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| monkybone May 28 2012 21:11. Posts 2877 | Profile # |
On May 28 2012 11:54 zyce wrote:The below, #530, is incorrect. Show nested quote +530. You get the best "total income rate" for having roughly 3 workers in a mineral patch/vespene collector (24 per expansion), but the best "income per gatherer ratio" is 3 for gas, 2 for minerals (16 per expansion).
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. This is confusing and should be removed.
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.Last edit: 2012-05-28 21:12:40 |
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| Chrono000 Australia. June 06 2012 00:20. Posts 172 | Profile # |
grouping a slow overlord with your muta will cause your muta to move around the map more clumped up depending on the distance of your overlord to the muta. This helps to reduce the size of the muta group so they can avoid damage easier.
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. |
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| LinGasm United States. June 06 2012 00:58. Posts 12 | Profile # |
| 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. |
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| Mahtasooma Germany. June 06 2012 01:21. Posts 374 | Profile # |
| Burrowed banelings don't lose their sight radius like all other burrowed units, making them mostly (hilarious) scouts |
| | http://twitch.tv/mahtasooma |
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| Kaitlin United States. June 06 2012 01:36. Posts 2195 | Profile # |
On May 28 2012 21:11 monkybone wrote: Show nested quote +On May 28 2012 11:54 zyce wrote:The below, #530, is incorrect. 530. You get the best "total income rate" for having roughly 3 workers in a mineral patch/vespene collector (24 per expansion), but the best "income per gatherer ratio" is 3 for gas, 2 for minerals (16 per expansion).
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. This is confusing and should be removed.
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. |
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| monkybone June 06 2012 02:20. Posts 2877 | Profile # |
On June 06 2012 01:36 Kaitlin wrote: Show nested quote +On May 28 2012 21:11 monkybone wrote: On May 28 2012 11:54 zyce wrote:The below, #530, is incorrect. 530. You get the best "total income rate" for having roughly 3 workers in a mineral patch/vespene collector (24 per expansion), but the best "income per gatherer ratio" is 3 for gas, 2 for minerals (16 per expansion).
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. This is confusing and should be removed.
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.
No, he said specifically that the third worker on gas has a lower return than the inital two. |
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| Kaitlin United States. June 06 2012 04:18. Posts 2195 | Profile # |
On June 06 2012 02:20 monkybone wrote: Show nested quote +On June 06 2012 01:36 Kaitlin wrote: On May 28 2012 21:11 monkybone wrote: On May 28 2012 11:54 zyce wrote:The below, #530, is incorrect. 530. You get the best "total income rate" for having roughly 3 workers in a mineral patch/vespene collector (24 per expansion), but the best "income per gatherer ratio" is 3 for gas, 2 for minerals (16 per expansion).
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. This is confusing and should be removed.
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.
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.Last edit: 2012-06-06 04:18:57 |
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| monkybone June 06 2012 04:28. Posts 2877 | Profile # |
On June 06 2012 04:18 Kaitlin wrote:
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.
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.Last edit: 2012-06-06 04:33:24 |
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Sea_Food Finland. June 06 2012 05:06. Posts 1612 | Profile Blog # |
On May 28 2012 21:11 monkybone wrote: Show nested quote +On May 28 2012 11:54 zyce wrote:The below, #530, is incorrect. 530. You get the best "total income rate" for having roughly 3 workers in a mineral patch/vespene collector (24 per expansion), but the best "income per gatherer ratio" is 3 for gas, 2 for minerals (16 per expansion).
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. This is confusing and should be removed.
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.Last edit: 2012-06-06 05:09:03 |
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| monkybone June 06 2012 08:02. Posts 2877 | Profile # |
| The bottom line is that it's misleading to say that optimal saturation is 2 workers. It's a bad gameplay tip. Last edit: 2012-06-06 08:02:29 |
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| Zygomorphium Canada. June 06 2012 08:56. Posts 21 | Profile # |
| # (Zerg) Naturally occuring larva production at your hatchery represents about 40% of your total larva production, but only if you have less than three idle larva at the hatchery. Make sure you can spend that larva before investing in a potentially useless queen. |
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| Kaitlin United States. June 06 2012 09:15. Posts 2195 | Profile # |
On June 06 2012 04:28 monkybone wrote: Show nested quote +On June 06 2012 04:18 Kaitlin wrote:
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.
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. |
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| monkybone June 06 2012 09:24. Posts 2877 | Profile # |
On June 06 2012 09:15 Kaitlin wrote: Show nested quote +On June 06 2012 04:28 monkybone wrote: On June 06 2012 04:18 Kaitlin wrote:
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.
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.
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. |
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| Snoodles June 12 2012 07:32. Posts 393 | Profile # |
| Terran: If you 1-rax fast expand, and start your third at or around 10 minutes and make SCV's non-stop, when your third is completed you will have about 70 workers and can stop making them. Posting this because I've had the problem lately of making up to 80-100 workers per game. Now put that freed up APM to good use! Last edit: 2012-06-12 07:32:47 |
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| kyllinghest Norway. June 12 2012 07:42. Posts 1097 | Profile # |
"596. (TvT) In Viking vs Viking battles, you can land the damaged Vikings instead of pulling them back."
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. |
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| Wintertime Canada. June 13 2012 00:59. Posts 63 | Profile # |
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.
Last edit: 2012-06-13 01:01:08 |
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| Spender Poland. June 13 2012 03:06. Posts 75 | Profile # |
On June 06 2012 09:24 monkybone wrote: Show nested quote +On June 06 2012 09:15 Kaitlin wrote:
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.
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.Last edit: 2012-06-13 03:21:14 |
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| zmansman17 United States. June 13 2012 03:10. Posts 2181 | Profile # |
On June 13 2012 00:59 Wintertime wrote: Show nested quote +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.
Thank you for this. I always love seeing these tips. Even though there are 1,000, each of them are informative. |
| | ♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞ |
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| RustySpork United Kingdom. June 13 2012 06:50. Posts 48 | Profile # |
i really like this one, no one has used it that i have seen since jjakji in code s november 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 |
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| buckKeefe United States. June 17 2012 09:47. Posts 47 | Profile Blog # |
| (#610ish?) If you spamclick an automaton 2000, it will eventually blow itself up, allowing you to kill it without using any units. I hate those things because they look too much like workers (esp probes) to me -- but using this trick you can eliminate the automaton 2ks in early-game downtime without needing any units Last edit: 2012-06-17 09:59:32 |
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