unfortunately if they're mining minerals and you queue a refinery they wont return the minerals before they start building the refinery. They will finish mining though =o
Shift + Click your CC then Shift queue your refinery. The SCV will deposit the minerals then build the refinery.
On March 01 2010 12:30 CharlieMurphy wrote: -MULEs gather 30 minerals per trip and make about 9 trips, for 270 gained. On yellow high yield minerals they get 48 per trip and make about 432! so save up your mule power for that yellow expo. -MULEs will gather over another unit mining at the same patch mining, doesn't matter if it's an SCV, Drone, Probe, or another MULE!
mules cant mine the same patch as another mule, if you tell 2 mules to go to the same patch they auto split
On February 28 2010 09:55 CharlieMurphy wrote: you can do it with any units. waypoint system allows abilities and spells now. I think workers will even finish their current mining task then go build if you want.
unfortunately if they're mining minerals and you queue a refinery they wont return the minerals before they start building the refinery. They will finish mining though =o
I just spammed out 20 mules to a yellow mineral base and it took like 1000 of each patch before they all died. Pretty fucking sure they were mining on top of each other.
I don't know if it's different for yellow patches but I know that MULEs can't mine on top of each other on regular minerals.
On March 01 2010 12:30 CharlieMurphy wrote: -MULEs gather 30 minerals per trip and make about 9 trips, for 270 gained. On yellow high yield minerals they get 48 per trip and make about 432! so save up your mule power for that yellow expo. -MULEs will gather over another unit mining at the same patch mining, doesn't matter if it's an SCV, Drone, Probe, or another MULE!
mules cant mine the same patch as another mule, if you tell 2 mules to go to the same patch they auto split
On February 28 2010 09:55 CharlieMurphy wrote: you can do it with any units. waypoint system allows abilities and spells now. I think workers will even finish their current mining task then go build if you want.
unfortunately if they're mining minerals and you queue a refinery they wont return the minerals before they start building the refinery. They will finish mining though =o
I just spammed out 20 mules to a yellow mineral base and it took like 1000 of each patch before they all died. Pretty fucking sure they were mining on top of each other.
I don't know if it's different for yellow patches but I know that MULEs can't mine on top of each other on regular minerals.
I think they can mine over each other but they try not to.
Either way, you want to target different minerals patches with your mules otherwise you end up eating up an entire patch pretty quickly and then ur down to 7 patches instead of 8, haha.
my tip: it is almost always a good idea to use Mules on new expansions or the largest mineral patches available to avoid mining out a single base too quickly which would reduce your income rate.
so each mule brought about 262.5 total here (which is pretty similar to their output on blue minerals normally).
that's a very large decrease in efficiency from their normal 378 total. Some in the middle might have even been triple and quadruple stacking, being that the data says the middle was mined hardest. Hard to make it out though.
The Mules try not to stack (but it is possible for them to do so) and therefore waste a lot of mining time moving to different patches to avoid stacking.
Having both queens and hatcheries in same hotkey allows you to spawn larve using the icons instead of clicking your hatcheries. just cast spawn on each hat one at a time, the queens are smart and the closest queen will spawn on each hatchery. just have to get used to tabbing before hitting s to select larve or have two hotkeys 1 with hat the other with queen + hat. The queens are auto selected first.
On March 02 2010 08:34 CowGoMoo wrote: The Mules try not to stack (but it is possible for them to do so) and therefore waste a lot of mining time moving to different patches to avoid stacking.
On March 02 2010 09:28 AndrewGreve wrote: Having both queens and hatcheries in same hotkey allows you to spawn larve using the icons instead of clicking your hatcheries. just cast spawn on each hat one at a time, the queens are smart and the closest queen will spawn on each hatchery. just have to get used to tabbing before hitting s to select larve or have two hotkeys 1 with hat the other with queen + hat. The queens are auto selected first.
i prefer to hotkey each hatch and just grabbing the queen manually when i see it. Since i'm there macroing and making units anyways.
I'm sure this method helps when microing/attacking though.
PS- doesn't this trick defeat the purpose of the macro mechanic, blizzard said they added them so that players would have to go back to the base every once in a while to make up for the auto mining workers.
APM displayed in replays (and in the spectator interface I assume) is normalized to a speed between slower and fast. If you want to know your real APM for a game played on faster, multiply by 1.35. This helps to explain why everyone's APM seems so low.
I tested this by starting a game with the AI and performing exactly 120 actions. The game lasted 2 minutes 6 seconds according to the victory screen (and about that long according to my stopwatch); the replay was 2 minutes 50 seconds long and recorded an APM of 43, which is 120 / 2:50, not 120 / 2:06.
