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On July 04 2010 09:42 purerythem wrote: I'm not trying to start any flames, but did anyone actually read the previous post I linked? The math shows out of just about every combination, there is no advantage in 3/3, 2/2/2 or 6 to 1 mineral patch. The disadvantage of doing 3/3 or 2/2/2 is that if you misclick at all, you will be behind. Most do the 3/3 or 2/2/2 out of habit and it just a way of how they start the game.
Agreed, for all practical purposes it doesn't matter. It's an academic argument more than anything else.
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On July 04 2010 09:42 purerythem wrote: I'm not trying to start any flames, but did anyone actually read the previous post I linked? The math shows out of just about every combination, there is no advantage in 3/3, 2/2/2 or 6 to 1 mineral patch. The disadvantage of doing 3/3 or 2/2/2 is that if you misclick at all, you will be behind. Most do the 3/3 or 2/2/2 out of habit and it just a way of how they start the game. This.
Build worker first and then just send them all to mine.
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On July 04 2010 09:42 purerythem wrote: I'm not trying to start any flames, but did anyone actually read the previous post I linked? The math shows out of just about every combination, there is no advantage in 3/3, 2/2/2 or 6 to 1 mineral patch. The disadvantage of doing 3/3 or 2/2/2 is that if you misclick at all, you will be behind. Most do the 3/3 or 2/2/2 out of habit and it just a way of how they start the game.
-That only applies to zerg however. The mechanics are undeniably different.
As I tried to explained in my previous post, your supply structure comes alittle bit earlier if you send workers first. Therefore the supply block in that period is smaller. The result being you get your 11th probe or your 12th scv faster. When the beta gets up I'll try to prove it with replays. -Ofcourse the possibillity that I was just playing against complete newb-cakes is there, which would mean that my claims would make me look completely stupid right now but I don't think so tbh. -With mineral micro I managed to get 10 extra minerals at the 90 sec mark (game time). So mineral micro is not a complete waste either in my experience. And honestly, why wouldn't you do these small things in the beginning instead of all the mindless spam for higher apm count people are doing anyway??
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Jumping on the "build a worker, do a 6/3 split" bandwagon.
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Normally its build worker then send units.
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Send drone to mine with a 6/0 split, do not build a drone, pool @200 minerals. It's a really effective strategy, I'm surprised nobody else has thought of it yet.
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I usually Ctrl+F1, send workers to patch, build drone, split 3/3, set rally, hotkey first OL, send him out, and hotkey Hatch
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On May 17 2010 13:10 Iri wrote: Build a worker and send all six to one patch is fastest as far as I can tell... starts the build immediately and if workers are sent to right patch they'll bring in 50 mins before you have to build your next. Different for zerg, obviously, but for T/P anyway.
I prefer at least a 3/3. The AI auto split doesn't always work -- maybe once every 15-20 times it'll send two to the same patch, or one way far away.
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I think splitting can help you warm up for the game. And most of the top level SCII players are used to splitting.
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i never knew about the F1 function O_o i cant wait to get hold of a manual, a real one with my real CD! Roll on the 27th
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On July 04 2010 11:46 AnxietE wrote: I think splitting can help you warm up for the game. And most of the top level SCII players are used to splitting.
I'm not a progamer or anything, but yea; it's about having a good habit, feeling good about my mouse control, and going through the motions almost robotically that put me into "game mode."
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I always send my probes first because my computer stutters a bit at the start and I'd rather have 6 people mining than one probe building a second early.
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i que a worker and send 2-2-1, dunno why, i guess its just a habbit from scBW
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Here's a question: Do you try to build a drone from a larva which is closest to the mineral field?
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This is my process:
Queue up a worker. Split 3/3
Now this is where I think it REALLY matters:
My first spawned miner will go to the patch that is closest to the CC/Nex/Hatch (There will be two workers on that patch now.)
My second spawned miner will go to the second closest patch (There will now be two workers on that patch now.)
There should be two open patches, not being mined... If you did this properly, these will be the furthest patches from the CC/Nex/Hatch.
The reason I do this, is because the only difference that charts suggest, is that the split doesn't matter too much, but the proximity of the minerals do.
This way, I will have four miners with the shortest route to the CC/Nex/Hatch.
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if you build worker first, you have each worker 0.Xseconds earlier until you interrupt building them even for a second if you sent your worker first to minerals you have 6 worker doing their job 0.Xseconds faster
so if you can build at least 7 worker without interrupting the queue at all bulding worker first should be better as protoss you'll have to wait ~0.3seconds at 10/10 until your pylon is finished so sending to minerals first should be better
whether to split them or not.... i mostly do a 4/2 split, but it sometimes happens that one worker of each "group" wants to take the same spot, which results in one waiting there
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On May 17 2010 13:09 captainwaffles wrote: I always queue a worker then do a 3/3 split and macro on happily.
This.
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@purerythem its in there minds. and like i said: they WANT that there is a advantage. they WANT to do something on start. they mostly dont read prev posts they just post what they are doing and are fine with it.
and we all learned: you loose if you are sitting around and watch your worker working. so they try to find something they could do in frist minutes.
day9 say build worker first rally and split. set worker on empty patches.... sc1 player (me included) split 10 years. its hard to stop doing it when it was so important...
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ctrl+f1 click mineral patch, click nexus, hit hotkey for worker. Done.
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