How many harvesters per base sc2
The following is a table of the time to break even for transferring workers with an assumed 15 second travel time:. Likewise, a 3rd worker on a gold patch will not yield as much as a worker on an unsaturated regular patch. There is a loss in efficiency due to lost mineral income during the transfer period. The derivation and formula to calculate the time to break even after a worker transfer to a gold expansion is detailed below:.
The amount of minerals mined at the regular mineral patch if no transfer is done is equal to:. To find the total time needed from initiating the transfer to breaking even we set the formulas equal to each other and solve for T m :. Then we are modeling transferring twelve workers from a base with 24 workers and 4 patches remaining to a fresh 6 patch gold expansion where it takes 30 seconds for the workers to travel:. Note that this includes a 30 second transfer time which means your workers only need to mine uninterrupted for approximately 44 seconds after the transfer is complete in order to catch up.
The first and second workers on a single mineral patch will each collect approximately 40 minerals per minute. The third worker will collect approximately 20 minerals per minute. A very close gas geyser may collect gas faster when having only 1 or 2 workers on it, but once they get a 3rd, the rates become exactly the same, due to the waiting of a worker at all times.
These geysers are generally the "far corner" placements. You can usually notice easily that the geyser is farther than normal. In such cases, when an alternate base is available, it may be best to send workers there if that base is not saturated to two workers per patch yet.
These numbers remain valid as long as the worker is built from the base location adjacent to the mineral patches, and as long as those minerals are standard yield minerals. For Protoss, a fully chrono boosted probe will realize its investment 6 seconds earlier, due to the reduced build time. General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file. Special pages. Printable version.
If you assume a perfectly balanced situation and no army composition advantage good enough scouting , it means that the guy with the biggest army value wins the fight tuss the game. Now puts all that into math and tell me which build of which race is the best ever!! I expect the result to be 6 pool or something because your army value will be bigger no matter what, even against , for a brief period of time.
What would be cool would be to see if those math are any irrelevant to analyse game played by pros in X or Y tournament. Given the delay on the CC and the number of scv not build, how much scv does the banshee has to kill to pay for itself?
Ofcourse the banshee has to kill enough scv to get both players even in scv count or it didnt pay for itself. That number of scv could be X. But the player that lost scv has to remake them, and it's 50 minerals a piece, so given what number X is, it could be that the banshee would pay for itself by killing only scv or something.
Then you could take it to the next level by saying "yeah but what if we reach optimal saturation on 2 base for both player before the mining time lost in dead scv would make the banshee paying for itself?
On November 12 Natalya wrote: If you're interested in doing math in relation with sc2, try this one: A couple year ago i wrote some articles i never published. I've been thinking a lot about timing mineral saturation with expansions. I was watching forgg stream and what really interested me was how interesting his economy management was.
I don't think a lot of people understand expansion timing But the thing that got me thinking was how little people considered the mule to change Terran economy. When you compare it to Zerg or Protoss economies, sure you can't produce multiple drones or chonoboost but you can equalize by expanding aggressively basically because the mules have allowed you to essentially saturate your base.
It seems you need at most 2 workers per patch as Terran to be at the same income rate as P or Z. Clem vs goblin. MaxPax vs Clem. SpeCial vs herO. Bly vs Spirit. PiGStarcraft Liquipedia Discussion. Shinee 81 Bale 60 KwarK GoodGame Cup.
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X-Cup Fall - Quals. Pinnacle Fall Series 2. RCG Shinhan Tank Proleague S5. CWCL Season 2. Samsung LPG 1. BWCL Season WTL Winter. DH Masters Winter: Finals. Community Clash League S3. DH Open November But often is hard to detect how many do you have right now. From what I see you could go to your minerals line, select all harvesters and see how much do you have.
Time — is also factor. Usually in replays that I lost my opponents have around harvesters on 1 base and with expand… Usually I have less…. Probably I don't need to worry that I have too many harvesters? The easiest way to count harvesters is probably going to be to double click on a worker mining at each base.
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