Mineral boost trick (works in 1.5!) - Page 18
Forum Index > SC2 General |
Areon
United States273 Posts
| ||
Belial88
United States5217 Posts
These people just need to be warned/banned for clearly not reading the OP and being idiots. edit: not you. lol you clearly are addressing the same person i was. I think the 24% figure is a bit drastic, it's talking about a single worker's increased income as in increase in income per minute. You can only do this with one worker, unlike the old method, which you could temporarily automate and do with a bunch of workers at the same time, which at best was 7%, vs this which is just 24% on a single worker for only the time you micro it, which will not be 100% of the time even in the first 2 minutes of the game. As I stated in a previous post, I don't think that this would be better than just drone pairing, as that yets about 200 minerals increase per minute vs maynarding when you do a build like hatch first then rally to natural or FFE then rally to natural after pairing the first 16 workers. | ||
Cofo
United States1388 Posts
| ||
Uncultured
United States1340 Posts
But it might be useful enough to get a headstart. I wonder how many workers can be done at once. | ||
Devise
Canada1131 Posts
| ||
SKDN
Sweden243 Posts
| ||
TheRabidDeer
United States3806 Posts
On August 15 2012 13:21 Cofo wrote: Stop saying this is old, it is NOT sockfolding. It is sockfolding 2.0. I fail to see how they are any different. They both seek to eliminate deceleration by shift queuing a command near the minerals. | ||
tsuxiit
1305 Posts
On August 15 2012 13:17 Areon wrote: It's hilarious how many kids didn't read the post to understand that this is NOT the same as the trick from two years ago that involved queuing mine and return commands which had about a 7% increase in mining compared to THIS trick which is 24%. Pathetic really the number of idiots who don't spend the five seconds it would take to realize their folly without embarrassing themselves. This is such a huge find, I can't believe it's been over two years since anyone tried something like this. If this isn't patched, pros will want to be doing this every goddamn game. Hell, they'll need to. The reading comprehension of the average TL user has reached a new low in my mind. And you think you're disappointed. Firstly, it's not 24%. Not by a long shot. Secondly, it was pointed out almost two years ago if you actually read the thread you're referring to. Thirdly, the OP hasn't even pointed out that if you're fast enough you can also speed up the SCV on the way back to the CC by shift-queueing return cargo while the SCV is on its way back to the CC. So if you have twice the APM required to pull off this trick, you can get twice the benefit out of it by doubling the effect. | ||
Gosi
Sweden9072 Posts
| ||
lolcanoe
United States57 Posts
| ||
Infernal_dream
United States2359 Posts
| ||
SKDN
Sweden243 Posts
On August 15 2012 13:46 Infernal_dream wrote: It's another thing people will do (just like worker splitting) that honestly doesn't do shit. Yet everyone will fucking marvel when someone does it awesomely. Click all your probes send them to one patch, split them, it doesn't matter. you still get 50 minerals right when the first worker is done building. So tired of seeing retarded shit like this. And as stated earlier once you get more than one worker per patch it doesn't work either. They'll be waiting for the other probe to finish in the first place. What do you mean wont do shit? I can imagine players with 400 APM managing can 3 rax with this instead or going 12cc instead of 14cc? We will just have to see the pros use this now | ||
ThreeHeartRun
United States6 Posts
I have noticed that doing the trick will let you get an extra trip out of a MULE, but at the point in the game you'd be using it, minerals aren't a huge concern, you'd need to use it on a new base (non-saturated so you don't click scvs) and the APM can almost always be better spent elsewhere. EDIT 2: Also, be sure to queue the movement command to directly beneath where the worker was while mining. It's possible to click to closer to the patch, which makes the worker move further than needed, twitch, then start mining, losing time instead of gaining it. | ||
RavenLoud
Canada1100 Posts
| ||
Sc2Corpse
United States210 Posts
| ||
FrosTByTe11
United States21 Posts
| ||
Hall0wed
United States8486 Posts
| ||
Reikon
Canada16 Posts
| ||
TibblesEvilCat
United Kingdom766 Posts
| ||
lolcanoe
United States57 Posts
Replay: http://drop.sc/238936 Time to mine 100 minerals(with trick): 2:30(+- 1 second) Time to mine 100 minerals (without trick): 2:37(+-1 second) The difference 7 seconds, equates to 7/157 decrease, which is ~4.4% for 1 worker. In a real world situation, a fast player would probably be unable to do this trick to more than 3 workers simultaneously. For a 6 pool, this would translate into a max benefit of 2.2%. This benefit is completely nullified should you misclick a single time. Moreover, it does not apply to worker stacking, and has not proven to be better than traditional worker stacking. I'd welcome any replays to counter the math done here. | ||
| ||