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Start with 4 or 6 Workers?

Discussion in 'General StarCraft 2 Discussion' started by Psionicz, Apr 15, 2008.

?

4, 5, or 6 Workers?

  1. 4

    14.3%
  2. 5

    19.0%
  3. 6

    66.7%

Start with 4 or 6 Workers?

  1. Remy

    Remy New Member

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    I vote for 6 workers.

    Zerg players have never relied on queuing units, and we've done fine. It's actually the other two races with their fancy "queuing technology" that have barely been catching up to Zerg in unit production. There might be tons of other reasons, but the one provided is a poor argument on why 6 workers is a bad thing.

    You are not limited to pumping units out of just a single hatch vs 1 rax vs 1 gate, it's dynamic. With the newfound rate of early mineral income, Zerg could quickly put up multiple early hatches and almost instantly dominate the other two races with sky rocketed burst production. The opposite could just as easily be argued. But the truth is, burst production vs steady queue has always existed in SC, and I don't see why it can't be tweaked to work just as well if not better in SC2.

    When I talked to Jon, he said everything was hella fast, and honestly, that does scare me a small bit. But I think things will be fine after players put some time in and get used to the new pace of the game.

    I think starting with 4 workers is playing it safe, going with what we know works. Starting with 6 workers on the other hand, is opening up a fat ass door to new possibilities. I welcome it with open arms. Just to point out, I say all this as a player of the race that can't queue units. Hell, we don't even have structure queuing at this point. Bring it on.
     
  2. Nickalisk

    Nickalisk New Member

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    trying using ums to test out the scenario of 6 workers. it really changes up the early game dynamics.
     
  3. SOGEKING

    SOGEKING New Member

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    Make a balnce between 4 and 6 workers, so 5 :)
     
  4. VodkaChill

    VodkaChill New Member

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    In which ways? Can you tell more about that test of yours and add more details?
     
  5. Remy

    Remy New Member

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    No one is expecting it not to.
     
  6. MeisterX

    MeisterX Hyperion

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    Wow... ummm did anyone else just have a killer article idea??????
     
  7. Psionicz

    Psionicz New Member

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    An artical on the effects on each race with 4, 5, and 6 workers, pros, cons, balances, imabalances?
     
  8. MarineCorp

    MarineCorp New Member

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    Starting with 6 workers does give the pace of the gameplay a fast start however do we all think that the pace will be as fast later on the match? i think the pace will be as fast as sc1's pace in a late game
     
  9. MeisterX

    MeisterX Hyperion

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    Can someone draw me up three UMS scenarios with normal triggers, but starting with 4, 5, and 6 workers?

    Thanks!

    Jon
     
  10. josh

    josh New Member

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    Having 6 workers IMO will really help boost economy in early game but I doubt it would make a huge effect overall in the game.
     
  11. MeisterX

    MeisterX Hyperion

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    Come on... we have to have some map makers in here who can handle triggers to add extra workers.

    2,000 minerals to whoever submits them to my e-mail first!
     
  12. CyberPitz

    CyberPitz New Member

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    Man, I was gonna do this last night, but I figured it was already done, and here I am sitting at work. When I get home, if nobody has jumped on this, I'll get it going for ya.

    I'm by no means any sort of a good mapper, but isn't it as simple as going into the map and adding 2 extra workers or whatever? I guess I'm not 100% sure on how that would work, now that I'm thinking about it :p
     
  13. Psionicz

    Psionicz New Member

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    I kinda have it done but I need someone to test it with me so I can complete it properly.
    The problem with just placing the workers is that the random start location can't be used and you can't like randomize the race, so the spot you choose is what race you want. Of course if you know scripting then it can be done normally.

    Edit:

    I just tested 6 workers PvZ and Zerg could not keep up with the fast flowing Protoss and I was able to wall him in for the whole game, I was even able to take his natural expansion. So while I could wall him in his base, his minerals was getting starved, teched up a little, the just rushed in my Zealots to his base.
    But If I didn't rush I'd say Zerg could tech pretty quickly.
     
    Last edited: May 1, 2008
  14. MeisterX

    MeisterX Hyperion

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    Send me three maps.

    Each one needs four slots. Two Zerg, one protoss, and one Terran. So you just choose your race and you're in that location.

    Then make one map with four workers, one with five, and one with six.

    Thank you.

    Submit them to my e-mail.
     
  15. Psionicz

    Psionicz New Member

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    Ok. I'm on it.

    Edit:

    Feel free to download them.
     

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    Last edited: May 1, 2008
  16. MeisterX

    MeisterX Hyperion

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    Good job Psionicz, just remember to remind me for your 2k mins.

    Psionicz wins! ;)
     
  17. CyberPitz

    CyberPitz New Member

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    Either I'm failing hard, or these maps aren't working, because I can't play them without losing instantly, or only having a couple civies :p

    *EDIT* I couldn't get the Python maps to work, so I just edited good ol' Lost Temple and got it working. Really, the Zerg are great if they could build more units a bit quicker. If they started with 3 larva, and reproduced them a little quicker/had the ability to get 4 instead, they could catch up with the rest of the races just fine....
     

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    Last edited: May 2, 2008
  18. Operational

    Operational New Member

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    I'm pretty lousy at organising my workers at the start of a game - 6 might be too much for me!
     
  19. CyberPitz

    CyberPitz New Member

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    I can't say that I'm not much better, lol...
     
  20. MeisterX

    MeisterX Hyperion

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    Yes, but the workers basically auto-split for you. They all go to the same mineral source, true, but they split much like four workers sent to the same mineral block would in SC1. So it's not as good as having a great split, but auto mine will DEFINITELY have an effect.