Judging simply by the eye, the income increase per worker is pretty much linear until you hit 16 drones on minerals correct?
If so, shouldn't it make sense to not maynard at all unless you have more than 16 workers per base?
Forum Index > StarCraft 2 Strategy |
FortuneSyn
1825 Posts
Judging simply by the eye, the income increase per worker is pretty much linear until you hit 16 drones on minerals correct? If so, shouldn't it make sense to not maynard at all unless you have more than 16 workers per base? | ||
Savio
United States1850 Posts
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Tsagacity
United States2124 Posts
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CharlieMurphy
United States22895 Posts
fyi, there was a thread a few days ago where someone broke down all the mining rates when workers are added. 16-24 seems op , anything after that was negative production - unless of course you plan to maynard the overkill, which will pay off later. | ||
Bill Murray
United States9292 Posts
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semantics
10040 Posts
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FortuneSyn
1825 Posts
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CharlieMurphy
United States22895 Posts
On March 01 2010 12:46 Bill Murray wrote: damn, charliemurphy, nice response. you the man. Why thank you, William. | ||
r.Evo
Germany14054 Posts
Case A) 1 base Case B) 2 base For 16 drones (or 2x8) you get exactly the same mineral return per minute. If we have 20 drones the scenario changes drastically. 1x20 get about 110minerals/minute more than the 1x16. 2x10 get about 320minerals/minute more than the 1x16. ---> get 16 (+6 for gas)drones in your main, set worker rally to expansion, build more drones, be happy. Just keep in mind that the 4 workers from 16 to 20 on one base need about 2 minutes to pay for themselves which is pretty crappy imo. More than 16 is just not worth it. I've noticed in replays (although I might be wrong) that no matter what , if I split my workers from my main to my nat, I more than double my income. (this is probably due to the diminishing returns for every worker added) ...is therefore just wrong as long as you have less than 16 drones. At 20+ I'd suggest maynarding until you have 16 left and rally future workers to your expansion. | ||
Zeke50100
United States2220 Posts
Note that 24 isn't the max number per base; 24 comes from there being 8 patches at every main base as of now. 3 workers per mineral patch is 100% saturation. However, I don't recommend getting 3 per patch. 16 per patch will only yield 200 less minerals every X minutes (can't remember the X D, and in SC2, the 50 minerals in the short term is worth more than 200 minerals in the long term. Long term advantages only matter for tech, expansions, and creating more workers in the beginning (having more than 6 workers is quite a long term advantage :D) Building up to 24 workers in anticipation for an expansion, of course, is fine. In fact, if you have 2 bases with 24 workers each (well, 21 if it's a 7 mineral base), you can basically insta-saturate any new expansions, although I'd still only recommend that if you're expanding soon. Remember that 2 bases with 8 workers each WILL outproduce 1 base with 16 workers. The actual amount varies depending on how close the mineral patches are to the base. | ||
r.Evo
Germany14054 Posts
On March 02 2010 11:15 Zeke50100 wrote: Remember that 2 bases with 8 workers each WILL outproduce 1 base with 16 workers. The actual amount varies depending on how close the mineral patches are to the base. This statement is not true for any of the bases at the current LT, I did not test it on other maps. Please don't make statements like these when you're not entirely sure. Just in case you think the income tab in replays etc. is working good enough; it's not. Edit: Your "x" btw is 1. 24 probes on one base gather about 200-220 minerals per minute more than 16. | ||
FortuneSyn
1825 Posts
On March 02 2010 11:04 r.Evo wrote: I tested exactly that scenario today. =) Case A) 1 base Case B) 2 base For 16 drones (or 2x8) you get exactly the same mineral return per minute. If we have 20 drones the scenario changes drastically. 1x20 get about 110minerals/minute more than the 1x16. 2x10 get about 320minerals/minute more than the 1x16. ---> get 16 (+6 for gas)drones in your main, set worker rally to expansion, build more drones, be happy. Just keep in mind that the 4 workers from 16 to 20 on one base need about 2 minutes to pay for themselves which is pretty crappy imo. More than 16 is just not worth it. Show nested quote + I've noticed in replays (although I might be wrong) that no matter what , if I split my workers from my main to my nat, I more than double my income. (this is probably due to the diminishing returns for every worker added) ...is therefore just wrong as long as you have less than 16 drones. At 20+ I'd suggest maynarding until you have 16 left and rally future workers to your expansion. Excellent r.Evo, thanks for testing this! | ||
NeoLearner
Belgium1847 Posts
On March 02 2010 11:04 r.Evo wrote: I tested exactly that scenario today. =) Case A) 1 base Case B) 2 base For 16 drones (or 2x8) you get exactly the same mineral return per minute. So taking into account the mining time you loose because the drones are moving from one base to the other, you actually loose money by maynarding when you have less than 16 drones? I agree with the conclusion, make 16 and rally them to the expansion... | ||
r.Evo
Germany14054 Posts
On March 02 2010 23:25 NeoLearner wrote: Show nested quote + On March 02 2010 11:04 r.Evo wrote: I tested exactly that scenario today. =) Case A) 1 base Case B) 2 base For 16 drones (or 2x8) you get exactly the same mineral return per minute. So taking into account the mining time you loose because the drones are moving from one base to the other, you actually loose money by maynarding when you have less than 16 drones? I agree with the conclusion, make 16 and rally them to the expansion... Exactly @ the lost mining time case of maynarding. I mean, it looks insanely retarded to anyone familiar with bw to see 16 workers at your main, 2 at your expo and see new workers move all the way to your nat, but it's the most efficient right now. If you maynard you lose minerals -right now-, if you rally them over you lose some here and there. The overall total remains the same. Important, especially for Z: You use up workers to build buildings. With 15 workers compared to 16 you lose 52 minerals per minute. With 17 compared to 16 workers you gain about 27 minerals per minute more for that one worker. The difference is huge enough to justify checking your worker. count once in a while (just select the workers on your minerals only, pretty easy to do.) | ||
MiraMax
Germany532 Posts
On March 03 2010 00:24 r.Evo wrote: Exactly @ the lost mining time case of maynarding. I mean, it looks insanely retarded to anyone familiar with bw to see 16 workers at your main, 2 at your expo and see new workers move all the way to your nat, but it's the most efficient right now. If you maynard you lose minerals -right now-, if you rally them over you lose some here and there. The overall total remains the same. Important, especially for Z: You use up workers to build buildings. With 15 workers compared to 16 you lose 52 minerals per minute. With 17 compared to 16 workers you gain about 27 minerals per minute more for that one worker. The difference is huge enough to justify checking your worker. count once in a while (just select the workers on your minerals only, pretty easy to do.) I would not judge too fast. Even though you are right that by maynarding you don't gain as many minerals while transfering, you have the benefit that those minerals can still be harvested from the main. There is a certain advantage to mine heavily from your newest expansion, since it means your other bases are not mined out as fast thereby allowing you to efficiently mine in parallel for a longer period of time. That being said, I would agree that it's by far a much closer call compared to BW. | ||
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