and more importantly, the majority of progamers who've won titles don't do it. Therefore, it doesn't matter. hahaha but seriously, let the tl.net strat forum retain some dignity | ||
tae
United States101 Posts
I had never seen/heard of this before, but if the macro master oov did it, I bet he has the ratio of cost effectiveness of workers mining different resources at different times with respect to what units he is producing down to an art. oov macro | ||
gg_hertzz
2152 Posts
On October 27 2006 19:31 Chill wrote: If that was true, any of the multitude of innovations we've seen happen in Brood War would not matter. Sometimes things have to catch on. I agree; I don't think always sending workers to the closest patch really matters. I just don't agree with your logic against it. mining the closest patch is an idea that has been around a long time. I remember entertaining that idea 3 years ago. I'm sure progamers have thought about it, but there is obviously a reason why 99.99% of them don't bother. | ||
jkillashark
United States5262 Posts
Why do these two minerals mine more slowly than the others? It's because the natural path the peon takes to it is slower than if it mined at a different angle to the mineral patch. Haven't you guys noticed that when a worker returns at a 45 degree angle it turns RIGHT back really fast without pausing? But when it comes back down vertically it pauses a little and then goes back? 30 degree returns are by FAR the slowest returning speed for a peon. The bottom left patch is naturally returned at a 30 degree and it is VERY slow. That is why all progamers build a supply depot or something to alter it to make sure it goes horizontally. If you guys didn't know, every unit it StarCraft moves in 16 directions. But some directions for peons return slower than others. Do be precise, anything 30 degrees away from a horizontal or vertical will be a slowed down return. Sometimes bad mineral patches will even have an SCV go one way and change directions and that slows down the return quite a bit, unless it's straight and then 45 degrees, that's good. There's different spots a mineral can be mined at, the bottom left corner, somewhere inbetween, a little closer to the next corner, the bottom right corner. Next time you play alone or are bored and are bored when observing a game, try mining the mineral patch at different spots and see the different speeds the peon will return at. | ||
superjoppe
Sweden3681 Posts
Can you somehow choose which one of them the peon will take? For example on rushhour, at 3clock, the second from highest mineralpatch, my probes always take the weirdest way there, taking much more time than the other patches. So can you actively choose somehow, for example by telling it to mine from somewhere else, making it taking another route to the minerals? | ||
skyglow1
New Zealand3962 Posts
On October 28 2006 01:52 jkillashark wrote: I'm surprised nobody has mentioned this. This is actually really important to a position like 10 on Luna where 2 of the mineral patches mine "slowly." Why do these two minerals mine more slowly than the others? It's because the natural path the peon takes to it is slower than if it mined at a different angle to the mineral patch. Haven't you guys noticed that when a worker returns at a 45 degree angle it turns RIGHT back really fast without pausing? But when it comes back down vertically it pauses a little and then goes back? 30 degree returns are by FAR the slowest returning speed for a peon. The bottom left patch is naturally returned at a 30 degree and it is VERY slow. That is why all progamers build a supply depot or something to alter it to make sure it goes horizontally. If you guys didn't know, every unit it StarCraft moves in 16 directions. But some directions for peons return slower than others. Do be precise, anything 30 degrees away from a horizontal or vertical will be a slowed down return. Sometimes bad mineral patches will even have an SCV go one way and change directions and that slows down the return quite a bit, unless it's straight and then 45 degrees, that's good. There's different spots a mineral can be mined at, the bottom left corner, somewhere inbetween, a little closer to the next corner, the bottom right corner. Next time you play alone or are bored and are bored when observing a game, try mining the mineral patch at different spots and see the different speeds the peon will return at. I thought it was common knowledge that the left 2 patches mined slower on Luna 11 oclock position. What I'm talking about when I refer to worker mining micro is not really this but actually keeping the 4 or so closest patches mined constantly which is taking worker micro a bit farther than just correcting the mining of "crappy" patches. | ||
Manifesto7
Osaka26996 Posts
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