[D] 1000 tips - Page 56
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Account252508
3454 Posts
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Chrono000
Korea (South)358 Posts
Spam clicking one area with your muta will cause them to group up from there u should move forward while they are clumped. Over time they will spread out but by adding an overlord to the group they will spread less quickly. | ||
LinGasm
United States12 Posts
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Mahtasooma
Germany475 Posts
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Kaitlin
United States2958 Posts
On May 28 2012 21:11 monkybone wrote: No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas. I think the point is that if you want 4 total in gas, for whatever reason, then 2 in each is better than 3 and 1. | ||
Account252508
3454 Posts
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Kaitlin
United States2958 Posts
On June 06 2012 02:20 monkybone wrote: No, he said specifically that the third worker on gas has a lower return than the inital two. I remember a thread wherein someone tested and found that the third worker in a gas geyser does not add as much to the income rate as each of the first two. Based on that research, his statement is 100% correct. | ||
Account252508
3454 Posts
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Sea_Food
Finland1612 Posts
On May 28 2012 21:11 monkybone wrote: No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas. The gasses are not always the same distance. On some bases 3 workers over saturates a gas, meaning the 3rd worker kinda works slower. This is the most usual case. On some bases 3 workers dont fully saturate a gas, meaning 4th worker will add about 2% extra income. Very easy to notice which one when you mine the gas. | ||
Account252508
3454 Posts
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Zygomorphium
Canada21 Posts
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Kaitlin
United States2958 Posts
On June 06 2012 04:28 monkybone wrote: No, as I said: if there is a difference, it is miniscule, and it is idiotic to follow that advice as a tip. No one with any knowledge of starcraft would prefer 2 in gas as a general rule for optimal saturation. Furthermore, I have tested it myself some time ago, and 4 scvs does indeed give more gas than 3 scvs in gas. 25 gas per 1000, not much, but it shows that 3 scvs still doesn't occupy a refinery completely. The second point isn't the important one though. Anyway, the "tip" is wrong on multiple levels, and I'm surprised that anyone here are itching to defend such a useless and incorrect tip. I'd even say it's spreading misinformation. The tip I take away is that if I have a build where I need 4 workers in gas, then I'm going 2+2 instead of 3+1. Nobody said 2 in gas was optimal in total. However, 2 in gas returns higher income / worker than does 3 or 4, meaning the 3rd worker doesn't provide as much income as the 2nd. That's all he's saying. | ||
Account252508
3454 Posts
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Snoodles
401 Posts
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kyllinghest
Norway1607 Posts
Landing a Viking takes 3 secs and they are considered flying units while transforming. I don't think it is ideal to be immobile and flying in 3 seconds if you are taking heavy dmg. | ||
Wintertime
Canada64 Posts
On June 06 2012 00:58 LinGasm wrote: For Zergs... If one wants to rush 3-3 melee/ranged upgrades with carapace the timings go as follows..... Start Lair when 1-1 is half done, both should finish at the same time. Start 2-2 and Infestation pit at same time. Go hive as soon as Infestation pit finishes and 2-2 will be finished as hive finishes. Gogogo 3-3 n stomp. 0:00 = Up[1] Start (Takes 2min40sec) 1:20 = Lair Start (Takes 1min20sec) 2:40 = Up[1] Finish, Lair Finish 2:40 = Up[2] Start (Takes 3min10sec) 3:20 = Infestation Start (Takes 0min50sec) 4:10 = Hive Start (Takes 1min40sec) 5:50 = Up[2] Finish, Hive Finish Fixed that for you. | ||
Spender
Poland76 Posts
On June 06 2012 09:24 monkybone wrote: That's not what he was saying. Read the comment he answered. From the context of it, he didn't mean what you're saying at all. That's exactly what he's saying. Here's his comment: + Show Spoiler + The best "income per gatherer ratio" is TWO for gas (4 per expansion), 2 for minerals (16) per expansion. The third worker on gas has a lower return than the inital two. 3rd worker on either minerals or gas provides less income than the initial two therefore best income/return per gatherer ratio is two on each mineral patch / gas geyser. In your original reply you said: + Show Spoiler + No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas. The last sentence is plain wrong. Yes full saturation is in practice 3 in gas (excluding maps with bad geyser placement like metalopolis) but full doesn't mean optimal. Optimal means best income per gatherer ratio hence 2 workers in a gas geyser is optimal. Some pro protoss players utilize this in their builds. Sase and Naniwa I'm 100% sure about, would have to verify on some other, so I won't name them. | ||
zmansman17
United States2567 Posts
On June 13 2012 00:59 Wintertime wrote: 0:00 = Up[1] Start (Takes 2min40sec) 1:20 = Lair Start (Takes 1min20sec) 2:40 = Up[1] Finish, Lair Finish 2:40 = Up[2] Start (Takes 3min10sec) 3:20 = Infestation Start (Takes 0min50sec) 4:10 = Hive Start (Takes 1min40sec) 5:50 = Up[2] Finish, Hive Finish Fixed that for you. Thank you for this. I always love seeing these tips. Even though there are 1,000, each of them are informative. | ||
RustySpork
United Kingdom49 Posts
to kill a burrowed ling that is stopping a CC from landing, put a marine and a medivac where the ling is, then get a sieged up siege tank to shoot at your own marine, and the splash damage will one shot the ling, and the medivac will heal the marine so it doesn't die. So you can land you CC without having to use a scan :D | ||
buckKeefe
United States63 Posts
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