Not much of a tip, but I didn't feel it deserved its own thread.
On March 02 2010 15:00 CharlieMurphy wrote: i prefer to hotkey each hatch and just grabbing the queen manually when i see it. Since i'm there macroing and making units anyways.
I'm sure this method helps when microing/attacking though.
PS- doesn't this trick defeat the purpose of the macro mechanic, blizzard said they added them so that players would have to go back to the base every once in a while to make up for the auto mining workers.
Yes. It does defeat that purpose when used like that. And eventually it will make "going back to your base to macro" a noobie move. At least in the eyes of the people that can do that trick to macro while they keep their focus where needed elsewhere.
On March 02 2010 09:28 AndrewGreve wrote: Having both queens and hatcheries in same hotkey allows you to spawn larve using the icons instead of clicking your hatcheries. just cast spawn on each hat one at a time, the queens are smart and the closest queen will spawn on each hatchery. just have to get used to tabbing before hitting s to select larve or have two hotkeys 1 with hat the other with queen + hat. The queens are auto selected first.
Wow this could be a lot more efficient. You could have one hotkey for queens+hatcheries and another hotkey for just hatcheries so you don't have to tab between queens and hatcheries. I'm going to try this out now.
On March 02 2010 16:47 ShadowDrgn wrote: APM displayed in replays (and in the spectator interface I assume) is normalized to a speed between slower and fast. If you want to know your real APM for a game played on faster, multiply by 1.35. This helps to explain why everyone's APM seems so low.
I tested this by starting a game with the AI and performing exactly 120 actions. The game lasted 2 minutes 6 seconds according to the victory screen (and about that long according to my stopwatch); the replay was 2 minutes 50 seconds long and recorded an APM of 43, which is 120 / 2:50, not 120 / 2:06.
Not much of a tip, but I didn't feel it deserved its own thread.
weird, why was the game so much longer? And how'd u get that number? I did notice my apm was lower, so I've been trying to increase it, it seems my 150 apm is really 202 lol.
On March 03 2010 14:56 geno wrote: As a trick to finding the divisions: look for people in your own division or friends divisions, check their 2v2 ladders, check people on the 2v2 ladders and find their 1v1 division - with enough patience you can probably find any division. Easiest to find platinum 1v1s when looking at platinum 2v2 ladders of course.
Anyways, found division 11 this way, leader is ZPr.theamazing if anyone wants easy access to it.
On March 01 2010 20:33 CharlieMurphy wrote: I just spammed out 20 mules to a yellow mineral base and it took like 1000 of each patch before they all died. Pretty fucking sure they were mining on top of each other.
How many mineral fields were there? 2 per patch would not cause any to mine at the same time. It takes 3 harvesters per patch to break even on full saturation doesn't it?
* Get burrow and speed upgrade for them asap 50/50 150/100 (150/150?) (burrow is now W) * Use creep tumor(s) to spread ooze outside your base so they move even faster * Instead of having 12 blings in a pile, put 4 in your nat, and split the other 8 into 2 flankable groups when he moves into the nat. Time them all to engage all at once so he literally has no where to run.
*Get overlord speed and drops (50/50 & 200/200), you can load 4 blings per lord. When you engage the MnM send lords into him slightly before and drop (drop is now D) them all around the ball, while at the same time sending in your lings/roaches/hydras. *Use Infestor to fungal spore (hotkey F) terran balls, then and just watch them asplode.
*Be sure to not just attack move the blings into enemy, you don't wanna overkill things. Try to sorta surround and attack, pull back a little, attack again. *You don't want them being wasted on his Marauders who take like 10 bling hits or something. You want to hit his Marines, good terrans will use marauders as a shield for the marines, which is another reason to use drops or flanks.
*Watch out for hellions especially w/ upgraded igniters, They obliterate blings. *If using burrow, watch out for ravens. (both of the above can be countered by using lord to drop blings)
*Blings morph kind of fast, so if you already have speedlings, it's best to move them to a safe location close to where you are about to attack/defend and then morph them. (the same way you would with lurkers or guardians in scbw)
You can set production building rally points onto any unit you control. For example you can set all 3 of your rax to rally onto the first marauder you built. Wherever you move your army the newly created units will be rallied too. Just remember to set the rally point to a new unit in the army if it dies. It can be helpful to make the rally unit something identifiable for that reason.
Oh and almost useless but... Protoss can not Chrono Boost their allies anymore, but a Zerg who NPs a probe and creates a Nexus can Chrono Boost his own Hatcheries.