about the "full saturation", I believe the gathering will go faster the more workers you will have.. just like in SC. Don't forget that workers don't gather the minerals from one stack, the petting around to find the free one, so you lose time. Generally the more workers you have the better.
actually you should use the additional supply ability in upgraded command center very rarely. it is much cheaper not to forget to build necessary depots and the energy you should spare on mules mules generate 270 minerals depot - 100 minerals do the calculations yourself
when the colossus is on higher ground, it only needs to have stepped on the edge to be attackable from the foes.(Program thinks it it is on both grounds, something like that, but the image tells us the different)
Speaking about colossus, because of their size, they are considered ground and air units. That means they can be hit by AA, like missile turrets for example.
r3ddrag0nxfull saturation is 24 miners on mineral and 3 on gas per expo, i believe, but i build additional to pull for next xpo.
Right.
agileabout the "full saturation", I believe the gathering will go faster the more workers you will have.. just like in SC. Don't forget that workers don't gather the minerals from one stack, the petting around to find the free one, so you lose time. Generally the more workers you have the better.
I think you get diminishing returns (less minerals/scv/min) after 2/mineral patch (16 for standard 8 patch base) and 'saturation' does occur at 3/patch|geyser (24:8) where you you receive no benefit for further drones (different than sc).
r3ddrag0nxfull saturation is 24 miners on mineral and 3 on gas per expo, i believe, but i build additional to pull for next xpo.
Right.
agileabout the "full saturation", I believe the gathering will go faster the more workers you will have.. just like in SC. Don't forget that workers don't gather the minerals from one stack, the petting around to find the free one, so you lose time. Generally the more workers you have the better.
I think you get diminishing returns (less minerals/scv/min) after 2/mineral patch (16 for standard 8 patch base) and 'saturation' does occur at 3/patch|geyser (24:8) where you you receive no benefit for further drones (different than sc).
Don't know how MULEs play into this.
MULEs can gather even when minerals are fully saturated, so the more, the better.
full saturation is 24 miners on mineral and 3 on gas per expo
I could be wrong, but I think that is too many miners. Closer mineral patch requires only 2 miners. The farther ones barely require 3. For most maps, I think 18/19 miners is optimal for the starting base.
Miners will not roam around once the mining pattern settles.
Post about things people may or may not know about SCII.
There are no right or wrong answers.
---
u can have up to 19 larva per hatchery, if u'll use spawn larva ability of a queen, and stack them
93.84.0.xxx
full saturation is 24 miners on mineral and 3 on gas per expo, i believe, but i build additional to pull for next xpo.
select marauders, rines, etc. and press enter then type /dance. they dance.
You can select your warpgates by pressing W.
you can avoid getting damage by vikings. To do this while they are on air, before a missile hit them transform them fast into the ground unit.
about the "full saturation", I believe the gathering will go faster the more workers you will have.. just like in SC. Don't forget that workers don't gather the minerals from one stack, the petting around to find the free one, so you lose time. Generally the more workers you have the better.
actually you should use the additional supply ability in upgraded command center very rarely. it is much cheaper not to forget to build necessary depots and the energy you should spare on mules
mules generate 270 minerals
depot - 100 minerals
do the calculations yourself
when the colossus is on higher ground, it only needs to have stepped on the edge to be attackable from the foes.(Program thinks it it is on both grounds, something like that, but the image tells us the different)
Speaking about colossus, because of their size, they are considered ground and air units. That means they can be hit by AA, like missile turrets for example.
In Wings of Liberty Terrans have old units from sc1 and some new (not showed yet). In terran campaign it will be short protoss campaign
Right.
I think you get diminishing returns (less minerals/scv/min) after 2/mineral patch (16 for standard 8 patch base) and 'saturation' does occur at 3/patch|geyser (24:8) where you you receive no benefit for further drones (different than sc).
Don't know how MULEs play into this.
MULEs can gather even when minerals are fully saturated, so the more, the better.
I could be wrong, but I think that is too many miners. Closer mineral patch requires only 2 miners. The farther ones barely require 3. For most maps, I think 18/19 miners is optimal for the starting base.
Miners will not roam around once the mining pattern settles.