How many probes to saturate a base




















Is there a point where if I count a certain number of probes I should just stop building them? Traditional doctrine said about 3 bases Probes. Supporting your death ball requires at least 2 bases in mid to late game, and to make the tech transition to HT on 2 base is usually a blunder which will cost you the game.

So if you're going for the standard Colossus into HT, you have to have that third base saturated. More recently, high end Protoss players oGsMC , have been moving away from the classic Colossus into High Templar and have been moving towards even heavier economic builds like Colossus Void Ray. Ultimately, how many Probes you build is a function of what your timing windows are.

The question should never be: How many Probes do I build? Rather the question you should be asking is When do I stop building Probes? Knowing when to cut Probe production is a skill, and that timing is what makes your BO effective.

That said, you could build up more than that if you plan on expanding soon so when it finishes you can get a quicker economic boost when you transfer. And as always, Team Liquid has plenty of theorycrafting on mining. You'll have about 80 probes. If game is not ended at this moment then:. I'm really crazy about probe building - unconsciously. And sometimes I have over half of limit as probes.

Well, if you always die when the opponent pushes because you only have probes and no army, then you probably overdid the probe-production. It's true though that you should produce as many probes as possible in the early game.

A good player will constantly produce probes and have an army just the size to defend an early push. With time you'll be able to spot a good worker saturation. Gas is by far the most coveted resource in StarCraft II — it is used for upgrades and to build all higher-tier units and buildings.

After getting two geysers, consider getting a third and fourth at the nearest expansion if you're relying heavily on gas-driven units or upgrades.

To see how much gas is left in a geyser, select it or the Refinery Assimilator, Extractor , then look at the status display. A number will indicate how much gas is left. A depleted mine will simply read "0". While gas is a valuable resource, it is generally not a wise idea to specifically attack enemy workers extracting gas while refining gas, the worker disappears temporarily, and gas refineries are tough to destroy and cheap to rebuild. If those workers flee from attacking units or are destroyed, they also stop harvesting minerals, disrupting your enemy's income.

Static defenses such as terran Missile Turrets, protoss Photon Cannons, and zerg Spine Crawlers can help keep the mineral line the workers gathering minerals from a mineral field safe from attack. It's often necessary for terran and zerg players to keep other units nearby to defend against diverse types of attacks. To find out how many workers you have, control-click on one of your workers, then count them.

Skip to Main Content Skip to Footer. Overwatch League. Log In. All News. StarCraft II. Nebu January 1, What's New? Feedback Submit Screenshot Guide Index. World of Warcraft. This action prevents the enemy's worker from mining as the field would then be occupied.

HuK is particularly notable for this sort of harassment. Also, a harvester will sometimes switch to another mineral field if their current field becomes occupied, wasting time traveling instead of mining.

Players can remedy this by manually balancing their patches with 2 workers per field, but it may not be worth a player's time to micromanage mining workers as workers will self-balance anyways. Finally, travel distances vary among mineral fields, with some fields closer to the base than others. Therefore, players may attempt to further maximize mining efficiency by forcing workers to first saturate the closer fields done by selecting a worker and repeatedly telling it to mine a given field until it starts mining there.

Having any more than two workers on a mineral field will force the third worker to move to mine another field instead, unless they are also over-saturated. This chart represents the number of minerals a group of workers can harvest on a "standard" base. Zergs Drones were used, on Lost temple. All Drones were gathered on a specific spot, then clicked on the middle mineral patch, and the mineral count was taken after 30 seconds. The Game Speed was set to Faster. Keeping more than 3 workers per patch is a complete waste.

The 4th worker will not give you any additional income. The progression of minerals harvested per second is roughly linear the only variation coming from patch distances, but this is minor until you have 2 harvesters per patch. The 1st and 2nd worker on a close mineral patch will be more efficient than the first two on a far patch. But, the 3rd worker on a far patch will be more efficient than a 3rd worker on a close patch.

In other words, fill up the closest patches with 2 workers over far patches. Ideal saturation is 2 probes per mineral patch at the expo. Gold bases generally have less patches than normal bases so you dont need as many probes there. 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.

What is SCV stacking? Why do SCVs have more health sc2? How many workers do you start with in SC2?



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