On October 02 2010 07:17 MavercK wrote: with 4 workers and 5 minerals per trip you do not get enough minerals to start your 2nd worker before the first finishes. which doesn't feel right.
Well, if you want to try some numbers you could try to get it as close as bw possible, with 4 workers. Have you tried to put 6 minerals per trip ? Or you can always tweak the workers speed and their mining time, like you did. Also, like you tried, you can do some builds as in bw and tweaks the numbers as you feel with 4 scvs to get it as close as bw possible. Of course, do whatever you want, we dont force you to do anything, but if you can have 4 workers with great mineral numbers, damn that would be great.
Still, it shouldnt be your priority, you should try to finish every units and your pathing between buildings first, that would be great.
currently im using a blend of sc2 hotkeys. sc1 hotkeys and new hotkeys i've made up that i've been trying to keep in the left half of the keyboard.
poll is to find out if people just want original sc1 hotkeys (so many hotkeys all over the place. but the same as sc1) or localized around the WASD keys (similar to how sc2 hotkeys are)
Siege Tank smart fire removed. turret speed increased. Arbiter Tribunal no longer requires a Fleet Beacon. only Stargate. Lurker Burrow time increased from 2 > 3 seconds. All hotkeys redone to original SC1 hotkeys. Slightly reduced size of the Hydralisk Slightly increased the size of SCVs/Probes/Drones Fixed a bug that prevented concussive and explosive damage types doing full damage to protoss units with 0 shields Devourer added using Corrupter model Infestation Pit renamed Queen's Nest (still serves no purpose except for Hive) New Pathing footprints for over half the buildings (small units can now fit between certain buildings at certain angles.) Changed alot of tooltips to reflect correct units/upgrades. Spider mines selection layer changed (they are no longer selected along with other units when boxed) Build times for ALL Structures and ALL Upgrades tweaked (mostly reduced) to be closer to BW (im fairly confident this is the reason people are feeling like they are mineral starved in the early game.) Mutalisk stacking "bug" removed for now until i can find a better way to do it. Zealot Shields increased from 50 > 60 Portrait of all Zerg Structures changed from Overlord > Overmind. (one day soon i will import alert sounds aswell) Added 1 mineral patch to the Mains. bringing them to 9 patches. All expansions have 7. gold has 6.
- firebat still costs 100/50/2 instead of 50/25/1 - carriers do 12 (6x2) damage instead of just 6 - shuttles stats are 100/40/0 (armor) instead of 80/60/1 - ghost's price is 150/150/2 instead of 25/75/1