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How Do You Feel About Change In Minerals Mined | Jan 2nd, 10:13 | |
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most of you didnt understand what i was saying, or didnt bother to think about it and just wanted to critsize. what am saying is that when am playing sc br i find my self rushing trying to block a rush and then when i find out they didnt rush ive wasted time and energy blocking it or the other half of the time i mess up some how or am not fast enough blocking it and get powned. since they mine less(a little increase in mining speed is not going to make a difference, 1/8 of a second doesnt matter to me. and i doubt they are going to double mining rate) it give you alot of le way since you can send first probe to scout and detect a 6 pool before it happens and since the essence of a 6pool is to catch the enemy off gaurd and get to him when hes not expecting it, early scouting gives you a chance to counter or defend
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| Jan 2nd, 10:15 | |
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I like the idea for the mineral change. It makes the game a little more forgiving so the game can develop a little more and actually use all the units.
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| Jan 2nd, 10:18 | |
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Does anyone know the actual mining rate in SC2 compared to that of SC:BW? I think knowing that would clear up alot of issues in this thread.
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| Jan 2nd, 10:21 | |
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I think it is blue gives your 8 and the high yield gives you 12. Correct me if I'm wrong.
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| Jan 2nd, 10:22 | |
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I meant the time it takes to mine one thing of minerals.
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| Jan 2nd, 10:30 | |
| Jan 2nd, 10:48 | |
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now that all players start off w/ 6 miners doesn't that make a 6 pool a lot easier and faster....? that's my only concern otherwise i like the whole idea. of from 8/trip to 5/trip and 4 workers to 6 workers.
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| Jan 2nd, 11:26 | |
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Well you don't start out with any initial resorces in SC2, but again since the mining time is faster it does even it out. I think a 6pool would either be the same or a bit easier and faster, but it also means that the other player could already have a defense up.
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| Jan 2nd, 11:50 | |
I lol'd.
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| Jan 2nd, 12:32 | |
We were told, long ago, that it's the same rate as in Brood War. (Workers make more trips due to better pathfinding, so they carry fewer minerals; end result is the same rate.)
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| Jan 2nd, 13:25 | |
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It's probably like this to encourage people to use more workers as only having 10 raking in 50 minerals every few seconds isn't too much. Now with faster mining units won't stay on so long and that means more workers can be working at every given time.
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| Jan 2nd, 14:35 | |
Therefor making it seem like there is a faster income. |
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| Jan 2nd, 15:21 | |
actually, I think the mining rate on the yellow patches are reduced, so that the blue minerals take 5 seconds, but the yellow takes 2.5 seconds. |
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| Jan 2nd, 15:30 | |
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I think it's a good idea. Recieving 8 minerals per trip always seemed to be a bit odd to me and 5 sounds more reasonable. It all balances out with starting with 6 workers instead of 4 which is to my liking as well. Also, hearing that the rate of mining is faster is also a good thing. When playing, I always seem to find that the rate of mining is slow. And that also means that more workers can work at one mineral source which will also be interesting to see how worker production changes.
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| Jan 2nd, 15:50 | |
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But then again, there are always those situations where you are trying to survive having only 1 worker. Rebuilding your new "runaway" base will take a lot longer, since you only have 1 worker with smaller amounts of minerals per trip. I mean, it was already hard enough to start a new runaway base right now in Sc1.
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